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[Plugin] Leap Motion - Event Driven

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  • replied
    Originally posted by getnamo View Post
    PM me with github user names of people wanting access and a bit of information on what features/etc you expect to use the most.
    Hello! May i join the testing as well? I work for a VR company in Moscow, we're doing a VR park platform (software and hardware) and we use leap in our own game that we're currently working on. Apart from usual hand tracking i work on a task that requires raw leap image processing. And i'm looking forward to seeing what improvements were made. Thank you for your work, it's great!

    Leave a comment:


  • replied
    Originally posted by Proximity View Post
    Wow, that sounds awesome! We are actually a consolidated VR company in London and we just started doing a few projects using the Leap. It would be great being able to provide some feedback. Also, we'd definitely love to join the closed alpha!! How can we do so?
    PM me with github user names of people wanting access and a bit of information on what features/etc you expect to use the most.

    Leave a comment:


  • replied
    Originally posted by getnamo View Post
    There's a pretty big update to the plugin in the works right now and available in closed alpha if you're willing to give feedback. While there's no interaction engine just yet (things take time) interaction workflow is being taken into account and you should have a much easier time getting up an running with the new plugin. Stay tuned
    Wow, that sounds awesome! We are actually a consolidated VR company in London and we just started doing a few projects using the Leap. It would be great being able to provide some feedback. Also, we'd definitely love to join the closed alpha!! How can we do so?

    Leave a comment:


  • replied
    Originally posted by Proximity View Post
    Hi everyone. I've been using the leap for a while and I love it, but I always end up using a hack to get the sort of interaction I'm after. However, the Interaction Engine, that is now integrated in Unity, seems to be awesome at dealing with those problematic behaviours that I'm dealing with. I've been looking though this forum, google and so on but I can't seem to find any sort of info regarding if that's coming to Unreal at some point in the future. Can anyone shed some light on this topic? Thanks
    There's a pretty big update to the plugin in the works right now and available in closed alpha if you're willing to give feedback. While there's no interaction engine just yet (things take time) interaction workflow is being taken into account and you should have a much easier time getting up an running with the new plugin. Stay tuned

    Leave a comment:


  • replied
    Leap Motion Interaction Engine for UE4?

    Hi everyone. I've been using the leap for a while and I love it, but I always end up using a hack to get the sort of interaction I'm after. However, the Interaction Engine, that is now integrated in Unity, seems to be awesome at dealing with those problematic behaviours that I'm dealing with. I've been looking though this forum, google and so on but I can't seem to find any sort of info regarding if that's coming to Unreal at some point in the future. Can anyone shed some light on this topic? Thanks

    Leave a comment:


  • replied
    Originally posted by Nepfish View Post
    Thanks for the suggestions, we'll look into it for now.
    So it seems I was wrong on the reasoning for this setup. After checking with the original rigger of the hands apparently this is typical for animators, the reasoning is that if hands are rigged this way, closing your hand will always be a positive rotational value.

    The reasoning shouldn't matter however since the solution is the same. When you send your leap input which happens in LeapAnimBodyConnector in the current public plugin there are rotation adjustments that happen to ensure all rotations are X=forward from the leap input.



    You'll notice the left and right base rotations are different. This is to account for the aforementioned rigging setup. If you have both your hands setup e.g. like the left hand, then you can just set the Right Pre and Post base rotations to match your left ones and everything else can stay the same.

    A similar approach is available in the preview plugin, but the rotations have moved into the anim blueprint instead.

    Hope this helps

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  • replied
    Thanks for the suggestions, we'll look into it for now.

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  • replied
    Originally posted by Nepfish View Post
    Hi, we've been trying to implement our custom hand meshes to replace the example ones.
    To make it work out of the box without changing any of the existing blueprints, we have set up the same bone structure as the one used for the example hands.

    The hands work but there are some problems with the standard hands that are included with this plugin.


    A significant amount of bones seem obsolute? I could be mistaken, but I don't see them referenced in your code anywhere. Even if you delete them, everything still works.

    The right hand rig's bone orientation is completely wrong. x-axis should be pointing up (not sure if this is intended?).
    From rigging point of view this is very time consuming since the bones are setup wrong. 3dsMax and Maya cannot easily mirror bones over the x-axis.

    Basically to make our hands work, we have to copy these "mistakes" over. We were wondering is this is intentional or not?

    [ATTACH=CONFIG]143508[/ATTACH]
    .
    You are correct on all counts.

