The Virtual Hand Mesh Settings

Utilized by the SenseGlove Tracking module to account for the current virtual hand mesh when generating hand pose data, resulting in more accurate glove or hand data representation and also smoother animations.

The Virtual Hand Mesh Settings

LeftHandReferenceMesh

The virtual hand model for the left hand is to be used by the SenseGlove Tracking module to generate all the 26 joint data present in the FXRMotionControllerData. The main reason the Tracking module requires a virtual hand mesh as a reference is the SenseGlove Hand Pose format only provides 15 joints. So, the remaining joint data for FXRMotionControllerData are calculated from a virtual hand mesh compatible with the Epic rig and also the values specified by DistalPhalangesLengthSettings. Furthermore, when calculating the existing joints data, their current locations and rotations are taken into account in calculating the resulting FXRMotionControllerData.

By default, no virtual hand mesh is set.

caution

If no virtual hand mesh is set, the Tracking module will fall back to hard-coded values extracted from the standard virtual hand model shipped by Unreal Engine VRTemplate. This may result in distorted hand mesh while animating a hand in case a different hand mesh other than the default Epic virtual hand mesh is being set on the virtual hand components.

RightHandReferenceMesh

The virtual hand model for the right hand is to be used by the SenseGlove Tracking module to generate all the 26 joint data present in the FXRMotionControllerData. The main reason the Tracking module requires a virtual hand mesh as a reference is the SenseGlove Hand Pose format only provides 15 joints. So, the remaining joint data for FXRMotionControllerData are calculated from a virtual hand mesh compatible with the Epic rig and also the values specified by DistalPhalangesLengthSettings. Furthermore, when calculating the existing joints data, their current locations and rotations are taken into account in calculating the resulting FXRMotionControllerData.

By default, no virtual hand mesh is set.

caution

If no virtual hand mesh is set, the Tracking module will fall back to hard-coded values extracted from the standard virtual hand model shipped by Unreal Engine VRTemplate. This may result in distorted hand mesh while animating a hand in case a different hand mesh other than the default Epic virtual hand mesh is being set on the virtual hand components.

DistalPhalangesLengthSettings

The length of distal phalanges that cannot be retrieved from any virtual hand mesh compliant with the Epic standard rig. Also, the SenseGlove Hand Pose format does not provide these. This is used by SenseGlove Tracking module to calculate an FXRMotionControllerData the all 26 joints. The values you specify here depend on the shape of the virtual hand mesh and the defaults are approximated for the virtual hand model shipped with the Unreal Engine VRTemplate.

RootBoneRotationCorrection

Used mostly by the SenseGlove Tracking module and SGPawn to offset for any initial rotation during the virtual hand mesh import process. This is the case for example with the virtual hand model shipped with Unreal Engine's VRTemplate, which typically has an initial -90.0f degrees rotation on the Yaw axis. By default, this option has been set up with the Unreal Engine's VRTemplate virtual hand model in mind.

LeftHandDefaultReferenceBoneTransforms

Read-only and for internal use only.

RightHandDefaultReferenceBoneTransforms

Read-only and for internal use only.

LeftHandBoneNames

Read-only and for internal use only.

RightHandBoneNames

Read-only and for internal use only.

DefaultLeftHandMeshPath

Read-only and for internal use only.

DefaultLeftHandMeshPathOnly

Read-only and for internal use only.

DefaultRightHandMeshPath

Read-only and for internal use only.

DefaultRightHandMeshPathOnly

Read-only and for internal use only.