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    Originally posted by Joe1029 View Post
    Hey Getnamo the axis flipping is still happening. I updated the plug in to 7.6 and I still have the same problem. Any suggestions?
    Hi!
    Im not sure if this is entierly the same problem as described above.. but I sort of guess it is..
    I have setup the sphere-debugger blueprints and everything works fine, but for some reason my left arm is controlling the right arm in UE4 and my right arm is controlling the left arm..

    any ideas of how to make the right arm control the right arm and the left the left arm?


    Br,
    Inx
    Last edited by Inx51; 11-04-2014, 11:11 AM. Reason: Solved itself

    Comment


      Hi everyone,
      Im trying to figure out how to get the debug hand to not be oriented around the center of the player.. or well.. as it is now.. the hands are not "freely" moving around in the world, but they are attached to the rotation of the character.. is there anyway to make em feel more like they are just floating in the world?.. Im not entirely sure of how to explain what Im after, so sorry if this might seem like a strange question :/... but hopefully someone gets it..
      or actually.. basically what Im after is the same implementation that Unity has of the leap motion, the hands are not attached to the characters rotation but its feels more like they are actually a part of the world.

      Comment


        Originally posted by Joe1029 View Post
        Hey Getnamo the axis flipping is still happening. I updated the plug in to 7.6 and I still have the same problem. Any suggestions?
        Two possible cases for this problem:

        One: leap automatically tries to detect your hand direction, but sometimes it may guess wrong, try to move your hand in and out of view with slightly bent fingers and it should determine the direction correctly.

        Two: You may be breaking rot change values around which may cause a gimbal style lock. Remember that yaw and roll range from -180 to 180 and pitch is only from -90 to 90. General rule is you can invert and swap axis with break rot, but change orientation only with quaternion/matrix math. To change orientation in blueprint you should use combine rotators e.g. rotate axis left would be combine rotators(rotator1,rotator2) where rotator2 is 0,0,-90.

        Originally posted by Inx51 View Post
        Hi!
        Im not sure if this is entierly the same problem as described above.. but I sort of guess it is..
        I have setup the sphere-debugger blueprints and everything works fine, but for some reason my left arm is controlling the right arm in UE4 and my right arm is controlling the left arm..

        any ideas of how to make the right arm control the right arm and the left the left arm?


        Br,
        Inx
        Leap motion automatically detects and categorizes hands, you can always check which hand you have by grabbing the Is Hand Left/Right property on the hand object. Regarding your problem, You may have your view rotated by 180 degrees with respect to the actor orientation.

        Originally posted by Inx51 View Post
        Hi everyone,
        Im trying to figure out how to get the debug hand to not be oriented around the center of the player.. or well.. as it is now.. the hands are not "freely" moving around in the world, but they are attached to the rotation of the character.. is there anyway to make em feel more like they are just floating in the world?.. Im not entirely sure of how to explain what Im after, so sorry if this might seem like a strange question :/... but hopefully someone gets it..
        or actually.. basically what Im after is the same implementation that Unity has of the leap motion, the hands are not attached to the characters rotation but its feels more like they are actually a part of the world.
        if you were using



        to debug your hands, then simply delete the rotate vector node and pass the value straight through. This was merely added as a convenience and shouldn't be used when using hmd mode as it automatically shifts and rotates to compensate for hmd view. Additionally the position offset shouldn't be used in hmd mode either or in the case where you know the leap-actor offset in the table/default mode (update it with your real-world offset).

        Edit:
        Minor update to 0.7.7
        -If you tick auto-shift on hmd, this will automatically add the
        eye->leapmount offset (8cm default value). Your vr hands should now be
        completely 1:1
        -Added Hand Type enum to Hand and relevant gestures. You can now easily
        switch the hand type instead of checking isLeft/Right to reduce bp
        clutter.
        -Added Leap Plugin Direction (Cardinal Direction) to gestures which
        emit directions (Screen Tap, Key Tap, and Swipe). This is a convenience
        property which will allow you to easily switch the property to get basic
        swipe left/right/up/down/towards/away detection. If you need a more
        precise direction, use the direction vector.
        Last edited by getnamo; 11-04-2014, 11:58 PM.
        Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

        Comment


          Originally posted by getnamo View Post
          Two possible cases for this problem:

          One: leap automatically tries to detect your hand direction, but sometimes it may guess wrong, try to move your hand in and out of view with slightly bent fingers and it should determine the direction correctly.

          Two: You may be breaking rot change values around which may cause a gimbal style lock. Remember that yaw and roll range from -180 to 180 and pitch is only from -90 to 90. General rule is you can invert and swap axis with break rot, but change orientation only with quaternion/matrix math. To change orientation in blueprint you should use combine rotators e.g. rotate axis left would be combine rotators(rotator1,rotator2) where rotator2 is 0,0,-90.
          Doesn't the BP we have sets the direction of the hand to be pointing outwards towards the fingers. That's what the API says anyways.

