FaceRig

FaceRig

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Molly Drake 15 Jun, 2016 @ 7:05am
Constraints On Hand Animation Real-Time ?
I noticed it doesn't have full control over the fingers is a way of turning this on
I'm respecting this is to do with the different avatars as well in what animation they get stuck in

I know this is still early feature but it certainly is missed
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Showing 1-7 of 7 comments
76561198257355317 15 Jun, 2016 @ 7:31am 
Hello,

The animations for the fingers are there but the trackers aren't perfect in a way that sees all the little movements an user does with the fingers.
Molly Drake 15 Jun, 2016 @ 10:03am 
thanks for getting back to us quickly so you reckon you could support this for the future depending on the device/software/firmware ? I suppose this is the main question
Last edited by Molly Drake; 15 Jun, 2016 @ 10:13am
Adina_Animaze  [developer] 16 Jun, 2016 @ 1:39am 
OFC we plan on adding other sensors in the future (:
Molly Drake 16 Jun, 2016 @ 10:35am 
one thing I've noticed here is use the animation mode on the avatars and switch to retarargeted you get better movement on hand the only problem with this the face doesn't work so well it might be a nice idea to make this separated so you could have the hands only on retarargeted mode don't know if this possible but would be neat
LordDelmar 16 Jun, 2016 @ 11:11am 
FYI, you can always try to integrate a different API for finger tracking. Best I have seen is : https://www.leapmotion.com/ Though you would need the hardware. Of course, since I have the hardware (have it on my Rift ATM) I would love to see you add support for the Leap Motion on a flat surface. This would give you much better hand/finger tracking.
Molly Drake 16 Jun, 2016 @ 11:23am 
the flat surface does work just used the developer version like you been using on the Rift
LordDelmar 16 Jun, 2016 @ 11:46am 
Wow! Well, guess my PS3 Eye cannot get here fast enough then! Just ordered one to test it out, since it does 60FPS, FaceRig should work very well.
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