Great work on this hand detection sdk. Im working in unreal with Vive pro2, i have a metahuman pawn that was originally used for interaction in game. I would like to switch out the vr controllers to this hand detection plugin. Currently I have a crash whenever i try to switch out the skeletal mesh of rigged hand to my mesh, but this is probably because the bone heirarchies dont match.
My question is: is it possible to use the hand detection on a skeleton mesh that has the full body, and the respective hand bone names are matched exactly to what the rigged hand skeleton had?
To elaborate, id have a full skeleton structure including both hands, and i want to map the hand detection to this skeleton.
Let me know if you have any suggestions or have done it already and i might have missed it in the documentation
Query on skeletal models and how to use it for custom pawns
in VIVE Hand Tracking SDK
Posted
Hi guys,
Great work on this hand detection sdk. Im working in unreal with Vive pro2, i have a metahuman pawn that was originally used for interaction in game. I would like to switch out the vr controllers to this hand detection plugin. Currently I have a crash whenever i try to switch out the skeletal mesh of rigged hand to my mesh, but this is probably because the bone heirarchies dont match.
My question is: is it possible to use the hand detection on a skeleton mesh that has the full body, and the respective hand bone names are matched exactly to what the rigged hand skeleton had?
To elaborate, id have a full skeleton structure including both hands, and i want to map the hand detection to this skeleton.
Let me know if you have any suggestions or have done it already and i might have missed it in the documentation
Best regards,
hunter