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Want recommendations for Rigged Hand Models in Unity Asset Store

Discussion in 'General Discussion' started by Ralmin, Mar 7, 2020.

  1. Ralmin

    Ralmin

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    Hello

    I am new to Unity and I am building an arduino set up that records any movements of my hand (positions of joints, bones, etc). I want this to be displayed in Unity so I imagine I would need a rigged hand model. I can't build one one my own since it seems difficult and all I really need to do is pass my data from arduino into the rigged model which would show how my hand is moving on the screen (I assume this is easy with the rigged hand model in Unity?).

    Hence, which rigged hand models would you recommend because this is my first time working with Unity so I was looking for a seamless experience.

    Thanks
     
  2. neginfinity

    neginfinity

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    Building a (lowpoly) hand is not difficult, unless you want photorealism. Low-poly hand (rigged) can be made in blender ( https://www.blender.org/) in something like 30-60 minutes. Just grab a reference from pixabay or wikipedia, and do a bit of box modeling. Youtube has tutorials.

    Having said that... asset store does have bunch of hands packs that can eb found with google. For example (haven't used any of those):

    If I was short on time, I'd simply grab cheap one that has good reviews.
     
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  3. Ralmin

    Ralmin

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    Thanks, I will go over them. I also wanted to ask if there were tutorials that showed how to move something in the real world and have it show up in unity? I assume for every rig they would already provide me with scripts that can be easily manipulated.
     
  4. neginfinity

    neginfinity

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    No, I would not expect any scripts for that, although the developer might provide them.

    Basically, you can simply find a bone for every digit of every finger, and set its rotation angle to what is returned from your sensor. That's it. There will be a need of some adjustments (to accomodate for "rest position" of each bone), but that's pretty much it.

    Bones by can be accessed like game objects, moved and rotated at will, as long as the object isn't animated.
     
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  5. BIGTIMEMASTER

    BIGTIMEMASTER

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    Since you are new I would simplify the process and also not spend any money yet.

    Make a hand that is just a series of primitive cubes aligned to form a block hand. Translate/rotate the individual cubes with your script.

    Joints and skinning is just adding another layer of things to go wrong that you'll have to troubleshoot. I mean it's not rocket science but it sounds like you are just getting the feet wet so if you can eliminate one more headache that's nice thing to do. Also you'll get a better idea about what your specific needs really are, then you can sspend money more wisely.
     
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  6. unit_dev123

    unit_dev123

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    yes easiest is each human bone is cuboid, arduino movement maps to translation and rotation
     
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  7. Ralmin

    Ralmin

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    My friend was able to give me his hand model which looks like the following
    upload_2020-3-8_22-24-25.png

    I assume this would be the same thing as me having to create the hand on my own?

    In terms of controlling the hand with an arduino, I suppose I would just have to put a script on the particular bones that I need to move when the arduino senses my hand movement?
     
  8. neginfinity

    neginfinity

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    Yes, you should be able to move indiividual joints here, and this would be largely similar to what you'd get if you modeled the hand from scratch yourself.

    Not necessarily.
    One script can move all required bones, so adding a script per bone is not strictly necessary. But if you want to do it this way, you can.
     
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  9. unit_dev123

    unit_dev123

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    before you start doing the rigging, do you have the arduino script and hardware setup working?

    Post arduino code
     
    Last edited: Mar 9, 2020
  10. neginfinity

    neginfinity

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    We don't need his arduino code. It is irrelevant for this question.
     
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  11. unit_dev123

    unit_dev123

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    This is true if we look at a question in isolation, but consider grander scheme if OP has not written and made arduino hand control it is putting horse before cart, but i understand your mistake
     
  12. MadeFromPolygons

    MadeFromPolygons

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    What are you even talking about? He hasnt made a mistake, hes saying the arduino code is not necessary here because it is not. Youve been registered on these forums for maybe a couple weeks, stop telling people they are making "mistakes" in lots of threads.
     
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  13. neginfinity

    neginfinity

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    There is no grander scheme to consider.
    They didn't ask for help with arduino, they asked how to move joints in a rigged hand through scripts.

    Jury-rigging basic data glove with flex sensor or potentiometers has trivial difficulty. Tracking glove in 3d space would be harder, but they didn't ask for help with that either.

    I suggest to stick to the question. Right now you're requesting unnecessary information.
     
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  14. unit_dev123

    unit_dev123

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    No sir, we are entering realm of opinions with non binary solutions, if we are to deal with questions in isolation you can waste many hour.
     
  15. neginfinity

    neginfinity

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    No, we aren't.

