Freakout AIFreakout AI

Scene Hands Tab

Use Scene hands to show live camera hands, move room objects, or control the scene camera.

Controls:

  • Enable scene hands: turns hand display and grabbing on or off
  • Control mode: chooses Move objects, Control camera, or Custom actions
  • Hand display: chooses Cursors, Hand skeleton, or Hidden
  • Hands: chooses whether the viewer accepts One hand or Two hands
  • Grab gesture: in non-custom modes, chooses Pinch, Fist, or Hold
  • Gesture event pairings: in Custom actions mode, pairs Select target, Deselect target, Click target, Start grab, Release target, Camera rotate, Camera pan, and Camera zoom with a gesture
  • Camera event pairings also choose the motion axis: X movement, Y movement, or Z movement, plus whether that motion is inverted. Camera pan defaults to inverted Y-style movement
  • Gesture options include Pinch, No gesture, Closed fist, Open palm, Pointing up, Thumb up, Thumb down, Victory, and I love you
  • Depth mode: chooses Fixed plane, Object depth, or Estimated depth
  • Allowed targets: chooses Products, Assets, Products and assets, or All scene objects
  • Hand scale: changes the displayed hand size. Range 0.25 to 4
  • Reach: changes grab reach. Range 0 to 4. 0 uses target depth when the hand is over a target
  • Horizontal movement: expands or tightens side-to-side hand projection. Range 0.5 to 3
  • Vertical movement: expands or tightens up-and-down hand projection. Range 0.5 to 3
  • Depth sensitivity: changes estimated-depth movement while grabbing. Range 0.5 to 8
  • Smoothing: changes hand movement smoothing. Range 0 to 1
  • Lost hand delay: delay before showing the lost-hand prompt. Range 0 ms to 4000 ms
  • Mirror camera hands: mirrors the hand display for front-camera use
  • Show "It can't see your hands": shows the lost-hand prompt when hands leave frame
  • Hands push without grabbing: lets hands push physics bodies
  • Release behavior: chooses Stay, Return, Snap back, or Physics

Good to know:

  • Camera events must be enabled before shoppers can use scene hands
  • One hand mode keeps the current grab or camera-control hand active and ignores the other hand to avoid left/right gesture conflicts
  • Control camera maps visible hand movement to camera orbit. A grab gesture maps vertical hand movement to camera up/down pan and does not move scene objects
  • Custom actions has no default hand-to-scene behavior beyond its gesture map. The default custom map transforms models with Closed fist, rotates the camera with Pinch, releases with Open palm, idles on No gesture, and selects or opens annotations with Pointing up. Assign Click target to a gesture to press annotation controls or open the nearest annotation under the hand pointer
  • Object animations pause while that object is grabbed by scene hands
  • All scene objects includes scene geometry with Body Type set to Dynamic
  • Estimated depth anchors the object at grab start, then uses relative palm landmark spread while grabbing. It falls back to relative MediaPipe landmark z when spread is unavailable
  • Physics release falls with the Physics tab gravity settings, even when runtime physics is off
  • Fixed rigid body scene geometry collides but cannot be grabbed
  • With Hands push without grabbing off, grabbed objects move without an extra hand collider