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leapmotion hand model


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Hi Dongju,

Yes you can manipulate the bones of a skinned mesh directly. Just write your logic binding transforms of leapmotion's bones with the corresponding bones of your skinned mesh. You can use the ObjectMeshSkinned::setBoneTransform() function to change transformation of a bone of a skinned mesh.

You can also check out the following sample: source/samples/3rdparty/LeapMotionVisualizer

Thank you!

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