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[Plugin] Leap Motion - Event Driven

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  • replied
    Originally posted by BOBtheROSS View Post
    Hi,
    It's me again with another bug.
    Seems like the Tip Velocity of the Leap Finger References get the Camera offset added in HMD mode. Plz fix
    Click image for larger version

Name:	TipVelocity.JPG
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    The API for this will be changing completely in the upcoming plugin. It will likely not expose velocity values to keep a smaller and more maintainable footprint. In return it should have better high level interaction support. Out of curiosity what use case are you using this particular function for?

    Also if you're interested, PM me your github username to get preview access to the new plugin.

    Leave a comment:


  • replied
    Hi,
    It's me again with another bug.
    Seems like the Tip Velocity of the Leap Finger References get the Camera offset added in HMD mode. Plz fix
    Click image for larger version

Name:	TipVelocity.JPG
Views:	1
Size:	41.1 KB
ID:	1383519

    Leave a comment:


  • replied
    Originally posted by funkmeisterb View Post
    I've seen some discussion here about the lag in the tracking being caused by the use of time warping, but no clear solution being offered.
    https://community.leapmotion.com/t/u...latency/5791/3
    https://github.com/getnamo/leap-ue4/issues/16
    https://github.com/getnamo/leap-ue4/issues/9

    Is there a clear solution that I can use to have the same quality of tracking that I get in Unity? It would be great if I could get this in Unreal because Unreal kicks ***.

    Thanks!
    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.

    Leave a comment:


  • replied
    I've seen some discussion here about the lag in the tracking being caused by the use of time warping, but no clear solution being offered.
    https://community.leapmotion.com/t/u...latency/5791/3
    https://github.com/getnamo/leap-ue4/issues/16
    https://github.com/getnamo/leap-ue4/issues/9

    Is there a clear solution that I can use to have the same quality of tracking that I get in Unity? It would be great if I could get this in Unreal because Unreal kicks ***.

    Thanks!

    Leave a comment:


  • replied
    I found a bug considering the Anim Body component. The function 'Enable' (used in LeapHandsActorBase in the function ShowHandsBasedOnTracking) for the Anim Hand references can sometimes give a revesed situation. The function state that a left hand is being tracked when it is a right hand (wich can correctly dertermined by other values like the hand ref from the 'HandMoved' interface event). The Same happens on the variable 'Alpha' of the left and right Hand references. This bug causes the Skeletal Mesh hands to freeze in these situations.

    Leave a comment:


  • replied
    Originally posted by getnamo View Post
    The current v2 plugin uses two meshes, one for each hand, check the blueprint to ensure both of these are setup to work with your Flex objects. e.g. LeapRiggedEchoHandsActor.uasset
    Thank you for your answer. What I had to do was indeed to add extra capsules to the finger meshes and to make sure that their collision system was set to block Flex objects.

    I have another problem now: the hand meshes appear at the wrong position now. In the screenshot below, the hand is right in front of my character, and it appears closer to his head.
    Click image for larger version

Name:	2017-08-08 14_58_14-TestProject Game Preview Standalone (64-bit_PCD3D_SM5).png
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    I have tried disabling the plugin/restarting UE4/reenabling the plugin/restarting UE4 and the problem is still there. Even when I create a new project and follow these instructions I still get the error.

    This problem appeared when I double-clicked the LeapEchoHands_AnimBlueprint animation blueprint in my project. Before opening it, UE4 told me asked me to rebuild the mesh (or something to this effect) and I clicked yes. Now I can't get back to the working setup of the leap hands.

    Interestingly enough, my project is source controlled and I do not see any changes to the LeapEchoHands_AnimBlueprint file.

    Any ideas on how to restore the working leap animations?
    Attached Files
    Last edited by funkmeisterb; 08-08-2017, 03:13 PM. Reason: More details about screenshot

    Leave a comment:


  • replied
    Originally posted by m4k View Post
    Hello,
    I'd like to know if there is some way to capture one hand on top of the other hand while using leap.
    I've been stuck on this for a while now and would appreciate any help Thank you.
    Do you mean when you occlude one hand with the other? The current leap tracking should be able to still capture the top hand when it is visible, but the other hand will be physically occluded from the cameras. You may wish to elaborate what you wish to specifically accomplish.

