Oculus Quest VR Controller -HOLSTER-

Oculus Quest VR Controller -HOLSTER-

Description

──────────HOLSTER VERSION 1.0────────── _________ ___ ___ ________ ___ ___ ___ ________ _______ _______ ___ __ _______ ________ |\___ ___|\ \|\ \|\ __ \|\ \|\ \ |\ \ |\ ____\|\ ___ \ |\ ___ \ |\ \|\ \ |\ ___ \ |\ __ \ \|___ \ \_\ \ \\\ \ \ \|\ \ \ \ \ \ \ \ \ \ \ \___|\ \ __/|\ \ __/|\ \ \/ /|\ \ __/|\ \ \|\ \ \ \ \ \ \ __ \ \ _ _\ \ \ \ \ \ \ \ \ \_____ \ \ \_|/_\ \ \_|/_\ \ ___ \ \ \_|/_\ \ _ _\ \ \ \ \ \ \ \ \ \ \\ \\ \ \ \ \____\ \ \____\|____|\ \ \ \_|\ \ \ \_|\ \ \ \\ \ \ \ \_|\ \ \ \\ \| \ \__\ \ \__\ \__\ \__\\ _\\ \__\ \_______\ \_______\____\_\ \ \_______\ \_______\ \__\\ \__\ \_______\ \__\\ _\ \|__| \|__|\|__|\|__|\|__|\|__|\|_______|\|_______|\_________\|_______|\|_______|\|__| \|__|\|_______|\|__|\|__| \|_________| ___ ________ ________ ________ |\ \ |\ __ \|\ __ \|\ ____\ \ \ \ \ \ \|\ \ \ \|\ /\ \ \___|_ \ \ \ \ \ __ \ \ __ \ \_____ \ \ \ \____\ \ \ \ \ \ \|\ \|____|\ \ \ \_______\ \__\ \__\ \_______\____\_\ \ \|_______|\|__|\|__|\|_______|\_________\ \|_________| INDEX -What and Why -Usage Recommendations -Print Settings -Contact -License =============================================================================================================== ──What is the HOLSTER and Why?── With the rise of decent-enough hand tracking and multimodal features on the Quest Pro and Quest 3, I found myself wanting to use hand tracking as much as possible. After a small acclimation period, hand tracking has become my preferred method of basic navigation. However, I still strongly believe that tracked controllers within Virtual Reality can be a powerful tool - just that they don't have to be (and perhaps shouldn't be) the default method to interact with virtual interfaces. There are a few problems I ran into, though! Every time I transition from hand tracking to controller usage, there is a small window of time where I have to look around my playspace to find my controllers. This feeling is reminiscent of "losing the remote" to the TV. In essence, not a good feeling. The inverse situation is just as anxiety-inducing - transitioning back to hand tracking and carefully placing my controllers in a spot that is "out of sight enough" so that the headset properly transitions to hand tracking, but in a memorable spot so that I can easily find them when prompted again. Somehow, in the disorientation of leaving Virtual Reality, I seem to always forget that memorable spot. I imagined how this entire situation could potentially be better - How can we completely cut out this little slice of anxiety and friction? Enter, ─HOLSTER─. The idea is simple: if the controller is a tool, why not have a method of keeping the tool easily accessible at any time? Holster is exactly what it sounds like, a holster for your tool (controllers) that keeps them readily available. But it actually goes even further than this! In using Holster, I realized just how powerful multimodal (the ability to use hand tracking and controllers simultaneously) and the combination of having controllers at your hip can be - it's simply not being taken advantage of. With HOLSTER + multimodal, new gameplay potentials open up that were never possible before. I will potentially be exploring some of these possibilities either in upcoming videos or within my Discord/Patreon. I strongly believe that something like Holster can make hand tracking and controller usage better, and I also believe that something *like* Holster should be included in the box. Maybe through iteration and the power of community, we can help make that abundantly clear. =============================================================================================================== USAGE RECOMMENDATIONS: -Wear either pants or some clothing that has a place to "clip" in -Jean pockets seem to be the best solution -QUEST OS: -If you are having issues with the controllers constantly popping up while using hand tracking, you can turn off "automatic hand tracking- controller switching" You will then bump the controllers together to switch. The automatic switching between tracking states will continue to be a slight issue depending on the environment until Meta creates a more robust method to handle multimodal actions at the OS level. =============================================================================================================== PRINT SETTINGS: - Place the STL within your Slicer. - Print in the orientation that the model is set by default (ensures the clip is printed properly). - Do not change scale. - Duplicate and mirror to have both sides of the HOLSTER. - You can print in either FDM or Resin, I personally chose Resin. **STANDARD FDM:** - 0.2mm layer height - 30% infill - Supports + Brim Enabled (Auto Support) **RESIN PRINT:** - Supports optional depending on Printer - Put STL in Slicer; your settings depend on resin type. - I personally had the best results with ANYCUBIC High Clear UV Resin. =============================================================================================================== This is only V_1.0 of HOLSTER. Please feel free to provide feedback to me directly at either: - Email: Thrill@Thrillseeker.media - Twitter: [Thrilluwu](https://x.com/Thrilluwu) - Discord: [Thrill Community](https://discord.gg/Thrill) Feel free to remix, change, or make any alterations you would like to HOLSTER. I am interested to see what sort of changes you may come up with. It's all some very fun unexplored territory! License and Attribution =============================================================================================================== This 3D model is licensed under the Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) License. You are free to: - **Share** — copy and redistribute the material in any medium or format. - **Adapt** — remix, transform, and build upon the material for any purpose, even commercially. Under the following terms: - **Attribution** — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. - **ShareAlike** — If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original. For more details, see the full license at [Creative Commons](https://creativecommons.org/licenses/by-sa/4.0/). =============================================================================================================== Doc Version1.2

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