Update on release plans
I spent most of last week working on the new sim hair that supports custom (import) hair and styling, but did not make it far enough to include anything in the next release. I can see after this initial work there is quite a bit more to do in this area before it will be ready for public release. Due to that, the next release will be called 1.17.5. I want to get other exciting updates into your hands this week so you don't have to wait for custom hair to be completed.
SteamVR input system changes
After the hair work last week, I switched gears to work on Valve Index controller support. To accomplish this, I had to update the SteamVR plugin I was using to a much newer version and completely revamp how all of SteamVR input works in VaM. A side benefit of this update is SteamVR users can now define custom controller mappings if they don't like the default controller setup. This will help those running WMR headsets as well as you will have complete control of the mappings. This new SteamVR input mapping system will replace all the current SteamVR in-game preferences for controller settings. Oculus native support will remain as is for now, but Oculus users may want to force VaM to run in OpenVR mode (using the shortcut provided) if they want more control of mappings than what is provided in VaM. I also do not have Oculus finger tracking supported yet unless run in OpenVR mode. I'll try my best to get native Oculus finger tracking support into 1.18, as I don't think I have time to squeeze this into 1.17.5.
Finger Tracking
Index controllers support limited finger tracking, shown here with new functionality that allows controlling any Person atom fingers remotely or in possess mode. On the left is Valve's own gloved hand model with direct, non-physical tracking. On the right is a Person hand that is operating with same input data, but in a physical fashion. After working on this a bit, I have decided to revamp all finger tracking systems to use a common base that will allow finger tracking to work with different types of tracking inputs, and then output to floating hands, possessed Person hands, or even remote control of Person hands. With this new system you will be able to choose between different inputs for finger tracking in the preferences area:
Simple trigger grasp (what is supported now)
Partial finger tracking with controllers that support it
Leap Motion full finger tracking
Then on the receiving side, you can set a Person's hands to be controlled in one of several ways:
Pose Morphs only
Pose Morphs unless possessed (similar to what is supported now)
New JSON hand/finger parameters to control bend and spread
Remote Input (shown above) controlling these new JSON parameters
All of this will be in 1.17.5 release coming this week. Many other things are coming to 1.17.5 as well:
Teeth/tongue/mouth material control
Improved presets
New clothing items
Bug fixes
I also have plans to allow recording and playback of finger motions in a future release (possibly 1.18), when JSON parameter recording via controller input is added.
Thanks again for your amazing support!
Meshed
Comments (18)
did it grew a brain of its own already? or what lolz ...just kidding im pretty sure is just a minor bug ... hopefully ya'll noticed it by now ...
MeshedVR Im on the 1.17.6.1 Version of the game ... just noticed last night that when you use the Posesion it works or at least acts like it does but the head isn't staying posesed....
how to load scene?
does one also get an answer?
1.17.5 Release ?
will there be an option for 144hz display on the index.?
sorry my English
the index controller without embroider a horror, Funktioniereren sticks are after the update? when does the update come?
glad to see more clothing options added. usually a lot more optimized than community offerings.
I can't remember - Rift S has support right?
Being able to record finger tracking position via say leap or index controller will be huge when it comes to scene creation and recording.. no more flat hands around the place not matching the character intention!
Seriously; I know that finger tracking is hardly the easiest thing to work with, especially with so many different controller models coming out lately, but the effect of one's virtual hands matching a user's physical ones is *immense* in bridging the gap of the virtual and the Real in the user's brainparts. So, good on you for making that a point to focus on, when there are so many parts of this system also competing for your time and attention. You're doing great work, man.
heel is important.....
Love your work Meshed, but I don’t understand the priority of making sim hair conform to the scalp. My computer can’t run sim hair... at least, not without making me feel sick. I personally would like to see efforts put more into making the game run smoother and/or fundamental updates such as adding out-of-the-box keyframing and such. I feel like functional tools and performance upgrades are more important to me than aesthetics at this point. (Though aesthetics are indeed important, just not AS important)
no,i dont agree.i love perfect body.
Looks great! Can't wait to see Vive knuckles tracking in action (I believe that comes under partial tracking support?).
Yes what is show here is me controlling the hands remotely (on right) using a knuckles (Index) controller
Fantastic - seriously
