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  • replied
    Originally posted by getnamo View Post

    Haven't tried this, pm me your logs and post some more context to the setup and maybe the bug will appear clearly.
    Regarding multiplayer, not really the same situation, but I noticed that if I put a separate instance of the player object in the game and start using the Hydras, the other character instance will get the same motion control input as the one I'm actually controlling.

    Separately but similar, if I'm detached from the character, it still gets motion control updates (buttons do not get fired though).

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  • replied
    Originally posted by ipas View Post
    Because of the major 4.11 improvements for VR, I'm really looking forward for a 4.11 version of this plugin
    Originally posted by zhuchenghao View Post
    me too, please update
    I don't compile for preview versions of the engine. A new binary will be usually available within a week of a release version. If you can't wait that long you can easily recompile the plugin for 4.11 yourself:

    If you are using a blueprint only project, add an empty class and compile your project module. You simply do File->Add Code to Project and it can be anything so I usually just pick None->Create Class and then it will ask you to open visual studio where you just hit compile (Build solution). If you haven't added code before follow the unreal engine programming Quick Start guide. Essentially it boils down to downloading the free Visual Studio Community 2015. To recompile a plugin, switch your project to 4.11, right click your project file and generate visual studio project files then open the visual studio solution you just created/updated and hit compile.


    Originally posted by Fundytech View Post
    Hi Getnamo, thank you very much for developing this plugin and the one for the Leap Motion. Fantastic work.

    I'm a little late to the party, having only acquired a Hydra last week. While I mainly purchased it as a stopgap for testing while I wait for further developments on the STEM system, I'm really interested in your IK hands/arms that you demoed a few pages back. However, it seems that the HydraPlayerController is no longer part of the plugin. IS there any chance you're planning to update that workflow for newer versions?

    I followed the two videos at the beginning (Weevilman) and have all of that working, so I could certainly attach hand meshes and call it good enough, but it's the whole IK package I'm after.

    Thanks in advance!
    Page 3 and onward in this thread is where we discuss setting up IK for hydra, all the hydra specific functionality is still available from the new HydraPluginComponent and you forward your data to your animation blueprint and hook up the IK pointers.

    If you're still confused there may be a solution coming soonish(tm). I am trying to find time to make the BodyState plugin which should add convenience rigged characters/hands/etc support for all VR style input plugins (motion controllers, IMUs and image based plugins like leap/kinect). More on this later as it gets built!


    Originally posted by Lasyavez View Post
    Has anyone tried launching a standalone multiplayer game on a single pc with the hydras connected? For me it keeps crashing. Maybe what Im doing is not possible? Also if anyone is experimenting with a multiplayer VR motion controlled game/experience what is your process of testing in multiplayer? Is it possible to test on one computer or do I need to test with 2 computers?
    Haven't tried this, pm me your logs and post some more context to the setup and maybe the bug will appear clearly.

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  • replied
    Has anyone tried launching a standalone multiplayer game on a single pc with the hydras connected? For me it keeps crashing. Maybe what Im doing is not possible? Also if anyone is experimenting with a multiplayer VR motion controlled game/experience what is your process of testing in multiplayer? Is it possible to test on one computer or do I need to test with 2 computers?

    Leave a comment:


  • replied
    Hi Getnamo, thank you very much for developing this plugin and the one for the Leap Motion. Fantastic work.

    I'm a little late to the party, having only acquired a Hydra last week. While I mainly purchased it as a stopgap for testing while I wait for further developments on the STEM system, I'm really interested in your IK hands/arms that you demoed a few pages back. However, it seems that the HydraPlayerController is no longer part of the plugin. IS there any chance you're planning to update that workflow for newer versions?

    I followed the two videos at the beginning (Weevilman) and have all of that working, so I could certainly attach hand meshes and call it good enough, but it's the whole IK package I'm after.

    Thanks in advance!

    Leave a comment:


  • replied
    Originally posted by ipas View Post
    Because of the major 4.11 improvements for VR, I'm really looking forward for a 4.11 version of this plugin
    me too, please update

    Leave a comment:


  • replied
    Because of the major 4.11 improvements for VR, I'm really looking forward for a 4.11 version of this plugin

    Leave a comment:


  • replied
    BTW for anyone who can't seem to get the hand rotations right, it seems like the easiest way to fix it is to set the rotation to "Copy Target" (if using FABRIK) and then to use the Transform (Modify) Bone node along with an additive rotation after that, in bone-space, which you'll need to figure out the right axis and rotation to correct for yourself. The way I did it was to hook up rotator variable in my character so I could change the input rotation to the Transform (Modify) Bone node while in game until I found the value I needed, and then hardcoded that into the rotation.

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  • replied
    I did nothing new or different today, but when I turned my system on and opened my project, both controllers now register movement and buttons correctly. Thanks everyone for helping. Though im not sure what the problem was now in case it happens again.