    We're dealing with trivial difficulty problem. The proble being, "given angle X, rotate a finger by angle X on a skinned mesh".
    If Op requires help with arduino they'll say it. They didn't ask for help with arduino so far,so there's no point in wasting their time and requesting code unrelated to joint positioning.
     
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  16. unit_dev123

    unit_dev123

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    I don't wish to upset you as you have been very kind so far, but many new poster include myself omit requiste information. In my opinion we not know if trivial arduino setup has been accomplished, but this is opinions now.
     
  17. MadeFromPolygons

    MadeFromPolygons

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    I really have no idea what your talking about but it mostly sounds like your trying to defend yourself by making contrived meaningless statements.

    Just stop posting random incorrect advice everywhere, and stop telling people they have made mistakes when they havent. Then everyone is happy. Right now it mostly just seems like your trying to inflate your "posts" number on your account.
     
  18. unit_dev123

    unit_dev123

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    Thank you friend, I will try to be more careful but i learn from contribution to forum and study and correcting on subjective advices.
     
  19. neginfinity

    neginfinity

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    One of the most annoying things you can encounter on online forums is situation when you clearly know what you want and has been testing it for last few days, but when you ask for "community assistance" somewhere, someone, rather than responding to the question, starts saying "You need to be doing Y, not X clearly it is a superior approach, or perhaps it is part of Q problem".... when you already tested Y, and Q and explaining why they don't work in this case will take time and pages of text. I

    Because of this it is not a good idea to try to guess what person asking question really want, what they are really trying to do and so on, because in doing so you may end up wasting their time.

    With that in mind it is recommended to stick to the question, address the question only and not guess. Nobody has a crystal ball and nobody is clairvoyant. In situation where you feel like there may be something deeper, it is appropriate to ask "are you trying to do Y instead of X", and preferably it should be chained with with "to do X, you need to this this and that". That would be polite.

    Your request for posting arduing code in this context is inappropriate, because so far OP has not given even a single piece of information indicating that anything related to it could be possibly faulty. In fact, the impression I'm getting is that the arduino part is likely working as intended and they're having issue with visualization part in unity. Given that I had some arduino experience before, verifying arduino part should be trivial, and even if it is broken or missing, writing a plug in replacement for testing will be simple.
    Additionally it is easy enough to imagine what sort of code is being used on arduino part.
    It is bunch of calls to analogRead() (https://www.arduino.cc/reference/en/language/functions/analog-io/analogread/) to get data from the sensors coupled Serial.begin()/Serial.println() or something along those lines (https://www.arduino.cc/reference/en/language/functions/communication/serial/begin/) to feed it into PC. There may be some additional shenanigans involving their accelerometer/gyro if they're using any, but that's the extent of it. If my memory serves me right, you can verify that it is working in arduino IDE without even starting unity.

    There is REALLY no point in requesting it.

    Have fun.
     
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  20. unit_dev123

    unit_dev123

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    it can be seen both ways, where you don't ask the bigger question and then they get back to you saying first step is not complete. Is true we not have crystal ball, in isolation we can provide solution, but is best to think beyond that. you share good opinion, but is not really be all and end all, this is why i always research and get back after explore all options.

    Good day to you sir - also agree arduino bit is trivial, but everything is trivial with little research
     
  21. neginfinity

    neginfinity

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    It is best to stick to information in the question, otherwise you'll end up wasting time. Either yours or theirs, by solving things that did not happen or did not need solving or by arguing.
     
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  22. unit_dev123

    unit_dev123

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    Not necessarily, again, asking important questions without making assumptions or subjective decision can be beneficial, but appreciate your take on things. it not necessarily change my mindset though, but i take all opinions onboard to get better and try to be humble
     
  23. UnityMaru

    UnityMaru

    Community Engagement Manager Unity Technologies

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    Please try not to derail threads.
     
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  24. Ralmin

    Ralmin

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    Thanks for the help everyone. I just needed to pick a rigged model and move it with scripts in unity.

    I imagine I would need help with figuring out how to efficiently code the hand movements in unity, but I will ask that in a separate post.

    Thanks again for the help.
     
    MadeFromPolygons likes this.
  25. neginfinity

    neginfinity

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    Given the computational power of modern computers, efficiency shouldn't be a problem.
     
  26. Ralmin

    Ralmin

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    Oh sorry, I mean't that I would most likely need to do some research on how programmers/animators write code to move the fingers and hands so that it looks like nature movement. For example, if I want to go from an open hand to a fist, I need to move every bone at their respective speeds at proper angles so that it looks like a natural hand movement.
     
  27. MadeFromPolygons

    MadeFromPolygons

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    Thats called IK, you just need an IK system something like FinalIK or similar. Theres also free scripts floating around the internet. Good luck :)