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[Plugin] Leap Motion - Event Driven

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    Thanks for the reply [MENTION=548]getnamo[/MENTION]!

    I'll give it a try and let you know how it goes.
    ( because I KNOW you're on the edge of your seat )
    :-)

    Comment


      Hi,
      Thank you for your work.
      I was wondering if there's any way to animate my own rigged hands using the location and rotation data provided by the leap plugin.
      Has anyone been able to do this using blueprints? I would appreciate the help.

      Thanks !

      Comment


        Hi Catonice,

        Could you explain your fix a bit more in detail?
        If possible maybe show your complete blueprint? Can't seem to get the floating hands to work...

        Thanks !

        Originally posted by catonice View Post
        Thanks for the reply getnamo! I've figured out a work around! I instead placed the blueprints inside LeapRiggedEchoHands, the child actor for LeapHands iirc (I'll check this tommorow to confirm but I thought I'd writed quickly for now). Once I did that I got it working. So for anyone who has the same problem, place it in the child actor and cast your grab variable from the your character to that bp to check if grabbing. I'll post a screenshot of my bp later. Apologies if I explained incorrectly here.

        EDIT: So just to clarify, instead of placing your bp functions and nodes such as pickupIfEmpty inside the BP_FloatingHands you move it to LeapRiggedEchoHands actor bp. I know there are better ways to do these things but I didn't have a lot of time :P
        [ATTACH=CONFIG]110542[/ATTACH]

        Comment


          Originally posted by tofmed View Post
          Hi,
          Thank you for your work.
          I was wondering if there's any way to animate my own rigged hands using the location and rotation data provided by the leap plugin.
          Has anyone been able to do this using blueprints? I would appreciate the help.

          Thanks !
          This is done in blueprint inside the plugin itself, feel free to look into e.g. LeapEchoHands_AnimBlueprint.uasset to see examples of how it is done. For a reference on how the whole setup works see

          https://github.com/getnamo/leap-ue4#...etup-and-notes

          Originally posted by Sequaris View Post
          Hi Catonice,

          Could you explain your fix a bit more in detail?
          If possible maybe show your complete blueprint? Can't seem to get the floating hands to work...

          Thanks !
          Have you had a chance to look through https://github.com/getnamo/leap-ue4#...ged-characters and the main documentation in general?
          Plugins: GES - Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo

          Comment


            Hey Getnamo,

            Yeah, everything works, it's just the grabbing with the floating hands I can't seem to figure out.
            Basic-rigged character works fine, but when I try to apply the grabbing to the floating hands it stops working when using the does implement interface.
            Is it because there is no real mesh inside of the floating hands but a child actor?

            So was just wondering how Catonice did his fix to get the grabbing working in the floating hands.

            Thanks for the work on the plugin, really impressive to get your hands in VR.

            Comment


              Originally posted by Sequaris View Post
              Hey Getnamo,

              Yeah, everything works, it's just the grabbing with the floating hands I can't seem to figure out.
              Basic-rigged character works fine, but when I try to apply the grabbing to the floating hands it stops working when using the does implement interface.
              Is it because there is no real mesh inside of the floating hands but a child actor?

              So was just wondering how Catonice did his fix to get the grabbing working in the floating hands.

              Thanks for the work on the plugin, really impressive to get your hands in VR.
              I believe you're right, the floating hands are built to support multiple types so the actual mesh will be in one of the child blueprints, open the floating hands character blueprint to confirm. You can also just place the floating hands actor into any blueprint of your choice and it should all just work out of the box.

              e.g. the Plugins/LeapMotion/Content/Blueprints/Rigging/FloatingHands/LeapRiggedEchoHandsActor.uasset
              Plugins: GES - Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo

              Comment


                [MENTION=548]getnamo[/MENTION] i tried adding LeapController.h to my character class and its giving me this error: 'Leap': is not a class or namespace name. Do you know whats wrong with it?? Thanks

                Comment


                  Originally posted by Sy_U View Post
                  [MENTION=548]getnamo[/MENTION] i tried adding LeapController.h to my character class and its giving me this error: 'Leap': is not a class or namespace name. Do you know whats wrong with it?? Thanks
                  Is this is a C++ project? Have you added LeapMotion as dependency in your project build.cs?
                  Plugins: GES - Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo

                  Comment


                    Originally posted by getnamo View Post
                    Is this is a C++ project? Have you added LeapMotion as dependency in your project build.cs?
                    Yup its a C++ project. Ive added the dependency with "LeapMotion". I've manage a workaround where i created a copy of whatever leap motion character blueprint i need and change the parent of it to my custom own character class so i can modify it without affecting the source plugin. It works OK.

                    Another thing was the skeleton for the floating hands shows that it cannot find a skeletal mesh for that specific hand (left or right). I wanted to added Mesh Sockets but everytime i do it crashes. Im just using Bone Name at the moment.

                    This is an image of the error im getting:

                    http://imgur.com/a/UXwCD

                    I went into the file, LeapGestures.h, and added "LeapEnums.h". Those error went away but another one came up saying "'Leap' is not a class or namespace name"

                    Image here:

                    http://imgur.com/a/v1MSu

                    Thanks for your help [MENTION=548]getnamo[/MENTION]
                    Last edited by sonnyday_; 12-19-2016, 09:33 AM.

