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[Plugin] Leap Motion - Event Driven

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

    Leave a comment:


  • 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.

    Leave a comment:


  • 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

Name:	black preview window.png
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ID:	1126546

    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:


  • replied
    The current version of this plugin is pretty slow, if there is another version where people are working on, where could we find this?

    Leave a comment:


  • replied
    Originally posted by Nicolas4 View Post
    Hello everyone,

    I am very new at this, i am an archviz artist and trying to step into VR and Unreal, i am using the Oculus rift along with the leap motion and trying to add the Leapfloatinghands to the HMDlocomotion pawn from the unreal VRtemplate, and i am not being able to see my hands, actually i tried but i don't know how to do it, could someone help me with a step by step guide to set it up please.

    Thank you very much [MENTION=548]getnamo[/MENTION]
    You can find detailed documentation on how to use the plugin at the github repository https://github.com/getnamo/leap-ue4, it has sections for most use cases. The one you're looking for is found here: https://github.com/getnamo/leap-ue4#...stom-character. In essence you add a child actor to your pawn/character of choice and set it to LeapRiggedEchoHandsActor, parented to your camera component. Then modify any offsets to fit Oculus expected origin.

    Leave a comment:


  • replied
    Hello everyone,

    I am very new at this, i am an archviz artist and trying to step into VR and Unreal, i am using the Oculus rift along with the leap motion and trying to add the Leapfloatinghands to the HMDlocomotion pawn from the unreal VRtemplate, and i am not being able to see my hands, actually i tried but i don't know how to do it, could someone help me with a step by step guide to set it up please.

    Thank you very much [MENTION=548]getnamo[/MENTION]

    Leave a comment:


  • replied
    Hello everyone,

    I am very new at this, i am an archviz artist and trying to step into VR and Unreal, i am using the Oculus rift along with the leap motion and trying to add the Leapfloatinghands to the HMDlocomotion pawn from the unreal VRtemplate, and i am not being able to see my hands, actually i tried but i don't know how to do it, could someone help me with a step by step guide to set it up please.

    Thank you very much

    Leave a comment:


  • replied
    Originally posted by ParagonVRAdmin View Post
    I think you can lower that Data of the Leap hands if you eliminate the knuckles and Just track the Fingertips locations and palm location. That would allow for less bandwidth to be broadcast. right? Or, am I missing something?
    Yes I agree with this. Just need to have palm location +rotation, plus finger tips directions + positions. The rest can be extrapolated but it could be difficult though. And I dont think we need others' (metacarpal etc) position as their lengths are known in editor (probably one has to enter the values?). But first thing first, we need to get something working ie just transmit everything, and all fingers work as they should be. From thereon, we will have a solid base code to play around.

    Leave a comment:


  • replied
    Originally posted by getnamo View Post
    Finally what is the best way to have this working from a developer point of view? Not all leap experiences will be multiplayer, so there should be a toggle, then you need a way to determine ownership of tracked hands, perhaps check if a rigged actor's parent is a pawn or player controller and determine ownership that way? This isn't fully settled yet so if you have good ideas about how to expose the functionality in an intuitive way, please contribute thoughts, ideas, maybe even code
    A General Rule I try to apply to Software Development is to allow all features to have a Toggle. This allows for greater compatibility and customization.

    Leave a comment:

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