Hand Tracking With Meta Quest And OVR Components - Interaction SDK #2

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  • เผยแพร่เมื่อ 21 ก.ย. 2024
  • Today we look at how the Oculus Integration handles hand tracking and what information is available through the OVR Hand, OVR Skeleton, OVR Hand Renderers, and how we can access this information through C# scripts including rendering of bone information, bone names, and bone transforms. This video is fundamental to understanding OVR components which will be used in the Interaction SDK which I will cover on my next video.
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ความคิดเห็น • 40

  • @dilmerv
    @dilmerv  ปีที่แล้ว +1

    📌 Be sure to watch the full playlist for this video in chronological order from 👉 th-cam.com/play/PLQMQNmwN3FvwEs_7aXRQ_kEREgrXuKWho.html
    🔔 Consider subscribing to avoid missing future XR videos: th-cam.com/users/dilmerv thank you !

  • @donfu2795
    @donfu2795 2 ปีที่แล้ว +3

    As always, thanks for the video Dilmer. Can you tell me the relationship between hand tracking in the Oculus Interaction SDK and the OVR Components?

  • @saraferar
    @saraferar ปีที่แล้ว

    Thank you so much for the video and assets! All the best x.

    • @dilmerv
      @dilmerv  ปีที่แล้ว

      You're very welcome!

  • @tylerheaton9452
    @tylerheaton9452 2 ปีที่แล้ว +1

    Great video and introduction to setting up hand tracking. On another note, is that an Ultraleap module n the front of your Quest 2?

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      Thanks Tyler, yes I mounted it to test it out with other prototypes I am creating for the channel.

  • @SandipSharanSenthilKumar
    @SandipSharanSenthilKumar 6 หลายเดือนก่อน

    Hey, I just followed all the steps till 3:30 yet I can't the hand visuals in the game window. Can someone help me with this?

  • @ketabtasviri3291
    @ketabtasviri3291 ปีที่แล้ว

    Thank you very much for your excellent education
    I wanted it to be red when we hold the cube with the right hand and blue when we hold the same cube with the left hand.
    How should I do?

  • @chasesommer
    @chasesommer ปีที่แล้ว

    Thanks! I'm going to try the Oculus SDK for my VR Butter Churning Simulator!

    • @dilmerv
      @dilmerv  ปีที่แล้ว +1

      Awesome 👏 yes test it out, it is a great way to get started !

    • @chasesommer
      @chasesommer ปีที่แล้ว

      @@dilmerv Do think Meta's XR kit is better than Unity's? Or do you have a video on that?
      My first impressions is that Unity's is much more straightforward and basic. Meta's is advanced and a bit harder to learn.
      I think long-term Meta's seems best as I can do crazier things in my apps/games.

  • @user-ie83jikwi2
    @user-ie83jikwi2 ปีที่แล้ว +2

    how can i find that DebugArea prefab?

    • @dilmerv
      @dilmerv  ปีที่แล้ว +1

      You can get it from this project via GitHub github.com/dilmerv/MetaInteractionSDKSamples thanks

  • @CombatCatYT
    @CombatCatYT ปีที่แล้ว +1

    How did you make the Debug Area? It doesnt show in the beginning.

    • @dilmerv
      @dilmerv  ปีที่แล้ว +2

      That part is not included you are right but you can download the code and look at how I created it from github.com/dilmerv/MetaInteractionSDKSamples let me know if you have further questions thanks !

  • @kenknudsen7478
    @kenknudsen7478 ปีที่แล้ว +1

    What is attached onto the front of the oculus? Is that an add on camera for hand tracking? I haven't seen that before.

    • @dilmerv
      @dilmerv  ปีที่แล้ว

      Great question, that’s an Ultraleap hand tracking module which I am using with another project.

  • @PlatonShkedov
    @PlatonShkedov 2 ปีที่แล้ว +1

    Thanks for the video! By the way, looks like Quest 2 hand tracking doesn't work on PC build, just in the Editor. Got any tips on how to fix this?

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      Platon thanks for your feedback, I honestly haven’t tried that, for a PC build are you running things through Oculus Link features ?

    • @PlatonShkedov
      @PlatonShkedov 2 ปีที่แล้ว

      @@dilmerv Yep, exactly. And so far I didn't find anyone who has been successful in getting hand tracking to work with a unity build targetted for windows! Actually it is exactly the reason why I've choosen Quest2 as a target device. Gonna try out Airlink too, but something tells me that it won't help.

  • @shawnhester1711
    @shawnhester1711 ปีที่แล้ว +1

    @dilmerv Thanks for the videos. Do you know if the hands are scaled to your hands?

    • @dilmerv
      @dilmerv  ปีที่แล้ว +1

      According to Meta and what I've done over the years they are :)

  • @julieryu3481
    @julieryu3481 ปีที่แล้ว

    I get red line when I type in HandInfoFrequency.. plz help

    • @dilmerv
      @dilmerv  ปีที่แล้ว

      Did you create a project from scratch? what version of Oculus Integration and Unity are you using?

  • @shiki9652
    @shiki9652 ปีที่แล้ว

    I follow your video and export a APK,but in Quest 2, there is no Bone Text, the Bone prefab has been Instantiated wihout text

    • @shiki9652
      @shiki9652 ปีที่แล้ว

      I solve the problem. the camera's Culling Mask doesn't include UI.

  • @esmeemarch612
    @esmeemarch612 7 หลายเดือนก่อน

    I followed the steps to minute 3:30 but I can't see the hands :( Why?

    • @SandipSharanSenthilKumar
      @SandipSharanSenthilKumar 6 หลายเดือนก่อน

      Any update?

    • @esmeemarch612
      @esmeemarch612 6 หลายเดือนก่อน

      @@SandipSharanSenthilKumarI had a problem with my project. It worked well when I created a new project (didn't had the time so find the bug..)

  • @eliflale8680
    @eliflale8680 ปีที่แล้ว

    Is it possible to do something like this without a hand tracking module?

    • @dilmerv
      @dilmerv  ปีที่แล้ว

      Not sure I follow “Without a hand tracking module” do you mean with controllers? Let me know

  • @jlhkiller9
    @jlhkiller9 11 หลายเดือนก่อน

    Hey, I am a little late to the party, but I ran into a little problem when implementing this on my own. I believe I followed your steps correctly but for me the hand bones displayed are of mixed types (some "hand" bones and some mislabeled "body" bones).
    Do you have any idea to what the cause may be?

    • @LOPPOLUIO
      @LOPPOLUIO 7 หลายเดือนก่อน

      I got the same problem. did you solved it?

    • @LOPPOLUIO
      @LOPPOLUIO 7 หลายเดือนก่อน

      Hey buddy, I guess I did. It says the bones are random 'body' bones or 'hand' bones, even for me some 'full body' bones, they are just hand bones. I think the reason is their numbers via OVRPlugin are duplicated. In my Bone Visualization following the his last part of the video, it shows different boneid but, positions works well.

  • @asmargames4423
    @asmargames4423 ปีที่แล้ว

    I don’t have a plugins folder with the android manifest file what should I do?

    • @dilmerv
      @dilmerv  ปีที่แล้ว

      You should be able to go to the Toolbar option > Oculus and inside the dropdown menu you will find an option to create an android compatible manifest automatically.

  • @CHITUS
    @CHITUS ปีที่แล้ว +1

    😎👍

    • @dilmerv
      @dilmerv  ปีที่แล้ว

      Thank you for watching !

  • @YANZHANG-xr4bo
    @YANZHANG-xr4bo ปีที่แล้ว

    u r handsome do you know that?~