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[Plugin] Leap Motion - Event Driven

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    Originally posted by ameygumaste View Post
    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
    Note that the pickup/drop method described in the jenga tutorial is just one approach of doing this. Follow the tutorial closely it is likely that the object you're trying to grab either doesn't have physics enabled or doesn't have the toggle enabled that physics simulation generates hit events. All of these steps are at least touched upon in the videos. If you still have problems despite checking those things, give more details on your setup and what you're trying to do in detail.
    Plugins: GES - Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo

    Comment


      Hey Getnamo,

      Thanks for replying, Will work on it over the weekend with a clear head...Will post updates next week. Thanks!

      Comment


        Originally posted by getnamo View Post
        Note that the pickup/drop method described in the jenga tutorial is just one approach of doing this. Follow the tutorial closely it is likely that the object you're trying to grab either doesn't have physics enabled or doesn't have the toggle enabled that physics simulation generates hit events. All of these steps are at least touched upon in the videos. If you still have problems despite checking those things, give more details on your setup and what you're trying to do in detail.
        Hey Getnamo,I finally got it working on my setup at home! Thanks for your support!!

        I got pick up and drop working for the leap rigged character. Very happy about it!!! Can I use the same technique for the Leap Floating hands Pawn? I tried to get the on actor hit event work for the floating hands pawn but it seems to be not working with it. I have added the PickUpCharacterInterface to the floating hands pawn.

        Also I want to know whether we can use both the HTC Vive controllers as well as the Leap Motion Controllers together using this plugin?

        Again really appreciate your help!! Thanks!

        Comment


          Hi,

          I am working on a Mac using Unreal 4.12.3.
          But there is too many compiler error of blueprint, I spend some time try to fix it, but it seems impossible.

          I want to know when would the Orion Beta(VR) for Mac released, Because my project is very urgent.
          If you could send me the unstable version - that would amazing.

          Thanks for your time.

          dymscut@gmail.com

          Comment


            Originally posted by ameygumaste View Post
            Hey Getnamo,I finally got it working on my setup at home! Thanks for your support!!

            I got pick up and drop working for the leap rigged character. Very happy about it!!! Can I use the same technique for the Leap Floating hands Pawn? I tried to get the on actor hit event work for the floating hands pawn but it seems to be not working with it. I have added the PickUpCharacterInterface to the floating hands pawn.

            Also I want to know whether we can use both the HTC Vive controllers as well as the Leap Motion Controllers together using this plugin?

            Again really appreciate your help!! Thanks!
            You should be able to use the same technique, but you may have to get the child actor which holds the raw hands themselves for collision. E.g. in rigged floating hands you have two skeletal meshes, which may need collision checks for the interface to work. Let me know how this works out so I can add the complete solution to documentation.

            Originally posted by leo dym View Post
            Hi,

            I am working on a Mac using Unreal 4.12.3.
            But there is too many compiler error of blueprint, I spend some time try to fix it, but it seems impossible.

            I want to know when would the Orion Beta(VR) for Mac released, Because my project is very urgent.
            If you could send me the unstable version - that would amazing.

            Thanks for your time.

            dymscut@gmail.com
            There are currently no Mac compatible HMDs so supporting VR for Mac at the moment wouldn't serve a purpose; but I did also check the latest Leap Motion SDK resources and they still have Orion as windows only =/. You're best bet would be to use the 4.10 plugin which has the v2 tracking.
            Plugins: GES - Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo

            Comment


              Originally posted by getnamo View Post
              You should be able to use the same technique, but you may have to get the child actor which holds the raw hands themselves for collision. E.g. in rigged floating hands you have two skeletal meshes, which may need collision checks for the interface to work. Let me know how this works out so I can add the complete solution to documentation.
              Surely will try to make it work! Thanks

              Comment


                Is it impossible to work with the Unreal Engine plugin without a VR system? I have 4.12.4 and the latest version of Desktop V2 (and recently tried Orion too), but when I override the blueprint to be the one with the FloatingHands and hit play, nothing happens. I can still move with my mouse but no input is being read from my Leap Motion.

                Comment


                  [QUOTE=getnamo;555998]You should be able to use the same technique, but you may have to get the child actor which holds the raw hands themselves for collision. E.g. in rigged floating hands you have two skeletal meshes, which may need collision checks for the interface to work. Let me know how this works out so I can add the complete solution to documentation.

                  Hi Getnamo, I have the same issue. Any chance you could give more details on how to get the child actor? Thanks!

                  Comment


                    When I downloaded the plugin, there is not LeapCollisionCharacter or VRPlayerController in the menu for selecting gamemode. Im using UE 12.3. Have you removed this from the latest release? If so, why isn't the documentation updated?

                    Comment


                      Originally posted by HintOfBlu View Post
                      Is it impossible to work with the Unreal Engine plugin without a VR system? I have 4.12.4 and the latest version of Desktop V2 (and recently tried Orion too), but when I override the blueprint to be the one with the FloatingHands and hit play, nothing happens. I can still move with my mouse but no input is being read from my Leap Motion.
                      Desktop mode should still work. Just note that if you do not use VR mode it expects the leap motion on your desk facing up. Please see https://github.com/getnamo/leap-ue4#...n-default-mode for simple note on how to adjust your desktop offset.

                      Originally posted by Bucket Monkey View Post
                      Originally posted by getnamo View Post
                      You should be able to use the same technique, but you may have to get the child actor which holds the raw hands themselves for collision. E.g. in rigged floating hands you have two skeletal meshes, which may need collision checks for the interface to work. Let me know how this works out so I can add the complete solution to documentation.
                      Hi Getnamo, I have the same issue. Any chance you could give more details on how to get the child actor? Thanks!
                      I'll try to find some time to show an example of this in blueprints, stay tuned.

