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[Plugin] Leap Motion - Event Driven

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  • replied
    Originally posted by spyro View Post
    Your plugin seems to work great but the leap itself is jittering like crazy. My hand is just jumping around and even simple gestures aren't recognized reliable. I tried to setup the debug circles, but left and right seems to be switched. Tried to mount the sensor the other way around, but didn't make any difference.

    EDIT: Found the reason, the sensor was not configured in HMD mode:

    This fixed it:

    ...
    Yep the 'Use Topdown' tickbox does all the transformations necessary for the leap to be used in VR and all your reported positions should be 1:1 with the real world.

    If the leap is jittering, you may want to ensure you don't have extra infrared light sources such as sunlight, additionally the leap will perform poorly if you have tables and objects very close to the sensor.

    Originally posted by aussieburger View Post
    Has anyone tried the Leap Motion UE4 plugin with Android the GearVR? (where the new GearVR has a USB port). It sounds like there is an Android SDK for Leap Motion: https://community.leapmotion.com/t/i...axy-note4/2753 but is it included already in the UE4 plugin??
    This plugin doesn't support it out of the box, but you have full source to attempt a bind yourself. Make sure to make a pull request if you get it working!



    New Learning resources, full example project!

    Check out the latest leap motion blog entry for a run down on a full example of how to use the plugin to make cool things in VR!

    The three tutorial videos contain parts on how to implement basic jenga, jenga with pickup/drop cabilitilies, and finally telekinesis powers.

    Part 1 - Setup and Collision

    What you'll learn from the first part:

    Drag and drop installation


    Selecting a leap character and hitting Play to see interactive hands.



    Build Jenga stacks and push them around with the Leap Collision Character.



    Full instructions available in the video below



    Part 2 - Picking up and dropping objects
    Dig into the second part and learn to extend functionality with input mapping in order to pickup and drop blocks





    Part 3 - Raytracing and Telekinesis
    Learn how to do raytracing in UE4



    Enable your telekinetic powers to pickup blocks from the ground and place them back on top of the stack!





    Resources
    When you've finished you can compare your results to the final project zip, or use it as a reference!

    If you just want to try the demo, grab the executable instead.

    If you want to see an example of leap-only locomotion try the mage arena game.


    Let me know if you've found any of this helpful

    Leave a comment:


  • replied
    Your plugin seems to work great but the leap itself is jittering like crazy. My hand is just jumping around and even simple gestures aren't recognized reliable. I tried to setup the debug circles, but left and right seems to be switched. Tried to mount the sensor the other way around, but didn't make any difference.

    EDIT: Found the reason, the sensor was not configured in HMD mode:

    This fixed it:

    Click image for larger version

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    Last edited by spyro; 06-03-2015, 08:54 AM.

    Leave a comment:


  • replied
    Has anyone tried the Leap Motion UE4 plugin with Android the GearVR? (where the new GearVR has a USB port). It sounds like there is an Android SDK for Leap Motion: https://community.leapmotion.com/t/i...axy-note4/2753 but is it included already in the UE4 plugin??

    Leave a comment:


  • replied
    Originally posted by HavocX View Post
    I'm using the LeapRiggedCharacter but want to put the Leap stationary in front of me. I know OptimizeForHMD should be used for this. Can someone help me with:
    1. Which settings to use for OptimizeForHMD when using the Leap placed on a table.
    2. Where in the LeapRiggedCharacter is OptimizeForHMD called, so I know where to change the settings.

    Thanks in advance!
    If you're using Leap Rigged Character, then it automatically supports both VR mode and regular mode. If you wish to adjust the Leap base offset (where the controller is on your table), modify the position of the DefaultModeSprite in the LeapAnimBodyConnector, imagine that sprite as your virtual leap motion controller.


    All leap-specific parts for convenience characters can be found under LeapAnimBodyConnector.

    Originally posted by devel.bmad View Post
    Hi getnamo, did you manage to reproduce this issue on a mac?
    I sadly don't have the resources to support the mac version more often than once per engine release. This will be inspected when I compile the plugin for 4.8.

    Originally posted by gmpreussner View Post
    I just wanted to jump in and say that this looks fantastic. Great job, getnamo!
    Thanks! Glad you like it

    Originally posted by BunHead View Post
    As little help for those who have had a few issues getting the leap motion to work with UE4.7 here's a few tips that I found helpful. Firstly once you have copied the files into the root directory, when you load UE4 check the 0.9... version of the leap rather than v1.0.

    ...

    Then once inside UE4, delete the character start model so that you can see you hands inside the environment.

    ... to ...

    Once these extra steps are taken, the leap motion should work inside you environment.
    This is very helpful, I will point future questions of the sort to your post.

    Originally posted by KarmaKanadian View Post
    I'm super new to this, though I kind of wish I weren't. How can I create a reference to the leap character? For instance, If I want to parent an object to the rigged hands, I'd need to create a reference to the object, yes?

    But for some reason, I can't seem to figure this out.
    The convenience assets are not that easy to decode, because they're meant to separate the input hardware from the actual visual/physics assets. That said if you want to attach something to the hand, simply find the bone or socket you want an item to be attached to and attach it to the mesh. You don't have to worry about the leap motion at all and simply interact with your character mesh as if it is another UE pawn/character knowing it will track your hands when they're visible.

    If you want something leap specific such as their supported gesture events, you can follow the github documentation on adding a leap component to any blueprint you wish to respond to the leap events (see heading How to use it - Blueprint without Convenience Content, Quick Setup). You can mix and match convenience with custom as the plugin supports multi-casting leap components. The github repository is your how-to for everything related to this unofficial leap motion plugin
    Last edited by getnamo; 05-25-2015, 06:03 AM.

