protected override void Awake()
 {
     base.Awake();
     _finger     = this.GetComponent <RiggedFinger>();
     _typeFinger = _finger.fingerType;
     if (_typeFinger == Finger.FingerType.TYPE_THUMB)
     {
         Debug.LogWarning("Finger type is Thumb : Can't pinch. Script disabled.");
         this.enabled = false;
     }
 }
 //Find Fingers and assign RiggedFingers
 private void findAndAssignRiggedFingers(bool useMetaCarpals)
 {
     if (!useMetaCarpals)
     {
         RiggedFinger_L_Thumb = AnimatorForMapping.GetBoneTransform(HumanBodyBones.LeftThumbProximal).gameObject.AddComponent <RiggedFinger>();
         RiggedFinger_L_Index = AnimatorForMapping.GetBoneTransform(HumanBodyBones.LeftIndexProximal).gameObject.AddComponent <RiggedFinger>();
         RiggedFinger_L_Mid   = AnimatorForMapping.GetBoneTransform(HumanBodyBones.LeftMiddleProximal).gameObject.AddComponent <RiggedFinger>();
         RiggedFinger_L_Ring  = AnimatorForMapping.GetBoneTransform(HumanBodyBones.LeftRingProximal).gameObject.AddComponent <RiggedFinger>();
         RiggedFinger_L_Pinky = AnimatorForMapping.GetBoneTransform(HumanBodyBones.LeftLittleProximal).gameObject.AddComponent <RiggedFinger>();
         RiggedFinger_R_Thumb = AnimatorForMapping.GetBoneTransform(HumanBodyBones.RightThumbProximal).gameObject.AddComponent <RiggedFinger>();
         RiggedFinger_R_Index = AnimatorForMapping.GetBoneTransform(HumanBodyBones.RightIndexProximal).gameObject.AddComponent <RiggedFinger>();
         RiggedFinger_R_Mid   = AnimatorForMapping.GetBoneTransform(HumanBodyBones.RightMiddleProximal).gameObject.AddComponent <RiggedFinger>();
         RiggedFinger_R_Ring  = AnimatorForMapping.GetBoneTransform(HumanBodyBones.RightRingProximal).gameObject.AddComponent <RiggedFinger>();
         RiggedFinger_R_Pinky = AnimatorForMapping.GetBoneTransform(HumanBodyBones.RightLittleProximal).gameObject.AddComponent <RiggedFinger>();
     }
     else
     {
         RiggedFinger_L_Thumb = AnimatorForMapping.GetBoneTransform(HumanBodyBones.LeftThumbProximal).gameObject.AddComponent <RiggedFinger>();
         RiggedFinger_L_Index = AnimatorForMapping.GetBoneTransform(HumanBodyBones.LeftIndexProximal).gameObject.transform.parent.gameObject.AddComponent <RiggedFinger>();
         RiggedFinger_L_Mid   = AnimatorForMapping.GetBoneTransform(HumanBodyBones.LeftMiddleProximal).gameObject.transform.parent.gameObject.AddComponent <RiggedFinger>();
         RiggedFinger_L_Ring  = AnimatorForMapping.GetBoneTransform(HumanBodyBones.LeftRingProximal).gameObject.transform.parent.gameObject.AddComponent <RiggedFinger>();
         RiggedFinger_L_Pinky = AnimatorForMapping.GetBoneTransform(HumanBodyBones.LeftLittleProximal).gameObject.transform.parent.gameObject.AddComponent <RiggedFinger>();
         RiggedFinger_R_Thumb = AnimatorForMapping.GetBoneTransform(HumanBodyBones.RightThumbProximal).gameObject.AddComponent <RiggedFinger>();
         RiggedFinger_R_Index = AnimatorForMapping.GetBoneTransform(HumanBodyBones.RightIndexProximal).gameObject.transform.parent.gameObject.AddComponent <RiggedFinger>();
         RiggedFinger_R_Mid   = AnimatorForMapping.GetBoneTransform(HumanBodyBones.RightMiddleProximal).gameObject.transform.parent.gameObject.AddComponent <RiggedFinger>();
         RiggedFinger_R_Ring  = AnimatorForMapping.GetBoneTransform(HumanBodyBones.RightRingProximal).gameObject.transform.parent.gameObject.AddComponent <RiggedFinger>();
         RiggedFinger_R_Pinky = AnimatorForMapping.GetBoneTransform(HumanBodyBones.RightLittleProximal).gameObject.transform.parent.gameObject.AddComponent <RiggedFinger>();
     }
     RiggedFinger_L_Thumb.fingerType = Finger.FingerType.TYPE_THUMB;
     RiggedFinger_L_Index.fingerType = Finger.FingerType.TYPE_INDEX;
     RiggedFinger_L_Mid.fingerType   = Finger.FingerType.TYPE_MIDDLE;
     RiggedFinger_L_Ring.fingerType  = Finger.FingerType.TYPE_RING;
     RiggedFinger_L_Pinky.fingerType = Finger.FingerType.TYPE_PINKY;
     RiggedFinger_R_Thumb.fingerType = Finger.FingerType.TYPE_THUMB;
     RiggedFinger_R_Index.fingerType = Finger.FingerType.TYPE_INDEX;
     RiggedFinger_R_Mid.fingerType   = Finger.FingerType.TYPE_MIDDLE;
     RiggedFinger_R_Ring.fingerType  = Finger.FingerType.TYPE_RING;
     RiggedFinger_R_Pinky.fingerType = Finger.FingerType.TYPE_PINKY;
 }
Esempio n. 3
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        /**Finds palm and finds root of each finger by name and assigns RiggedFinger scripts */
        private void assignRiggedFingersByName()
        {
            List <string> palmStrings = new List <string> {
                "palm"
            };
            List <string> thumbStrings = new List <string> {
                "thumb", "tmb"
            };
            List <string> indexStrings = new List <string> {
                "index", "idx"
            };
            List <string> middleStrings = new List <string> {
                "middle", "mid"
            };
            List <string> ringStrings = new List <string> {
                "ring"
            };
            List <string> pinkyStrings = new List <string> {
                "pinky", "pin"
            };
            //find palm by name
            //Transform palm = null;
            Transform thumb  = null;
            Transform index  = null;
            Transform middle = null;
            Transform ring   = null;
            Transform pinky  = null;

