I’m a Unity developer at Centre for Bionics and Pain Research (Sweden).
We have a system where we (trough Machine Learning) detect actual arm/hand-movements of a user, and then use Unity to mimic these movements with a 3D arm.
Currently, we have developed this system with advanced scripting. Now, we seek to migrate to a system where we have each possible movement (Open Hand, Close Hand, Flex Hand, Extend Hand, Flex Elbow, Extend Elbow etc.) defined as Animation Clips.
Our problem is that the user shall be able to interpolate between these positions freely, with all possible positions of an actual arm/hand. For example:
- The user closes the hand 30%
- The user flex the hand 50%
- The user extends the elbow 20%
- The user close the hand fully (100%)
- The user flex the elbow 40 %
Would it be possible to use UMotion for such a use case?
I believe we require a system where one can start and stop playing an animation clip at any given keyframe, as well as interpolating between clips.
Center for Bionics and Pain Research
R-huset, plan 7, Länsmansgatan 28, 431 80 Mölndal
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