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comparison Orchestland/Assets/LeapMotion/readme.txt @ 1:f7675884f2a1
Add Orchestland project
author | Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp> |
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date | Fri, 17 Jul 2015 23:09:20 +0900 |
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0:347d21cdfc22 | 1:f7675884f2a1 |
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1 Leap Motion Core Assets | |
2 | |
3 These assets go along with our V2 Skeletal Tracking. There are multiple | |
4 customizable hands, a physical "RigidHand" and some useful gestures that | |
5 interact with the physics engine like magnetic pinching. There are also | |
6 prefabs and examples to support Oculus VR Head Mounted Display applications. | |
7 | |
8 Before you begin: | |
9 You first need Leap Motion Skeletal V2 Tracking installed from: | |
10 https://developer.leapmotion.com/ | |
11 | |
12 Getting Started: | |
13 You can make the simplest "Hello Hands" scene by dropping the | |
14 HandController.prefab in front of, and below the camera. The HandController | |
15 prefab is a 'virtual' Leap Motion Controller. Since your real hands appear | |
16 above the real Leap Motion Controller, the virtual hands will appear above | |
17 the virtual HandController prefab. You can scale the controller to change | |
18 how big and how far the hands appear from the HandController prefab. | |
19 | |
20 If you want to get started hitting boxes around a room, the | |
21 ControllerSandBox.prefab might be a good place to start. It is a closed off | |
22 room with walls at the edges of hand tracking. So you should have good | |
23 tracking everywhere in the sandbox. | |
24 | |
25 Physics and the RigidHand prefab: | |
26 Our current physics model is a Box Collider for each bone and palm. This | |
27 is great for patting, touching, flicking, and scooping objects. If you want | |
28 to grab objects you can use some of the resources in the Demos which give | |
29 you one handed and two handed grabs. | |
30 | |
31 Customizing Hands: | |
32 There are two HandModel fields in the HandController prefab | |
33 - a Hand Graphics Model | |
34 - a Hand Physics Model | |
35 | |
36 This first object says what the hand should look like, the second says how | |
37 it interacts with the physics engine. You can drag different prefabs into | |
38 these fields to have a different looking hand or change how it interacts | |
39 with the environment. | |
40 | |
41 The SkeletalHand prefab is a good place to customize your own hand. Just | |
42 put objects into any of the bones on the fingers or in the palm and they'll | |
43 become part of the hand. Keep in mind that you shouldn't have Colliders in | |
44 the Hand Graphics Model because it doesn't get updated on the Physics loop. | |
45 | |
46 Tools: | |
47 If you want to use tools, you can drop a ToolModel object into the | |
48 HandController's ToolModel parameter. There are currently two tools shipped | |
49 with these assets: a flash light and a low fidelity spatula but there will | |
50 be more in the future. Please send in any requests. | |
51 | |
52 Examples: | |
53 There are plenty of examples using these assets available at: | |
54 https://github.com/leapmotion-examples/ | |
55 | |
56 Questions/Bugs/Feature Requests? | |
57 Please post on https://community.leapmotion.com/c/development | |
58 |