Although Hand Engine opens in a web browser, you only need to be connected to the internet when you first activate your license and then at least once per 30 days after that to stay activated. Once activated, you can … Read More
Hand Engine Animator is for sole operators and Hand Engine Studio suitable for studios. For a comprehensive list of features for each license type, see the Animator & Studio Comparison table on the Hand Engine page.
Captured data can be recorded in several locations to cover all use cases. Raw data can be saved to a user-specified file on the SD card on board the gloves. Raw data, joint angles and your calibration profile are saved … Read More
Hand Engine Animator supports 2 pairs of gloves at one time while Hand Engine Studio supports 6 pairs simultaneously.
We have developed a lightweight app that connects to a performer’s on-body smartphone so you can broadcast data over WiFi to an off-stage computer. Ideal for a large mocap stage or multiple performers that are interacting with each other. You … Read More
Hand Engine is capable of accepting software triggers, you can also check out our How-To Guide on setting up a trigger for remote recording. The current scrip is set for Hand Engine only, you can modify it to suit what … Read More
At the moment we rely on external 3rd party trackers for tracking hand location in VR applications, i.e. the Vive trackers. The finger angle data is streamed out of our Hand Engine software via TCP comms as a JSON formatted … Read More
There is a range of things that can affect the accuracy/precision of the gloves. When using the gloves the user must first go through a calibration process, the quality of the calibration will in turn affect the final accuracy. Furthermore, … Read More