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author | Yuta ANSE <e135745@ie.u-ryukyu.ac.jp> |
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date | Fri, 17 Jul 2015 23:23:43 +0900 |
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rev | line source |
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1
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1 Leap Motion Core Assets |
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2 |
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3 These assets go along with our V2 Skeletal Tracking. There are multiple |
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4 customizable hands, a physical "RigidHand" and some useful gestures that |
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5 interact with the physics engine like magnetic pinching. There are also |
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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: |
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9 You first need Leap Motion Skeletal V2 Tracking installed from: |
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10 https://developer.leapmotion.com/ |
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11 |
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12 Getting Started: |
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13 You can make the simplest "Hello Hands" scene by dropping the |
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14 HandController.prefab in front of, and below the camera. The HandController |
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15 prefab is a 'virtual' Leap Motion Controller. Since your real hands appear |
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16 above the real Leap Motion Controller, the virtual hands will appear above |
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17 the virtual HandController prefab. You can scale the controller to change |
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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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20 If you want to get started hitting boxes around a room, the |
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21 ControllerSandBox.prefab might be a good place to start. It is a closed off |
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22 room with walls at the edges of hand tracking. So you should have good |
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23 tracking everywhere in the sandbox. |
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24 |
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25 Physics and the RigidHand prefab: |
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26 Our current physics model is a Box Collider for each bone and palm. This |
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27 is great for patting, touching, flicking, and scooping objects. If you want |
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28 to grab objects you can use some of the resources in the Demos which give |
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29 you one handed and two handed grabs. |
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30 |
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31 Customizing Hands: |
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32 There are two HandModel fields in the HandController prefab |
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33 - a Hand Graphics Model |
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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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37 it interacts with the physics engine. You can drag different prefabs into |
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38 these fields to have a different looking hand or change how it interacts |
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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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42 put objects into any of the bones on the fingers or in the palm and they'll |
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43 become part of the hand. Keep in mind that you shouldn't have Colliders in |
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44 the Hand Graphics Model because it doesn't get updated on the Physics loop. |
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45 |
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46 Tools: |
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47 If you want to use tools, you can drop a ToolModel object into the |
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48 HandController's ToolModel parameter. There are currently two tools shipped |
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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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54 https://github.com/leapmotion-examples/ |
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55 |
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56 Questions/Bugs/Feature Requests? |
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57 Please post on https://community.leapmotion.com/c/development |
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58 |