          How would I go about combining rotators? I know I get one rotate from the break/make rot but where would I get the other? Would I just need to make another rotate node with the values you put above? (0, 0, -90)

          Comment


            Originally posted by Joe1029 View Post
            Doesn't the BP we have sets the direction of the hand to be pointing outwards towards the fingers. That's what the API says anyways.

            How would I go about combining rotators? I know I get one rotate from the break/make rot but where would I get the other? Would I just need to make another rotate node with the values you put above? (0, 0, -90)
            The api outputs both the forward vector and the palm normal vector. Make rot from ZX, which we use, gives you an orientation from the palm normal. If you want the vector to point forward use different axis or combine rotators to make it point outward. Debug the orientation and experiment until you get the axis you want (maybe XZ? haven't tested this).

            Given that actor space has x as forward, whereas anim blueprints have y as forward the second rotator should probably be (0,0,90) (Roll,Pitch,Yaw) which should turn the X forward into Y forward (turn right).
            Last edited by getnamo; 11-05-2014, 11:29 PM.
            Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

            Comment


              I also am puzzeling with the handrotation now. The flipping of the hand is because the ZX rotation flips from 180 to -180. I needed to solve this to convert the leaphand rotation to the mesh rotation of the hand. I use a timeline to be able to manipulate these conversion. First I add 180 to kind off convert the -180->180 degrees to a clean 0->360 'timeline' Then I plot the graph to get nice rotation degrees I can use for my mesh without flipping. Now I need to continue with yaw and pitch.. same thing i guess. Click image for larger version

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              Comment


                I'm trying to get the Leap plugin for Unreal Engine to work, but I'm getting an error when building:
                [2014.11.08-22.27.17:039][ 0]LogModuleManager:Warning: ModuleManager: Module 'LeapMotion' not found - its StaticallyLinkedModuleInitializers function is null.
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                I tried downloading v.2.1.5.22693 Beta instead of the newest v.2.1.6.23110 Beta, but the download on the leapmotion.com site looks broken...
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                The Leap Motion Plugin is enabled in UE 4.5.1 project:
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                Before extracting "leap-ue4-master.zip" to the root of the project I've also tried to unblock the zip (helps in some rare cases):
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                Running Windows 8 Pro...

                Any ideas how to get my Leap working for VR ?

                Really can't wait to start messing around with this...

                Comment


                  Originally posted by ipas View Post
                  I also am puzzeling with the handrotation now. The flipping of the hand is because the ZX rotation flips from 180 to -180. I needed to solve this to convert the leaphand rotation to the mesh rotation of the hand. I use a timeline to be able to manipulate these conversion. First I add 180 to kind off convert the -180->180 degrees to a clean 0->360 'timeline' Then I plot the graph to get nice rotation degrees I can use for my mesh without flipping. Now I need to continue with yaw and pitch.. same thing i guess. ...
                  Interesting, sounds like the orientation has its cross over point near the neutral position, but I cannot be certain. You can solve this in a couple of ways:
                  1) Change the crossover point by adding offset orientation (which seems to be what you're doing). 2) Count revolutions and compensate by adding or subtracting 360 degrees.

                  This is a bit weird since the hydra orientation did not have this issue, will check into this myself when I'll be making the body input plugin, but that may be a while.


                  Originally posted by Posthuman View Post
                  I'm trying to get the Leap plugin for Unreal Engine to work, but I'm getting an error when building:
                  [2014.11.08-22.27.17:039][ 0]LogModuleManager:Warning: ModuleManager: Module 'LeapMotion' not found - its StaticallyLinkedModuleInitializers function is null.
                  [ATTACH=CONFIG]16601[/ATTACH]

                  I tried downloading v.2.1.5.22693 Beta instead of the newest v.2.1.6.23110 Beta, but the download on the leapmotion.com site looks broken...
                  ,,,

                  The Leap Motion Plugin is enabled in UE 4.5.1 project:
                  ...

                  Before extracting "leap-ue4-master.zip" to the root of the project I've also tried to unblock the zip (helps in some rare cases):
                  ...

                  Running Windows 8 Pro...

                  Any ideas how to get my Leap working for VR ?

                  Really can't wait to start messing around with this...
                  I'm guessing you're trying to 'Launch' from the editor, this is not supported because the packing process does not automatically copy the required dlls, a limitation of plugins with dependencies which epic hasn't given guidance on how to remedy.

