Withcat Posted May 20, 2020 Share Posted May 20, 2020 Hello, I experimenting with the ue4 eyetracking demo. I wanted to use my custom avatar but, as soon as I swap it to my mesh instead of the demo one, the rotation of the eyes seem to be very off (on runtime). I set up joints and mesh in the same way the demo head is. Pivots are in the same position. Demo head is working fine. Anyone know what might cause that? Thanks! Link to comment Share on other sites More sharing options...
MariosBikos Posted May 26, 2020 Share Posted May 26, 2020 Hi @Withcat, what version of the SDK are you using and what version of Unreal Engine? Also can you share what is your version of SteamVR software? If you can share your custom mesh then we can try to reproduce the issue locally and see if we get the same issue as well in which case we will be able to fix it. Link to comment Share on other sites More sharing options...
Withcat Posted May 26, 2020 Author Share Posted May 26, 2020 Hi @MariosBikos_HTC, I am using ue4 4.24, sdk 1.1.0.1 and steam VR 1.11.11. I was able to fix the issue by manually moving anchors in the SranipalAvatarSample in the middle of new eyes. I was wondering whether you need to do it every time you load a new mesh or is it something that is supposed to be done automatically and I am somehow missing this feature? Thank you! Link to comment Share on other sites More sharing options...
MariosBikos Posted May 27, 2020 Share Posted May 27, 2020 Hi @Withcat, glad that you managed to solve the issue. I don't think that there is a way at the moment to do this automatically because it depends on the mesh that you load. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now