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[Plugin] Leap Motion - Event Driven

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  • replied
    anyone update to the last update? break something?

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  • replied
    How to put the reality of hand display

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  • replied
    Yes, I'm doing this on two separate computers. Two of everything, connecting over LAN. Movements are replicated properly, meaning Player 1 can move and Player 2 sees the him move. I'll keep digging but it sounds like this *should* work. Have you tested this scenario yourself? Or anybody else tried this? Perhaps I'm missing some configuration.

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  • replied
    Originally posted by getnamo View Post
    Thanks for the heads up. XCode seems to like a stricter definition of C++ so some forward declarations may need to be modified in some cases, will take a look at this come 4.7.
    Actually, I'm getting the same error in Windows too. There's another error that I just encountered when I attempt to build shipping (whether from Windows visual studio, XCode, or packaging from within Unreal Editor), I get the following:
    Code:
    Error	1	error C2719: 'in': formal parameter with __declspec(align('16')) won't be alignedd:\development\ue4projects\secondcentreout\plugins\leapmotion\source\leapmotion\public\animbody\AnimBone.h(31) : error C2719: 'in': formal parameter with __declspec(align('16')) won't be aligned	d:\development\ue4projects\secondcentreout\plugins\leapmotion\source\leapmotion\public\animbody\AnimBone.h	31	1	SecondCentreOut
    I hope whatever's causing these errors will fix itself by 4.7's official release, but if not, then I hope this at least a little helpful.

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  • replied
    Originally posted by mankindforward View Post
    So...over the network, Player 1's hand movements affects both character models on my client but not Player 2's. When Player 2 move their hands, they affect the movement of both characters on their client. Essentially the clients are separate but on the client, both models are being controlled by the same hand. I think the ideal behavior is to have the movements replicated between clients.
    Are you testing this on two separate computers? I don't think leap motion supports multiple devices on a single computer yet.

    Originally posted by bullale View Post
    Hi Getnamo,

    Thanks so much for getting this working in OS X.

    When I tried to compile the plugin in OS X, and in Windows too, using Unreal Engine 4.7 preview 3, I ran into the following error:

    Simply commenting out that line allows it to build.

    I know 4.7 preview 3 is not a build you're targeting; I don't expect you to resolve this. I just thought I'd bring it to your attention.
    Thanks for the heads up. XCode seems to like a stricter definition of C++ so some forward declarations may need to be modified in some cases, will take a look at this come 4.7.

    Originally posted by Rasa View Post
    Hi Getnamo,

    Awesome Plugin, I got it works well and what I'm trying to do is ' walk through by hand gestures[Palm Pitch and Yaw] in Leap Motion' ,
    Now grab the Physics object using hand fingers and Placing it in desired position.
    Is there any reference to this or give some suggestions to do this. I'm Totally newbie to Unreal and blueprint
    There are a couple of ways to do this. If you want to use a rigged model, you can attach collision boxes/capsules to finger/hand bones or sockets. Another way would be to use custom part meshes (with collision assets) of a hand and attaching them to bone positions reported by leap, this is how the non-rigged leap hands are done in Unity.

    Then you can cheat a bit by checking if your thumb and index finger are close to each other when you are close to an object and attach that object to the midpoint of those to have a more robust 'pick up and place' mechanism.

    Ideally for physical collisions though you should use bone/joint velocities instead of directly using positions as otherwise you may apply more force to the interactive objects than you intend to. I haven't had the chance to implement any collisions assets yet and it may take some time before I have time to do so.

    Originally posted by ArieCrow View Post
    Hey Getnamo
    Really enjoying your plugin. Great work there in updating and taking the time to get us through the motions (pun intended
    Have you had a chance to take a look at the new widgets leap has added to their sdk? They are for Unity right now, but do you think that can be applied to UE4 too? They are really cool and really practical for handling inventory or buttons.
    Would love your input on that.
    Glad your enjoying it!

    Widgets would require some assets which would have to be release essentially under MIT and we currently don't have any of those. All the tools are there to be able to implement it though and if you make some, make a pull request and they'll be included in the plugin; simply don't have the resources to cover everything myself

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  • replied
    Hey Getnamo
    Really enjoying your plugin. Great work there in updating and taking the time to get us through the motions (pun intended
    Have you had a chance to take a look at the new widgets leap has added to their sdk? They are for Unity right now, but do you think that can be applied to UE4 too? They are really cool and really practical for handling inventory or buttons.
    Would love your input on that.

    Leave a comment:


  • replied
    Hi Getnamo,

    Awesome Plugin, I got it works well and what I'm trying to do is ' walk through by hand gestures[Palm Pitch and Yaw] in Leap Motion' ,
    Now grab the Physics object using hand fingers and Placing it in desired position.
    Is there any reference to this or give some suggestions to do this. I'm Totally newbie to Unreal and blueprint

    Leave a comment:


  • replied
    Hi Getnamo,

    Thanks so much for getting this working in OS X.

    When I tried to compile the plugin in OS X, and in Windows too, using Unreal Engine 4.7 preview 3, I ran into the following error:
    Error 1 error C4099: 'FMatrix' : type name first seen using 'class' now seen using 'struct' D:\Development\UE4Projects\SecondCentreOut\Intermediate\Build\Win64\Inc\Plugins\LeapMotion\LeapHand.generated.h 18 1 SecondCentreOut
    Simply commenting out that line allows it to build.

