Originally posted by lumbabumba
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[Plugin] Leap Motion - Event Driven
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Originally posted by getnamo View Post
The current plugin found at https://github.com/leapmotion/leapunreal should work both as project plugin and engine plugin as it detects it's environment. The general way to rebuild the plugin is to include it in e.g. a ue4 C++ project under plugins and regenerating your .sln then recompiling, the plugin will recompile with it.
The same process is used for engine plugins except that you replace the plugin found under e.g.Code:UE_4.21/Engine/Plugins/Runtime/LeapMotion
Code:UE_4.21/Engine/Source/ThirdParty/Leap
Code:UE_4.21/Engine/Binaries/ThirdParty/LeapMotion
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Originally posted by Le H NgoHi Guys,
Trying to packaga the demo scene VRPickupdrop but I keep getting the error below in the screenshot?
ATHelper: Packaging (Lumin): mabu: error: D:/Unreal/ML_PL/Intermediate/Lumin/Mabu\manifest.xml: missing <application ml:min_api_level=...> attribute
Anyone knows how to fix it please?
Tried to edit xml file but with ml:min_api_level="1" but it won't save down
Many Thanks
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Originally posted by ibPrf View Post
I hope that you are not getting overwhelmed with this question but do you have any idea on when a 4.22 plugin might be available? Even a work around would be great. My team is eager to move forward with ray-tracing but we would really hate to have to go back to using controllers.
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Originally posted by NickieNickieHey Getnamo, I was wondering if it would be possible to retarget the leap motion hands to a full body skeleton mesh's hands? I would like to use leap motion for 3D animation,
I found this article: https://www.searis.net/assets/download/WilsonEtAl.pdf
It looks like it is possible, but I don't know if this is too advanced for me yet. I guess i will order one now since the alternative is spending over $1000 for gloves.
Thank you.
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Hi Getnamo,
Thank you for making this plugin. I'm a bit new to Unreal and I'm having an issues with the leapmotion plugin. First of all in the Editor I have no issues with getting the hand data in, but none of the plugin content is visible. Changing the view options to show plugin content doesn't change anything.
When I put the plugin in the engine installation folder Plugins directory and try to package my project the plugin doesn't work in the executable. When I put the Plugins folder in the project folder and remove it from the engine installation folder it also won't work. The output log doesn't show any useful information and the package gets compiled successfully.
I also don't see the LeapMotion plugin in the plugins list when I place the Plugins folder in my project root.
I'm using Unreal Engine 4.22 with the LeapMotion-v3.3.1-UE4.22.7z version. I think the plugin might not be working with UE 4.22.
Got any idea on how to fix this?
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Originally posted by AydinMAD View PostHi Getnamo,
Thank you for making this plugin. I'm a bit new to Unreal and I'm having an issues with the leapmotion plugin. First of all in the Editor I have no issues with getting the hand data in, but none of the plugin content is visible. Changing the view options to show plugin content doesn't change anything.
When I put the plugin in the engine installation folder Plugins directory and try to package my project the plugin doesn't work in the executable. When I put the Plugins folder in the project folder and remove it from the engine installation folder it also won't work. The output log doesn't show any useful information and the package gets compiled successfully.
I also don't see the LeapMotion plugin in the plugins list when I place the Plugins folder in my project root.
I'm using Unreal Engine 4.22 with the LeapMotion-v3.3.1-UE4.22.7z version. I think the plugin might not be working with UE 4.22.
Got any idea on how to fix this?
If you wish to package you may need to add a basic empty c++ class to your project so that it detects your project plugin and includes it in the packaging process.
There is also a 3.0.1 version of the plugin available directly in the engine, just enable it and it should be available.
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Originally posted by Carlosan View PostHi
On 4.22.0
Content > Modules > Rigging > Leap Mannequin Merged
Movement is captured ok but arms/hands axis are inverted. Any tip to solve it ?
Thx in advance
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Originally posted by Carlosan View PostYes, using latest release 0.3.7
If i move Right hand, i see on the display the left hand moving. Same with arms
Pic attached. Thx
Confirm you get good tracking by trying out the DesktopHelloWorld.umap in https://github.com/leapmotion/LeapUnrealModules
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Desktop Mode - Example Actor is working fine using 4.22.1. Thx.
But https://github.com/leapmotion/LeapUn...odules/Rigging blueprint are lost using latest version. Cant find it anymore inside content folder (using latest commit uploaded at github 1 day ago)
Thx for your time.
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Originally posted by Carlosan View PostDesktop Mode - Example Actor is working fine using 4.22.1. Thx.
But https://github.com/leapmotion/LeapUn...odules/Rigging blueprint are lost using latest version. Cant find it anymore inside content folder (using latest commit uploaded at github 1 day ago)
Thx for your time.
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Originally posted by Carlosan View PostSorry if I waste your time and thanks for your patience.
I followed all your steps but I still get this when moving my right hand.
L to R
LeapMannequinFull_Anim - LeapMannequinMerged_Anim - LeapMannequinAutoHandsOnly_Anim
To do a mirror mode, you'd need to reflect the tracking data about a Z plane (math: http://mathworld.wolfram.com/Reflection.html but you can likely do vector subtraction from a fixed point for simpler math). There's nothing built in that supports it in e.g. bodystate, instead I'd recommend starting with tracking data from a leap component, reflecting that data and feeding it into a mesh. See the direct rigging examples on how to use the leap component based setup https://github.com/leapmotion/LeapUn...igging/LowPoly
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