add hand tracking glove bone mapping
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@@ -115,7 +115,7 @@ The hand tracking debug panel is a compact HTML grid outside the canvas. `Model
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## Glove Models
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The current glove MVP uses `public/models/gant_l/model.gltf` and `public/models/gant_r/model.gltf`, which contain GLTF skins and armatures. For now each model is positioned, oriented, and scaled as a whole from palm landmarks instead of driving individual finger bones.
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The current glove MVP uses `public/models/gant_l/model.gltf` and `public/models/gant_r/model.gltf`, which contain GLTF skins and armatures. Each model is positioned, oriented, and scaled from palm landmarks, then each finger bone chain is rotated toward the matching MediaPipe landmark chain.
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The glove models are intentionally smaller than the raw SVG overlay so they do not dominate the camera view.
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@@ -126,4 +126,4 @@ The glove models are intentionally smaller than the raw SVG overlay so they do n
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- The virtual hit zone is an approximation based on multiple raycasts, not a real 3D collider.
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- There is no smoothing layer for hand position or depth yet.
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- The SVG hand visualization is a fallback, not the primary display when glove models load correctly.
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- Each glove follows the palm as a whole; finger-by-finger bone animation still requires a verified landmark-to-bone mapping and smoothing.
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- Finger bone animation is an approximate landmark-to-bone mapping; it still needs calibration for per-model twist, offsets, and smoothing.
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