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[Plugin] Leap Motion - Event Driven

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  • replied
    i think (not check) you can do this having a custom "LeafComponentShift"

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  • replied
    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.

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  • replied
    getnamo when you check finger rotation problem, if you can check for the elbow problem when the HMD/Head its moving would be nice. (the elbow move with head/HMD) thanks!

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  • replied
    Originally posted by Nstens View Post
    Hey getnamo, I'm having trouble storing the leapController in the "Leap" variable, it doesn't seem to be compatible with my Optimize for HMD method. I used the default first person project and added everything to the character's blueprint. However the leap controller reference isn't compatible with the character reference. Do I have to create a new event graph or something, I would have assumed I could add it to an existing one? Thanks for any help and sorry if this is a noob question. [ATTACH=CONFIG]21832[/ATTACH]
    I believe this is a 4.6 feature where it will automatically target the correct reference due to better context awareness. Notice that it says 'Target is MyCharacter_C(Leap) which means the correct component is already the target. If you want the graph to look exactly like pre-4.6 you simply drag from the Leap component as you've done and then search for the 'Enable Gesture' node which will attach it to your placed component reference.

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  • replied
    Hey getnamo, I'm having trouble storing the leapController in the "Leap" variable, it doesn't seem to be compatible with my Optimize for HMD method. I used the default first person project and added everything to the character's blueprint. However the leap controller reference isn't compatible with the character reference. Do I have to create a new event graph or something, I would have assumed I could add it to an existing one? Thanks for any help and sorry if this is a noob question. Click image for larger version

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  • replied
    thanks for the update. Downloading...

    I hope you catch the finger problem easy.

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  • 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.

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  • 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

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  • 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.

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  • 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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