Hello 
Currently I am working on my master’s thesis, which is about developing a sensor equipped smart glove for industry (only scientific purpose for university, no commercial use). Therefore I want to set up a 3D visualization of my smart glove with Leap Motion using Unity3D and C#.
I managed to manipulate the hand in such a way that I can visualize the finger bending of my glove. But for the rotation of the hand, especially for the yaw, a problem occurs:
What is happening with the bottom right joint?
(image source: http://www.kolor.com/wiki-en/images-en/2/27/Leapmotion_utilization_3.png)
When doing the yaw rotation, I manipulate all the joints and vectors, which I can access through the frames hand object, by using a rotation Quaternion which performs a rotation around a specified rotation axis (in this case the palm position) with a certain angle (measured by an orientation sensor on the glove).
No matter what I am trying, I am somehow not able to access the joint on the right bottom of the hand (see above picture). It seems to be calculated relative to some other values?!
Can somebody tell me how the position of this joint is calculated?
Is there any possibility to access this joint like the other joints? I thought this has to be the previous joint of bone zero of the pinky, but this seems not to be the case, since manipulating this joint, doesn’t change anything.
What am I missing?
Thank you!
Patricia 