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[Plugin] Myo

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  • started a topic [Plugin] Myo

    [Plugin] Myo

    An event-driven plugin for the Thalmic Myo. Has a modern rewritten architecture since v0.9.0 see the github repo for documentation and examples.

    Let me know what you think, and what improvements should be included, or if you can, contribute and extend the code!

    NB: Currently only supports Windows 64 & 32 Platform.

    Download
    Latest Version

    Older
    0.7.14 for UE4.10
    0.7.13 for UE4.9 Myo Connect 1.0
    0.7.12 for UE4.8 Myo Connect beta-9
    0.7.10 for UE4.7 Myo Connect beta-9
    0.7.7 for UE4.6 Myo Connect beta-8
    0.7.6 for UE4.5 Myo Connect beta-7
    0.7.2 for UE4.5 Myo Connect beta-6
    0.7.2 for UE4.5 Myo Connect beta-5
    0.7 for UE4.5 Myo Connect beta-4
    0.6.3 for UE4.4
    0.6 for UE4.3

    Documentation & How To
    See the Github repository - Contains Plugin Source, Releases, and Documentation

    Old Resources
    Myo Connect and device firmware - ensure these are up to date.
    Thalmic Myo Unleashed Blog Post - How to add Myo support to your project in under a minute.
    Thalmic UE4 Plugin Thread
    Quick How To Example

    Changelist

    0.9.1

    -Compile fixes for 4.19
    -Documentation updated for v0.9
    -Suppressed default pose log to reduce spam

    0.9.0
    -modern rewrite for 4.18 that runs on a separate thread in a input module scoped architecture.
    -Mainly accessed through a MyoControllerComponent, but bare basics can be implemented using only input mapping.
    -supports latest Myo SDK v0.9.0 including raw emg
    -supports multiple myos
    -hot-pluggable myo connect and hub
    -bare bones documentation for now, explore code MyoControllerComponent.h and MyoController.hfor how-to.
    -auto-casting blueprint conversions from data to controller to call actions such as vibrate device

    0.7.14
    -Synced binaries with UE4.10

    0.7.13
    -Updated to work with myo connect 1.0. The pitch/roll are now correctly
    reversed
    -Code fixes for UE4.9 compile

    0.7.12
    -Should no longer crash in the cases where Myo Disabled is emitted but no
    delegate is set.

    0.7.11
    -Update to UE4.8

    0.7.10
    -Update to Myo 0.9

    0.7.9
    -Added a work around that fixes the UE editor crash if you do not have Myo Connect running when you begin play. This will allow for safe integration of myo with multiple other plugins.

    0.7.8
    -updated binary for UE 4.7
    -moved convenience content into the plugin, delete if you do not want to
    use it and wish to save space.
    -updated myo sdk bind to 0.8.1

    0.7.7
    -Myo SDK bind updated to beta 8
    -Now supports raw streams see readme for documentation
    -Added convenience content called Myo Utility BP Library, which has convenience functions for debug output.
    -Updated documentation, check github readme

    0.7.6
    -Packaged file fix by removing try/catch block. No longer needed since
    Myo Connect handles hot plugging of hub

    0.7.5
    -removes C4273 suppression by including SlateCore in build rules

    0.7.4
    -Contains compile fixes to sync code base to UE4.6. Note that warning
    C4273 is suppressed due to 4.6 changes to Input Mapping.
    -Syncs Myo SDK to Beta 7 (0.7)
    -As per 0.7 Thumb to Pinky is now DoubleTap
    -Added locking mechanism, this plugin defaults to none, but you can call
    SetLockingPolicy on your MyoComponent to change this on say BeginPlay.
    -As per 0.7 Added Lock/Unlock functions on MyoController class
    -Arm Orientation space now persists throughout PIE sessions, will only
    get lost when quitting app.

