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I suggest to write down the two emitted events (handMeshCreated, handMeshUsed) of the bone-hand plugin in the related example. This is also done for the rigged-hands example. I wasn't aware they exist and tried stupid stuff for obtaining all hand meshes from a three.js scene.
For instance, I use this for frustum culling, e.g. hide the Leap Hands when Vive controllers are in sight.
A pull request seems inappropriate to me. However I will create one if requested. Thanks for this incredible plugin.
The text was updated successfully, but these errors were encountered:
I suggest to write down the two emitted events (handMeshCreated, handMeshUsed) of the bone-hand plugin in the related example. This is also done for the rigged-hands example. I wasn't aware they exist and tried stupid stuff for obtaining all hand meshes from a three.js scene.
For instance, I use this for frustum culling, e.g. hide the Leap Hands when Vive controllers are in sight.
A pull request seems inappropriate to me. However I will create one if requested. Thanks for this incredible plugin.
The text was updated successfully, but these errors were encountered: