Meet the Smart Hands! 🙌
I'm working on the next iteration of my interaction system for
@HandPhysicsLab
using the combination of predefined hand poses, dynamic IK-based posing and fully physics-based fingers. First prototype is looking promising! 😃
#hantracking
#oculus
Improved how natural and precise the fingers feel. 🖐️
Made a dexterity and precion test by playing Jenga purely using collisions and friction (no snapping).
Very happy with the result! 🙂
#handtracking
#HandPhysicsLab
Dynamic snapping with
#handtracking
now also works on constrained environmental objects like door knobs 😃
Also improved adaptive force for hands and fingers for more realistic interactions. 🙌
#virtualreality
#handphysicslab
New hand tracking for the
@MetaQuestVR
is rolling out with significant improvements! 🙌😃
Check out the side-by-side comparison in
@HandPhysicsLab
! (coming in next big update!)
Full article here:
My take on the ideal Holographic UI for
#handtracking
🙌
- Satisfying animations (make it pleasant)
- Physicality (add some finger resistance)
- Sound (focus, press, events)
- Context (never show more than you need to)
- Depth (It's VR, make use of that Z-axis!)
#VR
#UX
#UI
Final level of polish on my Holopad UI 😃🙌
Virtual physicality and precise hand-tracking (Quest's Hands 2.0 here) allows very precise and intuive UI interactions!
Coming very soon in
@HandPhysicsLab
!
Playing with some small & big virtual Rocks! 🙌
I improved the finger stability & physics to handle friction and more natural resistance to grab anything with hand tracking on
#OculusQuest
! 🤏✊
It's fine if your real hands and fingers don't match with what you see in
#VR
. If they physically react with the virtual world, your brain will make it real for you! 🧠🙌
#OculusQuest
#VirtualReality
Reality starts to feel really cumbersome. 🙌
Little glimpse on more improvements on my physics-based telekinesis/snapping system for
#handtracking
on
#oculusquest
.
Brace yourselves. Easter is coming! 🐰
Do you have a basket of eggs and paint ready? 🥚🎨
If not, don't worry!
#HandPhysicsLab
has you covered!
Coming tomorrow on
@Oculus
Quest store! 🙌
We added a new "object masking" mode to 3d Scanner App that automatically extracts objects using machine learning.
Also a few other new things: measuring & bounding boxes, AR placer, auto texture mode ( in settings )
still free:
( requires iPad Pro )
Meet the HOLOPAD 🙌
I started working on a new Universal UI for
@HandPhysicsLab
and still trying to find the perfect balance between holographic and physics-based interactions. This is the progress so far! 👌
Vision Pro hand tracking first test 🙌
So far both disappointed and impressed...
The quality and accuracy is fantastic but the lag with passthrough hands feels currently higher than on Quest 3.
Could be explained by AVP's very low passthrough latency... ~11ms vs ~35ms for Q3
I still think
@Meta
Workrooms is highly underrated.
It's a glimpse into the future where AR/passthrough technology will completely obliterate the traditional monitor setup.
Meet the Holoblades! 🙌
I used to build those with old metallic pipes for fun when I was 10. Now I'm 30 and build those again in
#VR
... still for fun!
Very happy with the way they start to feel! 😃
#HandPhysicsLab
#VirtualReality
One year of hand tracking and physics experiments! 🙌
👉 A little 2020 Recap 👈
It was challenging by tons of fun! 😃
A lot more coming in 2021! 👍
Thanks everyone for following my work.
Happy New Year! 🎉
First prototype of Hand Accessibility Feature ☝️🖐️
This will allow to map any finger to any other and prevent unwanted behaviors due to hand tracking for people with missing fingers.
Coming in the next update of
@HandPhysicsLab
👍
Stress testing my grip system on complex objects 🙌
All grab poses are procedurally generated in real-time, not using any predefined poses.
Starting to feel very stable and satisfying! 🙂
#handtracking
#HandPhysicsLab