I'm a Unity Developer working on a Leap Project. I've downloaded everything I need to, and the plugin runs perfectly. The default hand models work fine, no problems there.
I have an asset from an artist that has some bones. We don't need the fingers to move, only the arm and the hand need to move. Therefore he has only put two bones onto the asset, the root bone, and a bone for the wrist.
So, I pull this into the scene, attach the RiggedHand script to it, drag the root bone to the Arm property and the Wrist bone to the Wrist property. No fingers, though that seems to be okay (I've tried removing finger properties from existing hands and they still work. Without finger movement, obviously). Save the object as a prefab, attach the prefab to the LeapHandController in the scene.
Problem is that the hand is always both offset and facing the wrong way. I can see in the scene that the rigged mesh is completely off from the Physics hand. I've tried offsetting the model, but the offset is always different.
What I want to know is am I doing something wrong when setting it up in this manner, or is this an asset issue? Do I need to go back to the artist and tell him to rig the mesh differently, or am I doing something wrong in the set up?