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[Plugin] Leap Motion - Event Driven

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    Has anyone else encountered the following message with the 4.11 update?

    The Skeleton hands_lo_Skeleton, is missing bones that SkeletalMesh echo_lo_L needs. They will be added now. Please save the Skeleton!
    I got this both when I tried to update an existing project from 4.10.4 to 4.11 as well as on a new blank project with the default pawn being a subclass of LeapFloatingHandsCharacter.

    Any ideas what this could be?

    Comment


      Super quick question. Is is possible to use a custom avatar with the plugin? With the ability to track only the left or right hand via blueprints? I've gone over the "Add Convenience Leap Hands to Custom Character" on the github page and can't seem to get the plugin to pick up my avatar. This is on 4.11.2 source build too.

      Comment


        Hey guys,

        Just letting you know I've released a Blueprints Getting Started Guide for working LeapMotion in Unreal. I also show how to display the passthrough cam on objects within the world.

        If you're interested, check it out here:

        Comment


          Hello All, I'm rather new to BP and Leap in general, but I'm picking it up rather quickly.

          I'm wondering if someone can point me to any information on how I might 'customize' a hand with custom geo!? I'm still trying to grasp how it's all connected. I'm wanting to create my own mesh and skin it to the skeleton that is driven by the Leap system.

          Thanks for any help in advance.
          Cheers.

          <edit>Assume I already can generate my mesh in my own 3d package, I'm speaking BP/Leap specifics... thanks</edit>
          Last edited by kungfukoi; 04-30-2016, 06:46 PM.

          Comment


            Last Post Answered:: Well, that turned out to be much easier than I had anticipated. I was able to setup some sockets on the joints, and apply custom meshes to it, no problem. -- So that's good.

            My next question is: How can I mirror the Y input of the Leap, so that if I'm looking AT the HMD instead of from it, I can create a 'mirror' effect. As it is setup now, if I move the camera and look back at the HMD, the Leap controller's hands move correctly, yet opposite of what you'd want if you were looking in a mirror. At first I thought I could simply negate the screenspace Y, but that seems to be rather complicated in Unreal for some reason. So now I'm looking to see if I can inverse the Y input from the leap!? I've poked around in the LeapAnimBodyConnector, but am still trying to wrap my head around it all.

            Any advice on how best to create this effect, would be greatly appreciated.

            Comment


              Again, Last Post Answered. https://forums.unrealengine.com/show...-in-the-Y-axis

              Now, I'm moving onto how to customize a Leap Hand. I exported out the echo_lo_R hand as an fbx, and brought it into my 3d package. ( Maya ). Then I parented some geo to various bones, ( I'm making a muppet ), and tried to re-import it into Unreal and hook it all back up.
              Everything SEEMS to work, including the visibility bool, but it doesn't pick up the animation from the controller. Basically it appears, and just sits there.

              So I have some work on how to tweak/customize a hand... I'll keep you posted.

              Cheers.

              Comment


                Is there a way to detect if the leap motion controller is connected (via Blueprints)? Currently I'm using the LeapFloatingHandsCharacter and I want to disable their collision if the controller is not connected. I want to use them for VR, as an addition option to the vive motion controlelrs. My pawn has no collision, but the hands still have, even when no hardware is connected.
                Have a happy day!

                Comment


                  LeapM Can't find file for asset /Script/LeapMotion 4.11 mac (I've posted this on the ueanswershub aswell)

                  Hi,

                  I've just started playing around with Unreal + clean installed Unreal 4.11 and followed the steps to get the Leap integrated with Unreal. However keep getting messages that it can't find the file for asset /Scripts/LeapMotion // all the blueprints used in the Leap Motion plugin have unresolved compiler issues. Have tried to google a bit on the subject but can't find what I'm looking for (my googling skills are probably terrible but I've spent too long searching).

                  In the tutorial they use VR mode to preview the Leap Motion hands and because I'm using a mac could this be the issue? I'm pretty sure you can still use Leap in Unreal even though it's not in VR.

                  If you could post a link to the answer or offer some help - that would amazing.

