![]() ![]() ![]() ![]() Developers don’t need to implement (or even understand) the mathematics behind IK, as game engines like Unity & Unreal have IK built-in, and packages like the popular Final IK offer fully fleshed-out implementations for less than $100. These equations power all full-body VR avatars in apps today. IK refers to a class of equations for estimating the unknown positions of parts of a skeleton (or robot) based on the known positions. The spokesperson described the technology as a combination of inverse kinematics (IK) and machine learning (ML). It’s not actual tracking, and it doesn’t include your legs.Ī better name for the API would be Body Pose Estimation. But the “Body Tracking” API only provides a “ simulated upper-body skeleton” based on your head and hand positions, a Meta spokesperson confirmed to UploadVR. ![]() Its Eye Tracking API & Face Tracking API provide your actual gaze direction and facial muscles movements, tracked by Quest Pro’s inward-facing cameras. Meta’s Hand Tracking API provides the actual position of your hands & fingers, tracked by the outwards-facing cameras. This was widely shared – leading to many believing Quest just got body tracking support – but both the name of the API and the illustration are misleading. The official Oculus Developers Twitter account announced the release with an illustration from the documentation showing a user’s full body pose being tracked. Quest’s ‘Body Tracking’ API isn’t what it looks and sounds like.īody Tracking API was released on Thursday as part of Movement SDK, which also includes Eye Tracking API and Face Tracking API for Quest Pro. ![]()
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