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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[Plugin] Leap Motion - Event Driven
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GavinCrout1030 repliedOriginally 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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TinManzo repliedHi 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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getnamo repliedOriginally 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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VR class repliedGreat plugin.
Someone can advice please how to replace the low poly hands model with another hands model ? Thanks
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getnamo repliedOriginally 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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BarisT repliedI 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?
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getnamo repliedOriginally 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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Rolento repliedI 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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getnamo repliedNew 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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Hobs3D repliedOriginally 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
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virtualHC repliedOriginally 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.
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umeerr repliedHello,
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.
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Kelt repliedI have some querstion about UTexture2D* FPrivateLeapImage::Texture32FromLeapImage (leapimage.h), how i can understand - X points array go out of memory?
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