Comments (2)
I had the same problem, specifically 20px seems like a hardcoded placeholder: https://github.com/victordibia/handtrack.js/blob/master/src/index.js#L84
It took me a while to figure this out but it seems like runDetection() of the example is never called, which in turn never resizes the canvas. What solved it for me was fixing the parameter of handTrack.startVideo(video) and resetting the style manually, probably an outdated example.
handTrack.startVideo(video).then(function (**res**) {
console.log("video started", **res**);
if (**res.status**) {
console.log("Video started. Now tracking");
isVideo = true;
runDetection();
} else {
console.error("Please enable video");
}
video.style.height = "";
});
from handtrack.js.
On a related note: Setting style="display: none;"
on the video keeps the video running for analysis but hides it from the view. The (rendered) canvas contains both the overlay and the original video stream.
from handtrack.js.
Related Issues (20)
- Cannot detect for live camera?
- Video hard coded set to 20px height? HOT 1
- Tracking hand rotation?
- handtrack.js on mobile (FPS is low)
- track finger instead of hand?
- Add issue templates or forms
- the predictions are an empty array even if my hand is visible in the camera
- model question: relationship to main repo, input sizes, unknown kernel ops
- post-processing optimization suggestion (with code)
- How would I disable Face Tracking? HOT 3
- How can I disable Face Tracking?
- customizing the demo
- Comparison with related frameworks? HOT 1
- Can we restrict only one hand tracking ie either right or left ?
- Add Typescript definitions HOT 1
- Background loading?
- ERROR Error: Uncaught (in promise): Error: Failed to compile fragment shader.
- handtrack not work in vue3+vite3 HOT 2
- No convex hull HOT 1
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from handtrack.js.