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[Plugin] Myo

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    #61
    Originally posted by sarkawt909 View Post
    will it be a compiled version for 4.10
    The plugin is overdue for a light overhaul, but I might be able to squeeze in a simple recompile during the week.
    Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

    Comment


      #62
      Update to 0.7.14
      -Synced binaries with UE4.10

      Re-architecture pushed til later, Enjoy the update!
      Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

      Comment


        #63
        Hello Community and thank you getnamo for this plugin!

        Currently i'm studing Interactiondesign and working on an invention project. We want to use Unreal for a little prototype and want to use a Myo to interact with. But we have some problems with the "Myo Orientation Roll". We want to use it to change the angle of an UMG image to navigate through a radial Interface. But the input value jumps random to another value. We can't fix it yet so we decided to ask you guys if there is same hope. (We've tested it with the Mouse input and it works fine).

        Thank you all!

        Click image for larger version

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        Comment


          #64
          Originally posted by BlueZink View Post
          Hello Community and thank you getnamo for this plugin!

          Currently i'm studing Interactiondesign and working on an invention project. We want to use Unreal for a little prototype and want to use a Myo to interact with. But we have some problems with the "Myo Orientation Roll". We want to use it to change the angle of an UMG image to navigate through a radial Interface. But the input value jumps random to another value. We can't fix it yet so we decided to ask you guys if there is same hope. (We've tested it with the Mouse input and it works fine).

          Thank you all!

          [ATTACH=CONFIG]75150[/ATTACH]
          Your roll may be defined by the space you're sampling it from (Myo space) and may have the -180->180 flip at the wrong point. Consider using the Calibrate Myo function which will calibrate all your input based on where you specify your forward direction. Optionally just use difference values.
          Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

          Comment


            #65
            Hi there !
            The plugin is working really well, I'm having tons of fun with this, thanks for that ! However I can't compile Blueprints that have a Myo Component attached. I tried to compile the same Blueprint after quitting MyoConnect and it seems to work. Any idea what could cause this ?

            Comment


              #66
              Hello again !

              I've spotted another problem : once packaged, my game crashed on startup. So I tried debugging the exe through VisualStudio (in DebugGame configuration), and there's an unhandled exception thrown here :

              File : Hub_impl.hpp
              Code:
              Hub::Hub(const std::string& applicationIdentifier)
              : _hub(0)
              , _myos()
              , _listeners()
              {
              	libmyo_error_details_t _error;
              	libmyo_init_hub(&_hub, applicationIdentifier.c_str(), &_error);
              
              	switch (libmyo_error_kind(_error)) {
              		case libmyo_error:
              		case libmyo_error_runtime:
              		case libmyo_error_invalid_argument:
              		{
              			lastInitCausedError = true;
              			break;
              		}
              		case libmyo_success:
              		{
              			lastInitCausedError = false;
              			break;
              		}
              	}
              }
              It turns out libmyo_init_hub, even through returning libmyo_success, was leaving _error uninitialized, quite strange...From there I added a check to know if the function executed successfully and now the packaged game works like a charm !
              Code:
              	libmyo_result_t res = libmyo_init_hub(&_hub, applicationIdentifier.c_str(), &_error);
              	
              	if (res == libmyo_success) {
              		lastInitCausedError = false;
              	}
              	else {
              		switch (libmyo_error_kind(_error)) {
                                      /* ... */
              		}
              	}
              When searching about the issue I stumbled upon this topic where you discussed this part of the code. I suppose we should notify Thalmic devs about this as they seem unaware of it.


              About my previous issue (compiling a blueprint with a MyoComponent causes UE Editor to crash), I managed to compile after quitting MyoConnect. I can then restart MyoConnect and it works as intended. But if I try to recompile or even move the blueprint instance in the level, the crash comes back. My log file ends abruplty after quite a struggle it seems :
              [2016.03.21-16.06.05:168][778]LogEditorViewport: Clicking on Actor (LMB): BPMyoManager_C (BPMyoManager)
              [2016.03.21-16.06.06:267][906]MyoPluginLog: Myo Hub Shutdown.
              [2016.03.21-16.06.06:267][906]LogClass: InterfaceDelegate passed: BPMyoManager_41
              [2016.03.21-16.06.06:268][906]MyoPluginLog: Myo Hub Initialized.
              [2016.03.21-16.06.06:269][906]MyoPluginLog: Myo Delegate Set (should only be called once per begin play or you have duplicates).
              [2016.03.21-16.06.06:270][906]MyoPluginLog: Myo Hub Shutdown.
              [2016.03.21-16.06.06:270][906]LogClass: InterfaceDelegate passed: BPMyoManager_41
              [2016.03.21-16.06.06:271][906]MyoPluginLog: Myo Hub Initialized.
              [2016.03.21-16.06.06:271][906]MyoPluginLog: Myo Delegate Set (should only be called once per begin play or you have duplicates).
              [2016.03.21-16.06.06:286][908]MyoPluginLog: Myo Hub Shutdown.
              [2016.03.21-16.06.06:287][908]LogClass: InterfaceDelegate passed: BPMyoManager_41
              [2016.03.21-16.06.06:288][908]MyoPluginLog: Myo Hub Initialized.
              [2016.03.21-16.06.06:288][908]MyoPluginLog: Myo Delegate Set (should only be called once per begin play or you have duplicates).
              [2016.03.21-16.06.06:289][908]MyoPluginLog: Myo Hub Shutdown.
              [2016.03.21-16.06.06:
              I don't know if it's possible to debug a crash in the Editor, so I'm a little stuck. I'll see want I can do !
              Last edited by Atutahi; 03-21-2016, 12:23 PM.

