Hey all,
I just incorporated hand joints tracking into my PC VR app and I’m not getting what I should be getting.
I did it as in example 12.31.5. Example code for locating hand joints
I see joints on screen, hand follows my hand, but with errors:
#1
if I extend all my fingers while looking at the bottom of my palm, all fingers extend on screen
#2
if I extend my fingers while looking at top of my palm, fingers 2-5 are contracted, not extended
and my thumb displays exactly the opposite of how I hold my hand: i.e. if I’m extending my thumb, thumb joints are contracted, if I contract my thumb, displayed thumb extends
#3
as said above, fingers display as extended only if I look at the bottom of my palm (inside of my hand), otherwise they (fingers 2-5) are contracted even though they are visible to the cameras. If I make a fist, displayed joints contract even more, if I extend index finger, it barely extends - it just barely opens up a bit from a fist.
So it all seems to me like the error is not on my side, but in the recognition of hand/fingers/joints, and runtime is getting wrong array of positions.
What baffels me even more is, that in Virtual Desktop Streamer (and in basic see through) I can see my hand and the overlay hand fit perfectly over each other. So Virtual Desktop Streamer is getting proper joint locations, but my app is not getting them (it’s getting the contracted/fist version).
My app is Win64, Im compiling it with SDK version 1.1.43 (same error was on version 1.0.10.2)
headset is Meta Quest 2.
Anyone has any idea what should I do to get proper joints coordinates that represent my actual hand status?
thanks a lot for the help
M