            Transform[] children = transform.GetComponentsInChildren <Transform>();
            if (palmStrings.Any(w => transform.name.ToLower().Contains(w)))
            {
                base.palm = transform;
            }
            else
            {
                foreach (Transform t in children)
                {
                    if (palmStrings.Any(w => t.name.ToLower().Contains(w)) == true)
                    {
                        base.palm = t;
                    }
                }
            }
            if (!palm)
            {
                palm = transform;
            }
            if (palm)
            {
                foreach (Transform t in children)
                {
                    RiggedFinger preExistingRiggedFinger;
                    preExistingRiggedFinger = t.GetComponent <RiggedFinger>();
                    string lowercaseName = t.name.ToLower();
                    if (!preExistingRiggedFinger)
                    {
                        if (thumbStrings.Any(w => lowercaseName.Contains(w)) && t.parent == palm)
                        {
                            thumb = t;
                            RiggedFinger newRiggedFinger = thumb.gameObject.AddComponent <RiggedFinger>();
                            newRiggedFinger.fingerType = Finger.FingerType.TYPE_THUMB;
                        }
                        if (indexStrings.Any(w => lowercaseName.Contains(w)) && t.parent == palm)
                        {
                            index = t;
                            RiggedFinger newRiggedFinger = index.gameObject.AddComponent <RiggedFinger>();
                            newRiggedFinger.fingerType = Finger.FingerType.TYPE_INDEX;
                        }
                        if (middleStrings.Any(w => lowercaseName.Contains(w)) && t.parent == palm)
                        {
                            middle = t;
                            RiggedFinger newRiggedFinger = middle.gameObject.AddComponent <RiggedFinger>();
                            newRiggedFinger.fingerType = Finger.FingerType.TYPE_MIDDLE;
                        }
                        if (ringStrings.Any(w => lowercaseName.Contains(w)) && t.parent == palm)
                        {
                            ring = t;
                            RiggedFinger newRiggedFinger = ring.gameObject.AddComponent <RiggedFinger>();
                            newRiggedFinger.fingerType = Finger.FingerType.TYPE_RING;
                        }
                        if (pinkyStrings.Any(w => lowercaseName.Contains(w)) && t.parent == palm)
                        {
                            pinky = t;
                            RiggedFinger newRiggedFinger = pinky.gameObject.AddComponent <RiggedFinger>();
                            newRiggedFinger.fingerType = Finger.FingerType.TYPE_PINKY;
                        }
                    }
                }
            }
        }
        void AutoRigByName()
        {
            List <string> LeftHandStrings = new List <string> {
                "left"
            };
            List <string> RightHandStrings = new List <string> {
                "right"
            };

