1.5.0 - Hands!
Significant upgrades to interactions in Aardvark:
- Added animated hand models. These draw whenever the user's hands are over any other Aardvark stuff, which grants a smooth transition from the game's hand representation to Aardvark's.
- Moved "grab" functionality to "close your hand around the grabbable" and off of the trigger. (Except on Vive controllers, where's it's still on the trigger.)
- Moved "click" functionality to "poke it with your index finger". This only works on panels that upgrade to at least aardvarkxr@aardvark-react@1.5.0 or later. Existing panels demand that you touch them with the hand and then "grab" which is rather awkward. If there's some panel that can't be upgraded, let me know and we can work something out.
- Fixed issue in 1.4.1 that caused "grab then touch" and "menu then touch" to grab or menu. These should only happen if you press the corresponding control after touching the object in question.
- Scaled up test panel and gadget menu to make room for the whole hand.
- Added Reverb G2 bindings
Volumes:
- Added Skeleton volume type and
skeletonPath
field to select which skeleton. /user/hand/left and /user/hand/right are the skeleton options. Use /user/hand/left/index/tip if you only want the tip of the index finger. Same for right hand. Other finger tips aren't currently supported, but open an issue if you have a use case that needs something more. - Added
visualize
field to volumes that lets them be visualized when rendering. This currently only works for spheres.
Animated models:
- Added
animationSource
field to AvModel. If your model is skinned and uses the OpenVR skeleton you can pass /user/hand/left or /user/hand/right to get animations from those sources.
Application state access:
Av().getCurrentSceneApplication()
returns information about the current scene app or null if nothing is running. Only id and name are hooked up currently.Av().registerSceneApplicationNotification()
allows your gadget to be called when the scene application changes.- Add "application" permission to your gadget to get access.
Known issues:
- Lots of things are still a little rough in the new world. Please jump on Slack and give me some feedback.
- Hands have always used the first point of contact as the "grab point". Now that they're using roughly hand-shaped volumes that's even more obvious.
- Some things like whiteboard pens should probably use canned poses instead of using grab positions at all. Need to come up with some way for the gadget to specify which canned pose to use per-grabbable. And then I need some hand animations to move the hand to that pose visually.
- The hands are too dark. I could use some artist help here. I'm not sure these textures were meant for PBR.
- That thing you just noticed! It's known to you, but not to me. Please file an issue or come talk about it in the Slack.