annotate Orchestland/Assets/LeapMotion/readme.txt @ 1:f7675884f2a1

Add Orchestland project
author Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
date Fri, 17 Jul 2015 23:09:20 +0900
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Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
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1 Leap Motion Core Assets
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2
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Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
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3 These assets go along with our V2 Skeletal Tracking. There are multiple
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Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
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4 customizable hands, a physical "RigidHand" and some useful gestures that
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Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
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5 interact with the physics engine like magnetic pinching. There are also
f7675884f2a1 Add Orchestland project
Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
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6 prefabs and examples to support Oculus VR Head Mounted Display applications.
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7
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8 Before you begin:
f7675884f2a1 Add Orchestland project
Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
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9 You first need Leap Motion Skeletal V2 Tracking installed from:
f7675884f2a1 Add Orchestland project
Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
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10 https://developer.leapmotion.com/
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Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
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11
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Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
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12 Getting Started:
f7675884f2a1 Add Orchestland project
Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
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13 You can make the simplest "Hello Hands" scene by dropping the
f7675884f2a1 Add Orchestland project
Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
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14 HandController.prefab in front of, and below the camera. The HandController
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Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
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15 prefab is a 'virtual' Leap Motion Controller. Since your real hands appear
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Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
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16 above the real Leap Motion Controller, the virtual hands will appear above
f7675884f2a1 Add Orchestland project
Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
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17 the virtual HandController prefab. You can scale the controller to change
f7675884f2a1 Add Orchestland project
Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
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18 how big and how far the hands appear from the HandController prefab.
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19
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Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
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20 If you want to get started hitting boxes around a room, the
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Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
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21 ControllerSandBox.prefab might be a good place to start. It is a closed off
f7675884f2a1 Add Orchestland project
Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
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22 room with walls at the edges of hand tracking. So you should have good
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Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
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23 tracking everywhere in the sandbox.
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24
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Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
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25 Physics and the RigidHand prefab:
f7675884f2a1 Add Orchestland project
Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
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26 Our current physics model is a Box Collider for each bone and palm. This
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Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
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27 is great for patting, touching, flicking, and scooping objects. If you want
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Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
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28 to grab objects you can use some of the resources in the Demos which give
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Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
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29 you one handed and two handed grabs.
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30
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31 Customizing Hands:
f7675884f2a1 Add Orchestland project
Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
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32 There are two HandModel fields in the HandController prefab
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Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
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33 - a Hand Graphics Model
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Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
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34 - a Hand Physics Model
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35
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36 This first object says what the hand should look like, the second says how
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Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
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37 it interacts with the physics engine. You can drag different prefabs into
f7675884f2a1 Add Orchestland project
Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
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38 these fields to have a different looking hand or change how it interacts
f7675884f2a1 Add Orchestland project
Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
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39 with the environment.
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40
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41 The SkeletalHand prefab is a good place to customize your own hand. Just
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Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
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42 put objects into any of the bones on the fingers or in the palm and they'll
f7675884f2a1 Add Orchestland project
Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
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43 become part of the hand. Keep in mind that you shouldn't have Colliders in
f7675884f2a1 Add Orchestland project
Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
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44 the Hand Graphics Model because it doesn't get updated on the Physics loop.
f7675884f2a1 Add Orchestland project
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45
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46 Tools:
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Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
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47 If you want to use tools, you can drop a ToolModel object into the
f7675884f2a1 Add Orchestland project
Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
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48 HandController's ToolModel parameter. There are currently two tools shipped
f7675884f2a1 Add Orchestland project
Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
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49 with these assets: a flash light and a low fidelity spatula but there will
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50 be more in the future. Please send in any requests.
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51
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52 Examples:
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53 There are plenty of examples using these assets available at:
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Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
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54 https://github.com/leapmotion-examples/
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55
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56 Questions/Bugs/Feature Requests?
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Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
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57 Please post on https://community.leapmotion.com/c/development
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58