            //Assigning these here since this component gets added and used at editor time
            HandPoolToPopulate = GameObject.FindObjectOfType <HandPool>();
            Reset();

            //Find hands and assigns RiggedHands
            Transform Hand_L = null;

            foreach (Transform t in transform)
            {
                if (LeftHandStrings.Any(w => t.name.ToLower().Contains(w)))
                {
                    Hand_L = t;
                }
            }
            if (Hand_L != null)
            {
                RiggedHand_L                   = Hand_L.gameObject.AddComponent <RiggedHand>();
                HandTransitionBehavior_L       = Hand_L.gameObject.AddComponent <HandEnableDisable>();
                RiggedHand_L.Handedness        = Chirality.Left;
                RiggedHand_L.SetEditorLeapPose = false;
                RiggedHand_L.UseMetaCarpals    = UseMetaCarpals;
                RiggedHand_L.SetupRiggedHand();

                RiggedFinger_L_Thumb = (RiggedFinger)RiggedHand_L.fingers[0];
                RiggedFinger_L_Index = (RiggedFinger)RiggedHand_L.fingers[1];
                RiggedFinger_L_Mid   = (RiggedFinger)RiggedHand_L.fingers[2];
                RiggedFinger_L_Ring  = (RiggedFinger)RiggedHand_L.fingers[3];
                RiggedFinger_L_Pinky = (RiggedFinger)RiggedHand_L.fingers[4];

                modelFingerPointing_L = RiggedHand_L.modelFingerPointing;
                modelPalmFacing_L     = RiggedHand_L.modelPalmFacing;

                RiggedHand_L.StoreJointsStartPose();
            }
            Transform Hand_R = null;

            foreach (Transform t in transform)
            {
                if (RightHandStrings.Any(w => t.name.ToLower().Contains(w)))
                {
                    Hand_R = t;
                }
            }
            if (Hand_R != null)
            {
                RiggedHand_R                   = Hand_R.gameObject.AddComponent <RiggedHand>();
                HandTransitionBehavior_R       = Hand_R.gameObject.AddComponent <HandEnableDisable>();
                RiggedHand_R.Handedness        = Chirality.Right;
                RiggedHand_R.SetEditorLeapPose = false;
                RiggedHand_R.UseMetaCarpals    = UseMetaCarpals;
                RiggedHand_R.SetupRiggedHand();

                RiggedFinger_R_Thumb = (RiggedFinger)RiggedHand_R.fingers[0];
                RiggedFinger_R_Index = (RiggedFinger)RiggedHand_R.fingers[1];
                RiggedFinger_R_Mid   = (RiggedFinger)RiggedHand_R.fingers[2];
                RiggedFinger_R_Ring  = (RiggedFinger)RiggedHand_R.fingers[3];
                RiggedFinger_R_Pinky = (RiggedFinger)RiggedHand_R.fingers[4];

                modelFingerPointing_R = RiggedHand_R.modelFingerPointing;
                modelPalmFacing_R     = RiggedHand_R.modelPalmFacing;

