Hi!
I鈥檝e stumbled over an issue concerning WebXR hand (Oculus Quest) joint orientations and now wonder if it鈥檚 a three.js or an Oculus Browser bug. You can find a detailed description here: Messed up WebXR L / R hand joint orientations 路 Issue #30 路 vatro/svelthree 路 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掳 around the Y axis then rotate only left hand鈥檚 joints locally -180掳 around the X axis.
Would like to have some feedback on this as I鈥檓 not sure if I should report a bug and if so where exactly.
- three 119
Thanks!