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[Plugin] Leap Motion - Event Driven

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  • replied
    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
    I'm not an avid UE4 user (just an 3d animator), but I thought it was possible by using the Sequencer Recorder. From my understanding, it can record any skeleton data. So I think it's possible, never tried it but I plan on doing so in the future

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  • replied
    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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  • replied
    Originally posted by VR class View Post
    Great plugin.
    Someone can advice please how to replace the low poly hands model with another hands model ? Thanks
    Please check out the CustomRigHello.umap https://github.com/leapmotion/LeapUnrealmodules#rigging in https://github.com/leapmotion/LeapUnrealmodules which contains examples of different rigs

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  • replied
    Great plugin.
    Someone can advice please how to replace the low poly hands model with another hands model ? Thanks

    Leave a comment:


  • replied
    Originally posted by BarisT View Post
    I 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?
    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

    Leave a comment:


  • replied
    I 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?

    Leave a comment:


  • replied
    Originally posted by Rolento View Post
    I 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!
    If you're using e.g. example LeapHandsPawn it just has a child actor called BSLowPolyHand. This is the asset which links tracked skeletal meshes to an actor, you can find this asset in the plugin contents folder. In the default example we use two skeletal meshes, one for each hand, you can attach things to either hands to e.g. emit things from sockets.

    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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  • replied
    I 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!

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  • replied
    This is awesome!!! :d

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  • replied
    New Plugin Release! v3 plugin with v4 tracking

    The preview plugin is now publicly available at
    https://github.com/leapmotion/LeapUnreal

    and you can find example assets that go with it here
    https://github.com/leapmotion/LeapUnrealmodules

    If you've been using the engine plugin, I highly recommend you check the new plugin out!

    Blog post about update: http://blog.leapmotion.com/v4-sdk-updates/

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  • replied
    Originally posted by getnamo View Post

    I'm assuming you're using something like https://github.com/getnamo/leap-ue4#...world position

    you can then append the actor position to convert the local positions to world positions via something like
    Hi there I am having trouble trying to track a specific finger as well. What is the location info that you are feeding into this function?

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  • replied
    Originally posted by getnamo View Post

    There's a currently private preview plugin available for people willing to give some feedback which already has this fixed along with some other cool features . PM me your github username and I'll add you to it.
    Would it be possible for me to get access to this? I've been using your plugin (thank you for your work!) in VR for a few years and would love to test the new version and experience lower latency, as experienced in Untiy. I PM'd you my GitHub username, in case this is possible. Thanks!

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  • replied
    Hello,

    I tried deriving from the LeapController c++ file and visual studio found errors within the official leapmotion c++ files, once the file was created. A Screenshot showing the errors has been attached. As for my project, I am using UE4.17 and I am trying to create custom gestures for the leap motion controller. Any help will be greatly appreciated.
    Attached Files

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  • replied
    I have some querstion about UTexture2D* FPrivateLeapImage::Texture32FromLeapImage (leapimage.h), how i can understand - X points array go out of memory?

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  • replied
    Originally posted by merouses View Post
    Hello!
    Im fairly new to developing with leap, and Id like to ask how to track the fingertips' world positions? Im currently using the TipLocation node and it doesnt give their global transform, and I cant find the rigth way to offset them to get the accurate locations...
    I'm assuming you're using something like https://github.com/getnamo/leap-ue4#...world position

    you can then append the actor position to convert the local positions to world positions via something like

    Leave a comment:

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