                RiggedHand_R.StoreJointsStartPose();
            }
            //Find palms and assign to RiggedHands
            //RiggedHand_L.palm = AnimatorForMapping.GetBoneTransform(HumanBodyBones.LeftHand);
            //RiggedHand_R.palm = AnimatorForMapping.GetBoneTransform(HumanBodyBones.RightHand);

            if (ModelGroupName == "" || ModelGroupName != null)
            {
                ModelGroupName = transform.name;
            }
            HandPoolToPopulate.AddNewGroup(ModelGroupName, RiggedHand_L, RiggedHand_R);
        }
Esempio n. 5
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    void AutoRigByName() {
      List<string> LeftHandStrings = new List<string> { "left", "_l" };
      List<string> RightHandStrings = new List<string> { "right", "_r" };

      //Assigning these here since this component gets added and used at editor time
      HandPoolToPopulate = GameObject.FindObjectOfType<HandPool>();
      Reset();

      //Find hands and assigns RiggedHands
      Transform Hand_L = null;
      foreach (Transform t in transform) {
        if (LeftHandStrings.Any(w => t.name.ToLower().Contains(w))) {
          Hand_L = t;
        }
      }
      RiggedHand_L = Hand_L.gameObject.AddComponent<RiggedHand>();
      HandTransitionBehavior_L = Hand_L.gameObject.AddComponent<HandEnableDisable>();
      RiggedHand_L.Handedness = Chirality.Left;
      RiggedHand_L.SetEditorLeapPose = false;
      RiggedHand_L.UseMetaCarpals = UseMetaCarpals;

      Transform Hand_R = null;
      foreach (Transform t in transform) {
        if (RightHandStrings.Any(w => t.name.ToLower().Contains(w))) {
          Hand_R = t;
        }
      }
      RiggedHand_R = Hand_R.gameObject.AddComponent<RiggedHand>();
      HandTransitionBehavior_R = Hand_R.gameObject.AddComponent<HandEnableDisable>();
      RiggedHand_R.Handedness = Chirality.Right;
      RiggedHand_R.SetEditorLeapPose = false;
      RiggedHand_R.UseMetaCarpals = UseMetaCarpals;

      //Find palms and assign to RiggedHands
      //RiggedHand_L.palm = AnimatorForMapping.GetBoneTransform(HumanBodyBones.LeftHand);
      //RiggedHand_R.palm = AnimatorForMapping.GetBoneTransform(HumanBodyBones.RightHand);
      RiggedHand_L.SetupRiggedHand();
      RiggedHand_R.SetupRiggedHand();

      if (ModelGroupName == "" || ModelGroupName != null) {
        ModelGroupName = transform.name;
      }
      HandPoolToPopulate.AddNewGroup(ModelGroupName, RiggedHand_L, RiggedHand_R);

      RiggedFinger_L_Thumb = (RiggedFinger)RiggedHand_L.fingers[0];
      RiggedFinger_L_Index = (RiggedFinger)RiggedHand_L.fingers[1];
      RiggedFinger_L_Mid = (RiggedFinger)RiggedHand_L.fingers[2];
      RiggedFinger_L_Ring = (RiggedFinger)RiggedHand_L.fingers[3];
      RiggedFinger_L_Pinky = (RiggedFinger)RiggedHand_L.fingers[4];
      RiggedFinger_R_Thumb = (RiggedFinger)RiggedHand_R.fingers[0];
      RiggedFinger_R_Index = (RiggedFinger)RiggedHand_R.fingers[1];
      RiggedFinger_R_Mid = (RiggedFinger)RiggedHand_R.fingers[2];
      RiggedFinger_R_Ring = (RiggedFinger)RiggedHand_R.fingers[3];
      RiggedFinger_R_Pinky = (RiggedFinger)RiggedHand_R.fingers[4];