              Comment


                #67
                Originally posted by Atutahi View Post
                Hello again !

                I've spotted another problem : once packaged, my game crashed on startup. So I tried debugging the exe through VisualStudio (in DebugGame configuration), and there's an unhandled exception thrown here :

                File : Hub_impl.hpp
                Code:
                Hub::Hub(const std::string& applicationIdentifier)
                : _hub(0)
                , _myos()
                , _listeners()
                {
                	libmyo_error_details_t _error;
                	libmyo_init_hub(&_hub, applicationIdentifier.c_str(), &_error);
                
                	switch (libmyo_error_kind(_error)) {
                		case libmyo_error:
                		case libmyo_error_runtime:
                		case libmyo_error_invalid_argument:
                		{
                			lastInitCausedError = true;
                			break;
                		}
                		case libmyo_success:
                		{
                			lastInitCausedError = false;
                			break;
                		}
                	}
                }
                It turns out libmyo_init_hub, even through returning libmyo_success, was leaving _error uninitialized, quite strange...From there I added a check to know if the function executed successfully and now the packaged game works like a charm !
                Code:
                	libmyo_result_t res = libmyo_init_hub(&_hub, applicationIdentifier.c_str(), &_error);
                	
                	if (res == libmyo_success) {
                		lastInitCausedError = false;
                	}
                	else {
                		switch (libmyo_error_kind(_error)) {
                                        /* ... */
                		}
                	}
                When searching about the issue I stumbled upon this topic where you discussed this part of the code. I suppose we should notify Thalmic devs about this as they seem unaware of it.


                About my previous issue (compiling a blueprint with a MyoComponent causes UE Editor to crash), I managed to compile after quitting MyoConnect. I can then restart MyoConnect and it works as intended. But if I try to recompile or even move the blueprint instance in the level, the crash comes back. My log file ends abruplty after quite a struggle it seems :


                I don't know if it's possible to debug a crash in the Editor, so I'm a little stuck. I'll see want I can do !
                Interesting issues, GJ on debugging things. To debug editor, just press F5 on your C++ project solution and it will compile and run the editor in debug mode. Then it will catch the stack when you hit an error.

                Will be looking into the myo plugin again around the time 4.11 comes out in the meantime if you find solutions post pull requests on github and I'll merge them.
                Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

                Comment


                  #68
                  Ok, I don't have a solution, but I think I've located the problem, sort of. It seems come from ~Hub(). The crash occurs while executing libmyo_shutdown_hub(_hub, 0), however I checked the _hub variable and it's not NULL...I'm a little lost here.

                  Sadly I don't have the time to investigate more but if anyone else gets this problem, just open MyoConnect and disconnect your Myo. No need to remove it from your arm so you won't have to do the calibration/synchronisation each time you modify your project.

                  Cheers !

                  Comment


                    #69
                    Hello getnamo

                    I thank you for these plugins

                    I make a application with Window 10 tablet

                    However, I heard that if it works on windows10, it occurs an error when compiling phase or it doesn't recognize myo

                    Do you have any solution??

                    Comment


                      #70
                      Originally posted by 노진우 View Post
                      Hello getnamo

                      I thank you for these plugins

                      I make a application with Window 10 tablet

                      However, I heard that if it works on windows10, it occurs an error when compiling phase or it doesn't recognize myo

                      Do you have any solution??
                      Post logs/errors here and give a bit more information like what version you were trying to compile, was it blueprint or c++ project?, otherwise it's a bit hard to debug
                      Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

                      Comment


                        #71
                        [MENTION=548]getnamo[/MENTION] Hey, I just picked one of these up off of eBay and I'm going to start messing around with it. Are you thinking of updating the plugin to 4.12/4.13?
                        Twitch /unrealalexander| Twitter @UnrealAlexander
                        How to report a bug? | Installation & Setup issues?
                        Call me to a thread by posting this: [MENTION]Alexander Paschall[/MENTION]

                        Comment


                          #72
                          Originally posted by Alexander Paschall View Post
                          [MENTION=548]getnamo[/MENTION] Hey, I just picked one of these up off of eBay and I'm going to start messing around with it. Are you thinking of updating the plugin to 4.12/4.13?
                          This plugin is overdue for an update, I'll take a look into it this week. Otherwise you can try to just recompile the plugin for 4.13 in a C++ ue project, there shouldn't be any glaring issues stopping you from doing that that I can think of.
                          Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

                          Comment


                            #73
                            Originally posted by getnamo View Post
                            This plugin is overdue for an update, I'll take a look into it this week. Otherwise you can try to just recompile the plugin for 4.13 in a C++ ue project, there shouldn't be any glaring issues stopping you from doing that that I can think of.
                            Ok, I'll probably just do that then. I had held off just in case, but if there's no complications it shouldn't be an issue
                            Twitch /unrealalexander| Twitter @UnrealAlexander
                            How to report a bug? | Installation & Setup issues?
                            Call me to a thread by posting this: [MENTION]Alexander Paschall[/MENTION]

                            Comment


                              #74
                              Is there any update to 4.13? I tried loading the others but no luck and says it's not compatible..

                              Please let me know as soon as possible and thanks in advance!

                              Comment


                                #75
                                Originally posted by JohnVK4 View Post
                                Is there any update to 4.13? I tried loading the others but no luck and says it's not compatible..

                                Please let me know as soon as possible and thanks in advance!
                                Scheduling an complete rewrite of the plugin in about 2 weeks time now, I will release a 4.13 compatible binary version then.
                                Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

                                Comment

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