Posts with #HandTracking

#HandTracking

Public posts on X that use #HandTracking.

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  1. 📐Hephaestus📏Live2D匠人魂✓@Live2Doll
    👌 #Live3D #Live2D #HandTracking 👌 Today I want to share one of the most hidden little tricks I built into the HandTracking model I made for Glitch... While keeping the entire transition from an open hand to a closed fist completely smooth—and without adding any extra gesture—I designed the thumb and index finger so that, at 120° of bending, they naturally form a perfect OK sign. The thumb was especially difficult. From both the front and side views, it has to move along an angled path, which made this several levels more challenging. I had to make sure that their movement paths, offset angles, and movement speeds would all converge perfectly at exactly the right point during the transition, without directly creating an OK gesture as a separate motion. To make this tiny little trick work, back then I ended up sticking countless protractors all over my own hand ✋🤓🤚
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  2. Alvin Wang Graylin✓@AGraylin
    #ViveFocus3 now supports #handtracking natively in UI with latest update. Full finger tracking and control with just your hands in #VR. Putting down controllers enables it automatically. 👋😎🤚 Can’t wait to see what devs do with it! ✊ @htcvive
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  3. Dennys Kuhnert✓@DennysKuhnert
    My take on the ideal Holographic UI for #handtracking 🙌 - Satisfying animations (make it pleasant) - Physicality (add some finger resistance) - Sound (focus, press, events) - Context (never show more than you need to) - Depth (It's VR, make use of that Z-axis!) #VR #UX #UI
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  4. Julia Schwarz@julenka
    1/ Thank you to everybody who came to my talk about instinctual interactions on HoloLens 2. Here are some resources for getting started with #hololens2 #handtracking #ux and #mrtk Intro to MRTK-Unity- MRTK’s UX Building Blocks -
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  5. 📐Hephaestus📏Live2D匠人魂✓@Live2Doll
    🧱 #Live3D #Live2D #HandTracking 🧱 I spent some time refining the way I use Warp Deformers to create lateral physics-based swinging motion in Live2D. With a new production concept, I tried to achieve the highest possible level of mathematical precision. At the core are two fundamental swinging structures, which I can mix in different proportions to create different qualities of motion. The first is parallel swinging. Both sides of the Warp Deformer remain perfectly parallel throughout the motion, making it look somewhat like a sheet of paper or a tassel. The second is bending swinging. The angle between the two sides of the Warp Deformer changes as it moves, making it look more like a flexible tube or a tail. (0:12)Interestingly, when I layer the first and second structures together, the bottom forms an X-shaped pattern as it swings. It looks a little like a spine or some kind of mechanical structure. (0:23)The third structure is an equal blend of the first and second. Its characteristics are much more neutral, combining the qualities of both. (0:35)The fourth and fifth structures are created by smoothly blending the first structure into the center of the second, and the second into the center of the first, respectively. This makes them appear softer and more flexible, somewhat like a piece of fabric. (0:28)Interestingly, when I blend the fourth and fifth structures equally, the result is exactly identical to the third structure. This also demonstrates that, despite their apparent complexity, the two are actually perfect mirror images of each other. Every physics-based motion shown here uses a two-segment pendulum structure, with a swinging range of ±90°. In theory, when curled to its limit, it can bend upward into a perfect semicircle. To most people, this may look as boring as a brick. But to me, this is exactly where the romance of Live2D physics lies. Does anyone else feel the same way?
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