Pushing back collumn start index to accomodate vertices for finger joints
Basic implementation of joint positions: should work but it looks like just fingertips version, investigating
Fixed indexing issues, finger joints now work but not apparent since no width at the moment
Haled scaled to better see joints (metacarpals were too high and hiding them)
Wrote up function to calculate offset vertices around joint center (in semi circle)
Finger width working, need to check profiler though (slowe perf in editor)
Figured out source of perf issues: need to cache Bone data
Implemented bones cache hastabe, not using it yet though (just testing stability, ok)
Now using bone cahce: massive drop in GC usage (from 121kb to 59kn everyframe) Next need to cache quaternion values)
>_< Forgot to uncomment out cache (was benchmarking)
Implemented bone quaternion cahcing:  GC further reduced down to 23.5kb per fram, cpu usage down to 2mn (vs 5-6ms  bone cahce and 12ms orig)
Implemented width cache, no more use of bones cache. No sigficant change in perf. Next re-do as using simple arrays
Re-implemented caches as simple arrays: GC reduced to 3.9kb (seems unavoiable, initial Leap fetch), down to 1.2ms
Removed collider from star prefab: Physics.Simulate now only take 0.2ms instead of 1-2ms
Experiemnting with finger width scaled to audio
Found sacler sweet spot. Figured out thata tehres a joint rotation bug, but it looks cool/ok
Upgrade to Unity 4.6
Perf boos in Update Collumn Vertices by using vector increment trick seen in Unite talk (scripting behind the scenes)
Moved tiny calculation outside of loop
Using straig up finger tip positon instead of stablized version