A calibrated glove (see Hand Engine User Guide (DOC-5010))
An FBX containing your character in a T-Pose in the first frame (see below for details setting up this FBX)
Operating System: Windows 10 Pro
Setting Up Your Target Character
Setting Up Bind Pose
In order to remap the Hand Engine output to
your custom character, you must first create
an FBX that has just your target character in
it and that character is in a full T-Pose that
is saved at the first frame in the FBX. The
character must be in a full T-pose, with each
hand in an L-Pose. The fingers of the
character should align with a major axis of
the scene/FBX. Please note this FBX is used
only for extracting bone hierarchy and
rotation order data from your character. Once
the remapping process is complete, you will be
able to stream data from Hand Engine to any
FBX/scene containing that character.
The key features for the L-pose for each hand
The palm is facing down and is parallel to the ground plane
The fingers are pointing straight out and are parallel both to each other and to the ground plane, and are aligned with a major axis of the scene/FBX e.g. the X-axis in the screenshots below.
The thumb is pointing straight forward and is both perpendicular to the fingers and parallel to the ground plane, and is aligned with one of the other major axes of the scene/FBX, e.g., the Z-axis in the screenshots below. The thumb nail should be facing towards the body, i.e., the opposite direction to which the fingers are pointing.
Example of correct bind
Using Remapping in Hand
- Setup and calibrate your glove as per
normal (see Hand Engine User Guide
(DOC-5010) for details).
- Set the hand you want to retarget to in the Hand Selection (if you forget to do it in this step, you can set it right later).
- Click the Remap button.
- In the Remap Settings pop up window, select Scan FBX and select your target character FBX that in the first frame has your character in a full T-pose with the hands in an L-pose.
- If you have already previously saved a binding for this asset you can select this from the Saved bindings for this asset dropdown to reload this mapping, then skip to Step 9.
- If this is a new binding and you plan to save the binding for later recall, enter a name for the new binding in New binding for this asset, then check the Save to database checkbox at the bottom of the Remap Settings pop up.
- Select the root of the hand on the target character from the Root of this hand asset dropdown box. This is the point where the fingers branch out from and the label name may start with hand/wrist/palm etc.
- The bones of the character in the scanned FBX will now populate all children joints from the root node selected in the Bones of this asset column. In the Bones of HE asset column, select the corresponding bone you wish to map to using the dropdown boxes.NOTE: In the example below the naming convention between the target character and the HE asset match almost exactly, but there is no requirement for any similarity in the bone names.
- Click Characterize to save the binding and start streaming the remapped hand data from Hand Engine.NOTE: Check the Save to Database box to save your binding for this asset in case you want to go back and edit it laterYou should see within the device panel in the FBX input field the name of the asset you mapped to.
- Turn Remapping on (if not HE will stream joint angle data which is conform with the HE hand asset).
- In case the an error happened during step 8 (mapping to the wrong bone or totally forgetting about a bone) you can simply enter the Remap window again, scan the FBX file you would like to remap to, select the the saved binding for this asset, change the binding and update this binding profile by hitting the update button. This will save the changes to the database. Click Characterize and you’re ready to go!
Thumb is in a relaxed position. This will cause
the thumb to be tucked in too close to the
Fingers are curled/in a relaxed position. This
will cause the fingers to be over rotated then
creating a fist
Fingers and thumb are correctly set, but the
hand/arm is rotated relative to the major axis
of the global scene. This will cause off-axis
rotations of the fingers/thumb when curling