                  Thanks for your time,

                  Comment


                    Originally posted by HappyDay View Post
                    Is there a way to detect if the leap motion controller is connected (via Blueprints)? Currently I'm using the LeapFloatingHandsCharacter and I want to disable their collision if the controller is not connected. I want to use them for VR, as an addition option to the vive motion controlelrs. My pawn has no collision, but the hands still have, even when no hardware is connected.
                    There is an "Is Connected" boolean from the Leap Library that you can simply branch with.

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                    Comment


                      Originally posted by vhung92 View Post
                      There is an "Is Connected" boolean from the Leap Library that you can simply branch with.
                      Thanks you very much, that was exactly what I was looking for. Do you happen to know if there is an event I can use to enable collision again, when the controller gets plugged in at run-time? Checking every frame doesn't seem like a good choice.

                      Originally posted by Mala_L View Post
                      In the tutorial they use VR mode to preview the Leap Motion hands and because I'm using a mac could this be the issue? I'm pretty sure you can still use Leap in Unreal even though it's not in VR.
                      I'm using Leap Motion without VR, so it definitely works without VR.
                      Originally posted by Mala_L View Post
                      I've just started playing around with Unreal + clean installed Unreal 4.11 and followed the steps to get the Leap integrated with Unreal.
                      What "steps to get Leap integrated with Unreal" did you follow? All you need to do in 4.11 is enable the plugin in the editor. Make sure you didn't download an old version of the plugin and installed it manually. If that's not the issue, I don't know. I'm on win7, could be a mac issue or something else entirely.
                      Have a happy day!

                      Comment


                        Originally posted by Mala_L View Post
                        LeapM Can't find file for asset /Script/LeapMotion 4.11 mac (I've posted this on the ueanswershub aswell)

                        Hi,

                        I've just started playing around with Unreal + clean installed Unreal 4.11 and followed the steps to get the Leap integrated with Unreal. However keep getting messages that it can't find the file for asset /Scripts/LeapMotion // all the blueprints used in the Leap Motion plugin have unresolved compiler issues. Have tried to google a bit on the subject but can't find what I'm looking for (my googling skills are probably terrible but I've spent too long searching).

                        In the tutorial they use VR mode to preview the Leap Motion hands and because I'm using a mac could this be the issue? I'm pretty sure you can still use Leap in Unreal even though it's not in VR.

                        If you could post a link to the answer or offer some help - that would amazing.

                        Thanks for your time,
                        Last supported Mac build is 4.10 atm grab it here: https://github.com/getnamo/leap-ue4. The Orion runtime that was included in 4.11 was windows only, but that may change as we move forward, I'm due for a 4.12 update (outside engine for now, not fully stable). I do want to have Mac supported in engine, but in meantime try out the older builds.
                        Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

                        Comment


                          Originally posted by ozzadar View Post
                          Hey guys,

                          Just letting you know I've released a Blueprints Getting Started Guide for working LeapMotion in Unreal. I also show how to display the passthrough cam on objects within the world.

                          If you're interested, check it out here:

                          Just wanted to say these are great, want them linked in the opening thread message?
                          Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

                          Comment


                            thank you so much I'll give it a go!

                            Comment


                              Originally posted by getnamo View Post
                              Last supported Mac build is 4.10 atm grab it here: https://github.com/getnamo/leap-ue4. The Orion runtime that was included in 4.11 was windows only, but that may change as we move forward, I'm due for a 4.12 update (outside engine for now, not fully stable). I do want to have Mac supported in engine, but in meantime try out the older builds.
                              hey that worked! I still had a camera / character in the scene so it wasn't getting picked up. Silly mistake. Thanks so much for your help, you've been brill!

                              Comment


                                Hey Getnamo,

                                I have been trying to follow your Jenga Game tutorial for 2 days. I have tried all possible combinations, tried using UE 4.11 and 4.12 with both the Simple rigged character pawn and floating hands pawn. But I cannot seem to get past the "Trying to grab" print string on part 2 of the tutorial. I want to simply grab and drop an item. But does not work with the method of using interface that you have shared. I thank you for sharing your work, but is there any other simpler method to get this to work? I have used clean project, I have tried different templates and overall just keep hitting a roadblock. Please let me know if there are any updates that I should use, any support would be really appreciated.

                                Thanks,

                                Amey Gumaste

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