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A little bit of fine tuning for the positions and it was good to go.
You can find the actual models as maya files in the steamvr folder in your steamapps. lots of models, all to scale, just knock yourself out!
Those maya files would be great, but I'm not seeing them. I'm looking in SteamLibrary>steamapps>common>SteamVRDemos, but not seeing anything. Am I looking in the wrong place or do I need to install something else?
For a quick way to get things working you'd want a new script that you can add to the 2 SteamVR_RenderModel gameobjects. The script could make a dictionary <string,Transform> of the children transforms- but excluding any transform named "attach".
Then you can match by object name and parent your own controller parts to the "attach" object which is always a child of whatever Transform in the dictionary.
You'd also have the script disable the renderers of the original meshes by setting meshRenderer.enabled to false.
e.g. When looking down on yourself you will see a body.
The arms of this body being connected and moving with the controllers direction.
Will this be something in the next 2-6 months?
*Edit* Well seems to be working now. Think it might've just been a weird issue of it not loading properly the first time. I assume if we want to use the custom models with the render models script we'll create a new folder with the obj/mtl file along with the albedo and any specular/metallic maps along with it. I just tested it with a blank folder and it pops up in the drop down menu.
here a quick video tutorial on how to upload steam vr custom geometry for the vive controllers:
https://youtu.be/W98VaQzY8Ac
Currently the example scene is VRTK/Examples/032_Controller_CustomControllerModel
@gevarre Have you figured anything out on this subject?
I'm going to look into the VRTK but I would think there would be something official.
https://www.reddit.com/r/Vive/comments/4lpfdc/replacing_the_vive_controlelr_texture_in_unity/