Hi!
I’ve stumbled over an issue concerning WebXR hand (Oculus Quest) joint orientations and now wonder if it’s a three.js or an Oculus Browser bug. You can find a detailed description here: Messed up WebXR L / R hand joint orientations · Issue #30 · vatro/svelthree · GitHub
Short: basically joints of generated XRHandModel
s seem not to be rotated as they should be.
Current joint orientations:
Direction | Left Hand | Right Hand | |
---|---|---|---|
Forward : Back | X+ : X- | X- : X+ | flipped |
Up : Down | Y- : Y+ | Y+ : Y- | flipped |
Left : Right | Z- : Z+ | Z- : Z+ | same |
Expected joint orientations:
Direction | Left Hand | Right Hand | |
---|---|---|---|
Forward : Back | Z- : Z+ | Z- : Z+ | same |
Up : Down | Y+ : Y- | Y+ : Y- | same |
Left : Right | X- : X+ | X- : X+ | same |
Fix would be:
Rotate all joints locally -90° around the Y axis then rotate only left hand’s joints locally -180° around the X axis.
Would like to have some feedback on this as I’m not sure if I should report a bug and if so where exactly.
- three 119
Thanks!