10using System.Collections;
11using System.Collections.Generic;
16 [AddComponentMenu(
"Leap/Auto Rig Hands")]
23 [Tooltip(
"Set to True if each finger has an extra trasform between palm and base of the finger.")]
25 [Header(
"RiggedHand Components")]
28 [Header(
"HandTransitionBehavior Components")]
32 [Header(
"RiggedFinger Components")]
43 [Header(
"Palm & Finger Direction Vectors.")]
48 [Tooltip(
"Toggling this value will reverse the ModelPalmFacing vectors to both RiggedHand's and all RiggedFingers. Change if hands appear backward when tracking.")]
51 #pragma warning disable 0414
54 private bool flippedPalmsState =
false;
55 #pragma warning restore 0414
59 [ContextMenu(
"AutoRig")]
61 throw new System.NotSupportedException(
62 "AutoRig is currently disabled due to propagating non-undo-able changes " +
The HandModelManager manages a pool of HandModelBases and makes HandRepresentations when a it detects...
A component to be attached to a HandModelBase to handle starting and ending of tracking....
Vector3 modelPalmFacing_R
RiggedFinger RiggedFinger_L_Thumb
RiggedFinger RiggedFinger_R_Pinky
Animator AnimatorForMapping
RiggedFinger RiggedFinger_L_Index
Vector3 modelPalmFacing_L
RiggedFinger RiggedFinger_R_Thumb
Vector3 modelFingerPointing_R
RiggedFinger RiggedFinger_L_Pinky
Vector3 modelFingerPointing_L
RiggedFinger RiggedFinger_R_Index
HandTransitionBehavior HandTransitionBehavior_R
HandTransitionBehavior HandTransitionBehavior_L
RiggedFinger RiggedFinger_L_Mid
RiggedFinger RiggedFinger_R_Mid
RiggedFinger RiggedFinger_R_Ring
RiggedFinger RiggedFinger_L_Ring
Manages the position and orientation of the bones in a model rigged for skeletal animation.
A skinned and jointed 3D HandModel.