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[Plugin] Leap Motion - Event Driven

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  • replied
    Can't grab with Leap Motion

    Hi, [MENTION=548]getnamo[/MENTION].

    I' am trying to make grab with Leap Motion for a week now and I can't.

    I tried downloading your Jenga Project and I choose Selected Viewport mode, because I don't have VR and I can't grab anything still with your written Blueprints.

    I tried using older UE4 and Leap motion versions, but I did not succeed. Which versions should I use to set up grab without VR best? because I think in different versions the blueprints are different to, and I am new to them, don't have any idea how to set up if they are different than in the tutorials. I also need that the set up would be in first person.

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  • replied
    Cheers getnamo, I'm afraid I'm not able to help. But I'm sure hand tracking will gain a lot of interest. So help is on the way..

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  • replied
    Originally posted by martin_vr View Post
    Hi getnamo,

    In my setup there seems to be quite a latency before the hands correct their position when moving the HMD sideways or up and down. As a result they have hard time staying in place. They jitter. In the LeapMotion vizualizer there's almost no latency or jitter.

    Could it be something in my UE4 config?

    My setup: Ue4.14.1 / Rift CV1 / Leap controller firmware v1.7 / Orion 3.2.0 / GTX1080

    I tried a screen recording but noticed that in the VR Preview window there is no latency. It's only in the HMD.
    This has to do with lack of proper timewarp support, currently tracked as an issue: https://github.com/getnamo/leap-ue4/issues/9.

    Modern HMD software stack is late updated in the render thread with a fair bit of magic to make sure the perceived latency is 0. Leap timewarp is the attempt of ensuring the latest available leap tracking data is orientation warped by the hmd rotation that happened since that sample was taken.

    I did make an attempt of adding this feature, but so far it becomes unstable when you overdrive it (real jitter) to get 0 perceived latency. Something is still missing.

    This is the major holdout for the UE plugin in the current state and I want to take another look at it, likely when I'll do the modern rewrite for this plugin. If you feel like you can help, by all means take a look at the source ! Perhaps someone will spot why our version of timewarp is jittery while Unity's is not.
    Last edited by getnamo; 12-23-2016, 03:58 PM.

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  • replied
    Hi getnamo,

    In my setup there seems to be quite a latency before the hands correct their position when moving the HMD sideways or up and down. As a result they have hard time staying in place. They jitter. In the LeapMotion vizualizer there's almost no latency or jitter.

    Could it be something in my UE4 config?

    My setup: Ue4.14.1 / Rift CV1 / Leap controller firmware v1.7 / Orion 3.2.0 / GTX1080

    I tried a screen recording but noticed that in the VR Preview window there is no latency. It's only in the HMD.
    Last edited by martin_vr; 12-23-2016, 08:07 AM.

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  • replied
    Originally posted by Sy_U View Post
    Yup its a C++ project. Ive added the dependency with "LeapMotion". I've manage a workaround where i created a copy of whatever leap motion character blueprint i need and change the parent of it to my custom own character class so i can modify it without affecting the source plugin. It works OK.

    Another thing was the skeleton for the floating hands shows that it cannot find a skeletal mesh for that specific hand (left or right). I wanted to added Mesh Sockets but everytime i do it crashes. Im just using Bone Name at the moment.

    This is an image of the error im getting:

    http://imgur.com/a/UXwCD

    I went into the file, LeapGestures.h, and added "LeapEnums.h". Those error went away but another one came up saying "'Leap' is not a class or namespace name"

    Image here:

    http://imgur.com/a/v1MSu

    Thanks for your help [MENTION=548]getnamo[/MENTION]
    For the skeletal mesh, can you show me a screenshot of the error it's showing?

    Regarding Leap.h, haven't used this plugin in C++ for a long time, it's due for a rewrite to make it more streamlined TBH. It appears the Leap.h header is exposed somewhere where it shouldn't be, somehow the forward declarations aren't doing their job.

    I believe your best route atm is to use the workaround, I'll make sure to test the rewrite, when it happens, for C++ use cases.

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  • replied
    Originally posted by getnamo View Post
    Is this is a C++ project? Have you added LeapMotion as dependency in your project build.cs?
    Yup its a C++ project. Ive added the dependency with "LeapMotion". I've manage a workaround where i created a copy of whatever leap motion character blueprint i need and change the parent of it to my custom own character class so i can modify it without affecting the source plugin. It works OK.

    Another thing was the skeleton for the floating hands shows that it cannot find a skeletal mesh for that specific hand (left or right). I wanted to added Mesh Sockets but everytime i do it crashes. Im just using Bone Name at the moment.

    This is an image of the error im getting:

    http://imgur.com/a/UXwCD

    I went into the file, LeapGestures.h, and added "LeapEnums.h". Those error went away but another one came up saying "'Leap' is not a class or namespace name"

    Image here:

    http://imgur.com/a/v1MSu

    Thanks for your help [MENTION=548]getnamo[/MENTION]
    Last edited by sonnyday_; 12-19-2016, 09:33 AM.

