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Razer Hydra Plugin

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  • replied
    Is there a 4.6 version of the plugin ? Thanks

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  • replied
    Thanks for the update getnamo, works great!

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  • replied
    Update to 0.7.4
    -Changed AnyButtonPressed event into ButtonPressed(enum
    HydraControllerButton) and ButtonReleased(enum HydraControllerButton)
    allowing for a single event to handle all buttons if desired.
    -Reduced controller lag by 1 frame, this was introduced in 0.7 due to a
    bug from blueprint controller class extension

    Example using new events

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  • replied
    So I heard that n00854180t is almost ready to post a tutorial for this stuff just as soon as he's done ironing it out! I'm excited!

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  • replied
    Originally posted by cleerusher123 View Post
    I tried using that before but it's different from how I see most of the other screenshots on here look. There isn't the huge list of functions on the right side like how it looks in this screenshot here and I'm wondering if it was broken up into smaller chunks to help clean some of the blueprints up. Also I did follow along the new 0.7 instructions on my test project and still no difference in getting stuff to work. I'll have to try multiplying the positional data like aialexander suggested to see if that works at all with the draw debug sphere.
    ...
    Just thought I would bring this up while posting since I haven't read anywhere that it's been taken out or separated out is all which was confusing while I was trying to follow along some examples people have posted.
    You make a good point, problem is the video and the old reference images are still useful in terms of getting a good snapshot of how blueprint interaction works and, importantly, the IK setup, but the video in particular doesn't have what I consider best practice anymore. Let me elaborate:

    The following is what I consider best practice in terms of debugging your hydra positions. Use the event driven Event Hydra Controller Moved,



    where Draw Hydra Debug Box is given by



    This gives the following result on the third person template when you undock your hydras:


    Noticed that only one event is needed to draw both of the hydras. The positions being debugged are the Hydra Base -> Hydra Position in cm (which is UE default), but placed to follow the actor around with his orientation. If you then want to know which hand the user is currently holding their hydra (to for example forward positions to left/right hand), simply branch the HydraSingleController reference (blue node) and call is Left/Right Hand like so



    In contrast using the polling method (latest frame) you need to specify a controller id (0 for left hardwire, 1 for right hardwire). But a user can displace the controllers and the hand in which they hold them will update based on where they last docked, if you use polling you will not catch this by default. Here is the above example using polling:



    Notice the duplication of work and you can't confidently say that controller 0 is left hand and 1 is right hand, which would require double the branching logic compared to the event driven version to confirm. In addition unlike the event version, the positions will report even when docked, which is usually unnecessary.

    Also note the difference in API since 0.7, latest frame (which used to be latest data) now emits a HydraSingleController, from which you branch to get the information you want to have


    This exact reference is emitted from every event so you can check other things from within the event context without resorting to any polling. The reason for this change is mainly adding the whole controller relevant information in events, which also includes the ability to check which hand the controller is in from any context while still to providing the same functionality as before. This also makes the plugin upstream maintenance easier.

    Armed with this knowledge I would follow n00854180t's guide for IK setup in this thread, but use an event driven source. You could also have the IK setup turn off (alpha =0 in animgraph) whenever you dock, which would default the character to regular animation whenever the hydra isn't available.

    Remember that all Hydra properties and functions are categorized under 'Hydra' prefix so that you can see what is available from the node you drag by typing hydra and it will filter all your functions down to the plugin relevant ones.

    Edit: updated the main post, containing this updated example.
    Last edited by getnamo; 10-29-2014, 08:57 AM.

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  • replied
    Originally posted by getnamo View Post
    The plugin has had a fairly major change, I recommend using the component setup as this is considered the standard form since 0.7. Please follow the 0.7 post for setup.

    That said the other convenience actors do work the same, but instead of 'latest data' it is now called 'latest frame'.


    You can pull up all available functions/events by typing in 'Hydra' when you right click. If you're using the component system remember that the function calls happen on the component not on the parent blueprint.
    I tried using that before but it's different from how I see most of the other screenshots on here look. There isn't the huge list of functions on the right side like how it looks in this screenshot here and I'm wondering if it was broken up into smaller chunks to help clean some of the blueprints up. Also I did follow along the new 0.7 instructions on my test project and still no difference in getting stuff to work. I'll have to try multiplying the positional data like aialexander suggested to see if that works at all with the draw debug sphere.
    Click image for larger version

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    Just thought I would bring this up while posting since I haven't read anywhere that it's been taken out or separated out is all which was confusing while I was trying to follow along some examples people have posted.
    Last edited by cleerusher123; 10-29-2014, 12:35 AM.

