Need MANY hand poses to 3d print. Easist way to do this? Snapshot a hand tracking VR app possible?

Discussion started by lookingforquality

I need to 3d print many hand poses. Rigging and stuff is kinda beyond me, so if I wanted to design and print
a bunch of hand poses, what would be the best way to go about it?

I have a very basic knowledge of Blender, and tried messing with the MB-Lab addon --its beyond me I have no idea how I could quickly make hand poses. I also have an Oculus Quest 2 and played with Adobe Medium. It doesn't have hand tracking or anything, but it gave me the idea that perhaps with the Hand Tracking that Oculus has, it could somehow be utilized to make a 'snapshot' of my hand poses and export that directly as a 3d object to print.

At the end of the day, I simply want lots of hand poses I can print, as quickly and easily as possible with my limited knowledge overall. I'm more than happy to learn something new as well, I'm not limited to anything in particular.

Any thoughts?

Answers

Posted almost 4 years ago
1

If you use photogrammetry, you'll have to take a dozen pics of your hand for each pose, then convert that to 3d, then clean up the model so it's printable. That's going to be a lot of work.

I think the easiest way is to use a 3d rigged hand that can be posed, then converted to a solid shape for export to STL. Perhaps it might be worth your time to hire someone to do it for you if you're not familiar with modeling or rigging? Are the character hands in MB Lab sufficient realism for you?

Posted almost 4 years ago
0

Thanks for the replies, yes I find the hands would be fine in MB-Lab and I can get around it a bit (create the model, move some bones around), just can't figure out how to delete the entire model except for the hand.

I didn't mean photogrametry, though now that you mentioned it I can see how it was viewed as such. In the Oculus quest VR, there's hand tracking (where you're hands are the controllers -- the quest "sees" your hands and however you move them (twist, bend fingers, point, etc any pose), it shows up in the VR headset with the model representing those hands, in the actual way you are posing them. I was hoping there would be some way to 'snapshot' the model when I have my hand posed -- I know it was a longshot however figured it woudn't hurt to ask since most of the legwork was done already.

luxxeon wrote
luxxeon
Ah, I see where you were going with the VR thing now. Yeah, that would be interesting, but it's very much the same concept as posing a rigged figure and freezing the model in the pose, then removing the hand in the pose you want it. Perhaps if there was a way to extract the posed 3d hand in your VR scenario, it could be faster. I don't think there is an easy way to do that. In Blender, you can go to edit mode and select the hand on the model, duplicate the hand. Then separate the duplicated faces by selection and edit to close the holes or solidify. It should stay parented to the armature so you can pose it any way you want. When you have your pose, duplicate the solid hand again, then Apply the armature as Shape to that duplicate, and you should have a new model to export.
Posted almost 4 years ago
0

Then you can just keep reposing the armature, duplicate the solid hand, apply as shape, then export. Etc.

luxxeon wrote
luxxeon
One thing I forgot to point out... if that works for you, you should check the TOS for MB-Lab models. I don't think you can resell the models you create based on their generic mesh? Maybe you can, I don't know for sure. If it's just for private use, that's one thing, but if you're going to resell the geometry you need to check the TOS if that is permitted. My guess is it will not be, but I'm not entirely sure.
lookingforquality wrote
lookingforquality
Thanks for all the help and pointers Luxxeon, I'll give those ideas a shot. All for personal use.

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