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[Plugin] Leap Motion - Event Driven

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    Update to 0.9.6
    -Binaries synced with UE 4.9
    -Leap SDK synced with 2.3.1
    -Added Echo convenience hands (rigged floating hands)


    Still in the pipeline but not currently in the latest release:
    -Image hands
    -Motion Controller support
    -Re-structure of convenience content into modular components

    Good luck with the Jam!
    Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

    Comment


      thanks !
      ...
      pd: excuse my english.

      lfw/paid modeling, painting, texturing.

      Comment


        I am experiencing a strange issue with events.

        I installed everything according to the instructions in the first post. I also used 3B instructions: however, I created a custom character and reparented it to LeapRiggedCharacter, and then pointed Game Mode to my character. And if I leave it at this, it works as expected - hands are rendered just fine

        However, if I add an On Begin Play event to my custom class, the hands stop rendering. Events are triggered, but hands are not rendered anymore. I have a feeling that On Begin Play in my custom class overrides parent's event. Is that true? Is there any workaround?

        Comment


          Yes, if you want to add something to Begin Play event, you need to call parent function first.

          Right click on Begin Play node -> add call to parent function, and then it works as expected.

          Comment


            4.9 :Event gesture detected node missing ?

            SOLVED: forgot to add LeapEventInterface to the script.My bad.
            https://github.com/getnamo/leap-ue4

            Hi,
            Just getting started with Leap & UE4.
            The plugin for 4.9 does not support gestures as yet ?

            I cant find the "Event gesture detected" node.
            Is this a 4.9 only problem.

            Thanks for any help.

            behram
            Last edited by boomji; 10-01-2015, 06:00 AM. Reason: typo

            Comment


              Hi,
              I've created a new project to test the 4.9 version of the pluging but when I select LeapBasicRiggedCharacter for Default Pawn Class in World settings my project crash, same thing for the other options : LeapBasic...LeapCollision...
              I've copied Binaries and Plugins folders in the root as mentioned in the documentation

              any help please ?

              Thank you
              Attached Files

              Comment


                Originally posted by zouzif View Post
                Hi,
                I've created a new project to test the 4.9 version of the pluging but when I select LeapBasicRiggedCharacter for Default Pawn Class in World settings my project crash, same thing for the other options : LeapBasic...LeapCollision...
                I've copied Binaries and Plugins folders in the root as mentioned in the documentation

                any help please ?

                Thank you
                Is this from a fresh project? what are the steps to reproduce this issue?

                Originally posted by boomji View Post
                Hi,
                Just getting started with Leap & UE4.
                The plugin for 4.9 does not support gestures as yet ?

                I cant find the "Event gesture detected" node.
                Is this a 4.9 only problem.

                Thanks for any help.

                behram
                Did you add a component and interface as outlined in the readme? If you did then you should be able to just hit compile on the blueprint and right click to see all the leap specific events. If you have issues let me know and I'll look into it.
                Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

                Comment


                  Originally posted by getnamo View Post
                  Is this from a fresh project? what are the steps to reproduce this issue?



                  Did you add a component and interface as outlined in the readme? If you did then you should be able to just hit compile on the blueprint and right click to see all the leap specific events. If you have issues let me know and I'll look into it.
                  I was just going to edit my post to add exactly that Getnamo . My bad. I read the whole page again today (sloooowly) and noticed the interface instruction.it's all working now .
                  Can I suggest you BOLD or Underline the "add Interface" part. It's easy to miss.

                  Thanks so much.

                  btw LM & Myo owe you big time ! I would have "never" known about Myo had I not stumbled upon your Myo thread (ironically I noticed the "addInterface" part there and realised i may have made the same mistake with setting up LM).

                  @EPIC hire this man already !

                  behram

                  Comment


                    Yes a fresh project. I created a new one then placed the Binaries and Plugins folders ( from the github's zip, verion 4.9 ) in the root
                    I created a game mode blueprint then tried to assigne LeapRiggedCharacter to the Default Pawn Class but everytime the project crashs. All the other options Leap*** produce a crash except LeapBasicRiggedCharacter which generate this error :
                    Click image for larger version

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                    Comment


                      testing the 4.9 update and it runs much smoother than the previous versions.

                      But here is an issue i ran into, and I cannot figure out how to solve this properly:

                      I want to have the camera follow the animation. So when a different animation is played e.g. "sit", the camera stays at the same position relative to root.
                      I figured attaching the camera to the head socket would solve this, which it does.
                      However the LeapConnector must also placed relativ to camera/head to work correctly.
                      So this is my setup:
                      Click image for larger version

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                      Now when running VR mode, at the moment hands are tracked, this happens:
                      Click image for larger version

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                      Is my approach wrong or must I change something in the connector/anim?

                      Comment


                        Originally posted by zouzif View Post
                        Yes a fresh project. I created a new one then placed the Binaries and Plugins folders ( from the github's zip, verion 4.9 ) in the root
                        I created a game mode blueprint then tried to assigne LeapRiggedCharacter to the Default Pawn Class but everytime the project crashs. All the other options Leap*** produce a crash except LeapBasicRiggedCharacter which generate this error :
                        ...
                        Hmm weird, just a sanity check you're using Windows right? Only windows platform has 4.9 support, Mac is currently only compiled to 4.7, and Linux is unsupported.