    0.7.3
    -As per 0.6, onArmRecognized and onArmLost is now onArmSync and
    onArmUnsync
    -Tested with Myo firmware 1.0.3

    0.7.2
    -Minor code consistency fix
    -Added platform white list
    -added gitignore

    0.7.1
    -This update syncs the plugin to beta-5, update your myos to firmware
    0.8.17 or later to use with this plugin.
    -Fixed unpairing event issues caused by beta-3, now supports full
    features again.

    0.7
    -Converted entire architecture to support component based extension in
    blueprints, please refer to the documentation
    -Each event now emits a UMyoController pointer allowing for additional
    controller data to be obtained in the context of the event and to also
    easily perform checks such as IsLeftMyo
    -Updated to UE4.5
    -MyoComponent/Convenience base classes can now obtain left/right and
    primary myo as a convenience.

    0.6.3
    -Fixed arm space orientation to work with myo attached to arm in any direction. Requires doing the setup gesture to detect arm and direction.
    -Fixed bodySpaceNull acceleration (component space acceleration without gravity), after calibration this will report the expected acceleration.
    -Added calibration direction, allowing you to calibrate in arbitrary orientation relative to the user facing screen (e.g. calibration in facing direction is R(R0,P0,Y0) and pointing right is a R(R0,P0,Y90) rotator)
    -Input Mapping will now use the last paired myo as input
    -Fixed Play In Editor myo spam caused by waiting a long while with a paried myo before playing. Myo will now correctly initialize only on BeginPlay()

    0.6.2
    -Added support for multiple myos, tested with up to 3. Use blueprint events for multiple myos as input mapping uses only primary myo.
    -Added xArmDirection to raw myo device data
    -Fixed PIE spam caused by stopping and resuming after a long duration; the hub will be destroyed between sessions.
    -Added preliminary support for calibrated values. Call MyoCalibrateArmOrientation(int32 myoId) when arm is facing the screen, after which all arm and body values are calibrated, some values are not fully correct at this stage, use with care.

    0.6.1
    -Updated to 4.4

    0.6
    - First Public Release, bound to beta-1 SDK.

    Todo
    -Confirm shipping/packaging works with the plugin.
    -Move Hub to separate thread (removing the current 1ms performance penalty)
    -Video
    -Add wiki on subject
    Last edited by getnamo; 04-21-2018, 06:41 PM. Reason: removed old documentation

  • replied
    Hello. I'm having some issues when packaging my project. I am using myo-ue4 0.9.1 and UE 4.19.2. When trying to packaging for Windows x64, the following error occurs:

    Code:
    ERROR: UBT ERROR: Failed to produce item: C:\UEProjects\HarpyGame\Plugins\myo-ue4\Binaries\Win64\UE4-MyoPlugin.lib
    I tried to use the last plugin release doing full rebuild in the project. I tried to insert the property
    Code:
    "Installed": true
    in the .uplugin file. I also tried to add the line
    Code:
    EnabledPlugins = MyoPlugin
    in DefaultEngine.ini, and other attempts. Nothing worked. Please, help me.

