ExistentGripComponent
Last updated
Last updated
The ExistentGripComponent enables realistic and intuitive object gripping in VR environments. This component is typically added to tracked objects (e.g., chairs, tables, etc) and works in conjunction with the ExistentHandSolver to simulate hand poses on virtual objects.
The component offers an in-editor preview feature which shows what the target grip pose looks like on a tracked object. This allows the user to precisely adjust the grip pose depending on the tracked object shape.
The ExistentGripComponent comes with different grip shape types which let you specify a simple grip point of more complex grippable areas on an object.
Add a new ExistentGripComponent to any actor that contains an ExistentTrackedComponent then under the Editor category click ShowPreviewMesh. Once you can see the preview mesh translate and rotate the component in the viewport so to align the pose with the tracked object. Change the grip pose property to the anim sequence that represents the grip pose for the tracked object you are working with.
If the tracked object should be grabbed from different angles rather than from a single point, use the Grip Shape to define a more complex grabbable area. The circle grip shape facilitates grabbing the object on any point of the defined circle. The cylinder grip shape supports grabbing the object on any point of a defined cylinder area.
Under the pose category you can define whether to completely dynamically generate a pose or to use a target pose to generate the final hand pose. The pose generation can also check for collisions against the object being grabbed and comes with two different collision check methods which can be specified per finger.
Dynamic Pose Generation: Supports both static grip poses defined by animations and dynamic pose generation based on the user's actual hand position and orientation, offering flexibility in how grips are visualised and performed.