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[Plugin] Leap Motion - Event Driven

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  • replied
    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

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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

Name:	error2.PNG
Views:	1
Size:	207.0 KB
ID:	1088572

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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

Name:	setup.jpg
Views:	1
Size:	162.9 KB
ID:	1088550

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

Name:	rotated.jpg
Views:	1
Size:	72.9 KB
ID:	1088549

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

    Leave a comment:


  • replied
    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

Name:	error.PNG
Views:	2
Size:	134.9 KB
ID:	1088547

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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?

    Leave a comment:


  • replied
    thanks !
    ...

    Leave a comment:


  • replied
    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!

    Leave a comment:


  • replied
    Originally posted by mdhananjay View Post
    On further investigation, I found that the Blueprint Interface Events, like the EventLeapHandMoved, are just not firing. I attached a simple print statement to check this fact out. It works in the PIE and standalone modes though. Just not the packaged mode. And this is a project based on Unreal 4.7.6 compiled from source.


    Update: gaaaaah it stopped working in the standalone mode for some reason X(
    This is weird, try to package an new clean project with only the plugin and one of the convenience characters (e.g. Rigged) set as default pawn and let me know if you're still getting the same problem. If not then how is your project use of the plugin different?

    Originally posted by EVRTOP View Post
    My UE4 is version4.8,Why there is an error
    [ATTACH=CONFIG]57543[/ATTACH]
    Make sure you're using the 4.8 version of the plugin (latest is 4.8)

    Otherwise, did you compile your 4.8 version? if so it will not be binary compatible with the launcher 4.8 and you will need to recompile the plugin (add empty class to your project and it will include the plugin in the build)

    Originally posted by artbywaqas View Post
    To build the plugin from source, simply install the plugin as usual (drag and drop Plugins and Binaries into project root) and add code to your project. Delete the UE4Editor-LeapMotion.dll and then when you recompile it should include your plugin in the compilation as well.


    Hi, sorry to ask the same question but I went through all the answers posted here and I still don't understand what to do ? I'm using Unreal 4.7 (since 4.8 still gives me a black screen with the DK2)


    When you say "add code to your project" what exactly are you referring to ? what code?

    and what am I recompiling UE4 again? I tried this and it does nothing.

    If it's the plugin or project how do I recompile it?
    From the github readme:

    1. Projects require code, if you are using a blueprint only project, add an empty class and compile your project module. You simply do File->Add Code to Project and it can be anything so I usually just pick None->Create Class and then it will ask you to open visual studio where you just hit compile (Build solution). If you haven't added code before follow the unreal engine programming Quick Start guide. Essentially it boils down to downloading the free Visual Studio Community and changing a few small configs.
    2. Package your content
    3. In your packaged directory drag the Binaries folder from this plugin into your packaged project folder. E.g. if I have a packaged folder called LeapPluginTest find WindowsNoEditor/LeapPluginTest, this is your packaged project root. Add the binaries folder there.



    A 4.9 version of the plugin is still in the pipeline, it will also support the new hw agnostic Motion Controller setup.

    Leave a comment:

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