document Configuring the SGPawn and Plugin Virtual Hand Mesh Settings as the final step in setting up the virtual hand meshes

This commit is contained in:
Mamadou Babaei
2024-08-16 18:02:19 +02:00
parent a15096eb64
commit 678c06fb04
4 changed files with 37 additions and 1 deletions
@@ -73,4 +73,4 @@ Also, it's possible to filter the properties for these SenseGlove components ins
![Customizing SGPawn - Filtered SGPawn Details panel](sgpawn-filtered-details-panel.png "Customizing SGPawn - Filtered SGPawn Details panel")
Please visit [how to setup the Virtual Hand Meshes](../../getting-started/setup-virtual-hand-meshes/) and [how to setup the Wrist Tracking Hardware](../../getting-started/setup-wrist-tracking-hardware/) for more information.
Please visit [how to setup the Virtual Hand Meshes](../../getting-started/setup-virtual-hand-meshes/), [The Virtual Hand Mesh Settings](../../plugin-configuration/plugin-settings/virtual-hand/mesh.md), and [how to setup the Wrist Tracking Hardware](../../getting-started/setup-wrist-tracking-hardware/) sections for more information.
@@ -255,3 +255,33 @@ If successful, you will receive a message indicating all the existing sockets ha
After closing the dialog, the editors for the affected Skeleton and Skeletal Mesh assets will open, displaying the affected assets with all sockets cleared:
![Clearing All Existing Sockets - Sockets cleared](senseglove-sockets-editor-sockets-cleared.png "[Clearing All Existing Sockets - Sockets cleared")
## Configuring the SGPawn and Plugin Virtual Hand Mesh Settings
The final step in setting up the virtual hand meshes is to configure the `SGPawn` and Plugin `Virtual Hand Mesh Settings` to ensure they utilize the newly created virtual hand meshes.
Please visit [Setting Up SGPawn](../../getting-started/setup-senseglove-default-classes/sgpawn.md), [The Virtual Hand Mesh Settings](../../plugin-configuration/plugin-settings/virtual-hand/mesh.md), and [how to setup the Wrist Tracking Hardware](../../getting-started/setup-wrist-tracking-hardware/) sections for more information.
### SGPawn Configuration
In the `SGPawn` Blueprint class, make sure to assign the appropriate `Skeletal Mesh Asset` to the following components:
- `HandLeft`
- `HandRight`
- `RealHandLeft`
- `RealHandRight`
This ensures that the correct hand meshes are used for both virtual and real hands.
![The SGPawn and the Plugin Virtual Hand Mesh Settings - SGPawn settings](virtual-hand-mesh-settings-sgpawn.png "[The SGPawn and the Plugin Virtual Hand Mesh Settings - SGPawn settings")
### Plugin Virtual Hand Mesh Settings
Next, navigate to `Project Settings > Plugins > SenseGlove > Virtual Hand Settings > Mesh Settings` and specify the correct left and right-hand meshes for:
- `Left Hand Reference Mesh`
- `Right Hand Reference Mesh`
This configuration guarantees that the tracking system correctly interprets the bone transforms of the virtual hand meshes when generating `FXRMotionControllerData`. Additionally, it allows the animation system to accurately use these bone transforms when processing `FXRMotionControllerData` and animating the virtual hand meshes.
![The SGPawn and the Plugin Virtual Hand Mesh Settings - Plugin settings](virtual-hand-mesh-settings-plugin.png "[The SGPawn and the Plugin Virtual Hand Mesh Settings - Plugin settings")