We're here to help

Get answers to common questions about the MoCap Pro Glove

Frequently Asked Questions

We've compiled a list of answers to common questions about our MoCap Pro gloves and how to get the most out of them. If you can't find the answer you're looking for please contact us directly for help.

Although Hand Engine opens in a web browser, you only need to be connected to the internet when you first activate its license. Once activated, you can use Hand Engine offline just as you would any other software application.
Forward Kinematics (FK) is where you bend each joint in a finger by some angle and the tip of the finger ends up wherever it ends up based on the sum of all the angles in the finger joints. Inverse Kinematics (IK) is where you say "I want the finger tip to be here" —  at some position and orientation in space — and you work backwards from there to calculate what the joint angles should be and then set the joint angles based on this backwards calculation. Hand Engine's remapping tool does FK at the moment, we are working on an FK/IK solution which ultimately would mean if you are streaming data to a hand that is a different size and shape to the Hand Engine hand, having an IK/FK solution would enable a finger touch in Hand Engine to match a finger touch on the target hand. At the moment while it is all FK, if the hand is a different size/shape then a finger touch in Hand Engine may not produce a finger touch on the target hand and the fingers may be over or under rotated. (Updated December 2020 - contact us for the latest).
Hand Engine is capable of accepting software triggers but we have not established the documentation around this function yet. We intend to have pre-built support for common digital slate software, plus the ability to specify a generic input for custom solutions.
Because glove sensors run up the back of the fingers and hand, make sure you only pull on the palm side of the glove. This video shows you the correct way to remove and put the gloves on.
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.
Hand Engine comes with Maya integration built in. See an example video of MoCap Pro gloves streaming into multiple platforms including Maya.
See this video on how to integrate StretchSense MoCap Pro Gloves with OptiTrack body tracking in MotionBuilder.
Shipping times vary depending on location. Please contact us for the status of delivery times to your area.
You are plugged into the wrong port. Unplug from the USB-C port and plug instead to the Micro-USB port and make sure the side switch is set to C (charging) not D (data).
You can remap your Hand Engine output to match the hands of a custom character. This will enable you to stream data to your custom character directly through Hand Engine. For detailed instructions on how to do this, see the Remapping with Hand Engine document.
We provide WiFi modules and recommend this solution where you have more than four actors in a small space or when you will be operating the gloves in a noisy environment. You can also use our gloves in USB tethered mode (e.g. for desk animation).
Our gloves have a battery life of 8-10 hours continuously streaming data, enough  for a full day’s mocap shoot. Our modules require 2-3 hours to be fully recharged.
You train them exactly the same way you train any actor. If the position of the knuckle is different from person to person there is significant room for overlap and zero impact on function as long as the knuckles fall somewhere within the sensing zone. The main issue with hand size is that you may need to move to a differently sized glove for actor comfort, should you switch talent.
Yes, you can stream raw data from our gloves to build your own custom applications in Unity. For example, watch this video of a virtual dominoes game using MoCap Pro Gloves, Hand Engine and Unity.    
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 to a unique local folder on the computer every time you click record. Joint angles are also saved directly into the FBX of your character. Recording all of your parameters and data means that if you discover you are not happy with the calibration of your gloves the day after your studio shoot, you can update the calibration and reprocess all of the raw data again with the new calibration, thus avoiding a costly second session in the studio.
Hand Engine Animator supports 2 pairs of gloves at one time while Hand Engine Studio supports 6 pairs simultaneously.
Hand Engine saves files according to the convention: <x>_<actor name>_<profile name>_Hand_<left/right>_<take name>_<date>_<time>.
You can live record information in MotionBuilder. Live triggering recording to SD Card is coming soon.
Our gloves are made of a stretchy material so have a good tolerance for various hand sizes and shapes. However, it is important that you purchase the right size glove for your actor or animator’s hands. We have sizes 1, 2, and 3. Generally speaking, most people will fit a size 2, while more women will find size 1 more suitable. Size 3 will suit men with large hands. See the MoCap Pro Glove Size Chart (PNG 371KB) for the exact dimensions of each glove size.  
Hand Engine comes with Unreal Engine integration out of the box. See an example video of MoCap Pro gloves streaming into multiple platforms including Unreal Engine.
Yes, our gloves are made to be machine-washed. Pull the circuit and built-in battery out and the gloves are ready to be machine-washed and line-dried. This video shows how easy it is to sanitize the MoCap Pro.
Our gloves are designed for stunts including martial arts and use with props such as swords. Our sensors are very tough and because they are sewn into the glove fabric, therefore they cannot snap or break with reasonable use. Our sensors are currently being used in shoes, insoles, boxing gloves and medical devices for which robustness has been thoroughly tested. In addition, our gloves are machine washable and have surpassed 200 wash cycle testing in cold water with detergent. For further information about what constitutes "reasonable use" in the context of the MoCap Pro Glove please contact us
You can timestamp the data by connecting an UltraSync One module to the glove. There are a range of options of feeding timecode into Hand Engine, such as Local System Time and Glove Clock and we are working on ways of accept timecode from additional sources. For more on configuring timecode in Hand Engine, see section 4 in the Hand Engine User Guide (PDF 1.4MB).
Each MoCap Pro Glove has five multi-segment splay sensors running down each finger and thumb. These sensors can measure the bend of the proximal interphalangeal joint and the metacarpophalangeal joints separately as well as lateral spread of the fingers (finger splay).
Our gloves can be calibrated using a process of mapping raw sensor values to various hand poses that you can choose.  Because our gloves fit snugly on your hands there is no a need to constantly re-calibrate the gloves. Watch a video demonstrating the stability of the MoCap Pro Glove.
Software platforms such as MotionBuilder, Unity and Unreal Engine can combine streams of body and hand data on to a single character. Alternatively, you can record hand data separately and then merge it with body data in post-production.
Our soft stretchy sensors give unparalleled hand capture performance with no drift or need for re-calibration. We have also developed a pipeline for animators that puts art direction at the front of the process. These two combined shortens production time for studios and minimises costs.
StretchSense (part of Sensor Holdings) makes the MoCap Pro Glove using its bespoke stretchable sensors which are lightweight, robust, and provide highly repeatable data regardless of environmental fluctuations. For more about StretchSense, and to find out about its other product lines visit www.stretchsense.com.
The MoCap Pro Glove is a motion capture glove designed to capture fine hand and finger performance for use in animation across a range of industries including film and game development. It is a non-optical glove, instead using bespoke stretch sensors, which gives it a number of key advantages including the ability to record regardless of occlusion, dramatically reduced need for re-calibration, improved comfort and highly repeatable, accurate motion data.
Can’t find what you need? Our customer care team is here.