VR hand specific gestures
complete
M SC
VR users have the option to use their tracking pad or something like it to make hand gestures. However, the controller is setup in such a way that any hand has the same gestures. Meaning replacing the animation of e.g. point, will replace the animation on both hands.
I'd like to suggest to separate the gestures per hand. It will allow more expressiveness for vr users who take their time to create custom animations.
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euan
complete
Possible with Avatar 3.0
Julian Astrum
This should be closed as avatars 3.0 literally has it.
PeEzZ
Yes.
Noe
Merged in a post:
Left and Right Hand Gestures
G
Gunstar XX
Please give us the ability to set up hand gestures for each individual hand. This would allow us to be more creative and expressive with our models and allow people who have multiple versions of the same model to condense them into a single model!
Noe
Fogwick
I don't know the real nitty gritty of how the ik and gestures work, but so far as I can tell the ik has the Left hand and Right hand separated in the controller, which then points to the animation embedded in the default example avatars as reference - they have all the default animations you see in default avatar controller; fist, emote1 emote2 etc. The reason it seems to be single is that both hands, left and right, point to the same gesture; example being FIST, FINGERPOINT, HANDGUN, etc. So I compared the default avatar controller to the custom controller I had back when we could use the finalik component for shenanigans and it looks like the only differences is they'd need to change the default avatars to have left and right variants of the various gestures (ex L_Fist R_Fist), and include a new custom animation controller that had them separate. Not only does this seem (see; seem) simple enough but in theory you could leave both the old default gestures, and the new separated gestures, and include the old and new controllers just in case some people would rather have their hands tied together.
xxx_red_xxx
Fogwick: This would be great as long as it works on desktop too
Noe
Merged in a post:
Animation Overrides For Individual Hands
D
Danobot
It would be great to be able to set an animation override for each hand individually, so that you can have for example, 2 animations for the Thumbs Up Gesture on separate hands.
This would double the amount of gestures that we could use and open up so many more doors for awesome animations and Creative Thinking.
Noe
Merged in a post:
Separate overrides for left and right hand
Des Dia
I heard this was suggested few times and am really surprised this was ignored until now.
Due to recent patch a certain way of making custom avatar controllers was disabled (FINAL IK animator override), blocking all custom animators with separate left and right hand overrides. This method was known to some ppl, but I don't see a reason why it is not available in default animator yet (for everyone).
As enabling custom animator controllers may be a bit of work/postponed right now, can we get a separated right/left hand overrides in default animator for now? It should be relatively low effort (1 day with testing?) and bring a lot of freshness into avatart creations and improvement in general public reception which may still be in shock after blocking webpanels (PR).
I am willing to provide full support for this solution so it can be used as fast as possible.
PS. I am drunk and depressed by fact all my avatars from last 3 months are broken, dont mind my spelling.
Zennshi
Upvote this topic as well, same thing basically https://vrchat.canny.io/feature-requests/p/custom-animator-controllers-on-humanoid-avatars
Cibbi
Literally just name the animations in the 2 gesture layers differently from one hand to another and would be done. 5 minutes edit, one sdk update with the new template to use and that would be done. They're quick to remove stuff when they want, not so much in doing such simple fixes....
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