    I know 4.7 preview 3 is not a build you're targeting; I don't expect you to resolve this. I just thought I'd bring it to your attention.

    Leave a comment:


  • replied
    So...over the network, Player 1's hand movements affects both character models on my client but not Player 2's. When Player 2 move their hands, they affect the movement of both characters on their client. Essentially the clients are separate but on the client, both models are being controlled by the same hand. I think the ideal behavior is to have the movements replicated between clients.

    Leave a comment:


  • replied
    So sorry getnamo, I was a bit hastened when I tried this yesterday and didn't read properly.
    Thanks a lot for a great plugin and the help!

    Leave a comment:


  • replied
    Originally posted by Kilrog View Post
    I tried to install the plugin and it worked great. However when I want to do step 3A (set character and playercontroller) I don't get the leap options.
    My plugin did install, I found it under the installed categories under plugins.
    Any advice?
    Did you copy the optional Content folder into your Project Root?

    Originally posted by stt View Post
    Thanks for all the work. Could we get a plugin build for 4.7 preview 2?
    I don't pre-compile for preview builds, but you have the source and it is generally trivial to recompile for new engine versions (just add code to project and hit compile).

    Originally posted by mankindforward View Post
    Thanks for providing this plugin. Sorry if this is written somewhere but I couldn't find much info on handing multiplayer. It seems that when I play-in-editor with 2 clients and a dedicated server, when I move my character's hand, the other character's hand moves as well. This is quite surprising. I'm relatively new to UE4 multiplayer but I've gotten basic functionality like sprinting and movement mode working. Any suggestions on how to decouple the animations? Thanks.
    You may be able to change the LeapBasicRiggedCharacter or your own leap blueprint to only execute on the first client through an if statement. Either way this shouldn't be an issue when you're using networked clients instead of on the same computer.

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  • replied
    I tried to install the plugin and it worked great. However when I want to do step 3A (set character and playercontroller) I don't get the leap options.
    My plugin did install, I found it under the installed categories under plugins.
    Any advice?

    Leave a comment:


  • replied
    Thanks for all the work. Could we get a plugin build for 4.7 preview 2?

    Leave a comment:


  • replied
    Thanks for providing this plugin. Sorry if this is written somewhere but I couldn't find much info on handing multiplayer. It seems that when I play-in-editor with 2 clients and a dedicated server, when I move my character's hand, the other character's hand moves as well. This is quite surprising. I'm relatively new to UE4 multiplayer but I've gotten basic functionality like sprinting and movement mode working. Any suggestions on how to decouple the animations? Thanks.

    Leave a comment:


  • replied
    Originally posted by WilBarnett View Post
    Hey getnamo,

    First of all, your plugin is excellent. I'm just starting to get in to using Unreal Engine. I'm working with a group on a VR project, and your plugin has helped us tremendously. I've worked with all the 0.7.x versions, but I recently transitioned to your most up-to-date version.

    When using this on my laptop, I don't have the Rift to use at all times, so I hoped to do some tests while using the Leap Motion on a table top. The issue seems to be on the LeapRiggedCharacter model. The problem is that my hands are showing up too far back to be seen from the camera angle. I dealt with this in the previous versions of the plugin by adjusting the offset for the Leap data. I am wondering, is there somewhere I can perform a similar operation within the LeapRiggedCharacter model? I'm not finding where the Leap raw data is implemented within this content. I haven't had the chance to use the Rift with the newest version to see if the problem persists in HMD mode or not.
    I'm glad the plugin is of use to you guys

    Regarding the LeapRiggedCharacter, it is unfortunately a bit opaque in terms of documentation so I will try to explain a little bit how it is set up, and hopefully it will become clear why some things are set up as they are.

    Originally posted by knack View Post
    i think (not check) you can do this having a custom "LeafComponentShift"
    What knack is referring to is a variable declared inside LeapBasicRiggedCharacter which is the parent of LeapRiggedCharacter. Adjusting this each tick is one way to adjusting leap component offset, but the convenience character is set up with this flexibility in mind. Bear with me for a little bit.

    LeapBasicRiggedCharacter is where all the magic really happens, LeapRiggedCharacter simply has the split head attached, so if you didn't want the invisible but shadowed head you would subclass from the basic rigged instead of the rigged version, where you would have your custom mesh specified with its own animation blueprint.

    If you go into that parent blueprint (LeapBasicRiggedCharacter), you will find that you can move the LeapDebugHand child actors. Simply moving the DefaultDebugHandActor will adjust your leap offset; imagine this as a virtual representation of your leap controller, so putting it roughly in the same distance/place as you have it in the real world will give you a 1:1 relation. For HMD this is automatically attached to your camera so it will be correct at all times, for table (default) mode we can't automatically deduce that offset, but you can now adjust it to fit your setup.



    As an aside, you can also use the animation re-targeting system to have your own mesh use a copy of the animation blueprint included in the plugin so you retain the leap bind system as well as the animations, but attached to your own mesh+skeleton, I should probably make a guide for that at some point .
    Last edited by getnamo; 01-09-2015, 06:18 PM.

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