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democap:motiontransferfingers [2024/09/06 10:17] dragonlorddemocap:motiontransferfingers [2026/05/15 00:40] (current) dragonlord
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 Bend fingers in response to VR Controller bending input. Each finger can be controlled individually or not at all. Each finger is defined as a single bone chain. Bending can be fine tuned using an animation move. Bend fingers in response to VR Controller bending input. Each finger can be controlled individually or not at all. Each finger is defined as a single bone chain. Bending can be fine tuned using an animation move.
 +
 +<WRAP center round important 60%>
 +A newly created fingers motion transfer is not initialized for any hand. You have to use the init menu entries from the motion transfer menu to initialize the motion transfer for the respective hand. This is required only for using full finger tracking.
 +</WRAP>
  
 <WRAP clear></WRAP> <WRAP clear></WRAP>
 +
 +====== Motion Transfer Menu ======
 +
 +Click the button ''...'' to show the motion transfer menu. It contains these entries:
 +
 +===== Init right hand =====
 +
 +Initialize the finger and wrist rotation with default values for the right hand.
 +
 +===== Init left hand =====
 +
 +Initialize the finger and wrist rotation with default values for the left hand.
 +
 +===== Mirror hand... =====
 +
 +Show dialog to select fingers motion transfer to copy values from. The copied values are mirrored.
 +
 +===== Auto Rig Right Hand... =====
 +
 +Opens a dialog to select from a list of predefined auto-rig definitions. The selected definition is applied to fill in the bone names for the right hand matching the character model.
 +
 +===== Auto Rig Right Hand Best Matching =====
 +
 +Automatically tries all available auto-rig definitions and applies the one that matches the most right hand bones in the character model. A dialog is shown if no matching definition is found.
 +
 +===== Auto Rig Left Hand... =====
 +
 +Opens a dialog to select from a list of predefined auto-rig definitions. The selected definition is applied to fill in the bone names for the left hand matching the character model.
 +
 +===== Auto Rig Left Hand Best Matching =====
 +
 +Automatically tries all available auto-rig definitions and applies the one that matches the most left hand bones in the character model. A dialog is shown if no matching definition is found.
 +
 +Auto-rig definitions are XML files (*.deard) loaded from ''/content/autorig''. The following definitions are provided out of the box for finger bone assignment:
 +
 +  * Mixamo
 +  * Blender Rigify
 +  * DAZ Studio Genesis
 +  * 3DS Max Biped
 +  * Unity Humanoid
 +  * Unreal Engine Mannequin
 +  * iClone Character Creator
 +  * VRoid (VRM)
 +  * Drag[en]gine
 +
 +More definitions can be added for example by creating a modification using Mod.IO or creating a feature issue on GitHub and attaching the new file.
  
 ====== Name ====== ====== Name ======
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 ====== Pinky Rotation ====== ====== Pinky Rotation ======
 Rotation of pinky base bone for use with non-animation-move based finger tracking. In this mode each individual finger segment is bend along the X-axis (<fc #ff0000>red axis</fc>) and spread along the Y-axis (<fc #00ff00>green axis</fc>). The X-axis has to point to the right side (to thumb on the left and and away from thumb on the right hand). The Y-axis has to point out of the back of the hand. Rotation of pinky base bone for use with non-animation-move based finger tracking. In this mode each individual finger segment is bend along the X-axis (<fc #ff0000>red axis</fc>) and spread along the Y-axis (<fc #00ff00>green axis</fc>). The X-axis has to point to the right side (to thumb on the left and and away from thumb on the right hand). The Y-axis has to point out of the back of the hand.
 +
 +====== Wrist Bone ======
 +
 +Wrist bone. Click on the label or the combo box to activate bone selection mode. Click in the preview window on a bone to select it. The selected bone is marked in red. Assigning wrist bone is useful to improve tracking quality on finger tracking without using a controller. VR runtimes tend to apply a rotational offset to the wrist not present in the reported input device causing the captured hand to have an unwanted twist. For controllers with hand tracking estimation this is usually not required.
 +
 +====== Wrist Rotation ======
 +
 +Rotation of wrist bone for use with non-animation-move based finger tracking. This rotation indicates the direction of the hand to match the actor hand. The X-axis (<fc #ff0000>red axis</fc>) points towards the thumb (hence upwards). The Z-axis (<fc #0000ff>blue axis</fc>) points towards the finger tips (hence away from the body).
  
 ====== Tracker Slot ====== ====== Tracker Slot ======
democap/motiontransferfingers.1725617875.txt.gz · Last modified: 2024/09/06 10:17 by dragonlord