    In the current public version of the plugin the floating hands were done as a combined mesh and I didn't clean up the rotations back when these were made (cost of learning as you go). The alpha plugin has this fixed by using separate hand meshes which have their orientations appropriately placed.

    Even without the alpha plugin though, you still have options. If you look at the animation blueprint you can change the offsets used for each hand (pre and post base) to match your hand setup. You can also use Animation Retargeting to remap bones https://docs.unrealengine.com/latest...rentSkeletons/ and add offsets there. If both of those options don't suit, pm me for access to the alpha plugin.

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  • replied
    Custom mesh

    Hi, we've been trying to implement our custom hand meshes to replace the example ones.
    To make it work out of the box without changing any of the existing blueprints, we have set up the same bone structure as the one used for the example hands.

    The hands work but there are some problems with the standard hands that are included with this plugin.


    A significant amount of bones seem obsolute? I could be mistaken, but I don't see them referenced in your code anywhere. Even if you delete them, everything still works.

    The right hand rig's bone orientation is completely wrong. x-axis should be pointing up (not sure if this is intended?).
    From rigging point of view this is very time consuming since the bones are setup wrong. 3dsMax and Maya cannot easily mirror bones over the x-axis.

    Basically to make our hands work, we have to copy these "mistakes" over. We were wondering is this is intentional or not?

    Click image for larger version

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    .

    Leave a comment:


  • replied
    Originally posted by thibaultvdb View Post
    I'm using the floatinghandscharacter, and tried with the other blueprints as pawn but the problem persists. I enabled images in the leap control panel.
    ...
    That's a bummer, that said atm this issue doesn't appear to happen in the new alpha preview. If it's not urgent wait a couple of weeks for the public release, hopefully it will resolve things . If it's urgent and you don't mind giving early feedback, pm me your github username.

    Originally posted by Jerome Banal View Post
    Hi getnamo,

    Thanks for your awesome code contributions and support on this thread!

    I have some work to show on the 5th of May, notably a small feature based on your plugin. I'd prefer to finalize the feature on the new version to avoid duplicated work, so I have postponed any further improvement on that until now.
    But the date is coming close. I have planned 2 days to migrate the feature and 1.5 days of testing/tweaking. Is it still worth me to wait? Or is the current state close enough to final that I could use it?

    Thanks!
    It's in a very functional but trimmed featurewise state. If you're ok with a bit of spotty documentation, pm me your github username and I'll add you to the preview repo.

    Leave a comment:


  • replied
    Hi getnamo,

    Thanks for your awesome code contributions and support on this thread!

    I have some work to show on the 5th of May, notably a small feature based on your plugin. I'd prefer to finalize the feature on the new version to avoid duplicated work, so I have postponed any further improvement on that until now.
    But the date is coming close. I have planned 2 days to migrate the feature and 1.5 days of testing/tweaking. Is it still worth me to wait? Or is the current state close enough to final that I could use it?

    Thanks!

    Leave a comment:


  • replied
    I'm using the floatinghandscharacter, and tried with the other blueprints as pawn but the problem persists. I enabled images in the leap control panel.
    Click image for larger version

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    Leave a comment:


  • replied
    Originally posted by thibaultvdb View Post
    Hey I'm using the built-in Leap plugin in UE4 4.15.1 for a VR hot air balloon project, and I had this issue in the past of having a black screen on my monitor when playing in VR. In the VR goggles it works, but not being able to view on screen is a problem. I had the same problem in the past and it had resolved itself I don't know how, and now I have the same issue again. Anyone any ideas?
    Assuming it's related to using a passthrough character, try enabling images from the control panel, or change from the passthrough character to rigged.

    Leave a comment:


  • replied
    Hey I'm using the built-in Leap plugin in UE4 4.15.1 for a VR hot air balloon project, and I had this issue in the past of having a black screen on my monitor when playing in VR. In the VR goggles it works, but not being able to view on screen is a problem. I had the same problem in the past and it had resolved itself I don't know how, and now I have the same issue again. Anyone any ideas?

    Leave a comment:


  • replied
    Originally posted by Olivierus View Post
    The current version of this plugin is pretty slow, if there is another version where people are working on, where could we find this?
    It's currently in a closed alpha being tested internally with a few members from the forum helping debug it. The new version has a lot of breaking changes and I want to make sure it is solid and well documented before being released to the wider public. If you're keen on testing an early release in exchange for feedback and helping raise potential issues with logs and replication steps, pm me your github username.

    Leave a comment:

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