This document will take you through the steps of streaming Hand Engine data to another PC running Maya/MotionBuilder/Unreal/Unity on the same network.



Requirements



Setting Up Hand Engine


  1. Launch Hand Engine, connect your gloves, and load your calibration. Then turn on TCP Streaming for each glove tab.

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    GLOVE 1
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    GLOVE 2
    
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  2. Open Command Prompt on the PC you want to stream data from, check the IP address (ipconfig), and note it down.


Streaming to Unreal Engine on another PC


NOTE

-In this example, we are using the Hands.fbx provided by StretchSense located in C:\Program Files (x86)\StretchSense\Hand Engine Studio v1.1.1 (B18)\assets

-To check out our documentation about setting up the Unreal Engine plugin CLICK HERE


  1. Launch Unreal, then import the asset you want to stream hand data to.

  2. Next, open the LiveLink Menu from Window > Live Link

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  3. From the Source dropdown in the Live Link menu select Mocap Pro Glove, then set the IP Address of the PC you want data streamed from, and the TCP Port you have set for the glove in Hand Engine.

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  4. The Source Status will appear as Receiving and the Subject Name will show a hand (left or right) along with the Actor Name from Hand Engine.

    NOTE: If you are streaming pre-recorded data, you will need to make sure to press play in Hand Engine for the subject name and role to show up in Unreal.

  5. Follow through from step 13 of our Streaming from Hand Engine to Unreal to complete the setup.


Streaming to MotionBuilder on another PC



NOTE
- In this example, we are using the Hands.fbx provided by StretchSense located in C:\Program Files (x86)\StretchSense\Hand Engine Studio v1.1.1 (B18)\assets

- To check out our documentation about setting up the MotionBuilder plugin CLICK HERE


  1. Open MotionBuilder and load your FBX file, then drop the HandEngine Link.

  2. In the Navigator > Devices find the new OR - HandEngine Link device and then set the IP Address of the PC you want data streamed from, and the TCP Port you have set for the glove in Hand Engine.

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  3. Press the online button and you should see the icon turn green and the sample(s)/s value increase signifying data arriving at MotionBuilder.

  4. From the model binding dropdown select hand_l (note if Right Hand is selected in Hand Engine, the binding option will swap to hand_r).

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  5. The hand in the scene should now move as you move your hand.


Streaming to Maya on another PC


NOTE
- In this example, we are using the Hands.fbx provided by StretchSense located in C:\Program Files (x86)\StretchSense\Hand Engine Studio v1.1.1 (B18)\assets

- To check out our documentation about setting up the Maya plugin CLICK HERE


  1. Launch Maya, click on File, then Import to import the asset you want to stream hand data to.

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  2. To launch the plugin, open Windows → Settings/Preferences → Plug-in Manager

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  3. From the Plugin Manager find HandEnginePlugin.py and tick the Loaded box. This will launch the Hand Engine Link window, then set the IP Address of the PC you want data streamed from, and the TCP Port you have set for the glove in Hand Engine and click Connect.

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  4. The hand in the scene should now move as you move your hand.

Streaming to Unity on another PC


NOTE

-In this example, we are using the Hands.fbx provided by StretchSense located in C:\Program Files (x86)\StretchSense\Hand Engine Studio v1.1.1 (B18)\assets

-To check out our documentation about setting up the Maya plugin CLICK HERE



  1. Launch Unity Hub and create a new project, select the 3D option from the templates window, then click Create.

  2. Once your project is created bring in the Hand Engine Plugin, then start your scene by pressing the Play icon.

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  3. Click on each of the Hand_L or _R Assets in the Hierarchy view, this will bring up options in the Inspector view.

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  4. Go over to the Inspector view and set the IP Address of the PC you want data streamed from, and the TCP Port you have set for the glove in Hand Engine, then click Connect.

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  5. The hand in the scene should now move as you move your hand.


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Revision

Date

Notes

1

2021.05.14

Initial version