This is awesome!!! :d
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[Plugin] Leap Motion - Event Driven
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Originally posted by Rolento View PostI need particles to emit from specific sockets, what's the best way to access the socket in the updated plugin? thanks for the awesome work btw!
An easy way to adjust things is to simply clone the BSLowPolyHand asset, add your new cloned asset to pawn or other actor of choice and modify it to your needs e.g. whether that is to use a different skeletal mesh or to add things to the skeletal mesh sockets in the usual way https://docs.unrealengine.com/en-us/...Meshes/Sockets.
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Originally posted by BarisT View PostI think I'm missing the obvious but let me ask anyway...
Is there a simple way so that I can use Leap Motion Plugin to "record" animations on my default UE4 mannequin rig and use them as "fbx" later on? As if using LM plugin to record mocap data?
If you want something more complete, consider capturing this externally e.g. https://gallery.leapmotion.com/hand-capture/ or http://blog.leapmotion.com/leap-moti...e-7-animation/
It's a fairly popular feature request, it's possible saving recording for animations may be possible in a future release. Contributions are certainly welcome
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Originally posted by VR class View PostGreat plugin.
Someone can advice please how to replace the low poly hands model with another hands model ? Thanks
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Hi everybody. I am a total newbie to this technology. What I cannot grasp, from both the comments here and the leap motion web site, is what is the system architecture underneath the overall solution.. I mean, is the AR app provided by a cloud server or just hosted in the PC, or no connection whatsoever is required (namely, the AR application and processing run on-board the AR headset)? Can someone explain me this? Thanks
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Originally posted by getnamo View Post
At the moment there is nothing out of the box that makes that easy for ue4, but it is possible to manually capture leap data frames in the plugin each tick and then do manual processing to them.
If you want something more complete, consider capturing this externally e.g. https://gallery.leapmotion.com/hand-capture/ or http://blog.leapmotion.com/leap-moti...e-7-animation/
It's a fairly popular feature request, it's possible saving recording for animations may be possible in a future release. Contributions are certainly welcome
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Hi Getnamo.
I'm having an issue with the Unreal Plugin. The problem is: when i use your modules example and the leapdesktop pawn, the leapmotion sensor get optmized for head mounted only after hit play and ESC on the unreal editer. After that, nothing works unless restarting the Computer. I just have the raw module and plugin to test and i'm getting it. Is it right?
Ty!
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Originally posted by LeMooNcs View PostHi Getnamo.
I'm having an issue with the Unreal Plugin. The problem is: when i use your modules example and the leapdesktop pawn, the leapmotion sensor get optmized for head mounted only after hit play and ESC on the unreal editer. After that, nothing works unless restarting the Computer. I just have the raw module and plugin to test and i'm getting it. Is it right?
Ty!
Instead you should be using LeapHandsPawn or it's child actor BSLowPolyHand in a pawn of your choice.
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Hi guys!
So I'm really excited! I've got the plugin working in my project. In the sense that I've loaded the actor and I can see the hands in VR.
However, the next step: letting the hand interact with my products (grab), is something I'm struggling with. The tutorials I found so far on getting the hands in VR were pretty easy. But I'm sort of missing something to let the hands interact..
Could somebody help me? Of course, compensation is available, because as we like to say in Dutch: only the sun rises for free (so everything else should be paid).
All the best,
Tim
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Hi everyone,
I had a project in 4.18 using the v2 Leap Motion framework . Now that that we're on 4.21 and v4 framework, does that mean that I have to rebuild all my blueprints related to the Leap Motion?
I'm asking because it seems like a lot of things have been changed with the plugin. Did anyone else have the same problem?
Thanks,
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Originally posted by jakwarne View PostHi everyone,
I had a project in 4.18 using the v2 Leap Motion framework . Now that that we're on 4.21 and v4 framework, does that mean that I have to rebuild all my blueprints related to the Leap Motion?
I'm asking because it seems like a lot of things have been changed with the plugin. Did anyone else have the same problem?
Thanks,
Check out https://github.com/leapmotion/leapunrealmodules for some basic blueprint examples.
Originally posted by timsuitcase View PostHi guys!
So I'm really excited! I've got the plugin working in my project. In the sense that I've loaded the actor and I can see the hands in VR.
However, the next step: letting the hand interact with my products (grab), is something I'm struggling with. The tutorials I found so far on getting the hands in VR were pretty easy. But I'm sort of missing something to let the hands interact..
Could somebody help me? Of course, compensation is available, because as we like to say in Dutch: only the sun rises for free (so everything else should be paid).
All the best,
Tim
There is a basic pickup/drop button press example found here: https://github.com/leapmotion/leapun...ickup-and-drop try out the map and explore the blueprints to see how it all comes together.
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