Any extra bones will cause it to fail. Now one final step, we need to create a script so that our buttons update the variables of our animator. For the skeletal system to work your hand model’s skeleton must match one of the two predefined skeletons provided by the SteamVR plugin. So took the prefab that was working and I did the same thing. Next, we need to set our inputs. To do this create an animator component and drag it into your hand components in your scene so it can control them. If your model is following your actions but is not in the right position you can fix that by moving around your container object until it’s in the right place.
For hand type, select Left Hand. So I did the logical thing and bought an HTC Vive for the sole purpose of making a few tutorials. Set the Skeleton action and Input source to the hand you built the model for and the root to the bone labeled root. Basically, it won’t transition to another animation unless all the conditions are met.So what you want to do is set conditions on all the transitions so that depending on what buttons you are pressing the hand moves into the appropriate position. But! To design my hand model I first imported one of the said predefined skeletons from my steam files (should be found in C:\Program Files (x86)\Steam\steamapps\common\SteamVR\resources\skeletons) into Blender 2.8. Anyway, here is the demo of my badly modeled hand working in spite of my programmer art:[Note from future me]: Once you’re done with this tutorial I have one on The first step in setting up a custom hand is to have a custom hand.
Open the steam VR input panel and create two boolean inputs, one for trigger pulled, and one for grip pressed:Open up the Binding UI and pair the actions to your trigger and grip button respectively. Now attach the script to your hand components, and you should be done.Like the tutorials? So Let’s do that first. Don’t be me and take 4 hours to figure that out.That’s all I’m covering in this one but soon I’m going to write another on actually using the skeleton system, so keep an eye out for that one. Take a second to support WireWhiz on Patreon!
SteamVR and Oculus Integration examples Designed for trigger input grabbing and … By popular request, there is a new tutorial that uses blend states instead of animation states that you can find For this tutorial you are going to need your own hand model, I’m sorry but you don’t want mine:You can make it in blender or any other 3D cad software you like, I personally use OnShape to model things, and blender to animate and color them. Now all that’s left is to animate our hands. The right hand was still working but the left refused to work while blending to a pose. I opened the SteamVR default prefab to see how it works and found nothing until I realized that the parent of the Root bone was flipped on the x-axis. If you are unsure how to do this I have Now we should probably get to adding our hands into the scene, navigate to the folder in your assets where you saved the hand file and open it and it should look like this, though it may not:Next, drag the root of your hand model onto both of your controllers so they show up attached to them in the scene preview. Also, make sure the 6 helper bones have no influence over your model. Now all that’s left is to test it and to create a prefab if it works. I’ve actually been looking forward to making tutorial about this for a long time, the reason it has been so long in the making is that my previous HMD was a Windows MR headset and didn’t support the steamVR skeleton.
Then I had flipped spaghetti.
Just remember to write your values down so you don’t lose them when you exit play mode.Now all that’s left is to animate our hands. If you like my content please consider helping me out.Liked it? What I did was put on my headset and adjust the hand until my first knuckle lines up with the knuckle on the model.