                    Comment


                      Originally posted by Sy_U View Post
                      Yup its a C++ project. Ive added the dependency with "LeapMotion". I've manage a workaround where i created a copy of whatever leap motion character blueprint i need and change the parent of it to my custom own character class so i can modify it without affecting the source plugin. It works OK.

                      Another thing was the skeleton for the floating hands shows that it cannot find a skeletal mesh for that specific hand (left or right). I wanted to added Mesh Sockets but everytime i do it crashes. Im just using Bone Name at the moment.

                      This is an image of the error im getting:

                      http://imgur.com/a/UXwCD

                      I went into the file, LeapGestures.h, and added "LeapEnums.h". Those error went away but another one came up saying "'Leap' is not a class or namespace name"

                      Image here:

                      http://imgur.com/a/v1MSu

                      Thanks for your help [MENTION=548]getnamo[/MENTION]
                      For the skeletal mesh, can you show me a screenshot of the error it's showing?

                      Regarding Leap.h, haven't used this plugin in C++ for a long time, it's due for a rewrite to make it more streamlined TBH. It appears the Leap.h header is exposed somewhere where it shouldn't be, somehow the forward declarations aren't doing their job.

                      I believe your best route atm is to use the workaround, I'll make sure to test the rewrite, when it happens, for C++ use cases.
                      Plugins: GES - Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo

                      Comment


                        Hi getnamo,

                        In my setup there seems to be quite a latency before the hands correct their position when moving the HMD sideways or up and down. As a result they have hard time staying in place. They jitter. In the LeapMotion vizualizer there's almost no latency or jitter.

                        Could it be something in my UE4 config?

                        My setup: Ue4.14.1 / Rift CV1 / Leap controller firmware v1.7 / Orion 3.2.0 / GTX1080

                        I tried a screen recording but noticed that in the VR Preview window there is no latency. It's only in the HMD.
                        Last edited by martin_vr; 12-23-2016, 08:07 AM.

                        Comment


                          Originally posted by martin_vr View Post
                          Hi getnamo,

                          In my setup there seems to be quite a latency before the hands correct their position when moving the HMD sideways or up and down. As a result they have hard time staying in place. They jitter. In the LeapMotion vizualizer there's almost no latency or jitter.

                          Could it be something in my UE4 config?

                          My setup: Ue4.14.1 / Rift CV1 / Leap controller firmware v1.7 / Orion 3.2.0 / GTX1080

                          I tried a screen recording but noticed that in the VR Preview window there is no latency. It's only in the HMD.
                          This has to do with lack of proper timewarp support, currently tracked as an issue: https://github.com/getnamo/leap-ue4/issues/9.

                          Modern HMD software stack is late updated in the render thread with a fair bit of magic to make sure the perceived latency is 0. Leap timewarp is the attempt of ensuring the latest available leap tracking data is orientation warped by the hmd rotation that happened since that sample was taken.

                          I did make an attempt of adding this feature, but so far it becomes unstable when you overdrive it (real jitter) to get 0 perceived latency. Something is still missing.

                          This is the major holdout for the UE plugin in the current state and I want to take another look at it, likely when I'll do the modern rewrite for this plugin. If you feel like you can help, by all means take a look at the source ! Perhaps someone will spot why our version of timewarp is jittery while Unity's is not.
                          Last edited by getnamo; 12-23-2016, 03:58 PM.
                          Plugins: GES - Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo

                          Comment


                            Cheers getnamo, I'm afraid I'm not able to help. But I'm sure hand tracking will gain a lot of interest. So help is on the way..

                            Comment


                              Can't grab with Leap Motion

                              Hi, [MENTION=548]getnamo[/MENTION].

                              I' am trying to make grab with Leap Motion for a week now and I can't.

                              I tried downloading your Jenga Project and I choose Selected Viewport mode, because I don't have VR and I can't grab anything still with your written Blueprints.

                              I tried using older UE4 and Leap motion versions, but I did not succeed. Which versions should I use to set up grab without VR best? because I think in different versions the blueprints are different to, and I am new to them, don't have any idea how to set up if they are different than in the tutorials. I also need that the set up would be in first person.

                              Comment


                                Originally posted by jusasv View Post
                                Hi, [MENTION=548]getnamo[/MENTION].

                                I' am trying to make grab with Leap Motion for a week now and I can't.

                                I tried downloading your Jenga Project and I choose Selected Viewport mode, because I don't have VR and I can't grab anything still with your written Blueprints.

                                I tried using older UE4 and Leap motion versions, but I did not succeed. Which versions should I use to set up grab without VR best? because I think in different versions the blueprints are different to, and I am new to them, don't have any idea how to set up if they are different than in the tutorials. I also need that the set up would be in first person.
                                Some mechanics have changed, but the grab and release blueprint methods should still work, try to work through the example video and let me know where it stops working for you (e.g. https://www.youtube.com/watch?v=GeLNoqAKoTg) you can also check out this series by Paul Mauviel: https://www.youtube.com/watch?v=fmtB...OUL5fIOkxM8hj8.
                                Last edited by getnamo; 01-06-2017, 01:29 PM.
                                Plugins: GES - Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo

                                Comment

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