hz-unity-face-tracking
De la autor
Drive ARKit-blendshape-rigged head/face models in Unity with the wearer's facial expressions on Meta VR via Meta Movement SDK (face tracking + A2E). Use when a user has an FBX with the 52 ARKit blendshapes (any prefix, _L/_R suffixes) and wants it to animate from face tracking on Quest Pro / Quest 3 / Quest 3S.
Instalare
npx skills add meta-quest/agentic-tools --skill hz-unity-face-tracking -a claude-code
Se instalează în .claude/skills/hz-unity-face-tracking/ · Fiecare comandă descarcă skill-ul direct de pe GitHub cu utilitarul open source skills.
Identic octet cu octet cu commit-ul scanat, cu licența depozitului și un fișier SOURCE.txt.
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De ce 85
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Skill-uri similare
Cele mai apropiate de acesta prin ce fac și când sunt folosite.
- blender-facial-shapekeysEL4CTEO/blender-skillsFacial rigs and shape keys in Blender 5.2 - ARKit 52 blendshapes, visemes for lip-sync, sculpting expressions, splitting symmetric shapes into Left/Right, mirroring, corrective and combination shapes, drivers and control rigs, bone+blendshape hybrids, export to engines (Unity, Unreal, Roblox dynamic heads, VRM/web). Use for faces, expressions, lip-sync, or any shape-key work.Altele★ 489
- ar-vr-xrtravisjneuman/.claudeAR/VR/XR development with Unity XR, WebXR, ARKit, ARCore, Meta Quest SDK, and spatial computing. Use when building augmented reality, virtual reality, mixed reality applications, or spatial experiences.Altele★ 106
- hz-unity-meta-movement-sdk-retargetingmeta-quest/agentic-toolsSet up and tweak Meta Movement SDK (MSDK) retargeting for a character model. Use this whenever the user wants to retarget a humanoid FBX/prefab for Meta VR body tracking, generate a retargeting config, or hand-edit the resulting `<asset>.json` (fix known-joint mappings, exclude joints from auto-mapping, rename target joints, adjust per-joint mapping weights, change a mapping behavior to twist/childAlignedTwist, edit T-pose values). The headless entry point is `Meta.XR.Movement.Editor.MSDKUtilityEditor.RunDefaultRetargetingSetup(GameObject asset)` — call it against a live Editor with unity-cli first, then hand-edit if needed. **Skip** if the user is editing runtime retargeting code, the source `OVRSkeletonData.json`, or non-MSDK files.Redactare★ 236
- hz-unity-meta-interaction-sdkmeta-quest/agentic-toolsMeta XR Interaction SDK (com.meta.xr.sdk.interaction.ovr) in Unity. Use when adding ANY interaction to a Meta VR or Horizon OS scene - grab (hand, distance, ray, touch), poke, teleport/locomotion, gaze, interactable UI canvases - when making an object grabbable, adding interactors to hands or controllers, creating an interaction rig, or baking interaction into a prefab or a scene whose rig loads elsewhere (dynamically, DontDestroyOnLoad, additively). Use the OVR backend unless the user explicitly asks for cross-platform. Covers QuickActionsAPI and OVRQuickActionsAPI as the default way to wire interactions, running them via unity-cli, an Editor script, or MCP, installation, and the undocumented behavior that source-reading or a Play-mode run is otherwise needed to discover.Design★ 236
- hz-unity-device-readinessmeta-quest/agentic-toolsAudits a Unity project for Meta VR Glasses readiness across input and field of view — finds controller-dependent interactions such as OVRInput usage, recommends hand-tracking and ISDK controller-to-hands migrations, produces a prioritized migration plan, and detects head-locked UI that a narrower FoV would clip.Design★ 236
- hz-unity-meta-mixed-reality-utility-kitmeta-quest/agentic-toolsMeta XR Mixed Reality Utility Kit (MRUK) (com.meta.xr.mrutilitykit) for Unity XR development. Use when working with Scene API data (rooms, walls, floors, furniture), spawning prefabs on scene anchors, placing virtual objects in the real world, world locking to prevent anchor drift, raycasting against room geometry, generating NavMesh from scene data, environment depth raycasting for instant placement without scanning, Passthrough Camera Access (PCA), trackable detection (keyboards, QR codes), destructible scene meshes, space maps, room sharing for multiplayer, or any MR scene-aware feature.Inginerie★ 236
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