Vivi Wu Posted August 12, 2022 Share Posted August 12, 2022 PC VR contents could now enjoy Focus 3 hand tracking via OpenVR Skeleton Input API or OpenXR hand tracking extension. No additional porting effort is required. VBS leverages Focus 3 which easily switch between controller and hand interaction by simply pick up or put down controllers. VBS also supports pinch gesture as controller trigger button, so that you could play various VR contents with just hands. Such as The Lab: Xortex. VBS hand tracking for developers There are two open SDKs that VBS supports to bring Focus 3 hand tracking to PC contents. Developers can adopt open standard SDK to implement his hand tracking contents without being locked in proprietary hand tracking SDK. · OpenVR Skeleton Input https://github.com/ValveSoftware/openvr/wiki/SteamVR-Skeletal-Input · OpenXR hand tracking https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec.html#XR_EXT_hand_tracking OpenXR hand tracking Tutorial: · Unity: https://developer.vive.com/resources/openxr/unity/tutorials/hand-tracking/ · Unreal: https://developer.vive.com/resources/openxr/unreal/unreal-tutorials/handtracking/ To enable/disable nature hand tracking data from AIO headset: Go to VBS > Settings > Preferences > Tracking ☑️Hand tracking Nature hand tracking enabled. VBS will emulate a controller for each hand to SteamVR and translate pinch gesture to trigger event. Therefore, contents which don’t support hand tracking can still work. Simple put down controller to switch to nature hand, pick up controller to switch back to controller mode. 🟦Hand tracking (Uncheck) Suppress nature hand tracking data VBS will still emulate hand poses (eletric hand) based on controller input status. Therefore, contents requires hand tracking can still work but not having nature hand poses. ☑️Hand tracking ☑️Hand tracking and controller at the same time With Focus 3 June FOTA update, VBS (1.08) supports nature hand tracking and controller tracking at the same time. Hence, you can use one controller and one nature hand at the same time for particular VR experience. ☑️Hand tracking ☑️Use VIVE Wrist Tracker for hand tracking VIVE Wrist Tracker will be not be a tracked device to SteamVR, instead it will be used for enhanced hand tracking. Therefore, you won’t see VIVE Wrist Tracker device in SteamVR. ☑️Hand tracking 🟦Use VIVE Wrist Tracker for hand tracking(Uncheck) VIVE Wrist Tracker is used as a tracked device, and VBS will emulate as VIVE Tracker to SteamVR. You will see device icon on SteamVR monitor. More detail: VBS for Developers - hand tracking.pdf VBS for Developers - VIVE Wrist Tracker_V2.pdf Link to comment Share on other sites More sharing options...
mikeViewPort Posted August 19, 2022 Share Posted August 19, 2022 Thanks for the information @Vivi Wu. Is there any information/documentation on Gesture recognition for OpenXR / VBS? Link to comment Share on other sites More sharing options...
Vivi Wu Posted August 22, 2022 Author Share Posted August 22, 2022 Hi @mikeViewPort Khronos don't have the specification for OpenXR hand gesture yet. If there's any news, we'll publish it on VIVE website and VIVE Forum. Thanks. Link to comment Share on other sites More sharing options...
mikeViewPort Posted August 25, 2022 Share Posted August 25, 2022 @Vivi Wu thanks for the reply. I know Microsoft has extensions on OpenXR with MRTK for the Hololens to allow gesture recognition while they waiting on it. Any plans that you might do the same? Hand tracking without gesture recognition isn't very... handy Link to comment Share on other sites More sharing options...
ForensicDJS Posted August 30, 2022 Share Posted August 30, 2022 I am trying to get "Get Pinch Active" to fire from Open XR Hand Interaction in Unreal Engine but without any luck. Not sure what I am missing. Also, InputAction TriggerRight/TriggerLeft works when pinching or making a fist but this only works on Windows, it doesn't get detected when launched on HTC Vive Focus 3/Android. Need help for a time sensitive project. Link to comment Share on other sites More sharing options...
Vivi Wu Posted September 1, 2022 Author Share Posted September 1, 2022 Hi @ForensicDJS, If you're an Android developer. Please refer AIO (Android) / OpenXR Hand Tracking & Wrist Tracker Tutorials The tutorial for Hand Tracking on Unreal Engine (Android) - Please refer Here 1 Link to comment Share on other sites More sharing options...
P.V Suresh Posted August 7 Share Posted August 7 Hey everyone, I'm reaching out because I'm feeling a bit stuck and could use some help. I'm currently working on adding hand tracking to my VR project using Vive OpenXR with the Focus 3 device and VBS. Unfortunately, I'm running into a frustrating issue where the hands look broken around the thumb area when I use Vive OpenXR with the XR Interaction Toolkit. This problem also happens with the sample hands, and I'm seeing it near the index finger. The video below is vive OpenXR sample hand and its broken near the index finger top. OpenXRHand.mp4 This video is XR interaction toolkit sample hand using VIVE OpenXR and its broken near the thumb area. XRInteractionHand.mp4 I was really excited about integrating hand tracking, so it's been disappointing to hit this roadblock. Has anyone else experienced something like this or found a solution? Any advice or guidance would mean a lot to me. Thanks so much in advance for your support! Link to comment Share on other sites More sharing options...
VIVE_chengnay Posted August 7 Share Posted August 7 Hi @P.V Suresh, May I know the hand model showing in the video is from XR interaction toolkit plugin? Link to comment Share on other sites More sharing options...
P.V Suresh Posted August 7 Share Posted August 7 Hi @VIVE_chengnay The first video has the hand from the VIVE openXR plugin demo scene. The second video has the hand from the XR Interaction toolkit plugin demo scene. P.S Thanks for responding so fast Link to comment Share on other sites More sharing options...
VIVE_chengnay Posted August 8 Share Posted August 8 Hi @P.V Suresh, Could you follow below steps and check if the issue is resolved? 1. Please change Vive Hub/Vive Streaming to Beta 2. Test with CustomGesture.unity scene NOTE: Please don't change any settings or hand model in the scene. Link to comment Share on other sites More sharing options...
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