XR Actions Discussion/Patch Review #88839
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Reference: blender/blender#88839
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The XR Actions (controller support) patches are currently under review #88367 and the first step, the internal abstraction layer to read controller inputs D10942 has been merged.
Next, the goal is to enable executing an operator via these controller inputs, which is addressed in the following patches: D10943, D10944, D10945.
However, these next steps raise some important design questions, namely:
Added subscribers: @muxed-reality, @JulianEisel, @brecht, @ideasman42
It's not clear to me why this is a system separate from keymaps and regular event dispatch. I'd expect this is just another input device, and not a completely different category than keyboard, mouse, tablet or NDOF device. I could not find the motivation in the linked tasks and code reviews, but maybe I missed it.
Added subscriber: @JacobMerrill-1
(I am not the patch developer etc but I have used the patches extensively*)
even made games etc*)
the way it's currently exposed I was able to use it out of the box in upbge etc by adding my own gestures to poll
later we may be using gestures to invoke commands too*
"Double Gun Fingers", "Point finger" etc just seems out of place with old actions.
Thanks for your feedback. Much of the original discussion (including the switch from keymaps to XR-specific action maps) took place in D9124.
how does one select a headset / have the actions bound to the keymap?
what if there is more than 1 headset?
Added subscriber: @JacAbraham
Given the current state of the project, one fix that will make a huge difference with the usability of Blender in VR is - OpenXR Depth Buffer Support, so that blender can be used with a desktop panel inside the scene. (https://developer.oculus.com/documentation/native/pc/dg-dash/ - check for Depth Buffer Support). Consider this as a short-term fix while complete controller support is getting implemented. I'm no developer and this is just a suggestion. Thank you
Changed status from 'Needs Triage' to: 'Resolved'