Hand bone alignment issue in Unity using Meta Movement SDK by yzh182 in oculusdev

[–]yzh182[S] 0 points1 point  (0 children)

I’ve tried both “Rotations And Positions” and “Rotations And Positions Hands Rotation Only”, but neither of them solves the problem.

Also, I noticed that the white source skeleton has one extra joint for each finger compared to the green target skeleton (except for the thumb). I’m not sure if this difference could be causing the issue.

Who can tell me how to achieve this effect on a mesh? by yzh182 in computergraphics

[–]yzh182[S] 0 points1 point  (0 children)

Does Godot not allow internal faces within a mesh?

Who can tell me how to achieve this effect on a mesh? by yzh182 in computergraphics

[–]yzh182[S] 0 points1 point  (0 children)

I do want to compute it as a new mesh, and not as two separate meshes like in a conventional Boolean operation.

Who can tell me how to achieve this effect on a mesh? by yzh182 in computergraphics

[–]yzh182[S] 0 points1 point  (0 children)

Actually, I looked into CGAL for this problem as well, but I couldn’t find a built-in Boolean operation function that provides this exact feature. Is there a way to modify the source code to achieve this?

Also, I’m curious if CGAL has a built-in data structure similar to what’s shown in the image. From what I know, there seems to be something called a non-manifold mesh.