[1480] Finger Tracking Toggle
available in future release
ZenithVal
With this update, all controllers got finger tracking. Some setups are.... not optimal (Looking at you Vive) There's probably cases where users would prefer to not to overwrite hand animations with finger tracking.
Although this can be done on the avatar side, it would be nice if we didn't need to update all of our avatars. It would also give us the ability to disable finger tracking on public avatars that won't ever add a toggle.
The setting should persist across avatar switches.
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Kung
available in future release
Thanks for everyone contributing details on your use cases and feedback! We'll be adding a new toggle "Avatars Use Finger Tracking" that defaults on. When off, avatar hands revert to the animated hand state even if skeletal tracking is available.
This will be found in the Main Menu Controls page when on the SteamVR version of VRChat
Gesture parameter detection including detection depending on finger tracking will still function, and as usual the Gestures toggle will affect how hands are animated, but this new toggle allows preventing any skeletal tracking from being applied to the avatar's hands.
Kung
If you would prefer not to use the SteamVR skeleton for a particular controller type, you can customize your bindings in the SteamVR bindings UI to remove the skeleton binding. This would be in the "Global" tab (top right) -> "Skeletons" (bottom center-right) -> Left Hand Left skeleton / Right Hand Right skeleton. If you set both of these to "Unused" and save your bindings, VRChat will no longer be using the SteamVR skeleton for that controller type because it would then be unbound.
Dor․
Kung This results my hand freezing as a claw, I know this was said to work for some people, but I tried this several times now, it does not work for me with Index controllers.
I know that many people like the small hand movements that happen based on rotation but I really don't, it looks off on nearly every avatar I use, and the thumb is rotated on literally all of them.
Myrkur
Dor․i have to agree with this, we have a dedicated button to disable gesture overrides why cant we have one for disabling finger tracking.
T
TomRedux
Kung I've try that and it will freeze and break Hand Gestures after hopping worlds and sometime avatar reload and basically have to reload steam vr binding over and over if we don't want to use skeleton hand tracking making it annoying and toggle in game world make it so much easier or if this is bug with vrchat then something need to be fixed.
ZenithVal
Kung As others have mentioned, this does not seem to work as intended. When disabling skeletal input the hand freezes in a default skeletal position instead of falling back to normal hand animations. If this did work it'd be okay middle ground.
On beta, the Animator Tracking Control state behavior still works for disabling finger tracking. It'd be very appreciated if a toggle with that functionality was accessible via the menu instead of requiring every avatar author to implement their own controls.
Manice08
Kung this does not fix the issue. hands still have all problems as mentioned before form people and now have no gestures at all
can we just have a button to disable finger tracking to set back to a legacy setup for wands?
a substantial player base still uses them regularly for a large plethora of reasons that can not be accurately replicated on index controllers.
this will be a substantial negative decision if launched as-is without a successful solution
Jordan11
Kung This is what I am currently doing and it is very buggy and requires multiple attempts to work. It also randomly freezes when switching avatars and worlds requiring me to do it again every time. A skeleton tracking toggle would be much better suited.
smt923
it seems pretty weird on rift s, and although turning on gestures kinda hides it it still is a weird compromise, would like gestures off + finger tracking off as an option too
lackofbindings
There already seems to be a toggle for this. For me (Quest Pro), turning on "Gestures" in the radial menu reverts to the classic animations for me. Might just be bugged at the moment for some setups.
OctoFloofy
lackofbindings not really a good solution. I specifically do not want to have gestures enabled or hand tracking.
lackofbindings
OctoFloofy I agree, there should be two separate toggles. One for the gestures parameters, and one for the finger animations.
Locustlab
I dont even understand how vive wands would even deal with finger tracking, and i own vive wands. would like for this to be a feature though
ZenithVal
Locustlab SteamVR skeletal input makes a "best guess" with limited info. Interactions with the touchpad move the thumb and the grip closes all the fingers. It's really bad.
Locustlab
ZenithVal sounds pretty bad. ive got the wands and index controllers and i just dont think the wands should ever emulate finger tracking