如何在不打开“手工网格可视化"选项的情况下从Hololens2获取手工网格数据 [英] How to get hand mesh data from Hololens2 without turning on Hand Mesh Visualization option

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本文介绍了如何在不打开“手工网格可视化"选项的情况下从Hololens2获取手工网格数据的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我尝试使用MRTK V2和Unity C#从 Hololens2 中获取手工网格数据.现在,通过打开手动网格可视化"选项并引用

I have tried to get hand mesh data from Hololens2 using MRTK V2 and Unity C#. Now, I can get hand mesh data with turning on Hand Mesh Visualization option and referring MRTK HandTracking guide.

不幸的是,可视化(绘图手CG)工作量很大.因此,我想在不打开手工网格可视化"选项的情况下获得手工网格,而是关闭手工网格可视化"选项,因此未调用rel ="nofollow noreferrer"> OnHandMeshUpdated 函数.

Unfortunately, the visualization(drawing hand CG) is heavy workload. So, I would like to get hand mesh without turning on Hand Mesh Visualization option but OnHandMeshUpdated function is not called due to turning off Hand Mesh Visualization option.

有人知道如何在不打开手工网格可视化"选项的情况下从Hololens2获取手工网格数据吗?

Does anyone know how to get hand mesh data from Hololens2 without turning on Hand Mesh Visualization option?

手工网格可视化"选项

推荐答案

MRTK不直接提供此功能.根据MRTK-Unity的源代码,检查代码 BaseHandVisualizer 类的rel ="nofollow noreferrer">第163行,您会发现大多数作业是在 OnHandMeshUpdated 事件处理程序中处理的.当根据手的传入状态更新当前手网格时,将使用 HandMeshInfo 事件数据调用 OnHandMeshUpdated 方法.将[InputSystem]-> [Hand Tracking]中的 Hand Mesh Prefab 字段设置为"None"后,MRTK将不会根据条件语句实例化handMeshFilter.但是与手网相关的数据将可以从事件数据中轻松访问.检查 HandMeshInfo 的类定义

MRTK does not directly provide this feature. According to the source code of MRTK-Unity, check out the code line 163 of BaseHandVisualizer class, you will find the majority of jobs are processed in the OnHandMeshUpdated event handler. When the current hand mesh is updated based on the passed-in state of the hand, OnHandMeshUpdated method will be invoked with HandMeshInfo event data. Once Hand Mesh Prefab field in [InputSystem]->[Hand Tracking] is set as "None", MRTK will not instantiate handMeshFilter according to the conditional statement. But the hand mesh related data will be easily accessible from the event data. Check out the class definition of HandMeshInfo here.

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