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Jul 2019

Any eta on when we can use Image hands again? Or is there a way to hack them to work in Orion? They look 10x better than robot hands...

Thanks!

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    Mar '16
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    Jul '19
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We don't have an ETA for Image Hands. However, we're working to bring new hand models to the assets and new scripts to make it easier to develop your own custom hands.

Dang that's a shame. How hard would it be to hack the image hands from the old sdk? Have there been that many changes to them since Orion?

The assets have been fundamentally rearchitected, and are now built on our LeapC API. This has brought some massive performance benefits for VR, but reintroducing Image Hands is nontrivial as a result. New hand models beyond the capsule hands are definitely high on our list of priorities, so stay tuned.

15 days later
11 days later

Any update on this? Getting tired of the generic robot hands...

Image hands looked SO cool in old Leap... please bring them to Orion!

1 month later

You guys should really prioritize getting image hands working in Orion. There is a HUGE wow factor difference between image hands and capsule hands.

11 months later

Really would like to use image hands on a project! Please keep us updated on any progress! Thanks!

2 years later

Image Hands are no longer supported, and we have no plans to reimplement them. This is for a few reasons:

  1. To some extent Image Hands were developed as a way to overcome the limitations of our V2 tracking, specifically with occluded fingers and complex hand poses. These issues were resolved with the Orion release in 2016, so that the case for augmented reality passthrough for hands became less acute.
  2. Image Hands required a lot of custom rendering work which often broke with new Unity releases. For example, there was a period for several months when Image Hands would not work because of abstractions made in the Unity VR plugin.
  3. For most XR applications we found that the infrared-based Image Hands were aesthetically oppressive. They often failed to gel with virtual objects, and artifacts around the edges of the rendering would interact in unpredictable ways with virtual content (e.g. shaders).
  4. We have a range of other development priorities that have to take precedent.