Well, its been a hard month of headbanging on the issue of inverse kinematics, first person head cameras, and 1:1 perfect hand calibration.
And today, we made it:
As with many things, it took going back to square one.
Instead of trying and continually failing to integrate multi-player full avatar control + keyboard + mouse + gamepad + oculus + hydra all at once into our working game prototype, we created a barebones scene:
1 avatar, 1 wall, 1 light.
And went about tracking heads and hands, and making the avatar move along with the inputs. Finally, late tonight, everything came together, and we got it working. Thank the VR Gods. Now onto more important things. Like eating, drinking, sleeping, and… yes, that.