    Leave a comment:


  • replied
    I'm super new to this, though I kind of wish I weren't. How can I create a reference to the leap character? For instance, If I want to parent an object to the rigged hands, I'd need to create a reference to the object, yes?

    But for some reason, I can't seem to figure this out.

    Leave a comment:


  • replied
    As little help for those who have had a few issues getting the leap motion to work with UE4.7 here's a few tips that I found helpful. Firstly once you have copied the files into the root directory, when you load UE4 check the 0.9... version of the leap rather than v1.0.

    Click image for larger version

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    Then once inside UE4, delete the character start model so that you can see you hands inside the environment.

    Click image for larger version

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    Once these extra steps are taken, the leap motion should work inside you environment.

    Leave a comment:


  • replied
    I just wanted to jump in and say that this looks fantastic. Great job, getnamo!

    Leave a comment:


  • replied
    I'm using the LeapRiggedCharacter but want to put the Leap stationary in front of me. I know OptimizeForHMD should be used for this. Can someone help me with:
    1. Which settings to use for OptimizeForHMD when using the Leap placed on a table.
    2. Where in the LeapRiggedCharacter is OptimizeForHMD called, so I know where to change the settings.

    Thanks in advance!

    Leave a comment:


  • replied
    Originally posted by getnamo View Post
    Yeah for mac the dylibs (.dll equivalents) are embedded inside the plugin (look for binaries inside the plugin folder). I'll have a look on a mac project to see if I can't replicate what you're seeing.
    Hi getnamo, did you manage to reproduce this issue on a mac?

    Leave a comment:


  • replied
    Originally posted by Nikatine View Post
    Ok, big ol' n00b question; I installed the update (0.9.3), and can simulate the leap motion movement on the brand new collision rigged character, but when I start VR preview, it spawns a whole new char, rigged the same way.

    Also, for some reason, tracking is way off, and articulation is terrible (jumpy, can't recognize everything). I've got the Leap Motion attached to the front of the Oculus, and ithe character just keeps skipping and crumpling in on itself. I'm under something of a deadline, so any help (in addition to your sweet sweet update) would be amazing. Thanks so much.
    VR preview should work right, maybe try to exit out of simulate before hitting play on VR preview. If that isn't the issue, remember that you need to plug in the leap NOT into the oculus usb port, but rather its own, since it is a bandwidth hog and will not be happy with shared bandwidth. The other thing to remember is that you need a pretty powerful computer to hit 75fps on the oculus. If you hit both of those and you see your left hand, your elbow->wrist should be 1:1 and very smooth. The hands may differ slightly due to rigged mesh geometry.

    Feel free to rescale bones if you want that fully 1:1 experience.

    Leave a comment:


  • replied
    Ok, big ol' n00b question; I installed the update (0.9.3), and can simulate the leap motion movement on the brand new collision rigged character, but when I start VR preview, it spawns a whole new char, rigged the same way.

    Also, for some reason, tracking is way off, and articulation is terrible (jumpy, can't recognize everything). I've got the Leap Motion attached to the front of the Oculus, and ithe character just keeps skipping and crumpling in on itself. I'm under something of a deadline, so any help (in addition to your sweet sweet update) would be amazing. Thanks so much.

    Leave a comment:


  • replied
    Originally posted by HardNor View Post
    is the leap bone type enum handled differently? because i can't replicate this https://developer.leapmotion.com/doc...ollerDemo.html

    and i cant find Functions like "Get Bone Position and Orientation"
    You're thinking about the official leap plugin found here. For documentation on the unofficial plugin (this one) look at the github repo readme

    Leave a comment:


  • replied
    is the leap bone type enum handled differently? because i can't replicate this https://developer.leapmotion.com/doc...ollerDemo.html

    and i cant find Functions like "Get Bone Position and Orientation"

    Leave a comment:


  • replied
    Originally posted by devel.bmad View Post
    Ehi getnamo! Thank you for the update, trying it out now.
    As concern this issue: it's still there with the new plugin, and I'm using a blueprint only project, so this shouldn't be the cause.
    As soon as I restart the editor, the game blueprint reverts to exploration character.
    By the way, I'm on OSX. Is it expected that the binary folder only contains the win dlls and not mac shared libs?
    Yeah for mac the dylibs (.dll equivalents) are embedded inside the plugin (look for binaries inside the plugin folder). I'll have a look on a mac project to see if I can't replicate what you're seeing.

    Leave a comment:


  • replied
    Originally posted by getnamo View Post
    Regarding the first issue it may be related to using a C++ character as a baseclass? If that is the case, the problem may be related to https://forums.unrealengine.com/show...l=1#post167217 to which the solution was to sub-class your C++ base character as a blueprint and then sub-class that blueprint to use your hydra component/interface. Still unsure why this error occurs, but it only occurs when the base class is derived from C++ not blueprint.
    Ehi getnamo! Thank you for the update, trying it out now.
    As concern this issue: it's still there with the new plugin, and I'm using a blueprint only project, so this shouldn't be the cause.
    As soon as I restart the editor, the game blueprint reverts to exploration character.
    By the way, I'm on OSX. Is it expected that the binary folder only contains the win dlls and not mac shared libs?

    Originally posted by getnamo View Post
    On the second issue, that shoulder position should only occur when you have your hand full stretched out. Just tried the plugin on 4.7.6 and it seemed to behave as expected. Try to get me a video of the specific problem so I can try to replicate the issue.
    Ok, I'll try to get a video and I'll be back

    Leave a comment:

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