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
| Port | Type | Default |
|---|---|---|
| EnableDraws the hands when on. Off leaves the frame empty and clears any motion trail already collected. | bool | true |
| 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. | bool | false |
| Show JointsDraws a dot at every tracked finger joint. Off keeps only the bones. | bool | true |
| Joint SizeRadius of the joint dots in Grafit units. Negative values are treated as 0; roughly 0.002…0.05 reads well on screen. | float | 0.008 |
| 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. | bool | true |
| Bone ThicknessWidth of the bone capsules in Grafit units. Negative values are treated as 0; around 0.001…0.02 keeps the hand readable. | float | 0.003 |
| 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. | float | 0.1 |
| Confidence FadeHow much low confidence also fades a joint toward transparent. Clamped to 0…1, where 0 draws every accepted joint at full alpha. | float | 1.0 |
| OpacityOverall transparency of the whole skeleton. Not clamped, but only 0…1 is meaningful — above 1 adds nothing. | float | 1.0 |
| GlowAdds a soft bloom around the skeleton. Negative values are treated as 0; around 0.5…2 glows without blowing out. | float | 0.0 |
| Glow SpreadHow far the glow reaches, from Tight to Very Wide. Clamped to 1…5, so anything outside snaps to the nearest step. | int | 4 |
| Glow CutoffBrightness a pixel must reach before it glows. Clamped to 0…1; raise it so only the brightest parts bloom. | float | 0.0 |
| TrailHow many past poses echo behind the hand. Clamped to 0…500; 0 turns trails off and forgets the stored history. | int | 0 |
| Trail FadeHow quickly each older echo fades out. Clamped to 0…1 — near 0 the trail vanishes at once, near 1 it lingers. | float | 0.6 |
| Trail SpacingKeeps only every Nth frame as an echo, so the trail covers Trail × Spacing frames. Values below 1 are treated as 1. | int | 0 |
| Show Joint LabelsPrints the joint name next to every drawn joint. Handy for setup, busy in performance. | bool | false |
| Label SizeHeight of the label text in Grafit units. Values below 0.01 are lifted to 0.01 so text never collapses. | float | 0.1 |
| Label QualityTexture resolution of the label glyphs — Low 256px, Medium 512px, High 1024px. Clamped to those three steps. | int | 0 |
| 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. | bool | false |
| 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. | float | 1.5 |
Outputs
| Port | Type |
|---|---|
| Image | image |
| Width | float |
| Height | float |
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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