davide445 Posted February 10, 2020 Share Posted February 10, 2020 (edited) In the VR demo project testing the substitution of the controllers model with the correct Cosmos one, different from the standard Vive Pro. Now apart a pivot problem for one of the controllers, both of them appear backward in VR, even if they are correctly oriented in the Editor. Not sure if I missed any settings. Attached the fbx and textures vive_cosmos_controller_right_v1.fbx Edited February 10, 2020 by davide445 Link to comment
morbid Posted February 10, 2020 Share Posted February 10, 2020 Hi, This is the default orientation of this FBX model: You need to rotate it properly (Z = up, Y = front) in 3d editor or change axes on import. Thanks. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
davide445 Posted February 10, 2020 Author Share Posted February 10, 2020 This is the orientation in my editor, no changes after just importing the fbx. Will try changing the orientation as soon my controllers power on again. Link to comment
morbid Posted February 10, 2020 Share Posted February 10, 2020 Pay attention to the rotation of parent dummy node and the mesh itself. Original controller model has 0 rotation, both node and the mesh. I suggest doing the same to your FBX. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
davide445 Posted February 10, 2020 Author Share Posted February 10, 2020 I think my problem is always reading 0,0,0 rotation in the editor and thinking mean there is no rotation. Manually rerotating the controllers other 180° and applying the rotation get the desired result. Link to comment
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