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[Plugin] Leap Motion - Event Driven

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  • replied
    thanks for the update. Downloading...

    I hope you catch the finger problem easy.

    Leave a comment:


  • replied
    Originally posted by coreyx View Post
    I am interested in recording the data in real-time to an FBX animation. Anyone explored this possibility yet?
    You can easily store the values the leap spits out in a list or a custom format, but I'm unsure of the details of how you would be able to bake that into an animation in fbx format. This and this may be relevant to your search.

    Originally posted by Fenra View Post
    Ok so apparently tool tracking isn't working right in the latest Leap sdk, they are looking into the problem now at Leap.

    https://community.leapmotion.com/t/c...-24116/2291/16
    Interesting, simply having tool tracking enabled should make your previous graphs work. I haven't personally tested tools, but there's a japanese blog(google translate is your friend) which has it working with this plugin; maybe try their approach?

    Originally posted by aerloth View Post
    Hello there! First of all, thanks for this great work that provides us this fantastic plugin!

    I have an issue to report: whenever I use the HAND function (OnFingerMoved->LeapPointable->Hand) - to get the hand reference and determine its type - UE4 editor crashes when I exit the game (launched in editor window, standalone window or separate thread - doesn't matter).

    When I remove the HAND node, everything behaves properly.

    In the imgur link I've attached screenshots of the node graph & crash report - although the report doesn't say anything helpful

    http://imgur.com/a/D6YiL

    Hope it's helpful!

    Cheers
    Good catch, this has now been fixed in 0.8.3.

    Originally posted by bullale View Post
    In OSX, I was able to get the plugin to show up in the list of plugins, but nothing works. Maybe telling is that, even after building, Plugins\LeapMotion\Binaries\Mac is empty.

    First, to get it to build for OSX:
    +Binaries\Mac\libLeap.dylib (copied from SDK)
    +Plugins\LeapMotion\ThirdParty\LeapSDK\Lib\Mac\libLeap.dylib (copied from SDK)
    modify Plugins\LeapMotion\Source\LeapMotion\LeapMotion.build.cs to load Mac\libLeap.dylib
    The project will then build, and in the editor Window->Plugins, under Installed>Input>Controller, there is Leap Motion Plugin v 0.8.2 and it is checked as enbaled.
    ...
    After some wrangling with XCode compiler (which uses a stricter form of C++ standards, had to change some enums), Mac is now supported from 0.8.3. Do note that I while I do intend to maintain some OSX support, it may lag quite a bit behind the windows development since it requires additional testing time which I cannot spare (if you wish to maintain the mac pre-compiles by all means make pull requests!).

    Key facts I learned for mac plugins to work:
    -.dylib is the equivalent of both a .dll and a .lib
    -UE compiler expects .dylib to be in the Plugins\LeapMotion\Binaries\Mac folder
    -XCode has a stricter (ISO) C++ than VC++, you cannot forward declare enums
    -You need to refresh XCode to compile plugin for mac. It may load without a compiled plugin .dylib otherwise; the plugin won't work as you've seen yourself, but will appear to be loaded (bizarre!)
    -Since it doesn't depend on the project root/binaries folder you can safely ignore it when installing the plugin for Mac.


    @vimaxus Closed your pull request to master and made a new branch called experimental, go ahead and make a pull request there. It is a branch designated for experimentation with new/additional features which may not yet be fully optimized. Should be the right place to have that blob tracking until we get performance up (maybe with multi-threading?)


    Update to 0.8.3
    -Now supports Mac OSX
    -Fixed Finger->Hand crash on exit
    -Update to Leap SDK 2.2.1

    See the usual place for the latest zip. Finger rotations left for another day...
    Last edited by getnamo; 01-07-2015, 01:52 AM.

    Leave a comment:


  • replied
    I am interested in recording the data in real-time to an FBX animation. Anyone explored this possibility yet?

    Leave a comment:


  • replied
    Ok so apparently tool tracking isn't working right in the latest Leap sdk, they are looking into the problem now at Leap.

    https://community.leapmotion.com/t/c...-24116/2291/16

    Leave a comment:


  • replied
    Originally posted by aerloth View Post
    Hello there! First of all, thanks for this great work that provides us this fantastic plugin!

    I have an issue to report: whenever I use the HAND function (OnFingerMoved->LeapPointable->Hand) - to get the hand reference and determine its type - UE4 editor crashes when I exit the game (launched in editor window, standalone window or separate thread - doesn't matter).

    When I remove the HAND node, everything behaves properly.

    In the imgur link I've attached screenshots of the node graph & crash report - although the report doesn't say anything helpful

    http://imgur.com/a/D6YiL

    Hope it's helpful!

    Cheers
    Try making sure your leap motion settings (right click in taskbar) are correct, and see if that fixes the problem. If not, hmmm not sure.
    Attached Files

    Leave a comment:


  • replied
    i haven't that problem in standalone but in editor window UE4 crash.


    i think i discovery where is the problem with my fingers

    i don't known how to solve. :|

    Leap motion seems use negative rotation numbers when the palm/fingers its fancing the camera and positive when no.

    then in my video example
    https://www.youtube.com/watch?v=c5HgHQwYbvY

    when finger rotation reach 180 the next value its -180 and the finger change the orientation. The same thing when passing from -180 to 180.

    i think the solution its have 0 -360º a 0 -360º depending if finger are facing the camera or no.

    any idea? thanks.
    Last edited by knack; 12-28-2014, 03:29 PM.

    Leave a comment:


  • replied
    Hello there! First of all, thanks for this great work that provides us this fantastic plugin!

    I have an issue to report: whenever I use the HAND function (OnFingerMoved->LeapPointable->Hand) - to get the hand reference and determine its type - UE4 editor crashes when I exit the game (launched in editor window, standalone window or separate thread - doesn't matter).

