Vision node

Hand Skeleton

Draws live hand skeletons (five fingers + knuckle arch) from Vision Tracking hand data, with full feature parity to Body Skeleton — per-hand colors, confidence fade, motion trails, post-process glow, and orientation-aware labels that stay in free space whichever way the hand is turned.

Inputs

PortTypeDefault
EnableDraws the hands when on. Off leaves the frame empty and clears any motion trail already collected.booltrue
HandsThe tracked hand data to draw. Cable it from Vision Tracking's Hands output; without it nothing is drawn.json—
HandWhich hand to draw. All (-1) draws every detected hand; a hand index draws only that one, and an index nobody matches draws nothing.int-1
Per-Hand ColorsGives each hand its own palette colour instead of the manual colours. While on, Joint Color and Bone Color are ignored.boolfalse
Show JointsDraws a dot at every tracked finger joint. Off keeps only the bones.booltrue
Joint SizeRadius of the joint dots in Grafit units. Negative values are treated as 0; roughly 0.002…0.05 reads well on screen.float0.008
Joint ColorColour of the joint dots, alpha included. Ignored while Per-Hand Colors is on.color—
Show BonesDraws the capsules linking the joints — fingers, thumb and the knuckle arch. Off leaves only the dots.booltrue
Bone ThicknessWidth of the bone capsules in Grafit units. Negative values are treated as 0; around 0.001…0.02 keeps the hand readable.float0.003
Bone ColorColour of the bone capsules, alpha included. Ignored while Per-Hand Colors is on.color—
Min ConfidenceHides joints and bones the tracker is unsure about. Tracking confidence runs 0…1, so above 1 nothing is ever drawn.float0.1
Confidence FadeHow much low confidence also fades a joint toward transparent. Clamped to 0…1, where 0 draws every accepted joint at full alpha.float1.0
OpacityOverall transparency of the whole skeleton. Not clamped, but only 0…1 is meaningful — above 1 adds nothing.float1.0
GlowAdds a soft bloom around the skeleton. Negative values are treated as 0; around 0.5…2 glows without blowing out.float0.0
Glow SpreadHow far the glow reaches, from Tight to Very Wide. Clamped to 1…5, so anything outside snaps to the nearest step.int4
Glow CutoffBrightness a pixel must reach before it glows. Clamped to 0…1; raise it so only the brightest parts bloom.float0.0
TrailHow many past poses echo behind the hand. Clamped to 0…500; 0 turns trails off and forgets the stored history.int0
Trail FadeHow quickly each older echo fades out. Clamped to 0…1 — near 0 the trail vanishes at once, near 1 it lingers.float0.6
Trail SpacingKeeps only every Nth frame as an echo, so the trail covers Trail × Spacing frames. Values below 1 are treated as 1.int0
Show Joint LabelsPrints the joint name next to every drawn joint. Handy for setup, busy in performance.boolfalse
Label SizeHeight of the label text in Grafit units. Values below 0.01 are lifted to 0.01 so text never collapses.float0.1
Label QualityTexture resolution of the label glyphs — Low 256px, Medium 512px, High 1024px. Clamped to those three steps.int0
Label ColorColour of the joint label text, alpha included. Hand labels use the joint colour instead.color—
Show Hand LabelsPrints Left or Right (or a hand index when the side is unknown) near the wrist.boolfalse
Hand Label OffsetHow far the hand label sits from the wrist, measured in wrist-to-knuckle lengths and always on the side away from the fingers. Not clamped; roughly 1…3 works.float1.5

Outputs

PortType
Imageimage
Widthfloat
Heightfloat

What It Does

The hand version of Body Skeleton. It draws live hand skeletons from Vision Tracking — all five fingers (wrist → finger tips) plus a knuckle arch across the palm — with the same colors, glow, trails and labels.

How It Works

Connect Vision Tracking's Hands output. Draw one hand or all of them; Per-Hand Colors gives each hand its own hue. Everything from Body Skeleton applies — confidence fade, post-process Glow (Power/Spread/Cutoff), and motion Trails (count/fade/spacing). The one difference: hands have no 3D depth (Apple's hand tracking is 2D), so there are no 3D controls.

Smart Labels

Hand labels are orientation-aware: the "Left"/"Right" tag is placed using the hand's direction (away from the fingertips), so it always sits in clear space whether the hand points up, down, or sideways — never overlapping the fingers.

Examples

  • Glowing hands — high Glow on thin bones for a magic-hands look in a touch-free interface.
  • Finger trails — a Trail on the index finger paints light as you move.
  • Two-player — Per-Hand Colors so each player's hands glow differently.

Tips

  • If hand0/hand1 keep swapping, set Vision Tracking's Order to Left→Right for stable numbering.
  • Hands are small on screen — increase camera Resolution for crisper tracking.

Open Hand Skeleton in the interactive catalog →

Hand Skeleton is one of 381 nodes in Grafit Pro.

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