#full body VR character

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odd panther
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I'm working on building out a VR character class that I'd like to reuse across different games and projects. My goal for it is to be as close to my perception of "best practice" as possible. My first focus was on using control rig for IK. I also refactored the teleport and snap turn so that they are gameplay abilities in GAS. I think my next step is digging into the mover plugin, as I'd prefer to avoid the gameplay movement component bloat but don't necessarily want to build everything from scratch. https://www.youtube.com/watch?v=QImwm4zoDV4

i've been working on building a full-body VR character controller in Unreal Engine that doesn't rely on marketplace assets—sharing my initial progress

the dampened spectator camera is from Alex Coulombe's presentation: https://www.youtube.com/watch?v=JD95BklloHk&t=4513s

i learned about this per-limb IK technique from Tiopillar's video: https:...

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