    When I remove the HAND node, everything behaves properly.

    In the imgur link I've attached screenshots of the node graph & crash report - although the report doesn't say anything helpful

    http://imgur.com/a/D6YiL

    Hope it's helpful!

    Cheers

    Leave a comment:


  • replied
    i can't fix my fingers problem.

    (i hope i can explain with my bad english)

    I notice my lowerarm using left_elbow_transform like your template getnamo not twist/roll, i add the ROLL from my hand to the lowerarm and seems better. (+hand roll - 180 for left)

    The same problem with finger, not roll when roll the hand, i don't now where are the problem, if i move the finger after roll the hand, then the finger roll right. Its hard notice with the bluecharacter but i think your template getnamo have the same fingers problems.

    Like with lowerarm i check adding the roll value to my index finger (+hand roll -90) and seems work fine if i roll the hand, finger roll, the problem now its when i move the finger after adding the roll value of hand, now i have incorrect roll values in my index finger.

    I have a headhache with all this rotations, and try understand. :lol:

    I made a video (disregar skin weight problems)
    https://www.youtube.com/watch?v=g3C6KTS5I78

    not show in that video still not understand why if i move the head the elbows move, that must be a driver problem.

    edit: if i place my hand in front of my face and move the head with the hand following keeping the position in front of my faces, the finger rotate. That must be the problem clearly.

    here another test
    https://www.youtube.com/watch?v=c5HgHQwYbvY

    and this another video
    (index finger)
    https://www.youtube.com/watch?v=s_29...ature=youtu.be
    Last edited by knack; 12-27-2014, 06:59 AM.

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  • replied
    https://developer.leapmotion.com/downloads

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  • replied
    today my leap upgrade without have checked automatic upgrades.

    but works. I read something about API changes on images only (i read fast), check the changelog.

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  • replied
    Knack, good call I did not notice that there was a big change from 2.2.0 to 2.2.1. So, LEAP SDK 2.2.1 is not supported? Uh oh, well I don't have 2.2.0 or lower. I just tried google trying to find the previous version but no luck. I doubt I could edit my version of the leap plugin for the new bindings without messing up somewhere, is there somewhere that I can find leap sdk 2.2.0?

    Version 2.2.1

    Added APIs for all language bindings (except JavaScript):
    Controller.images()
    Listener.onImages()
    Image.sequenceID()
    Added LeapFrame serialize and deserialize functions for Objective-C language binding.

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  • replied
    i read the latest leap motion sdk have API changes. beware at update. I not update.

    Leave a comment:


  • replied
    First off, great work on the plug in, this very well done . Unfortunately, I'm running into some problems. My end goal is to use a tool (e.g. pencil) to move a crosshair around. Step 1 is to get a non-tick event to work (like detect hands, etc.), and the images below are my attempt to use the raw image event. The "Hello" statement fires, but "It works?" does not.

    Click image for larger version

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    Also, I tried to get a tool detected using tick and then used tool->count->print string(count) and it always says the count is zero. I've also tried getting the direction of the tool, but it always at 0,0,0. Image below is one of my many attempts to find a working solution (tick is not connected in the image below). Any suggestions?

    Click image for larger version

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    Leave a comment:


  • replied
    Originally posted by bullale View Post
    I have a student working on writing a plugin for some of our scientific hardware and we are using your plugins as examples (in addition to actually using the Leap too). We're still learning programming for UE4, but I think a minimal plugin example that actually did something would be tremendously helpful, and much better than what's currently in the Wiki. For maximum community benefit this minimal plugin should probably not require hardware, but then it won't help us debug the OS X problem . I'm not at my office with my toys/research equipment every day but I'll take another look at getting a minimal Leap plugin working sometime next week.
    There are two fully barebone plugin code examples that are included in each engine release. If you wan't to see a pretty barebone input bind plugin use the https://github.com/Ikarus76/UEJoystickPlugin as it only binds the windows direct input api to input mapping. The leap plugin is unfortunately to big in my opinion to properly encapsulate in the (FModulePlugin.cpp) module and I chose to set the classes directly to their UObject analogs instead, which works great because the leap SDK offloads that to another thread underneath.

    Originally posted by bullale View Post
    It was a while ago. I guess I didn't remember it correctly. I had assumed it would be possible to code in some file-copy operations into PluginName.build.cs, but upon searching I realized the poster was running a custom script. See jyakku's response to the accepted answer here.
    This is what the plugins currently already use to link to libs and dlls, it doesn't copy anything in the packaging process unfortunately. If you link to a lib it expects the .dll to be in the project or engine binaries folder not the plugin one, the only way around it so far is to do a direct dll bind which is not recommended.

    Originally posted by lewisq View Post
    Hi,
    I have dragged and dropped the binaries, plugins and content to my project root, then restarted UE4. When I launch the project I get this error message below. At this point I did not change any project/game settings, and have tried tested it just with the stater content but I get the same error. Disabling the plugin stops the error and the project runs fine.
    ...
    I would be greatfull for any help.
    Thanks, Lewis
    Launch is currently not supported, use Play In Editor and Play Standalone for testing. You can also package and ship following the shipping instructions on the github repo.

    The reason for this is that currently there is no way to hook into the packaging process to move the required files to the right directory for the project to see the dependencies automatically. Waiting on epic to add necessary fixes before launch will work properly.

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  • replied
    Hi,
    I have dragged and dropped the binaries, plugins and content to my project root, then restarted UE4. When I launch the project I get this error message below. At this point I did not change any project/game settings, and have tried tested it just with the stater content but I get the same error. Disabling the plugin stops the error and the project runs fine.
    Click image for larger version

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ID:	1064276
    I would be greatfull for any help.
    Thanks, Lewis

    Leave a comment:

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