FullBody VR/Vive test 2 @jonasmlgaard8884
FullBody VR/Vive test 2  @jonasmlgaard8884
Uploaded November 2016 | Updated September 2026, 2 hours ago
In this video i've ditched the root motion rotation in favor of a simple rinterp approach from the HMD. I've fixed some issues with finger animations and added an early roomscale location tracking with some dummy animations to test it out. It's still early wip, and was all done in one evening, so there's loads of room for improvement.
FullBody VR/Vive test 2UE4.15.1 - VRInteractables - Part 10 Definition of valueUBIK - Part 6 - Shoulder location + LFS issue (UE4.23)Rocks101 -  Part 17 - UE4 Vertex painting and WorldAlignedBlend of texturesTall Order - Dev diary 5FullBody VR/Vive test 1UBIK - Part 18 - Fixing the elbow rotation (UE4.23)POC - Actor interaction and soundsHTC Vive - FullBody setup - Part 6 Adding simple RoomScale movement + some other stuffHTC Vive - Roomscale moving and collision experimentsPart8 - Adding the SplineMeshes againHTC Vive - FullBody setup - Part 14 -Walk Backwards animation in MotionBuilder
Jonas Mølgaard |

FullBody VR/Vive test 2

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