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Hi Alan Kent , we would like to confirm with you that you are retargeting our default character (the download file does not have mesh) onto your custom character in Unity.
If this is the case, the issue here is caused by we only proving the animation for the thumb and middle fingers. As a result, while the other fingers stays at their original pose, the middle finger and thumb load our animation. You can fix this by modifying the Avatar Definition of the animation (our default character) :
1. Open its Avatar Definition;
2. Un-map the middle finger joints and the thumb joints on the hand.
As we don't have finger tracking at the moment, our intention for having some fingers was to provide a way to show the hand directions. We apologize for the inconvenience and will work on fixing this very soon.
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No problem - I was just asking if you had finger tracking as I could not find documentation saying one way or the other. I can layer hand poses over the top in Unity. Some research projects support some form of finger tracking (from what I can see on twitter), but no idea how reliable they are yet. (It feels like things are improving rapidly in the field - every time I turn around things have improved again. But frequently when I try things they are not quite as reliable as hoped.)
Yes, I am retargeting the animation clip on to my own character in Unity. I uploaded the same character into Deep Motion (that is the silhouette you see). I have multiple layers of clips already to superimpose facial expressions etc. I have layers for the base body movement, head turns, facial expressions, and the two hands for hand poses.