      modelFingerPointing_L = RiggedHand_L.modelFingerPointing;
      modelPalmFacing_L = RiggedHand_L.modelPalmFacing;
      modelFingerPointing_R = RiggedHand_R.modelFingerPointing;
      modelPalmFacing_R = RiggedHand_R.modelPalmFacing;
    }
Esempio n. 6
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    void AutoRigMecanim() {
      //Assigning these here since this component gets added and used at editor time
      AnimatorForMapping = gameObject.GetComponent<Animator>();
      HandPoolToPopulate = GameObject.FindObjectOfType<HandPool>();
      Reset();

      //Find hands and assign RiggedHands
      Transform Hand_L = AnimatorForMapping.GetBoneTransform(HumanBodyBones.LeftHand);
      if (Hand_L.GetComponent<RiggedHand>()) {
        RiggedHand_L = Hand_L.GetComponent<RiggedHand>();
      }
      else RiggedHand_L = Hand_L.gameObject.AddComponent<RiggedHand>();
      HandTransitionBehavior_L =Hand_L.gameObject.AddComponent<HandDrop>();
      RiggedHand_L.Handedness = Chirality.Left;
      RiggedHand_L.SetEditorLeapPose = false;

      Transform Hand_R = AnimatorForMapping.GetBoneTransform(HumanBodyBones.RightHand);
      if (Hand_R.GetComponent<RiggedHand>()) {
        RiggedHand_R = Hand_R.GetComponent<RiggedHand>();
      }
      else RiggedHand_R = Hand_R.gameObject.AddComponent<RiggedHand>();
      HandTransitionBehavior_R = Hand_R.gameObject.AddComponent<HandDrop>();
      RiggedHand_R.Handedness = Chirality.Right;
      RiggedHand_R.SetEditorLeapPose = false;

      //Find palms and assign to RiggedHands
      RiggedHand_L.palm = AnimatorForMapping.GetBoneTransform(HumanBodyBones.LeftHand);
      RiggedHand_R.palm = AnimatorForMapping.GetBoneTransform(HumanBodyBones.RightHand);

      //Find Fingers and assign RiggedFingers
      RiggedFinger_L_Thumb = AnimatorForMapping.GetBoneTransform(HumanBodyBones.LeftThumbProximal).gameObject.AddComponent<RiggedFinger>();
      RiggedFinger_L_Thumb.fingerType = Finger.FingerType.TYPE_THUMB;
      RiggedFinger_L_Index = AnimatorForMapping.GetBoneTransform(HumanBodyBones.LeftIndexProximal).gameObject.AddComponent<RiggedFinger>();
      RiggedFinger_L_Index.fingerType = Finger.FingerType.TYPE_INDEX;
      RiggedFinger_L_Mid = AnimatorForMapping.GetBoneTransform(HumanBodyBones.LeftMiddleProximal).gameObject.AddComponent<RiggedFinger>();
      RiggedFinger_L_Mid.fingerType = Finger.FingerType.TYPE_MIDDLE;
      RiggedFinger_L_Ring = AnimatorForMapping.GetBoneTransform(HumanBodyBones.LeftRingProximal).gameObject.AddComponent<RiggedFinger>();
      RiggedFinger_L_Ring.fingerType = Finger.FingerType.TYPE_RING;
      RiggedFinger_L_Pinky = AnimatorForMapping.GetBoneTransform(HumanBodyBones.LeftLittleProximal).gameObject.AddComponent<RiggedFinger>();
      RiggedFinger_L_Pinky.fingerType = Finger.FingerType.TYPE_PINKY;
      RiggedFinger_R_Thumb = AnimatorForMapping.GetBoneTransform(HumanBodyBones.RightThumbProximal).gameObject.AddComponent<RiggedFinger>();
      RiggedFinger_R_Thumb.fingerType = Finger.FingerType.TYPE_THUMB;
      RiggedFinger_R_Index = AnimatorForMapping.GetBoneTransform(HumanBodyBones.RightIndexProximal).gameObject.AddComponent<RiggedFinger>();
      RiggedFinger_R_Index.fingerType = Finger.FingerType.TYPE_INDEX;
      RiggedFinger_R_Mid = AnimatorForMapping.GetBoneTransform(HumanBodyBones.RightMiddleProximal).gameObject.AddComponent<RiggedFinger>();
      RiggedFinger_R_Mid.fingerType = Finger.FingerType.TYPE_MIDDLE;
      RiggedFinger_R_Ring = AnimatorForMapping.GetBoneTransform(HumanBodyBones.RightRingProximal).gameObject.AddComponent<RiggedFinger>();
      RiggedFinger_R_Ring.fingerType = Finger.FingerType.TYPE_RING;
      RiggedFinger_R_Pinky = AnimatorForMapping.GetBoneTransform(HumanBodyBones.RightLittleProximal).gameObject.AddComponent<RiggedFinger>();
      RiggedFinger_R_Pinky.fingerType = Finger.FingerType.TYPE_PINKY;

