Oculus Quest 3
By AVILOV. Original model ↗
CC BY 4.0
Headset and both controllers separated; pivots normalized; headset fit and right-controller pickup animations added.
By AVILOV. Original model ↗
CC BY 4.0
Headset and both controllers separated; pivots normalized; headset fit and right-controller pickup animations added.
Custom character modeled and rigged in Blender for this tutorial, based on the user-provided Opaque cowboy illustration and a generated turnaround reference.
Includes a body and finger skeleton, sculpted beard, swept straw hat, clothing, boots and wrist accessories. Shirt print uses the original Opaque logo from the local portal project. Opaque branding remains the property of its owner.
Minimalistic Modern Office by dylanheyes. Original model ↗
CC BY 4.0
Office aligned to the tutorial viewpoint in Blender. Desk resized for the standing headset pickup; chair removed; web textures resized. Original baked materials retained.
Scene assembly, character posing and headset pickup authored in Blender. The website plays the exported animation with Three.js and transitions with GSAP.
The room view is a 3D passthrough-style simulation. The Quest system interface is an interactive training recreation. This standalone walkthrough does not connect to a headset camera or automatically sign in or launch a real test.
Landing-page typography: Outfit and Plus Jakarta Sans, under the Open Font License. Outfit license · Plus Jakarta Sans license.
Wood Table 001 and Wood Floor from Poly Haven, CC0. Color, normal and roughness maps applied to the furniture and floor.
Hands model rigged by SomeOne34321 (nikita887H).
CC BY 4.0
Bind transforms repaired; custom two-handed headset reach, shell grip, lift and release authored in Blender. Wrist and forearm rotation adjusted for inward-facing palms and supporting thumbs.
Standard generic-hand model from WebXR Input Profiles, referenced by Meta’s hand-tracking documentation. Palm-pinch posing and animation authored in Blender.
MIT license, copyright 2019 Amazon.
Additional system app artwork reference: Meta’s official Navigator announcement. Interface and brand artwork belong to Meta and their respective app owners.
Window-based App Library and floating dock references: vrCAVE Quest guide and UploadVR Quest Home capture. Screenshots and app artwork remain the property of their respective owners. The current floating-icon App Library follows the user’s headset screenshot. App icons were recreated as local vector assets; First Encounters uses the credited reference artwork.
WhatsApp glyph from Simple Icons; the WhatsApp trademark belongs to its owner. Floating-screen placements and animations authored in Blender; editable HTML/CSS screens rendered in 3D with Three.js.
Controller behavior follows Meta’s Navigator guide. This is a teaching simulation, not the headset operating system. Mouse, touch and keyboard drive the illustrated hand and controller; this page does not read your physical hands or connect to device settings. Browser opens a guided simulation that stops its guidance at the live login screen. Other app icons can be selected.
Floating browser layout follows the user-provided Oculus recording from October 14, 2026. The login screen embeds the live page from the Opaque training portal. A screenshot captured on the same date is retained as a visual reference. Portal branding and artwork belong to their respective owners.
The walkthrough embeds the live portal in an iframe and ends its guidance at login. The portal handles its own form interactions; this tutorial does not read or submit credentials. Browser-window placements reuse the Blender-authored floating screen anchors.