Starting a thing with physics (and also experimenting with self hosting video, hope the link will work)
Leon Denise
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Hey : )
I have been working with Godot for XR projects that uses hand tracking before, using the models from the documentation demo project. I wanted to learnt to get working any rigged hand model with the Godot skeleton and the hand tracking systems. So I've managed to get working this hand model from FFeller by adjusting bone rolls (thanks to the demo project, I had a reference), mapping the bone map manually and setting the retarget method to none (in the import options, when selecting the skeleton). Since it's a bit a hurdle, I wanted to share the files if anyone finds it useful (and for personal later use). The archive file has the Blend source file, the GLB models and the import Godot meta file.
You can get the hands here: https://leon.itch.io/hand-xr
Also I'm curious about how to improve the skinning and other tips.
Like is there a way to refine one hand and then batch the update to the mirrored hand?
Hello. I think it's okay to use assets, sources and other packages you already prepared.
Bastiaan gave this answer on Discord:
The whole idea around the jam rules is that you don't bring a half finished projects into a jam and get a headstart on everyone else. Thats why a theme is involved and not announced until the start of the Jam. If you use some assets you've got lying around, I see no difference to that compared to a jammer who downloads an asset pack from kenney.nl for their entry
If you started a week earlier, to prepare your project, I think it's fine. You can also say it in your entry description, so everything is transparent.


























