Tried the Visualizer, same result.
The Hand, or rather finger, is in perfect view, right above the LM Controller the entire time.
This is how it looks like when the hand is open (visualizer:left, my application:right) Both of these have been rotated for a better view.
As you can see, both representations are OK.
The direction Vector that I get from the Distal Bone of my Indexfinger is: [-0,365753, 0.0282792, -0930282]
Now, when I only extend my IndexFinger, it looks like this
Again, both representations are OK. Both the Visualizer and the riggedHand plugin show the correct pose.
BUT the direction Vector of the Distal Bone of my Indexfinger changes to: [-0,41937, -0,246388, -0,873756]
That's a massive change, look at the y-values. The x and z values don't seem to be affected too much.
Is this intended behaviour? Am I misunderstanding the purpose of the Direction Vector?
Because if this is intended, how am I supposed to reliably (or reather, as reliable as possible) calculate the angle between two Bones, for example the Distal and Proximal bone of the IndexFinger? Considering the commonly referred method of taking the dot product of these two vectors will always be wrong when other fingers are manipulating the values of the indexfinger?