What is the reason the hand-tracking joints have these axes? I'm trying to create a virtual hands model and that's a mess.
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In the CanyonCrosser example project, some RealityKit systems are implemented as classes while others are structs. What’s the reason for using different types?
I have a USDZ model with many animations in single long clip. When I want to cut it via AnimationView I can't follow in which moment I should trim it. So add millisecond please.
Topic:
Graphics & Games
SubTopic:
RealityKit
Tags:
RealityKit
AR / VR
Visual Design
Reality Composer Pro