Git Product home page Git Product logo

avatars's People

Contributors

avaer avatar eriksom avatar lalalune avatar rangermauve avatar shu8 avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

avatars's Issues

Unity loader lags

The unity loader uses synchronous zip unpacking. We can optimize it to use a web worker.

Legs dangling animation

Would be cleaner to have the legs floating behind the avatar, rather than the static pose we have right now.

Frame independent updates

Right now the update rate does not factor in timing, especially for things like walking input updates.

This means that slower framerates mean slower walking and other glitches. We should account for timestamps to advance the simulation.

Rapunzel hair too cray

Hair physics need to be toned down to restitute more against the headpose, or self-intersect, so that they don't get in the way of the player's view.

Facecam mode

It's been a common theme that people want to use the avatar system for VTuber style rendering, with the face towards the screen in a capture.

So it might make sense to put in a facecam view on the demo page.

Mobile Support

It would be awesome if Enter XR worked on mobile devices too! The app seems to work until Enter XR is selected. It instructs you to use cardboard but nothing appears in landscape mode.

Scaling buttons

Worth exploring alternative buttons to scale, such as pressing X on both controllers, since the trigger and grip buttons are both used for various hand gestures.

Teleport support

We already have walking support but it would be good to also have teleport on the demo page.

Fullscreen support

Add an option to clear out the UI and focus on the canvas.

Unclear whether we want to use the actual fullscreen mode, though we could.

Mirror not synced in multiplayer

The mirror position does not match across multiplayer players.

Most likely this is due to the fact that we try to make the mirror correctly sized for any given loaded model. Maybe we shouldn't do that?

Performance optimization

Models 1, 2, 12, 9 were simultaneously loaded on index and quest by three people, resulting in lingering lag.

Gravity support

Open question: should we drop the model to the floor with gravity, when not scaling?

Optional visibility of legs

It can be interesting to add an option to show/hide legs. While legs aren't tracked, I think that inverse kinematics can't be good enough and will just break the presence.

Hair collision

Add hair collision support, so that hair does not clip through the avatar face and limbs.

Wrists not aligned to reality

The controllers are currently aligned to the wrist bone of models, but this is not quite correct. We should offset ~5 cm to the center of the hand to get the expected wrist position.

Audio doubling

When exiting XR and going back in, the peer connection will transmit audio twice.

Wrists in the wrong place

model16/model12 are still wrong in terms of wrist alignment. We tried to offset to account for this but it seems wrong.

One idea to try might be to average a midpoint between the wrist and the fingers start.

Camera dolly bug

The camera dolly doesn't work with the non-vr render. Currently the code will only add the dolly when entering VR mode, but this is weird.

Initial scale not respected

When adjusting scale before XR entry, the avatar will appear "third person" and not aligned.

This is most likely due to scene scale.

Quest mic broken

Oculus Quest browser update broken all microphone input, so neither voice chat nor visemes will work until that's fixed.

Note that Hubs is broken too.

Emote animations support

Exokit Avatars loads .unitypackage files, but the animations seem separate from the actual FBX models.

If we want emotes, I think we'd need to parse the .anim YAML files in the pacakges and inject them into the THREE.js animation system, which should be able to handle the mixing. The YAML files look like this:

%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!74 &7400000
AnimationClip:
  m_ObjectHideFlags: 0
  m_PrefabParentObject: {fileID: 0}
  m_PrefabInternal: {fileID: 0}
  m_Name: Dab
  serializedVersion: 6
  m_Legacy: 0
  m_Compressed: 0
  m_UseHighQualityCurve: 0
  m_RotationCurves: []
  m_CompressedRotationCurves: []
  m_EulerCurves: []
  m_PositionCurves: []
  m_ScaleCurves: []
  m_FloatCurves:
  - curve:
      serializedVersion: 2
      m_Curve:
      - serializedVersion: 2
        time: 0
        value: -0.012714
        inSlope: 0.17463881
        outSlope: 0.17463881
        tangentMode: 0
      - serializedVersion: 2
        time: 0.033333335
        value: -0.0068927067
        inSlope: 0.25062943
        outSlope: 0.25062943
        tangentMode: 0

Desktop mode mic

Microphone was not working when transmitted from any browser on Windows 10, to an Oculus Quest.

Crouch mode

We should also have crouch in addition to prone mode. (c key)

The hands can go to the sides, like a Naruto run.

Audio cut-out

During a multiplayer test, the multiplayer audio cut out on one end. Pose updates continued.

Disable Decapitation?

Hats off! This project is amazing!

How do we disable decapitation mode? It doesn't look right on PCs.

Quest 2 support

I was trying to run this on the quest 2 but it doesnt work when going into vr mode. It just shows a black screen but when I looked at it through quest 1 headset in vr mode it works fine. Is anyone else having this issue?

Magic Leap Hand Detection

It would be awesome if this avatar system could track hand movements without a controller on the ML1! I believe this feature is coming to Oculus in the future as well...

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.