Poses
Last updated
Last updated
PoseRecorder saves an actual hand pose into a HandPoseAsset that can be used later.
To save a new pose with PoseRecorder:
Create a HandPoseAsset by doing right click on Project Window and selecting Create/HPTK/HandPoseAsset.
Set this new HandPoseAsset in the field PoseRecorder.pose.
Set the HandModel you want to use as reference in the field PoseRecorder.hand.
Set the representation of that hand that will perform the desired pose (master, slave or other custom representation name).
Make the reference hand representation to perform the desired pose. For example, this can be done by rotating their bones manually.
Back to PoseRecorder component, overwrite the content of the referenced HandPsoeAsset with the current pose of the referenced hand representation by clicking on Overwrite.
HPTK models can have missing references that are automatically fixed when the game starts.
If this is the case, PoseRecorder might only work porperly in Unity Play Mode.
In Play Mode, master hands are driven by Input modules so these modules should be disabled first in order to be able to manually rotate bones in master hands.
To apply an existing HandPoseAsset to a hand representation:
Set the HandPoseAsset to apply in the field PoseRecorder.pose.
Set the HandModel you want to use as receiver in the field PoseRecorder.hand.
Set the representation of that hand that will receive the desired pose (master, slave or other custom representation name).
Apply the pose to the referenced hand representation by clicking on Apply.
In Unity Play Mode, Input modules will update master hand representations every frame. If the pose is being applied in Unity Play Mode, Input modules should be disabled in order to apply a pose from PoseRecorder.