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[Plugin] Leap Motion - Event Driven

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  • replied
    Sorry if I waste your time and thanks for your patience.
    I followed all your steps but I still get this when moving my right hand.

    L to R
    LeapMannequinFull_Anim - LeapMannequinMerged_Anim - LeapMannequinAutoHandsOnly_Anim

    Attached Files

    Leave a comment:


  • replied
    Originally posted by Carlosan View Post
    Desktop Mode - Example Actor is working fine using 4.22.1. Thx.

    But https://github.com/leapmotion/LeapUn...odules/Rigging blueprint are lost using latest version. Cant find it anymore inside content folder (using latest commit uploaded at github 1 day ago)

    Thx for your time.
    repo uses git lfs, if you do not use git lfs, download a release (.7z) at https://github.com/leapmotion/LeapUn...ses/tag/v0.3.7. If you clone without lfs you may end up with an empty directory.

    Leave a comment:


  • replied
    Desktop Mode - Example Actor is working fine using 4.22.1. Thx.

    But https://github.com/leapmotion/LeapUn...odules/Rigging blueprint are lost using latest version. Cant find it anymore inside content folder (using latest commit uploaded at github 1 day ago)

    Thx for your time.

    Leave a comment:


  • replied
    Originally posted by Carlosan View Post
    Yes, using latest release 0.3.7
    If i move Right hand, i see on the display the left hand moving. Same with arms
    Pic attached. Thx
    Desktop mode? You should be using https://github.com/leapmotion/leapun...-example-actor which sets the optimization for desktop mode (and changes the expected orientation of the leap motion device)

    Confirm you get good tracking by trying out the DesktopHelloWorld.umap in https://github.com/leapmotion/LeapUnrealModules

    Leave a comment:


  • replied
    Yes, using latest release 0.3.7
    If i move Right hand, i see on the display the left hand moving. Same with arms
    Pic attached. Thx
    Attached Files

    Leave a comment:


  • replied
    Originally posted by Carlosan View Post
    Hi

    On 4.22.0

    Content > Modules > Rigging > Leap Mannequin Merged

    Movement is captured ok but arms/hands axis are inverted. Any tip to solve it ?

    Thx in advance
    Have you tried the latest release 0.3.7? https://github.com/leapmotion/LeapUn...ses/tag/v0.3.7 there was a bug in some of the assets that didn't have their automap set on startup.

    Leave a comment:


  • replied
    Originally posted by AydinMAD View Post
    Hi Getnamo,

    Thank you for making this plugin. I'm a bit new to Unreal and I'm having an issues with the leapmotion plugin. First of all in the Editor I have no issues with getting the hand data in, but none of the plugin content is visible. Changing the view options to show plugin content doesn't change anything.

    When I put the plugin in the engine installation folder Plugins directory and try to package my project the plugin doesn't work in the executable. When I put the Plugins folder in the project folder and remove it from the engine installation folder it also won't work. The output log doesn't show any useful information and the package gets compiled successfully.
    I also don't see the LeapMotion plugin in the plugins list when I place the Plugins folder in my project root.

    I'm using Unreal Engine 4.22 with the LeapMotion-v3.3.1-UE4.22.7z version. I think the plugin might not be working with UE 4.22.

    Got any idea on how to fix this?
    The general flow is to drag and drop the plugins folder from https://github.com/leapmotion/LeapUnreal/releases into your project of choice. An easy way to test this is to get the modules project https://github.com/leapmotion/LeapUn...dules/releases and drag and drop the matching plugin into it. When you launch you should have a bunch examples to play with out of the box.

    If you wish to package you may need to add a basic empty c++ class to your project so that it detects your project plugin and includes it in the packaging process.

    There is also a 3.0.1 version of the plugin available directly in the engine, just enable it and it should be available.

    Leave a comment:


  • replied
    Hi

    On 4.22.0

    Content > Modules > Rigging > Leap Mannequin Merged

    Movement is captured ok but arms/hands axis are inverted. Any tip to solve it ?

    Thx in advance
    Last edited by Carlosan; 04-21-2019, 10:56 AM.

    Leave a comment:


  • replied
    Hi Getnamo,

    Thank you for making this plugin. I'm a bit new to Unreal and I'm having an issues with the leapmotion plugin. First of all in the Editor I have no issues with getting the hand data in, but none of the plugin content is visible. Changing the view options to show plugin content doesn't change anything.

