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Using hand animations in XR Controller (Action-based)

Discussion in 'Animation' started by Copper923, Mar 1, 2021.

  1. Copper923

    Copper923

    Joined:
    Sep 28, 2019
    Posts:
    1
    Hello!

    I was trying to use the new action-based XR Controller, but I can't seem to get the hand animation to work.

    The 'custom right hand model' is a prefab with an animator that has a blend tree with the parameters Trigger and Grip, but I don't now how to acces / start the animation. It looks like red-outlined fields (see image) need some input, but what?

    Thanks in advance from a Unity newbie.

    upload_2021-3-1_14-29-24.png
     
    RogueAsgard likes this.
  2. RogueAsgard

    RogueAsgard

    Joined:
    Apr 10, 2020
    Posts:
    2
    Following this topic as well, since my old XR Rigs were Device Based, (so was using InputDevice.TryGetFeatureValue etc. in my hand animation script) and I am in the process of trying to update my rigs to Action Based.
     
  3. emmabnz

    emmabnz

    Joined:
    Jan 23, 2018
    Posts:
    5
    I have the same issue, was anyone able to solve it?
     
  4. donald112

    donald112

    Joined:
    Dec 21, 2014
    Posts:
    2
    Me too - anyone able to use this feature of the XR Controller?
     
  5. frankrs

    frankrs

    Joined:
    Aug 29, 2009
    Posts:
    300
    Yeah for sure, what gives? I'll come back and post if I see anything explaining it.