    Leave a comment:


  • replied
    Originally posted by Sy_U View Post
    [MENTION=548]getnamo[/MENTION] i tried adding LeapController.h to my character class and its giving me this error: 'Leap': is not a class or namespace name. Do you know whats wrong with it?? Thanks
    Is this is a C++ project? Have you added LeapMotion as dependency in your project build.cs?

    Leave a comment:


  • replied
    [MENTION=548]getnamo[/MENTION] i tried adding LeapController.h to my character class and its giving me this error: 'Leap': is not a class or namespace name. Do you know whats wrong with it?? Thanks

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  • replied
    Originally posted by Sequaris View Post
    Hey Getnamo,

    Yeah, everything works, it's just the grabbing with the floating hands I can't seem to figure out.
    Basic-rigged character works fine, but when I try to apply the grabbing to the floating hands it stops working when using the does implement interface.
    Is it because there is no real mesh inside of the floating hands but a child actor?

    So was just wondering how Catonice did his fix to get the grabbing working in the floating hands.

    Thanks for the work on the plugin, really impressive to get your hands in VR.
    I believe you're right, the floating hands are built to support multiple types so the actual mesh will be in one of the child blueprints, open the floating hands character blueprint to confirm. You can also just place the floating hands actor into any blueprint of your choice and it should all just work out of the box.

    e.g. the Plugins/LeapMotion/Content/Blueprints/Rigging/FloatingHands/LeapRiggedEchoHandsActor.uasset

    Leave a comment:


  • replied
    Hey Getnamo,

    Yeah, everything works, it's just the grabbing with the floating hands I can't seem to figure out.
    Basic-rigged character works fine, but when I try to apply the grabbing to the floating hands it stops working when using the does implement interface.
    Is it because there is no real mesh inside of the floating hands but a child actor?

    So was just wondering how Catonice did his fix to get the grabbing working in the floating hands.

    Thanks for the work on the plugin, really impressive to get your hands in VR.

    Leave a comment:


  • replied
    Originally posted by tofmed View Post
    Hi,
    Thank you for your work.
    I was wondering if there's any way to animate my own rigged hands using the location and rotation data provided by the leap plugin.
    Has anyone been able to do this using blueprints? I would appreciate the help.

    Thanks !
    This is done in blueprint inside the plugin itself, feel free to look into e.g. LeapEchoHands_AnimBlueprint.uasset to see examples of how it is done. For a reference on how the whole setup works see

    https://github.com/getnamo/leap-ue4#...etup-and-notes

    Originally posted by Sequaris View Post
    Hi Catonice,

    Could you explain your fix a bit more in detail?
    If possible maybe show your complete blueprint? Can't seem to get the floating hands to work...

    Thanks !
    Have you had a chance to look through https://github.com/getnamo/leap-ue4#...ged-characters and the main documentation in general?

    Leave a comment:


  • replied
    Hi Catonice,

    Could you explain your fix a bit more in detail?
    If possible maybe show your complete blueprint? Can't seem to get the floating hands to work...

    Thanks !

    Originally posted by catonice View Post
    Thanks for the reply getnamo! I've figured out a work around! I instead placed the blueprints inside LeapRiggedEchoHands, the child actor for LeapHands iirc (I'll check this tommorow to confirm but I thought I'd writed quickly for now). Once I did that I got it working. So for anyone who has the same problem, place it in the child actor and cast your grab variable from the your character to that bp to check if grabbing. I'll post a screenshot of my bp later. Apologies if I explained incorrectly here.

    EDIT: So just to clarify, instead of placing your bp functions and nodes such as pickupIfEmpty inside the BP_FloatingHands you move it to LeapRiggedEchoHands actor bp. I know there are better ways to do these things but I didn't have a lot of time :P
    [ATTACH=CONFIG]110542[/ATTACH]

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  • replied
    Hi,
    Thank you for your work.
    I was wondering if there's any way to animate my own rigged hands using the location and rotation data provided by the leap plugin.
    Has anyone been able to do this using blueprints? I would appreciate the help.

    Thanks !

    Leave a comment:


  • replied
    Thanks for the reply [MENTION=548]getnamo[/MENTION]!

    I'll give it a try and let you know how it goes.
    ( because I KNOW you're on the edge of your seat )
    :-)

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  • replied
    Originally posted by kungfukoi View Post
    I'm looking for information on how to remap the coordinate system of the Orion Hands.
    Looking for where I can control/modify position relative to screen space.

    Thank you.
    The plugin automatically remaps the coordinate system from Leap space to UE space.

    That said, if you use the convenience hands you can modify the coordinate by just parenting a scene node; if you use blueprint custom or C++ you can modify the output you receive from the plugin by multiplying the output by a transform. Optionally you can modify this file: https://github.com/getnamo/leap-ue4/...aceUtility.cpp to change the coordinate system transform globally for all output from the plugin.
    Last edited by getnamo; 10-10-2016, 10:46 AM.

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