[785] 2019.2.3 Beta - Add Trackpad Bassed Gestures to index as option (Legacy Index controls)
tracked
Nepsy Neptune
I personally prefer the new system of full finger movement.
But i hear from alot of people they would like a option to not use full finger curl but still use index controllers over vive wands. Or they would like to still be able to use the Track pad for gestures while still having finger tracking.
So adding a toggle or option to settings to switch between Finger curl or (Classic controls Aka 2019.2.2 controls ..Vive wand emulation)
Another Idea would be The toggle would switch the track pad to use gestures on the track pad and fully using the thumb, but that your fingers are always being tracked from the index no matter the mode
Would be nice for those users who just want to use index as normal controllers as replacements for their vive wands.
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Dewm
I feel this could be expanded by having a Radial menu for gestures upon button press. For Quest 2 users that like to rest their hands in certain ways, the option to click a stick and then move said stick in a direction to activate gestures would be much appreciated.
This could be applied to any controller if the user would prefer this "legacy" style input method.
Zephin
I am upvoting this because I would personally enjoy using the track pad for animation controllers alone while retaining full finger tracking.
EDIT
This would be better rephrased as add animation (gesture) system to the steam controller bindings. This way we can assign it to any button, not just the touchpad.`Squishy
Casting my vote here too. Currently waiting to receive my Index controllers, and whilst I find the prospect of the toggle system quite interesting, the overall proposed control scheme does sound like it will have some issues for me.
One simple example would the "Sad / Concerned" expression I have occupying the "Rock&Roll" slot on my main avatar, which has the finger overrides set to instead have the hand loosely open, to be more suitable for the face.
To use it now I just tap the pad once, and it will stick until I do something else, whilst letting me keep a comfortable neutral hand position in real life.
To use it with Index, I'm going to have to actually hold a physical Rock & Roll hand pose in reality, will have to maintain it, and the avatar in game will also be doing rock and roll. This will be incredibly unfitting for the expression.
There's no method as far as I understand, to have multiple expressions on similar hand poses, and my normal open hand gesture is already used for something else.
It's hard for me to make a particularly specific suggestion for the control scheme without having had a chance to try the controllers yet, but for me, being able to comfortably separate general override animation (expressions, props, etc) and finger animation, would be the ideal. I would love to be able to smile, without being forced to hold a thumbs up. I feel like Index controller has the potential to finally facilitate that.
Rak
Adding a toggle between the two control types would be great.
Jordo
I feel like the best solution would be to make use of the Controller Chords that the SteamVR input binding offers. Basically it allows you to trigger actions using one or more events on the controller (Say... A finger pressing a button for example)
Said actions have to be coded in the game so they can be visible on the input binding, same goes for the events.
Currently, the events for the fingers seem to be all there although it's binary with "Touch" (I'm assuming the finger being opened) and "Click" (I'm assuming the finger being closed) but the actions (gestures) are not here so it's impossible to make use of it.
If the game could use this system, it would allow every player to just remap the bindings to whatever they want, if they changed rock'n'roll to be another gesture (as I did) they would just have to modify the bindings accordingly (provided the devs change to that system and update the default bindings to make use of the controller chords).
I attached an example of what I mean, this is using the Knuckles input binding provided by hackspanner, as you can see every finger events are here, just missing the action (In this case it'd be replacing "Left grip button" with something like... "Rock'n'roll").
Dj Lukis․LT
This should be the way instead of another "crude implementation now, improvements later". Controlling blendshapes with gestures adds quite a lot to user interaction.
Maybe possible to just change layer weight so fingers no longer get affected by humanoid properties but the rest of the objects are...
Tupper - VRChat Head of Community
Merged in a post:
[785] Why not use the Track Pill for guesture overrides 😶
J
J-322-ICA
So, just a thought. Why isnt the Track pill used for anything and why isnt that anything the gestures. 🤔
When seeing the index controllers and hearing about this update. My first initial thought was "They would probably just override the fingers and then use the Track pill as a way to utilise the gestures." But for some dang reason that wasn't what happened 😕
To clarify though, The way I see this is, Most people would use the gestures as a way to interact with the face or props if they had an Index controller. So why not separate the pill into vertical sections, or maybe 4 vertical sections split down the middle (like a 2x4 grid) and assign those to the different gestures (all of them too similar to the PC bindings including the rest, open and closed hand binds), and just override the humanoid fingers with the tracking system. Basically making it so the keyframes assigned to the finger do nothing, leaving any facial, or prop keyframes to play as normal.
Then maybe the toggle you have implemented could toggle between a Hold mode and a Touch mode. So that you can have to either hold the touch area to fire the gesture, or touch the area once and have the game hold that gesture until you touch the area on the pill that goes back to rest pose.
Or if you really want that pill for thumb tracking you can have another toggle for switching between having the pill active or de-active. (I guess keeping it kinda like how its currently implemented) [and maybe assign that toggle to the right controllers analog click instead of that being jump 😟]
This was my first thought for this system so I am kinda surprised It wasnt thought of in house. Or if it was Im surprised it wasnt how it was done. If I had index controller myself I dont want to choose between the two, you can have the best of both worlds at the same time without toggling between the two worlds. 🧠🧠🧠
(P.S who ever didn't assign A buttons as the default jump button and went with using the Analog press, you best have a reason because that A button isnt even assigned to anything by default, No reason why it should not be jump, come on 😣)
Rantis
A button is great for jumping I dont know who said that.
lin
From what I've heard the track pill is not great in the way that it functions/tracks. I've also heard that apparently the A button feels worse for jumping, but you can always assign it as you're probably aware
J
J-322-ICA
lin: even if it is a bad button its still not an analog stick 😅 Its more about being a better default. I think of something that toggles to be assigned to a stick press like landing gear or sprinting (like it is on the left hand), not something thats a primary function like shooting a gun or rolling or
jumping
.Nepsy Neptune
J-322-ICA: I agree there deffintly
Rak
lin: I've been using knuckles for months. The track pad is fine for gestures and tracks fine. A button for jump is far superior to pressing in the analog stick.
Kizzy
lin: It's not the greatest and I find the trackpad to be inconsistent personally, hopefully the index controllers final release will make it better. That all being said though, I vastly do prefer the trackpad for gestures as opposed to this way currently because to activate most of these gestures you really need to squeeze your controller hard and it's just not comfortable.
Zarv
"Or they would like to still be able to use the Track pad for gestures while still having finger tracking."
"Another Idea would be The toggle would switch the track pad to use gestures on the track pad and fully using the thumb, but that your fingers are always being tracked from the index no matter the mode"
EXACTLY THIS PLEASE THANK YOU.
J
J-322-ICA
EXACTLY what I thought. Heres my take in the same direction. https://vrchat.canny.io/open-beta/p/785-why-not-use-the-track-pill-for-guesture-overrides
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