move the /assets/* content to their relative folders as it creates printing issues

This commit is contained in:
Mamadou Babaei
2024-07-18 16:06:12 +02:00
parent b26bd575cc
commit 8688ff9801
3 changed files with 2 additions and 2 deletions
@@ -61,7 +61,7 @@ struct FXRMotionControllerData
Which on the Blueprint side it looks like this:
![FXRMotionControllerData Blueprint representation](/assets/fxrmotioncontrollerdata-blueprint-representation.png "FXRMotionControllerData Blueprint representation")
![FXRMotionControllerData Blueprint representation](fxrmotioncontrollerdata-blueprint-representation.png "FXRMotionControllerData Blueprint representation")
But, fear not, we got you covered!
@@ -236,6 +236,6 @@ So, getting the any joint's position or rotation is as easy as casting the enum
};
```
![Get a joint position and rotation from FXRMotionControllerData in Blueprint](/assets/fxrmotioncontrollerdata-blueprint-get-joint-position-rotation.png "Get a joint position and rotation from FXRMotionControllerData in Blueprint")
![Get a joint position and rotation from FXRMotionControllerData in Blueprint](fxrmotioncontrollerdata-blueprint-get-joint-position-rotation.png "Get a joint position and rotation from FXRMotionControllerData in Blueprint")
OK, now that we've got a glimpse of how the virtual hand's joint data could be processed we are going to draw and animate a virtual hand in both [Blueprint](blueprint.md) and [C++](cpp.md) in the upcoming sections.