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diff 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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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Orchestland/Assets/LeapMotion/readme.txt Fri Jul 17 23:09:20 2015 +0900 @@ -0,0 +1,58 @@ +Leap Motion Core Assets + +These assets go along with our V2 Skeletal Tracking. There are multiple +customizable hands, a physical "RigidHand" and some useful gestures that +interact with the physics engine like magnetic pinching. There are also +prefabs and examples to support Oculus VR Head Mounted Display applications. + +Before you begin: + You first need Leap Motion Skeletal V2 Tracking installed from: + https://developer.leapmotion.com/ + +Getting Started: + You can make the simplest "Hello Hands" scene by dropping the + HandController.prefab in front of, and below the camera. The HandController + prefab is a 'virtual' Leap Motion Controller. Since your real hands appear + above the real Leap Motion Controller, the virtual hands will appear above + the virtual HandController prefab. You can scale the controller to change + how big and how far the hands appear from the HandController prefab. + + If you want to get started hitting boxes around a room, the + ControllerSandBox.prefab might be a good place to start. It is a closed off + room with walls at the edges of hand tracking. So you should have good + tracking everywhere in the sandbox. + +Physics and the RigidHand prefab: + Our current physics model is a Box Collider for each bone and palm. This + is great for patting, touching, flicking, and scooping objects. If you want + to grab objects you can use some of the resources in the Demos which give + you one handed and two handed grabs. + +Customizing Hands: + There are two HandModel fields in the HandController prefab + - a Hand Graphics Model + - a Hand Physics Model + + This first object says what the hand should look like, the second says how + it interacts with the physics engine. You can drag different prefabs into + these fields to have a different looking hand or change how it interacts + with the environment. + + The SkeletalHand prefab is a good place to customize your own hand. Just + put objects into any of the bones on the fingers or in the palm and they'll + become part of the hand. Keep in mind that you shouldn't have Colliders in + the Hand Graphics Model because it doesn't get updated on the Physics loop. + +Tools: + If you want to use tools, you can drop a ToolModel object into the + HandController's ToolModel parameter. There are currently two tools shipped + with these assets: a flash light and a low fidelity spatula but there will + be more in the future. Please send in any requests. + +Examples: + There are plenty of examples using these assets available at: + https://github.com/leapmotion-examples/ + +Questions/Bugs/Feature Requests? + Please post on https://community.leapmotion.com/c/development +