Under review

Oculus Hands In U Motion

Łukasz 10 months ago updated by Peter - Soxware Developer 10 months ago 3

I wanted to ask if you can use Oculus hands in Umotion. Because I imported them and a cube appeared to me, not a normal hand. Maybe there is a solution to this problem

UMotion Version:
Unity Version:
Under review

Hi Lukasz,
thank you very much for your support request.

UMotion visualizes every transform that it finds in the hierarchy of your model. Transforms are usually displayed as cubes. Bones are also just transforms but are bound to some vertices of the mesh (so that the mesh vertices deform when the transform is moved). If there is no SkinnedMeshRenderer component that links the bones to a mesh, then your transforms are displayed as a regular transforms (= cubes) instead of bones.

So the question is, where is the mesh of your Oculus hands?

Best regards,

my oculus hands are a 3d model that is visible only in play. These are oculus hands sewn in to the code, these are the basic hands from Oculus

Yes that explains why the transforms are displayed as cubes, as there is no mesh the bones are bound to.

But that's only a display thing, you can still animate using the cubes. Btw. if you select the cubes while in Config Mode, you can change the display settings under the properties tab. Changing "Parent Link" to "Dashed" might be helpful.

If you want to animate while seeing the hands, one thing that might work is when you enter play mode (so that the correct hands are displayed). Then click on the pause button and use UMotion to animate the hands.

Let me know if that works.

Best regards,