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.
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.