Hi, I’m trying to use XR Hands 1.3.0’s Skeleton Driver component to pose the hands of Unity’s standard assets robot character, but I’m running into a problem. The joints are displaced along the upward vector (see attached) and I suspect this is due to the character’s armature bones having a Y-forward orientation. Compared to the hand visualizer armature, which has Z-forward bones, this seems to be the only difference between the models. I’ve tried using the “bake axis conversion” import setting, but it doesn’t actually change the armature’s axis alignment (I’m not entirely sure what it does actually, the documentation isn’t really clear). Does the XR Hands package have any utilities for supporting non Z-forward armatures, or will I need to write custom conversion logic to apply hand tracking input?
There is no support for anything but Z-forward joints (when talking about the direction from wrist to fingertip) in the XR Hands package
Appreciate the quick clarification! Gonna suggest this as a future feature request . Also, would be super helpful if Unity’s standard asset models would be updated to reflect the engine’s coordinate system.
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