                  What is supported is Play in Editor (PIE), Play Standalone, and Shipping and Packaged builds, for those see this post

                  Edit:
                  Update to 0.7.8
                  -Update to Leap SDK 2.1.6. Includes changes from leap
                  (https://developer.leapmotion.com/doc...#version-2-1-6)

                  Key line from their change list: VR improvements. Note that with a Leap SDK update you will also need to update your Binaries folder (for regular updates only Plugins folder needs to be replaced).
                  Last edited by getnamo; 11-10-2014, 02:06 AM.
                  Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

                  Comment


                    Hey Getnamo,

                    First of all, thank you so much for all that you're doing for this community! You are responding trying to help out anyone with their issues, and it is inspiring

                    I got my studio interested in Leap Motion recently and we're lloking to dig into the complex world of UE4 and want to use your plug in. So I'm sure we're going to have some questions, just to let ya know! haha.

                    Anyway keep up the great work, thanks a million and looking forward to trying your plugin!

                    Comment


                      Originally posted by aretoon View Post
                      Hey Getnamo,

                      First of all, thank you so much for all that you're doing for this community! You are responding trying to help out anyone with their issues, and it is inspiring

                      I got my studio interested in Leap Motion recently and we're lloking to dig into the complex world of UE4 and want to use your plug in. So I'm sure we're going to have some questions, just to let ya know! haha.

                      Anyway keep up the great work, thanks a million and looking forward to trying your plugin!
                      Thanks for your kind words! Vr is a very new and dynamic field and I think by sharing and helping each other out we can all benefit from making better standards, gaining deeper knowledge, and most importantly getting that ease of use.


                      Update to 0.7.9
                      -added Input Mapping support for pinch grab and palm orientation for
                      each hand. See documentation for details
                      -added PalmOrientation convenience function to Leap Hand. Origin is
                      defined as palm flat facing down, fingers pointing away.

                      This may not be relevant for full vr, but adds a convenience for those who want to use the leap in basic ways by using the input mapping system for simple, joystick-like maneuvers.

                      E.g. adding one input mapping key and 2 axis to the Rolling Template, allows you to roll the ball by the pitch and roll of your hand and jump by closing your fist. Simple fun!




                      Edit:
                      Update to 0.7.10
                      -Added a convenience Leap Debug Hand actor, allowing for easy display of
                      debug hands
                      -Added a convenience Leap Debug Character which is set up to show debug
                      hands in both HMD and Default mode. Simply toggle your hmd (alt+enter)
                      to test HMD mode.

                      Now you can add the optional content folder to your project root and use the LeapDebugHand and/or the LeapDebugCharacter to see how a simple display is achieved.


                      To try out the debug character, simply change your default pawn


                      The character has two LeapDebugHand objects and swaps dynamically between them to display the debug hands in both default mode (leap on table facing up) and HMD mode




                      This should give you all some reference to easily test your setup. Will be working on a rigged model soonish(tm).
                      Last edited by getnamo; 11-13-2014, 04:09 PM.
                      Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

                      Comment


                        Has anyone been able to get the Finger type to determine a finger a particular bone is on? For example, determine the finger is an index finger or ring finger? I feel like I may be stupidly missing it, but I just cant seem to find it!

                        Comment


                          Originally posted by Killerham View Post
                          Has anyone been able to get the Finger type to determine a finger a particular bone is on? For example, determine the finger is an index finger or ring finger? I feel like I may be stupidly missing it, but I just cant seem to find it!
                          Whoops! Looks like you found a property (hopefully only one) that was missing the plugin bind. The leap sdk is quite big, while I have tried to be thorough it looks like I missed a property. Grab the latest version for an update that fixes this

                          Update to 0.7.11
                          -You can now check which finger you have by dragging out the Type
                          property from Finger.
                          Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

                          Comment


                            I also having problems packaging the drivers. I did copy the Binaries folder into the root of my package and I am using classes in my controller blueprint. What am I missing here ?. I updated tot the latest version.
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                            Comment


                              Originally posted by ipas View Post
                              I also having problems packaging the drivers. I did copy the Binaries folder into the root of my package and I am using classes in my controller blueprint. What am I missing here ?. I updated tot the latest version.
                              [ATTACH=CONFIG]17416[/ATTACH]
                              Packaging drivers sounds ambiguous, what exactly are you attempting? Are you trying to package the game for a packaged (shipping or development) build? If so, the error you're getting is indicating your project is missing code, all projects require code for packaged builds, please see the shipping post or github repo for details. For other cases, remember that Launching from editor is not supported, use play in editor and play standalone for testing, for packaged/shipping builds, follow the shipping instructions provided.
                              Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

                              Comment


                                I just want to build for development or shipping. I followed the instructions on the github post. I have a character class blueprint with leap motion events. What else do I need to do. I dont understand this : "Projects require code, if you are using blueprint only add an empty class and compile your project module". Why do I need a empty class, and what kind of class is this ?
                                Thank you.

                                Comment

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