Preface:
Leap Motion's official website document has been a lot of enthusiastic netizens involved in the translation, but did not cover all the official website documents.
To cater to the Unity VR craze and the learning needs of everyone, the launch of the official document translation series for unity direction.
The third "Hand resource" describes the hand-preset resources of leap motion for unity-provided resource packages.
Hand Assets Hand Type Resources
The Leap Motion core assets for Unity include a number of pre-made hand prefabs assets. You can use these prefabs as-is, modify them, or create your own.
Leap Motion's core resources for unity include a range of hand-set preset resources that are well-done. You can use these presets directly, or modify them, or you can create your own hand presets.
There is a few different approaches to creating hands, including creating discrete components for the parts of the hands And moving these parts individually, creating mesh hands rigged with bone armatures and deforming the mesh by rotating the Bones, and even creating code-driven hands that procedurally create their own graphics. The existing prefabs use all three of these approaches.
There are many ways to create a hand, you can create individual parts of the hand and move them separately, or you can create a hand mesh with bone bindings to move through the rotational bone control hand, or even create a code-driven hand shape to render its graphics from a computer. The presets provided in the resource bundle contain the above three ways to create them.
the Handcontroller class orchestrates the acquisition and application of tracking data to the hands and fingers. The Handmodel and Fingermodel classes serves as the base for animating the hand and fingers. There is several classes extending Handmodel and Fingermodel to implement the specific types of animation. These specific classes, like Skeletalhand/finger and Riggedhand/finger, can is used for multiple hand designs as long as T He objects to which they is attached follow the same basic structure.
handcontroller class is used to organize the acquisition and application of hand and finger tracking data. handmodel class and fingermodel class is the underlying model class for hand and finger animation. Both the Handmodel class and the Fingermodel class have some derived classes that are used for specific animation types. These special classes, such as skeletalhand/finger (skeletal hand/finger), can be used in a variety of hand types and other object designs with the same infrastructure.
The graphics and physics hands is separated into the different prefabs. You can use the whichever physics hand prefab best fits your hand graphics model. For example. Rigidfullhand includes a rigid body and collider for the arm, so can use it with graphics models that include an arm– When you want the arm to collide with other objects in the scene.
(Translator Note: The following table is the name in the resource bundle and should be searched by English name, Chinese translation is for semantic reference only)
| hand type hand style |
prefabs preset body |
scripts corresponding script |
example legend |
| Procedural hands Program-generated manual |
Polyhand1/2/3, Debughand Polygon hand 1/2/3, Debug hand |
polyhand/finger, Debughand/finger |
|
component hands Components form the hand type |
Minimalhand, Cleanrobothand, Glowrobothan d Minimum hand, normal machine hand, Halo machine hand |
skeletalhand/finger |
|
rigged hands Skeleton-driven hand type |
all The human models all human models |
riggedhand/finger |
|
Physics hands Physical Hand Type |
Rigidhand, Rigidfullhand, Rigidroundhand, ThickrigidhanD Rigid body hand, rigid body full hand, rigid body convolutional hand, thick rigid body hand |
Rigidhand/finger |
|
Setting up Hand Assets in the Hand controller set up hand resources in Hand controller
After adding a handcontroller to a scene, you can set the graphics model by dragging the desired hand prefab to the hand G Raphics Model slots.
After adding Handcontroller to the scene, you can drag and drop the hand preset you want to use into the hand Graphics model property slot of the component to display the different image models.
If the separate Left/right setting is checked, you can use different prefabs for the right and left hands. Otherwise, the Handcontroller mirrors a single model for both hands. The existing hand prefabs is all labeled ' right ' or ' left ' where it makes a difference (if you use the wrong hand model, The error would be obvious).
If you tick the separate left/right option in the Script component, you can use a different preset for the right or left hand. Otherwise, the Handcontroller will map two hand patterns from a model. The Presets for the resource pack are marked with left and right to differentiate (strange results will occur if you add an error)
Change the size of the hands using the Handcontroller scale value. A Scale of 1.0 was life-size, but that's often too small. It really depends on your scene. The edges of the default Unity cube, for example, is 1 meter long and would dwarf a life-size hand. Scaling the hands larger also increases their range of motion. You can further increase the range of motion without making the hands larger by increasing the Handcontroller Hand movemen T scale values.
You can change the size of the hand type by modifying the value of the Hangcontroller scale property. When the scale value is 1, it represents the actual size, but it usually looks small. It depends on your scene. For example, cube in unity has a default edge length of 1 meters, compared to the actual size of the hand shape will appear very small. The pinch-to-go type also scales the range of motion. You can also increase the value of the Handcontroller Hand Movement scale by adding only the range of motion without making the hand shape larger.
Setting The is Head mounted would provide a hint to the Leap Motion service that hands be viewed from the head-mounted POS Ition and improve hand recognition. The setting does not automatically rotate the hands in the game to appear in front of the handcontroller rather than above It. To does that, you can set the Handcontroller rotation values to {x=270, y=180, z=0}.
Tick the is head mounted to set the leap Motion service to headset mode. This setting does not automatically rotate the hand type before handcontroller in the game. To make it spin, you can set the rotation value of Handcontroller to {x=270, y=180, z=0}.
"VR" Leap Motion website Document hand-type resources