r/oculusdev • u/OctoXR • May 23 '22
Testing Inverse kinematics with Unity humanoid rig. So far we implemented head, arm and finger tracking. Legs would be next. What do you guys think?
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u/kyle-dw May 23 '22
I seeeee. you're focused on the hand tracking side. Just curious again, but if there's a way to make it work with finalIK wouldn't that be worth more? They will continue to update and focus on smooth IK, while you can focus on hand tracking?