[Unity] [Hand Tracking] Pose
참고자료
https://blog.immersive-insiders.com/oculus-hand-interaction-pose-detection/
Oculus Hand Interaction: Pose detection
Previously, we saw how to set up hand tracking, and we learned about grab interaction, poke interaction and ray interaction. If you haven’t checked out the first part of this series, we highly recommend checking it. In this blog, we’ll learn how to cre
blog.immersive-insiders.com
https://developer.oculus.com/documentation/unity/unity-isdk-hand-pose-detection/#shape-recognition
Hand Pose Detection | Oculus Developers
developer.oculus.com
1. Transform Recognizer Active State
2. Shape Recognizer Active State
ShapeRecognizer is a ScriptableObject that allows one to specify the finger features that define a shape on a hand.
Curl
Note that this feature does not take the Proximal (knuckle) joint into consideration.
- Open: Fingers are fully extended straight
- Neutral: Fingers are slightly curled inwards, as if they were wrapped around a coffee mug.
- Closed (pictured): Fingers are tightly curled inwards such that the tips are almost touching the palm
Flexion
it can provide false positives on the thumb.
- Open: First bone on the fingers is fully extended; parallel with the palm
- Neutral: Somewhat bent
- Closed: knuckle joint is fully bent (pictured above)
Abduction
Note: Abduction on the pinkie Is not supported.
- Open (pictured for Index)
- Closed: The two fingers are tightly compressed together (pictured for Thumb, middle, ring)
- None: Not currently used
Opposition
How close a given fingertip is to the thumb tip. Can only be used on the index, middle, ring, and pinkie fingers.
- Touching: The fingertip joints are within ~1.5cm (pictured for index)
- Near: The fingertip joints are between ~1.5cm and ~15cm apart
- None: The fingertip joints are greater than ~15cm apart
손바닥이 앞, 뒤를 향하는 경우가 아닐 경우 손가락이 가려져서 인식률이 떨어지기도함
Ex. Sissors