    When I put the plugin in the engine installation folder Plugins directory and try to package my project the plugin doesn't work in the executable. When I put the Plugins folder in the project folder and remove it from the engine installation folder it also won't work. The output log doesn't show any useful information and the package gets compiled successfully.
    I also don't see the LeapMotion plugin in the plugins list when I place the Plugins folder in my project root.

    I'm using Unreal Engine 4.22 with the LeapMotion-v3.3.1-UE4.22.7z version. I think the plugin might not be working with UE 4.22.

    Got any idea on how to fix this?

    Leave a comment:


  • replied
    Originally posted by NickieNickie
    Hey Getnamo, I was wondering if it would be possible to retarget the leap motion hands to a full body skeleton mesh's hands? I would like to use leap motion for 3D animation,

    I found this article: https://www.searis.net/assets/download/WilsonEtAl.pdf

    It looks like it is possible, but I don't know if this is too advanced for me yet. I guess i will order one now since the alternative is spending over $1000 for gloves.

    Thank you.
    There is an example of this kind of rigging for the unreal mannequin, found here: https://github.com/leapmotion/LeapUnrealmodules#rigging

    Leave a comment:


  • replied
    Originally posted by ibPrf View Post

    I hope that you are not getting overwhelmed with this question but do you have any idea on when a 4.22 plugin might be available? Even a work around would be great. My team is eager to move forward with ray-tracing but we would really hate to have to go back to using controllers.
    It's already in the engine (it has finally been updated to the modern architecture!), remove the project plugin and enable the engine version. There will be a project version release available within a week of when 4.22 releases.

    Leave a comment:


  • replied
    Originally posted by Le H Ngo
    Hi Guys,

    Trying to packaga the demo scene VRPickupdrop but I keep getting the error below in the screenshot?

    ATHelper: Packaging (Lumin): mabu: error: D:/Unreal/ML_PL/Intermediate/Lumin/Mabu\manifest.xml: missing <application ml:min_api_level=...> attribute

    Anyone knows how to fix it please?

    Tried to edit xml file but with ml:min_api_level="1" but it won't save down

    Many Thanks
    Lumin platform is Magic Leap, not Leap Motion. Wrong plugin!

    Leave a comment:


  • replied
    Originally posted by getnamo View Post

    The current plugin found at https://github.com/leapmotion/leapunreal should work both as project plugin and engine plugin as it detects it's environment. The general way to rebuild the plugin is to include it in e.g. a ue4 C++ project under plugins and regenerating your .sln then recompiling, the plugin will recompile with it.

    The same process is used for engine plugins except that you replace the plugin found under e.g.
    Code:
    UE_4.21/Engine/Plugins/Runtime/LeapMotion
    and you copy your third party includes to
    Code:
    UE_4.21/Engine/Source/ThirdParty/Leap
    and dlls to
    Code:
    UE_4.21/Engine/Binaries/ThirdParty/LeapMotion
    I'm hoping we will have an updated leap motion plugin for 4.22 which should eliminate the engine plugin workaround, but can give no guarantees at this time.
    I hope that you are not getting overwhelmed with this question but do you have any idea on when a 4.22 plugin might be available? Even a work around would be great. My team is eager to move forward with ray-tracing but we would really hate to have to go back to using controllers.

    Leave a comment:


  • replied
    Originally posted by lumbabumba View Post
    Hi,

    ty for your plugin. I am trying to get the camera image of the LeapMotion Controller to do some processing with OpenCV.
    I have added LeapMotion to my modules and I can compile.



    But I found this here...

    Is there any way to get images or frames to use OpenCV on it?

    Ty, sry for bad english.
    Answered here: https://github.com/leapmotion/LeapUnreal/issues/41. Use SetLeapPolicy to enable raw image streaming, then subscribe to the OnImageEvent on your leap component.

    Leave a comment:


  • replied

    Hi,

    ty for your plugin. I am trying to get the camera image of the LeapMotion Controller to do some processing with OpenCV.
    I have added LeapMotion to my modules and I can compile.



    But I found this here
    Code:
     
    /** Enable or disable image streaming from the device*/
    //UPROPERTY(BlueprintReadWrite, Category = "Leap Options") //disabled for now, current version doesn't actually support image streaming
    bool bEnableImageStreaming;
    Is there any way to get images or frames to use OpenCV on it?

    Ty, sry for bad english.
    Last edited by lumbabumba; 03-20-2019, 10:51 AM.

    Leave a comment:

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