      RiggedHand_L.AutoRigRiggedHand(RiggedHand_L.palm, RiggedFinger_L_Pinky.transform, RiggedFinger_L_Index.transform);
      RiggedHand_R.AutoRigRiggedHand(RiggedHand_R.palm, RiggedFinger_R_Pinky.transform, RiggedFinger_R_Index.transform);
      if (ModelGroupName == "" || ModelGroupName != null) {
        ModelGroupName = transform.name;
      }
      HandPoolToPopulate.AddNewGroup(ModelGroupName, RiggedHand_L, RiggedHand_R);

      modelFingerPointing_L = RiggedHand_L.modelFingerPointing;
      modelPalmFacing_L = RiggedHand_L.modelPalmFacing;
      modelFingerPointing_R = RiggedHand_R.modelFingerPointing;
      modelPalmFacing_R = RiggedHand_R.modelPalmFacing;
    }
Esempio n. 7
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 private void Awake()
 {
     path   = new List <Vector3>();
     finger = GetComponent <RiggedFinger>();
 }
Esempio n. 8
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        void AutoRigMecanim()
        {
            //Assigning these here since this component gets added and used at editor time
            AnimatorForMapping = gameObject.GetComponent <Animator>();
            HandPoolToPopulate = GameObject.FindObjectOfType <HandPool>();
            Reset();

            //Find hands and assign RiggedHands
            Transform Hand_L = AnimatorForMapping.GetBoneTransform(HumanBodyBones.LeftHand);

            if (Hand_L.GetComponent <RiggedHand>())
            {
                RiggedHand_L = Hand_L.GetComponent <RiggedHand>();
            }
            else
            {
                RiggedHand_L = Hand_L.gameObject.AddComponent <RiggedHand>();
            }
            HandTransitionBehavior_L       = Hand_L.gameObject.AddComponent <HandDrop>();
            RiggedHand_L.Handedness        = Chirality.Left;
            RiggedHand_L.SetEditorLeapPose = false;

            Transform Hand_R = AnimatorForMapping.GetBoneTransform(HumanBodyBones.RightHand);

            if (Hand_R.GetComponent <RiggedHand>())
            {
                RiggedHand_R = Hand_R.GetComponent <RiggedHand>();
            }
            else
            {
                RiggedHand_R = Hand_R.gameObject.AddComponent <RiggedHand>();
            }
            HandTransitionBehavior_R       = Hand_R.gameObject.AddComponent <HandDrop>();
            RiggedHand_R.Handedness        = Chirality.Right;
            RiggedHand_R.SetEditorLeapPose = false;

            //Find palms and assign to RiggedHands
            RiggedHand_L.palm = AnimatorForMapping.GetBoneTransform(HumanBodyBones.LeftHand);
            RiggedHand_R.palm = AnimatorForMapping.GetBoneTransform(HumanBodyBones.RightHand);

