VR - Oculus Quest 2 hand-bone orientation changes
See original GitHub issueWhile working on the Oculus Quest 2, we have just found that the bone positions given by XRJoint are no longer correctly mapping to the mesh.
To Reproduce
- Use Oculus Quest 2
- Go to https://threejs.org/examples/?q=vr#webxr_vr_handinput_profiles
- View hands with hand tracking
Screenshot
Expected behavior Hand models shouldn’t be warped.
Quick Fix XRHandOculusMeshModel.js
bone.position.copy( position.clone().multiplyScalar( 100 ) );
bone.quaternion.copy( XRJoint.quaternion );
// bone.scale.setScalar( XRJoint.jointRadius || defaultRadius );
if(this.handedness === 'left') {
bone.rotateY(Math.PI/2);
bone.rotateX(Math.PI);
} else {
bone.rotateY(-Math.PI/2);
}
Platform:
- OculusBrowser/15.1.0.2.46.283931095 SamsungBrowser/4.0 Chrome/89.0.4389.105
- Device: [Oculus Quest 2]
- Three.js version: [r125.2, r127]
Issue Analytics
- State:
- Created 2 years ago
- Comments:6 (3 by maintainers)
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Top GitHub Comments
Does this code hardcode the meshes? If not, it would be better to wait for updated models.
The hand ray in oculus quest sometimes doesn’t point down is a known issue, it is currently emulated in a way that assumes the UI is always in front of the user (not above or below). We can definitely propose change to this, but it would not be ideal to just disable the ray while not in controller mode, as a couple of examples are actually using this ray.