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Generic VR controller 3d model

Open dantman opened this issue 5 years ago • 2 comments

Right now the player's hands are represented by 2d graphics. It would be nice to have some better representation of the player's hands.

Unfortunately in an overlay we cannot do animated 3d graphics. However it is supposedly possible to display a single static 3d model in place of an overlay. If someone made a nice model of a generic sci-fi VR controller (a simple rounded cylinder, with perhaps a bit of a taper, and an indentation for the trackpad) then I could use that in place of the 2d pill shaped overlay.

dantman avatar Jan 07 '19 06:01 dantman

I might be able to model something for this... though there is one concern I have and that is that VR controllers vary a lot in shape & size... as such I personally think splitting into 2 types would be wise... The types I'd use would be Vive/WMR (Long controllers with large trackpads... This would be modeled as you describe) Oculus/Vive Cosmos/Reverb G2/Valve Index (Short or Medium Length controllers with joysticks and A/B/X/Y Buttons... occasionally with touch sensors/touchpads in addition)

I will also admit I'm not that great at hard surface modeling and prefer soft-surface so this might be difficult for me to pull off... also 3 years late sorry bout that one

I also think using the built in controller models might be a better alternative if possible

InsaneGrox avatar Mar 11 '22 22:03 InsaneGrox

Built-in controller models aren't available. Only the game can tell SteamVR to render those and they're usually rendered in-game. SteamVR's overlays restrict me to either 2d surfaces or a single static .obj with no movable parts, shaders, etc. Not even sure how the textures work yet. https://vrutilitybelt.readthedocs.io/en/latest/addons/render_models.html#caveats

I wouldn't bother making separate controller models for different controller styles. The overlay's idea is supposed to be grabbing things with your hands rather than fully representing the controller you're holding. In fact long term goal for the Oculus and Index controllers would be to switch over from the controller interaction point to finger based interaction points using the Skeletal Input API (#88).

Something better may be models for the FSS mode and maybe galaxy map in the future. Those areas are voids where the overlay does act like a custom controller you're holding with certain interactions on it. Different than the actual VR controller. At some point I'd like to change the model in those modes to reflect the change in controls. Like having a cross mark with your trackpad/joystick position to represent UI navigation controls they have in those modes.

dantman avatar Mar 11 '22 23:03 dantman