    Log:
    Code:
    uprojectpath is: C:\UEProjects\HarpyGame
    Parsing headers for HarpyGame
      Running UnrealHeaderTool "C:\UEProjects\HarpyGame\HarpyGame.uproject" "C:\UEProjects\HarpyGame\Intermediate\Build\Win64\HarpyGame\Development\HarpyGame.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
    Reflection code generated for HarpyGame in 7,4045565 seconds
    Performing 24 actions (4 in parallel)
    [3/24] Resource PCLaunch.rc
    PCH.UELinkerFixups.cpp
    [5/24] Resource PCLaunch.rc
    SharedPCH.Engine.cpp
    PCH.MyoPlugin.cpp
    UELinkerFixups.cpp
    GameDBController.cpp
    GameDBController.gen.cpp
    DBPersistence.cpp
    HarpyGameGameModeBase.gen.cpp
    HarpyGameGameModeBase.cpp
    UnrealMosquitto.cpp
    UnrealMosquitto.gen.cpp
    MQTTMessage.gen.cpp
    Desafio.gen.cpp
    HarpyGameFunctionLibrary.gen.cpp
    MQTTMessage.cpp
    HarpyGame.init.gen.cpp
    HarpyGameFunctionLibrary.cpp
    HarpyGame.cpp
    C:\UEProjects\HarpyGame\Source\HarpyGame\HarpyGameFunctionLibrary.cpp(27): warning C4996: 'sprintf': This function or variable may be unsafe. Consider using sprintf_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
    C:\UEProjects\HarpyGame\Source\HarpyGame\HarpyGameFunctionLibrary.cpp(28): warning C4996: 'fopen': This function or variable may be unsafe. Consider using fopen_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
    Module.MyoPlugin.cpp
    Module.MyoPlugin.gen.cpp
    ERROR: UBT ERROR: Failed to produce item: C:\UEProjects\HarpyGame\Plugins\myo-ue4\Binaries\Win64\UE4-MyoPlugin.lib
    Total build time: 51,81 seconds (Local executor: 0,00 seconds)

    Leave a comment:


  • replied
    Originally posted by ta-ku-mi View Post
    Hello. community

    Myo's Plugin file is new.In this case,how to connected to UE4?

    I could not successfully build the Binaries file and Source file into the Project file.

    thanks.
    Follow the installation instructions on the main github page: https://github.com/getnamo/myo-ue4#setup
    The plugin has to be placed under {Project root folder}/Plugins/

    Leave a comment:


  • replied
    Hello. community

    Myo's Plugin file is new.In this case,how to connected to UE4?

    I could not successfully build the Binaries file and Source file into the Project file.

    thanks.

    Leave a comment:


  • replied
    Originally posted by JohnVK4 View Post
    Awesome! Please keep us updated!
    Finally decided to finish the implementation and now the Myo plugin has been fully rewritten for modern multi-threading and workflow. Documentation is scarce but if you looking into the MyoControllerComponent it should be pretty clear how to get the basics working.


    Changes
    • modern rewrite for 4.18 that runs on a separate thread in a input module scoped architecture.
    • Mainly accessed through a MyoControllerComponent, but bare basics can be implemented using only input mapping.
    • supports latest Myo SDK v0.9.0 including raw emg
    • supports multiple myos
    • hot-pluggable myo connect and hub
    • bare bones documentation for now, explore code MyoControllerComponent.h and MyoController.hfor how-to.
    • auto-casting blueprint conversions from data to controller to call actions such as vibrate device
    Grab it at the github release page: https://github.com/getnamo/myo-ue4/releases

    Leave a comment:


  • replied
    Originally posted by zdwaik View Post
    Hello Community

    I'm using the latest plugin, Myo 1.5, and UE4 4.14
    Does this plugin work on a OS X El capitan?
    I'm facing a problem where I can see the plugin appear under the Plugin menu and it is enabled, however, in Blueprints when I try to add a component, it doesn't appear.

    Does anyone know what the problem might be and how I can fix this?

    Thanks all
    Current plugin only works on windows (you can see this in the whitelist as well: https://github.com/getnamo/myo-ue4/b...Plugin.uplugin) but it is due for a modern rewrite, which is currently under way (https://github.com/getnamo/myo-ue4/tree/alternative), I'll make sure to see if I can't add mac os support then.

    Leave a comment:


  • replied
    Hello Community

    I'm using the latest plugin, Myo 1.5, and UE4 4.14
    Does this plugin work on a OS X El capitan?
    I'm facing a problem where I can see the plugin appear under the Plugin menu and it is enabled, however, in Blueprints when I try to add a component, it doesn't appear.

    Does anyone know what the problem might be and how I can fix this?

    Thanks all

    Leave a comment:


  • replied
    Awesome! Please keep us updated!

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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!

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    [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?

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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??

    Leave a comment:

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