    Originally posted by jacksparow View Post
    Hi, I sorry to brother you , I need use this plugin in UE4 c++ Project ,but in the github page,I find you "C++ how to" is not upgrade .Is there any possible to renew this thread recently? [MENTION=548]getnamo[/MENTION]
    PM me your github username and I'll add you to the preview plugin which has C++ support.

    Originally posted by funkmeisterb View Post
    Hi, thank you for this great plugin.

    I have a question about using this plugin with the Flex branch of Unreal: how do I make the left hand work with Flex objects?
    I am using Flex UE4 + LeapMotion + Oculus DK2 to accomplish something similar to this: https://www.youtube.com/watch?v=Fv9QGPCppwE.

    I have created a new Game Mode blueprint that uses the LeapFloatingHandsCharacter pawn, as per the instructions.

    When I try to interact with a flexSphere, only the right hand works:
    [ATTACH=CONFIG]148882[/ATTACH][ATTACH=CONFIG]148883[/ATTACH]

    Interestingly, the left hand collisions work with non-Flex meshes.

    Does anyone have an idea what is wrong? Thanks
    The current v2 plugin uses two meshes, one for each hand, check the blueprint to ensure both of these are setup to work with your Flex objects. e.g. LeapRiggedEchoHandsActor.uasset

    Leave a comment:


  • replied
    Hi, I sorry to brother you , I need use this plugin in UE4 c++ Project ,but in the github page,I find you "C++ how to" is not upgrade .Is there any possible to renew this thread recently? [MENTION=548]getnamo[/MENTION]

    Leave a comment:


  • replied
    Hi, thank you for this great plugin.

    I have a question about using this plugin with the Flex branch of Unreal: how do I make the left hand work with Flex objects?
    I am using Flex UE4 + LeapMotion + Oculus DK2 to accomplish something similar to this: https://www.youtube.com/watch?v=Fv9QGPCppwE.

    I have created a new Game Mode blueprint that uses the LeapFloatingHandsCharacter pawn, as per the instructions.

    When I try to interact with a flexSphere, only the right hand works:
    Click image for larger version

Name:	2017-07-17 18_45_13-TestProject Game Preview Standalone (64-bit_PCD3D_SM5).png
Views:	1
Size:	373.3 KB
ID:	1131254Click image for larger version

Name:	2017-07-17 18_46_20-TestProject Game Preview Standalone (64-bit_PCD3D_SM5).png
Views:	1
Size:	375.5 KB
ID:	1131255

    Interestingly, the left hand collisions work with non-Flex meshes.

    Does anyone have an idea what is wrong? Thanks

    Leave a comment:


  • replied
    Hello,
    I'd like to know if there is some way to capture one hand on top of the other hand while using leap.
    I've been stuck on this for a while now and would appreciate any help Thank you.

    Leave a comment:


  • replied
    Originally posted by getnamo View Post
    This was fixed in a pull request a while back:
    https://github.com/getnamo/leap-ue4/...abed9a09886d35

    it was an oversight
    oh, my bad, no good to use an outdated plugin version. thank you

    Leave a comment:


  • replied
    Originally posted by a_tu View Post
    Hello again. I was wondering - is there any specific reason the wrist position is not scaled (ConvertLeapToUE function used instead of ConvertAndScaleLeapToUE)? Seems like it's the only bone that is processed this way. Couldn't find the answer. I know that bone is kind of special one as it has no direct connection to any other bone, but it's still not clear to me.
    This was fixed in a pull request a while back:
    https://github.com/getnamo/leap-ue4/...abed9a09886d35

    it was an oversight

    Leave a comment:


  • replied
    Hello again. I was wondering - is there any specific reason the wrist position is not scaled (ConvertLeapToUE function used instead of ConvertAndScaleLeapToUE)? Seems like it's the only bone that is processed this way. Couldn't find the answer. I know that bone is kind of special one as it has no direct connection to any other bone, but it's still not clear to me.

    Leave a comment:


  • replied
    Originally posted by ReinaldoBR View Post
    Anyone tried to use with Google Cardboard or Samsung Gear VR?
    I don't think there's any drivers available for Android. Also, Samsung Gear VR takes up the only usb of the device so no way that I know of. But Leap Motion is working on it: http://blog.leapmotion.com/mobile-platform/

    https://developer.leapmotion.com/android#107
    Last edited by Sithdown; 07-01-2017, 09:09 AM. Reason: Added another link

    Leave a comment:


  • replied
    Anyone tried to use with Google Cardboard or Samsung Gear VR?

    Leave a comment:

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