Main Features:
- Animated Hands and Controllers
- Hint
- Grab System
Extra Features:
- VR Pawn
- Gaze
- UI Laser
- Emote
- Auto Detect HMD
- VR Console
- Auto Scroll
- Hand Control Rig
Number of Blueprints: 32
Number of Anim Sequence: 140+ (Used for blending to and from. All of them are 1 frame.)
Input: HTC Vive, WMR, Oculus Go, Oculus Touch, Valve Index
Network Replicated: No
Supported Development Platforms:
Windows: Yes
Android: Yes
Mac: No
Controllers
Valve Index (Don’t own one, Controllers Emulated)
HTC Vive, Pro (Launched on, Controllers Tested)
HTC Cosmos (Don’t own one, Controllers Emulated)
Oculus Rift (Don’t own one, Controllers Emulated)
Oculus Rift S (Launched on, Controllers Tested)
Oculus Quest (Launched on, Controllers Tested)
Oculus Quest 2 (Don’t own one, Controllers Emulated)
Oculus Go (Don’t own one, Controllers Emulated)
Gear VR (Don’t own one, Controllers Emulated)
WMR (Don’t own one, Controllers Emulated)
Note: This content doesn’t use any finger tracking feature.
Check out the documentation for a comprehensive guide on migration and how to expand it.
主要特点:
- 动画手和控制器
- 提示
- 抓斗系统
额外功能:
- VR卒
- 凝视
- UI激光
- [医]表情
- 自动检测HMD
- VR控制台
- 自动滚动
- 手控钻机
蓝图数目: 32
Anim序列数: 140+(用于往返混合。 所有这些都是1帧。)
输入: HTC Vive,WMR,Oculus Go,Oculus Touch,阀门索引
网络复制: 非也。
支持的开发平台:
Windows:是的
安卓:是的
Mac:没有
控制器
阀门索引(不拥有一个,控制器模拟)
HTC Vive,Pro (启动,控制器测试)
HTC Cosmos(不拥有一个,控制器模拟)
Oculus Rift(不拥有一个,控制器模拟)
眼裂谷S (启动,控制器测试)
奥库卢斯任务 (启动,控制器测试)
Oculus Quest2(不拥有一个,控制器模拟)
Oculus Go(不拥有一个,控制器模拟)
齿轮VR(不拥有一个,控制器模拟)
WMR(不拥有一个,控制器模拟)
注: 此内容不使用任何手指跟踪功能。
查看文档以获取有关迁移以及如何扩展它的全面指南。
!!!! Only UE 4.27 is supported !!!!
!!!! UE5.5 Update is WIP. Join Discord to get updated when it releases !!!!
VR Immersive Hands is an optimized and easy to use system that adds immersiveness to VR applications. With this system, you can add animated controllers, animated hands and a realistic grabbing to your VR applications.
Animated Hands and Controllers
HAC is a feature that has been built with optimization in mind from the start. It uses Soft References and BP Interfaces to be as optimized as possible. So it only loads assets that are relevant.
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As a hand, each finger can be blended independently and grabbing system can be used.
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As a controller, all buttons are animated according to the button press.
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As both, each finger is animated according to button capacitive touch and press.
Grab System
Grab System has been updated to a modularized component based system to make integrating to existing projects much easier.
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Actors can be grabbed from multiple point.
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Every actor and their grab points has priority for grabbing.
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Actors can be held two-handed with reverse grabbing.
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Actors can be placed to compatible bases.
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Hands can extra play animations while grabbing an actor.
!!!! 仅支持UE4.27!!!!
!!!! UE5.5更新在制品。 加入不和得到更新时,它发布!!!!
VR身临其境的手 是一个优化和易于使用的系统,增加了沉浸到VR应用。 有了这个系统,你可以添加动画控制器,动画手和一个现实的抓取到你的VR应用程序。
动画手和控制器
HAC是一个从一开始就考虑到优化的特性。 它使用 软引用 和 BP接口 要尽可能优化。 所以它只加载相关的资产。
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作为一只手,每个手指可以独立地混合,并且可以使用抓取系统。
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作为控制器,所有按钮都根据按钮按下动画。
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作为两者,每个手指都根据按钮电容式触摸和按下动画。
抓斗系统
抓取系统已更新为 模块化 基于组件的系统 使集成到现有项目更容易。
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Actor可以从多个点抓取。
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每个演员和他们的抓取点都有抓取的优先权。
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演员可以用反向抓取双手握住。
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Actor可以放置在兼容的基础上。
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手可以额外播放动画,同时抓住一个演员.
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