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@@ -2,10 +2,10 @@ return {
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tag = 'input',
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summary = 'Animate a model to match its Device input state.',
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description = [[
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- Animates a device model to match its current input state. The buttons and joysticks on a
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- controller will move as they're pressed/moved and hand models will move to match skeletal input.
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+ Animates a model to match its input state. The buttons and joysticks on a controller will move
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+ as they're pressed/moved and hand models will move to match hand tracking joints.
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- The model should have been created using `lovr.headset.newModel` with the `animated` flag set to
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+ The model must have been created using `lovr.headset.newModel` with the `animated` flag set to
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`true`.
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]],
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arguments = {
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@@ -29,18 +29,21 @@ return {
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}
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},
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variants = {
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+ {
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+ arguments = { 'model' },
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+ returns = { 'success' }
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+ },
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{
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arguments = { 'device', 'model' },
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returns = { 'success' }
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}
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},
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notes = [[
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- Currently this function is only supported for hand models on the Oculus Quest.
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-
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- It's possible to use models that weren't created with `lovr.headset.newModel` but they need to
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- be set up carefully to have the same structure as the models provided by the headset SDK.
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+ It's possible to animate a custom hand model by retargeting joint poses, see the
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+ `Interaction/Custom_Hand_Rig` example.
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]],
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related = {
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- 'lovr.headset.newModel'
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+ 'lovr.headset.newModel',
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+ 'Model:animate'
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}
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}
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