Forum Discussion

🚨 This forum is archived and read-only. To submit a forum post, please visit our new Developer Forum. 🚨
BTR_Josh's avatar
BTR_Josh
Explorer
8 months ago
Solved

How To Use FIsdkDigitRangeParams

Good Afternoon, Unreal Engine Version: 5.5.4 Meta Interaction SDK Version: v77.0.0 We're currently trying to create a system to recognise hand poses using the UIsdkHandDigitRecognizer class. We're...
  • j_g_sampson's avatar
    j_g_sampson
    8 months ago

    Josh,

    Sure, I just did a few tests and here are some rough min/maxes for each Calculation Type, I'll also give a brief description as to what they're representing. I'll also be adding this into our documentation in the very near future so other devs can benefit, as well as updating our in-editor tooling with some more debugging features for these calculation axes.

    (These are all for fingers, we only track Curl and Flexion for thumbs)

    Abduction [3.3 - 78.1] Lateral movement of the finger away from it's resting position (think finger "spread")

    Curl [-10.0 - 180] How "curled" that finger is, a negative value typically represents the finger being pulled up

    Flexion [-27.0 - 93.1] The bend of the finger toward the palm (not curled)

    Opposition [0.4 - 21.2] Representation of the distance of finger to the thumb

    The update with the pose recognition tools should be coming out (hopefully) incredibly soon, can't be more specific because things can always change at the last minute, but stay tuned!

    Cheers,

    John