                      Originally posted by BoggyLP View Post
                      When I downloaded the plugin, there is not LeapCollisionCharacter or VRPlayerController in the menu for selecting gamemode. Im using UE 12.3. Have you removed this from the latest release? If so, why isn't the documentation updated?
                      Documentation has been updated and references to LeapCollisionCharacter (other characters have their collision on by default) and VRPlayerController (no longer needed) have been removed. Despite this being the official leap motion plugin, it's still a community plugin in that it's a side project I do in my own free time. This means resources may not be always available and it relies on people such as yourself to point out and make pull requests where possible
                      Plugins: GES - Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo

                      Comment


                        How to detect it my Palm is UP or DOWN and if it is Left or Right Hand?

                        Comment


                          Hi getnamo and hi everyone.

                          First, thank you for this amazing plugin. I've tried it out and it works very well out of the box ! This will open new possibilities with VR and I can't wait to see future project using it.

                          I'm currently working on a networked simulation and I'm trying to figure out how to replicate hands through the network.
                          I think the plugin is currently not setup to do so (correct me if I'm wrong), so I started to modify a bit the plugin blueprints.

                          I've managed to replicates a LeapRiggedEchoHandsActor and its sub components/actor but I'm stuck at animating it. For now, the leap motion client implements the HandMoved event and call a server RPC. The issue is that on the server side the LeapHand reference is not valid so I guess this one is not replicated. To do so I have to start modifying the C++ plugin code and this may be a bit harder than expected.

                          So before I run into this I would like to know if someone already managed to replicated the hands through the network.

                          Best regards.
                          Last edited by NymKappa; 07-19-2016, 05:02 AM.

                          Comment


                            Originally posted by Joris Vial View Post
                            Hi getnamo and hi everyone.

                            First, thank you for this amazing plugin. I've tried it out and it works very well out of the box ! This will open new possibilities with VR and I can't wait to see future project using it.

                            I'm currently working on a networked simulation and I'm trying to figure out how to replicate hands through the network.
                            I think the plugin is currently not setup to do so (correct me if I'm wrong), so I started to modify a bit the plugin blueprints.

                            I've managed to replicates a LeapRiggedEchoHandsActor and its sub components/actor but I'm stuck at animating it. For now, the leap motion client implements the HandMoved event and call a server RPC. The issue is that on the server side the LeapHand reference is not valid so I guess this one is not replicated. To do so I have to start modifying the C++ plugin code and this may be a bit harder than expected.

                            So before I run into this I would like to know if someone already managed to replicated the hands through the network.

                            Best regards.
                            Great investigation and I'm looking forward to what solution you come up with. Make sure to make a pull request when you get it working!


                            On a side note has anyone else had this issue: https://github.com/getnamo/leap-ue4/issues/12 in packaged games? If so what version of the plugin/editor did you see this?
                            Plugins: GES - Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo

                            Comment


                              Hi getnamo and everyone! This plugin is great and i'm learning to use it

                              I'm using the plugin to read all hand's data from the first client and send them to a custom nodejs server. On the second client i'm trying to position the hand and its fingers according to the infos received from the server and i can't understand how to accomplish this last thing.


                              In LeapBasicRiggedCharacter's anim BP (BasicCharacter_AnimBlueprint), in the SetLocalVariables function all fingers orientations are set(e.g. Left Middle 1Orientation), for what i know the Leap API gives you the positions of finger bones, i can't understand why in the animBP orientations are used, can you explain me this?

                              Also should i apply received values to set directly variables like 'Left Middle 1Orientaton' or can i simply use "Transform Bone" functions?
                              I see that there an intermediate step in your plugin that is the AnimBody object, should i set received values in it?

                              Sorry for the many questions but i'm getting crazy over this.
                              I thank you for any help you or anyone can give me.

                              Comment


                                Originally posted by SP2016 View Post
                                Hi getnamo and everyone! This plugin is great and i'm learning to use it

                                I'm using the plugin to read all hand's data from the first client and send them to a custom nodejs server. On the second client i'm trying to position the hand and its fingers according to the infos received from the server and i can't understand how to accomplish this last thing.


                                In LeapBasicRiggedCharacter's anim BP (BasicCharacter_AnimBlueprint), in the SetLocalVariables function all fingers orientations are set(e.g. Left Middle 1Orientation), for what i know the Leap API gives you the positions of finger bones, i can't understand why in the animBP orientations are used, can you explain me this?

                                Also should i apply received values to set directly variables like 'Left Middle 1Orientaton' or can i simply use "Transform Bone" functions?
                                I see that there an intermediate step in your plugin that is the AnimBody object, should i set received values in it?

                                Sorry for the many questions but i'm getting crazy over this.
                                I thank you for any help you or anyone can give me.
                                AnimBody is used to create a separation from leap specific input to the animation of the character mesh. But since you want to use the leap motion data directly you may find it easier to do the custom bp approach (attaching a leap controller to any blueprint of your choice and adding an interface to that class)
                                https://github.com/getnamo/leap-ue4#...nt-quick-setup

                                and then just push the data you get from the event on hand moved:
                                https://github.com/getnamo/leap-ue4#...--event-driven

                                which is much closer to the raw data you get from leap (albeit converted to UE4 space and units).

                                Hope that helps!
                                Plugins: GES - Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo

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