Interaction SDK 71 - Joint Rotation Active State - why is Pronation activated on both directions?
Hello fellow devs,
I am trying to detect a punch movement where there is a rotation of the wrist along the duration of the gesture. At the base of the gesture the fist is perpendicular to the floor and at the end it is parallel to the floor. To detect this, I am using the joint rotation active state component. Attached I am also sending the guide picture which is describing me what flexion, extension, radial deviation, ulnar deviation, pronation and supination choices represent.
In my case, on the right hand, rotation would be anticlockwise and thus pronation is the correct choice.
So I set up the component like this and with all the other velocity / transform / shape components, the rotation of the hand in the way I intend is working. HOWEVER, to test for false positives, I am also doing a rotation in clockwise way (which would be supination) and it is still getting detected.
In other words, a positive pronation value such as 90 degrees is detecting both 90 degrees turn and -90 degrees turn in testing. Is this a bug, if not, what is a workaround / heuristic for me to only detect the 90 degree anti clockwise turn?
Thank you in advance,
