Class reference
OpenXRHand
Inherits Node3D
Use XRHandModifier3D instead.
Node supporting hand and finger tracking in OpenXR.
Description
This node enables OpenXR's hand tracking functionality. The node should be a child node of an XROrigin3D node, tracking will update its position to the player's tracked hand Palm joint location (the center of the middle finger's metacarpal bone). This node also updates the skeleton of a properly skinned hand or avatar model. If the skeleton is a hand (one of the hand bones is the root node of the skeleton), then the skeleton will be placed relative to the hand palm location and the hand mesh and skeleton should be children of the OpenXRHand node. If the hand bones are part of a full skeleton, then the root of the hand will keep its location with the assumption that IK is used to position the hand and arm. By default the skeleton hand bones are repositioned to match the size of the tracked hand. To preserve the modeled bone sizes change bone_update to apply rotation only.
Properties
int bone_update = 0
int bone_update = 0Specify the type of updates to perform on the bone.
int hand = 0
int hand = 0Specifies whether this node tracks the left or right hand of the player.
NodePath hand_skeleton = NodePath("")
NodePath hand_skeleton = NodePath("")Set a Skeleton3D node for which the pose positions will be updated.
int motion_range = 0
int motion_range = 0Set the motion range (if supported) limiting the hand motion.
int skeleton_rig = 0
int skeleton_rig = 0Set the type of skeleton rig the hand_skeleton is compliant with.
Constants
HAND_LEFT = 0
Tracking the player's left hand.
HAND_RIGHT = 1
Tracking the player's right hand.
HAND_MAX = 2
Maximum supported hands.
MOTION_RANGE_UNOBSTRUCTED = 0
When player grips, hand skeleton will form a full fist.
MOTION_RANGE_CONFORM_TO_CONTROLLER = 1
When player grips, hand skeleton conforms to the controller the player is holding.
MOTION_RANGE_MAX = 2
Maximum supported motion ranges.
SKELETON_RIG_OPENXR = 0
An OpenXR compliant skeleton.
SKELETON_RIG_HUMANOID = 1
A SkeletonProfileHumanoid compliant skeleton.
SKELETON_RIG_MAX = 2
Maximum supported hands.
BONE_UPDATE_FULL = 0
The skeletons bones are fully updated (both position and rotation) to match the tracked bones.
BONE_UPDATE_ROTATION_ONLY = 1
The skeletons bones are only rotated to align with the tracked bones, preserving bone length.
BONE_UPDATE_MAX = 2
Maximum supported bone update mode.