   @use('versionCheck', {requiredProtocolVersion: 6})
 
   scope.offset ||= new THREE.Vector3(0,-10,0)
-  scope.scale ||= 1
+  scope.scale ||= 100
   # this allow the hand to move disproportionately to its size.
   scope.positionScale ||= 1
   scope.initScene = initScene

    scope.renderFn() if scope.renderFn

  # for use when dotsMode = true
  dots = {}
  basicDotMesh = new THREE.Mesh(
    new THREE.IcosahedronGeometry( .3 , 1 ),
    new THREE.MeshNormalMaterial()
  )
  
  scope.positionDots = (leapHand, handMesh, offset)->
    return unless scope.dotsMode

    for leapFinger, i in leapHand.fingers
      for point in ['mcp', 'pip', 'dip', 'tip']
        unless dots["#{point}-#{i}"]
          dots["#{point}-#{i}"] = basicDotMesh.clone()
          scope.parent.add dots["#{point}-#{i}"]

        handMesh.scenePosition(leapFinger["#{point}Position"], dots["#{point}-#{i}"].position, offset)

  @on 'handFound', addMesh
  @on 'handLost',  removeMesh

    handMesh.helper = new THREE.SkeletonHelper( handMesh )
    scope.parent.add handMesh.helper

    # Initialize Vectors for later use
    # actually we need the above so that position is factored in
    palm.worldUp = new THREE.Vector3