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  • replied
    Originally posted by aialexander View Post
    I've had similar problems with drawing the debug spheres, I can only get them to work in a reasonable fashion after I've multiplied the position vector data by 50 or 100. I'm not sure why that is but I've gotten it to work that way. How are you setting the radius of the debug spheres? Are you using a static variable or do you have it mapped to the trigger buttons' axis value? You might have to raise that value as well just to be able to see your spheres.
    Thanks for the quick reply! Yeah, I was using the trigger pull values to adjust the sphere radius just like how he had them set up in the video and I increased my value all the way from 50 -> 10,000 and still couldn't see the spheres anywhere. I didn't try multiplying my positional data for the controllers so I'll have to give that a try later on tomorrow when I get the chance to see if that makes any difference. I'll reply again if I get it working with that and hopefully someone in my position will see this as the solution for this while testing stuff out

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  • replied
    Originally posted by cleerusher123 View Post
    Hello everyone! I'm just starting out on creating a project utilizing my hydra's but I've been running into some problems that I just can't seem to figure out. I tried following along the video that Getnamo posted on how to use the plugin inside ue4 and I'm stuck on the part where you draw the debug sphere's utilizing the positional data and trigger pull event onto the screen. I started a brand new 3rd person blueprint project and copied over the plugin and binaries folder to the project root and everything seems to function correctly except for the debug drawing node. I'm able to print out the coordinates for the hydra positional data but just can't seem to get past that. Also as a side note, not sure if the latest update took away one of the blueprint functions or not but for some reason I can't seem to get the Hydra Get Latest Data function to come up no matter where I put it. If anyone could help me get past this that would be awesome!! I'll have to grab some screenshots of what I have setup but I've done this about 10 times straight now and I haven't had any changes so far in getting the debug spheres to work correctly. Much appreciated!
    I've had similar problems with drawing the debug spheres, I can only get them to work in a reasonable fashion after I've multiplied the position vector data by 50 or 100. I'm not sure why that is but I've gotten it to work that way. How are you setting the radius of the debug spheres? Are you using a static variable or do you have it mapped to the trigger buttons' axis value? You might have to raise that value as well just to be able to see your spheres.

    Leave a comment:


  • replied
    Originally posted by cleerusher123 View Post
    Hello everyone! I'm just starting out on creating a project utilizing my hydra's but I've been running into some problems that I just can't seem to figure out. I tried following along the video that Getnamo posted on how to use the plugin inside ue4 and I'm stuck on the part where you draw the debug sphere's utilizing the positional data and trigger pull event onto the screen. I started a brand new 3rd person blueprint project and copied over the plugin and binaries folder to the project root and everything seems to function correctly except for the debug drawing node. I'm able to print out the coordinates for the hydra positional data but just can't seem to get past that. Also as a side note, not sure if the latest update took away one of the blueprint functions or not but for some reason I can't seem to get the Hydra Get Latest Data function to come up no matter where I put it. If anyone could help me get past this that would be awesome!! I'll have to grab some screenshots of what I have setup but I've done this about 10 times straight now and I haven't had any changes so far in getting the debug spheres to work correctly. Much appreciated!
    The plugin has had a fairly major change, I recommend using the component setup as this is considered the standard form since 0.7. Please follow the 0.7 post for setup.

    That said the other convenience actors do work the same, but instead of 'latest data' it is now called 'latest frame'.


    You can pull up all available functions/events by typing in 'Hydra' when you right click. If you're using the component system remember that the function calls happen on the component not on the parent blueprint.

    Leave a comment:


  • replied
    Originally posted by n00854180t View Post
    @aialexander, I've had several requests of an example recently, but don't have anything that's readily shareable, so I'm going to try and get what I have ported over into the VR game template so that there's something I can point to. Hopefully by sometime tomorrow or maybe early in the week.
    thanks mate

    Leave a comment:


  • replied
    Hello everyone! I'm just starting out on creating a project utilizing my hydra's but I've been running into some problems that I just can't seem to figure out. I tried following along the video that Getnamo posted on how to use the plugin inside ue4 and I'm stuck on the part where you draw the debug sphere's utilizing the positional data and trigger pull event onto the screen. I started a brand new 3rd person blueprint project and copied over the plugin and binaries folder to the project root and everything seems to function correctly except for the debug drawing node. I'm able to print out the coordinates for the hydra positional data but just can't seem to get past that. Also as a side note, not sure if the latest update took away one of the blueprint functions or not but for some reason I can't seem to get the Hydra Get Latest Data function to come up no matter where I put it. If anyone could help me get past this that would be awesome!! I'll have to grab some screenshots of what I have setup but I've done this about 10 times straight now and I haven't had any changes so far in getting the debug spheres to work correctly. Much appreciated!

    Leave a comment:


  • replied
    Thank you very much! You are awesome!

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  • replied
    @aialexander, I've had several requests of an example recently, but don't have anything that's readily shareable, so I'm going to try and get what I have ported over into the VR game template so that there's something I can point to. Hopefully by sometime tomorrow or maybe early in the week.

    Leave a comment:


  • replied
    So I realize it might be a little forward of me to ask this, but if anyone has this working to some degree the way it should, would you mind sharing your project? I would like to see how you put everything together to get the hydra working with the hands moving in the right direction and the elbows bending properly. It would be very helpful to me as I also learning more and more about Blueprints while working on this.

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  • replied
    So I have the FABRIK nodes set up in the anim graph for my character, but I seem to be having some issues with the IK. For some reason by arms are completely stiff to the point where when I move them in both the z and the y axis, if the arm is facing forward, it will translate on the z axis instead of the y axis. So translating on the z axis and the y axis will sometimes do the same thing. Does anyone happen to know what could be causing this?

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