            //Find Fingers and assign RiggedFingers
            RiggedFinger_L_Thumb            = AnimatorForMapping.GetBoneTransform(HumanBodyBones.LeftThumbProximal).gameObject.AddComponent <RiggedFinger>();
            RiggedFinger_L_Thumb.fingerType = Finger.FingerType.TYPE_THUMB;
            RiggedFinger_L_Index            = AnimatorForMapping.GetBoneTransform(HumanBodyBones.LeftIndexProximal).gameObject.AddComponent <RiggedFinger>();
            RiggedFinger_L_Index.fingerType = Finger.FingerType.TYPE_INDEX;
            RiggedFinger_L_Mid              = AnimatorForMapping.GetBoneTransform(HumanBodyBones.LeftMiddleProximal).gameObject.AddComponent <RiggedFinger>();
            RiggedFinger_L_Mid.fingerType   = Finger.FingerType.TYPE_MIDDLE;
            RiggedFinger_L_Ring             = AnimatorForMapping.GetBoneTransform(HumanBodyBones.LeftRingProximal).gameObject.AddComponent <RiggedFinger>();
            RiggedFinger_L_Ring.fingerType  = Finger.FingerType.TYPE_RING;
            RiggedFinger_L_Pinky            = AnimatorForMapping.GetBoneTransform(HumanBodyBones.LeftLittleProximal).gameObject.AddComponent <RiggedFinger>();
            RiggedFinger_L_Pinky.fingerType = Finger.FingerType.TYPE_PINKY;
            RiggedFinger_R_Thumb            = AnimatorForMapping.GetBoneTransform(HumanBodyBones.RightThumbProximal).gameObject.AddComponent <RiggedFinger>();
            RiggedFinger_R_Thumb.fingerType = Finger.FingerType.TYPE_THUMB;
            RiggedFinger_R_Index            = AnimatorForMapping.GetBoneTransform(HumanBodyBones.RightIndexProximal).gameObject.AddComponent <RiggedFinger>();
            RiggedFinger_R_Index.fingerType = Finger.FingerType.TYPE_INDEX;
            RiggedFinger_R_Mid              = AnimatorForMapping.GetBoneTransform(HumanBodyBones.RightMiddleProximal).gameObject.AddComponent <RiggedFinger>();
            RiggedFinger_R_Mid.fingerType   = Finger.FingerType.TYPE_MIDDLE;
            RiggedFinger_R_Ring             = AnimatorForMapping.GetBoneTransform(HumanBodyBones.RightRingProximal).gameObject.AddComponent <RiggedFinger>();
            RiggedFinger_R_Ring.fingerType  = Finger.FingerType.TYPE_RING;
            RiggedFinger_R_Pinky            = AnimatorForMapping.GetBoneTransform(HumanBodyBones.RightLittleProximal).gameObject.AddComponent <RiggedFinger>();
            RiggedFinger_R_Pinky.fingerType = Finger.FingerType.TYPE_PINKY;

            RiggedHand_L.AutoRigRiggedHand(RiggedHand_L.palm, RiggedFinger_L_Pinky.transform, RiggedFinger_L_Index.transform);
            RiggedHand_R.AutoRigRiggedHand(RiggedHand_R.palm, RiggedFinger_R_Pinky.transform, RiggedFinger_R_Index.transform);
            if (ModelGroupName == "" || ModelGroupName != null)
            {
                ModelGroupName = transform.name;
            }
            HandPoolToPopulate.AddNewGroup(ModelGroupName, RiggedHand_L, RiggedHand_R);

            modelFingerPointing_L = RiggedHand_L.modelFingerPointing;
            modelPalmFacing_L     = RiggedHand_L.modelPalmFacing;
            modelFingerPointing_R = RiggedHand_R.modelFingerPointing;
            modelPalmFacing_R     = RiggedHand_R.modelPalmFacing;
        }