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hand pose area to be extended to account for held items

Open DigitalN8m4r3 opened this issue 2 years ago • 4 comments

after some talk and test with @Malcolmnixon we came to the following conclusion for what would be needed to be expanded to allow for handpose areas only affecting the trigger or grip blend of the animationtree

  1. Open pose
  2. Closed pose
  3. Override trigger [true/false]
  4. Override trigger value [0 .. 1]
  5. Override grip [true/false]
  6. Override grip value [0 .. 1]

now this would allow for lets say performing actions inside handpose areas while holding a pickable item,

example: holding a can, movin into pose area -> index finger spreads out (trigger blend), rest of the fingers (grip blend) stays in pose as specified by the currently picked up pickable

DigitalN8m4r3 avatar Nov 17 '22 02:11 DigitalN8m4r3

I think @Malcolmnixon added that to his PR around multiple grip positions, so check if that now works as advertised.

BastiaanOlij avatar Nov 25 '22 08:11 BastiaanOlij

from what i know as we talked before he started refctoring is that he added the possibility to do this in the future but right now it does not work as only the normal hands that are driven by hands.gd are changing their pose to the specified entry pose. What needs to be extended is this to work with the physics hands to perform the above

so this should be rebranded to the 3.2.0 milestone

DigitalN8m4r3 avatar Nov 27 '22 12:11 DigitalN8m4r3

The thought here was to allow more options for enhancing the hand animations and posing.

Allowing an option to control which fingers are driven by the grip / trigger inputs allows for enhanced gestures - consider wanting the trigger to drive the peace-sign.

Secondarily this may allow the creation of more poses without having a combinatorial explosion of animations. An analogy would be the way texture compressors (s3tc, astc, etc) work by picking just two colors and then blending them, we could have two base-poses and then have more choices of blending.

Perhaps the second case is substituting for the fact that creating animations is complex for the average user, and that may be solvable by using or creating a simple posing design tool.

Malcolmnixon avatar Nov 28 '22 17:11 Malcolmnixon

In Godot 4 you should now be able to edit poses and alter them, creating your own custom pose specific for an item.

Would this suffice for this issue combined with the work done on open/close hands on grab points?

BastiaanOlij avatar Aug 29 '23 02:08 BastiaanOlij