Comrades, Chairman Xi, Stalin's Ghost ,and other esteemed members of our community, I have been a busy brainwasher. I don't know if you've noticed but in previous videos I've been starting scenes somewhat randomly placed and rotated at the whims of how my Quest chooses to interpret my playspace. Those days are no longer. With the help of google and chatgpt and brute force I've managed to put together a spawning script that takes into account my head's orientation and location at the beginning of each scene and reorients my XROrigin to make sure I'm on the proper spawn point and facing the correct way regardless of playspace.
This has allowed me to begin the next step of working on Player representation. Using a Valem Tutorial as a foundation I've been experimenting with IK Rigging for about a day and have finally given the player a body. It's a , I'm afraid. Eventually I'll figure out how to make something more customizable, but since Xi has been very specific about targeting the community for milking, it's not very high priority.
Honestly, it took freaking forever to get the avatar oriented the way it is now. I had a heck of a time with the rigging. But it's good enough for a prototype. If you notice, the model hands do match your real hand's rotations but are confined to the sides of the hospital bed and the more articulate (and now more transparent) hand models disappear when you put your hands to your sides. The avatar hands also clench and pinch (sloppily) when you use the appropriate controller buttons.
I do need to tweak the colliders on the bed sides a bit, as sometimes the articulate hands show up when they shouldn't. But I'm pretty content with my progress for the weekend.
I'm afraid I have no choice but to fave this due to the effort involved