                        Originally posted by Cassio_90 View Post
                        testing the 4.9 update and it runs much smoother than the previous versions.

                        But here is an issue i ran into, and I cannot figure out how to solve this properly:

                        I want to have the camera follow the animation. So when a different animation is played e.g. "sit", the camera stays at the same position relative to root.
                        I figured attaching the camera to the head socket would solve this, which it does.
                        However the LeapConnector must also placed relativ to camera/head to work correctly.
                        So this is my setup:
                        ...

                        Now when running VR mode, at the moment hands are tracked, this happens:
                        ...

                        Is my approach wrong or must I change something in the connector/anim?
                        This is an interesting problem and it has everything to do with how rigging is currently set up. The character is rigged such that you do not get micro motions from animation while still maintaining relative head offset and causing the body to turn and twist with your body leaning. It is a set of compromises to fit all the tracking criteria and may not be suitable for all applications.

                        In VR, it is generally a bad idea to add animation motion to your hmd as it will encourage motion sickness, so if you wanted someone to sit you would play the sitting animation and keep the head IK(from camera/animbody) in the rough area where your head is while sitting. Your head mesh is automatically hidden so small mismatches won't be visible, large mismatches will however have the character bend in unrealistic ways like the one you have where the head height is much lower than normal.

                        All animbody positions are given relative to the character root with Y-forward orientation, you may need to adjust this if you want a different kind of functionality. You could have the animation centered around the head not moving, or you could change the rigging to accommodate what you want to achieve. I haven't personally done a sitting character so I don't have a ready to go solution for this...

                        Full character rigging in VR is a complex issue with compromises abound; a standard approach is to not have a body for this reason e.g. you can use the Echo hands character and not worry about fully body rigging at all, but I encourage you to explore and share your solutions so we can have one more thing solved in VR
                        Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

                        Comment


                          Originally posted by getnamo View Post
                          Hmm weird, just a sanity check you're using Windows right? Only windows platform has 4.9 support, Mac is currently only compiled to 4.7, and Linux is unsupported.
                          yes windows 8.1 and UE4.9.0
                          I just tried a new blank project, no starter content, and the problem persists

                          Click image for larger version

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                          Comment


                            Originally posted by zouzif View Post
                            yes windows 8.1 and UE4.9.0
                            I just tried a new blank project, no starter content, and the problem persists

                            [ATTACH=CONFIG]59429[/ATTACH]
                            This shouldn't fix it, but just in case update to 4.9.1 and try again.

                            Then pm me your logs from the crashes, found under <Project Root>/Saved/Logs
                            Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

                            Comment


                              Originally posted by getnamo View Post
                              This shouldn't fix it, but just in case update to 4.9.1 and try again.

                              Then pm me your logs from the crashes, found under <Project Root>/Saved/Logs
                              I can't find an option to attach the log file in a PM :/

                              I checked the log then found this :

                              [2015.10.02-16.28.14:539][ 20]LogLinker:Warning: Asset '../../../../../../Users/Admin/Documents/Unreal Projects/TestGetnamo2/Plugins/LeapMotion/Content/Character/Basic/TPPModular_Skeleton.uasset' has been saved with engine version newer than current and therefore can't be loaded. CurrEngineVersion: 4.9.0-2672455+++depot+UE4-Releases+4.9 AssetEngineVersion: 4.9.1-2672455+++depot+UE4-Releases+4.9
                              [2015.10.02-16.28.14:539][ 20]LogLinker:Warning: Asset '../../../../../../Users/Admin/Documents/Unreal Projects/TestGetnamo2/Plugins/LeapMotion/Content/Character/Basic/TPPModular_Skeleton.uasset' has been saved with engine version newer than current and therefore can't be loaded. CurrEngineVersion: 4.9.0-2672455+++depot+UE4-Releases+4.9 AssetEngineVersion: 4.9.1-2672455+++depot+UE4-Releases+4.9
                              [2015.10.02-16.28.14:540][ 20]LogLinker:Warning: Asset '../../../../../../Users/Admin/Documents/Unreal Projects/TestGetnamo2/Plugins/LeapMotion/Content/Character/Basic/TPPModular_Skeleton.uasset' has been saved with engine version newer than current and therefore can't be loaded. CurrEngineVersion: 4.9.0-2672455+++depot+UE4-Releases+4.9 AssetEngineVersion: 4.9.1-2672455+++depot+UE4-Releases+4.9
                              [2015.10.02-16.28.14:540][ 20]LogLinker:Warning: Asset '../../../../../../Users/Admin/Documents/Unreal Projects/TestGetnamo2/Plugins/LeapMotion/Content/Character/Basic/TPPModular_Skeleton.uasset' has been saved with engine version newer than current and therefore can't be loaded. CurrEngineVersion: 4.9.0-2672455+++depot+UE4-Releases+4.9 AssetEngineVersion: 4.9.1-2672455+++depot+UE4-Releases+4.9
                              [2015.10.02-16.28.14:542][ 20]LogAnimation:Warning: Invalid animation root node index 54 on '/LeapMotion/Character/Basic/BasicCharacter_AnimBlueprint.BasicCharacter_AnimBlueprint_C' (only 52 nodes)
                              [2015.10.02-16.28.14:543][ 20]LogLinker:Warning: Asset '../../../../../../Users/Admin/Documents/Unreal Projects/TestGetnamo2/Plugins/LeapMotion/Content/Character/Basic/TPPModular_Skeleton.uasset' has been saved with engine version newer than current and therefore can't be loaded. CurrEngineVersion: 4.9.0-2672455+++depot+UE4-Releases+4.9 AssetEngineVersion: 4.9.1-2672455+++depot+UE4-Releases+4.9
                              [2015.10.02-16.28.14:543][ 20]LogLinker:Warning: Asset '../../../../../../Users/Admin/Documents/Unreal Projects/TestGetnamo2/Plugins/LeapMotion/Content/Character/Basic/TPPModular_Skeleton.uasset' has been saved with engine version newer than current and therefore can't be loaded. CurrEngineVersion: 4.9.0-2672455+++depot+UE4-Releases+4.9 AssetEngineVersion: 4.9.1-2672455+++depot+UE4-Releases+4.9
                              [2015.10.02-16.28.15:050][ 20]LogCrashTracker:


                              I'll upgrade then let you now

                              thank you

                              Comment


                                Originally posted by zouzif View Post
                                I can't find an option to attach the log file in a PM :/

                                I checked the log then found this :

                                [2015.10.02-16.28.14:539][ 20]LogLinker:Warning: Asset '../../../../../../Users/Admin/Documents/Unreal Projects/TestGetnamo2/Plugins/LeapMotion/Content/Character/Basic/TPPModular_Skeleton.uasset' has been saved with engine version newer than current and therefore can't be loaded. CurrEngineVersion: 4.9.0-2672455+++depot+UE4-Releases+4.9 AssetEngineVersion: 4.9.1-2672455+++depot+UE4-Releases+4.9
                                [2015.10.02-16.28.14:539][ 20]LogLinker:Warning: Asset '../../../../../../Users/Admin/Documents/Unreal Projects/TestGetnamo2/Plugins/LeapMotion/Content/Character/Basic/TPPModular_Skeleton.uasset' has been saved with engine version newer than current and therefore can't be loaded. CurrEngineVersion: 4.9.0-2672455+++depot+UE4-Releases+4.9 AssetEngineVersion: 4.9.1-2672455+++depot+UE4-Releases+4.9
                                [2015.10.02-16.28.14:540][ 20]LogLinker:Warning: Asset '../../../../../../Users/Admin/Documents/Unreal Projects/TestGetnamo2/Plugins/LeapMotion/Content/Character/Basic/TPPModular_Skeleton.uasset' has been saved with engine version newer than current and therefore can't be loaded. CurrEngineVersion: 4.9.0-2672455+++depot+UE4-Releases+4.9 AssetEngineVersion: 4.9.1-2672455+++depot+UE4-Releases+4.9
                                [2015.10.02-16.28.14:540][ 20]LogLinker:Warning: Asset '../../../../../../Users/Admin/Documents/Unreal Projects/TestGetnamo2/Plugins/LeapMotion/Content/Character/Basic/TPPModular_Skeleton.uasset' has been saved with engine version newer than current and therefore can't be loaded. CurrEngineVersion: 4.9.0-2672455+++depot+UE4-Releases+4.9 AssetEngineVersion: 4.9.1-2672455+++depot+UE4-Releases+4.9
                                [2015.10.02-16.28.14:542][ 20]LogAnimation:Warning: Invalid animation root node index 54 on '/LeapMotion/Character/Basic/BasicCharacter_AnimBlueprint.BasicCharacter_AnimBlueprint_C' (only 52 nodes)
                                [2015.10.02-16.28.14:543][ 20]LogLinker:Warning: Asset '../../../../../../Users/Admin/Documents/Unreal Projects/TestGetnamo2/Plugins/LeapMotion/Content/Character/Basic/TPPModular_Skeleton.uasset' has been saved with engine version newer than current and therefore can't be loaded. CurrEngineVersion: 4.9.0-2672455+++depot+UE4-Releases+4.9 AssetEngineVersion: 4.9.1-2672455+++depot+UE4-Releases+4.9
                                [2015.10.02-16.28.14:543][ 20]LogLinker:Warning: Asset '../../../../../../Users/Admin/Documents/Unreal Projects/TestGetnamo2/Plugins/LeapMotion/Content/Character/Basic/TPPModular_Skeleton.uasset' has been saved with engine version newer than current and therefore can't be loaded. CurrEngineVersion: 4.9.0-2672455+++depot+UE4-Releases+4.9 AssetEngineVersion: 4.9.1-2672455+++depot+UE4-Releases+4.9
                                [2015.10.02-16.28.15:050][ 20]LogCrashTracker:


                                I'll upgrade then let you now

                                thank you
                                So that could be it, it looks like blueprints are sensitive to minor build versions. Good to know for the future!
                                Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

                                Comment

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