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  • replied
    Only thing I can think of at this point is you should take a video/screen recording of your UE4 setup so that it will be a little easier to debug.

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  • replied
    Awesome thanks. I ran the tool and simple3d and yes the left controller does move. I have 2 hydra units and both are acting the same in unreal. They work with a unity plugin and with unity. It is strange how others have this working while I have 2 units that I am having this issue with. I must be missing something. Have not had success in getting both controllers to work with any tutorial. Does anyone have a sample project or template they can upload somewhere that works for them without any configuration?

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  • replied
    @dmorgan, have you tried the test application that comes with Sixense Motioncreator (you can launch it from Motioncreator itself)? It will show you for sure if your left Hydra is working or not.

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  • replied
    I was able to get input in the right controller working after figuring something out with docking. It seems it needed to be reset. dock/undock. I am not very familiar with the hydra.

    However the left controller is not detecting any movement. If I print out the Hydra Left Motion X for the left controller, it is 0, while the Right controller appears to be updating. Same for ControllerMoved event.

    The button press appear to show input, but it always thinks its the right controller

    So I am having the same issue as originally described with input only appearing to be coming from the right controller. For button events the left controller triggers an event it seems, but it thinks its the right controller the triggered the event. Motion for the left controller is not registering anything at all.

    If I print out Hydra Left and Right Bumper from gamepad input key, clicking the bumper on both controllers triggers the right bumper input key. So all buttons trigger the right button events, and motion only registering for the right controller.

    Any ideas?

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  • replied
    Originally posted by dmorgan View Post
    I tried deleting the character and there is no difference.

    1) Yes. and the plugin shows up under Edit->Plugins as enabled under Project->Input.Controller
    2) I am using windows 10 pro
    3) The hdyra device configurator recognizes my device and allows me to set options and bindings for games and i can use my hydra controllers and buttons in the game mount & blade

    I pressed eject (F8 on my system?) and my meshes are not moving.

    My Hydra version is Driver 1.01, Firmware 1.00

    The file version on the HydraPlugin for Ue4 says 4.10 in the file and product versions

    I have the hydra plugin inside my Hydra_CharacterTest exactly like the tutorial, motion controller left and right, and the meshes under them, and both parented under his HandRoot scene object. Auto Activate on.

    World settings has my HydraGM to be the game mode override, and Default pawn class set to my Hydra Character test just like tutorial

    Is there anyway to get log and/or debug this?

    Something so simple yet there must be a checkbox, a setting, or something very minor not properly set? Is my hydra driver version compatible with this?

    Thanks
    Everything seems to be in order. Zip up a minimum example project of your setup and I'll try it on my setup, also find your logs in {Project Root Directory}/Saved/Logs and pm me them.

    As for drivers, you shouldn't need any drivers for the hydra, the .dll included in the plugin will handle the inputs without additional software.

    Leave a comment:


  • replied
    I tried deleting the character and there is no difference.

    1) Yes. and the plugin shows up under Edit->Plugins as enabled under Project->Input.Controller
    2) I am using windows 10 pro
    3) The hdyra device configurator recognizes my device and allows me to set options and bindings for games and i can use my hydra controllers and buttons in the game mount & blade

    I pressed eject (F8 on my system?) and my meshes are not moving.

    My Hydra version is Driver 1.01, Firmware 1.00

    The file version on the HydraPlugin for Ue4 says 4.10 in the file and product versions

    I have the hydra plugin inside my Hydra_CharacterTest exactly like the tutorial, motion controller left and right, and the meshes under them, and both parented under his HandRoot scene object. Auto Activate on.

    World settings has my HydraGM to be the game mode override, and Default pawn class set to my Hydra Character test just like tutorial

    Is there anyway to get log and/or debug this?

    Something so simple yet there must be a checkbox, a setting, or something very minor not properly set? Is my hydra driver version compatible with this?

    Thanks

    Leave a comment:


  • replied
    Originally posted by dmorgan View Post
    I followed the first video with no good results. At 6:33 he does something to fix? the situation but it goes too fast and I am unable to see what he does to fix the issue, something with auto possess? I tried modifying those settings, and/or deleting it. If i disable auto possess i simply see the axis mesh in front of me, and the controllers do nothing. I copied the plugins folder. Used left and right hand motion controllers. The setup otherswise seems identical. I am using 4.10 and your latest update. Any idea? Not sure why I am having this issue.

    Thanks
    At 6:33 it appears he deletes the third person character so that your custom game mode character is used.

    Some sanity checks:
    1) You've dragged and dropped the plugin in the root of your project folder?
    2) You're using windows? from your earlier post seems like yes
    3) The hydra works in other games/engines? again seems like it does

    Try to eject from your character (F10) and move your camera back and see if your hydra are moving the mesh component at all.

    Once you've established you're getting movement, step back and see that you're matching the tutorial setup.
    Last edited by getnamo; 12-17-2015, 06:57 AM.

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