feat(hand-controls): fix hand model rotation alignment#5766
feat(hand-controls): fix hand model rotation alignment#5766dmarcos merged 1 commit intoaframevr:masterfrom
Conversation
f0df2a7 to
b64fbe2
Compare
|
Thanks. If any rotation is needed the rotation should be handled internally or |
|
@dmarcos sorry for the delay - the holidays were very busy hahah. What do you mean by internally? Should it be handled in some other module? I figured that I would place the rotation handling into the same place where it was being already modified previously. |
|
@filandra This means removing offSetRotation offSetPosition properties you added, put back the offset directly in radians inline in the code, so Math.PI / 4 for everything. |
|
@vincentfretin Well the whole point of the PR is to add the ability to set custom rotation and position. If not here, where should this logic be added? |
|
The rotation is wrong on all Quest headsets right? After you fix the rotation inline in the component, why would you need to customize it? |
|
Yeah we should just fix the rotation. No need of a public API |
b64fbe2 to
6469a86
Compare
6469a86 to
9c8252b
Compare
|
@dmarcos @vincentfretin I believe now the implementation should be correct? |
|
Yes, that's correct, thanks. I tested on the showcase/tracked-controls/index.html example, with lowPoly, highPoly and toon hands on my Quest 3, hands position are correct with that change. @dmarcos good to merge, you can also close the linked issues. |
Description:
Default rotation and position is aligned with Meta Quest Controllers.
The adjustment for Pico4 has been removed.
It set the handModelOrientationX to -45 degrees, which now is the default value. As a result this adjustment is not needed anymore.