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XR Body Tracking

Meta Quest body tracking and avatar prototype

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Description

XR Body Tracking is an experimental XR prototype I created while serving at iPangram as part of an R&D exploration into Meta Quest body tracking. The project was created to understand how real-world body movements could be captured and retargeted to a 3D character in Unity using Meta's tracking technologies. I experimented with hand and finger tracking, full-body movement, seated poses, and avatar retargeting, allowing the virtual character to mirror corresponding physical movements. I also implemented a rifle interaction where the user can hold a virtual weapon using the controllers and aim at specific targets. The prototype helped me learn Meta's XR development workflow and evaluate body-tracking capabilities for potential use in a larger company project.

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Highlights

  1. Meta Quest Body Tracking

    Explored real-time body tracking and its application to virtual characters.

  2. Avatar Retargeting

    Mapped tracked body movement onto a 3D avatar to reproduce physical poses and movements.

  3. Hand & Finger Tracking

    Experimented with detailed hand and finger movement tracking.

  4. Seated Pose Tracking

    Demonstrated how physical sitting could be represented by the virtual avatar.

  5. Rifle Interaction

    Implemented controller-based rifle handling and aiming at targets.

  6. XR R&D Prototype

    Built as a research and learning exercise to evaluate Meta Quest body-tracking capabilities for potential integration into a larger project.

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