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Razer Hydra Plugin

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  • replied
    Update to 1.0.0
    - Compile fixes for 4.17
    - Enabled by default
    - API stable, graduated to 1.0

    This marks the first of my plugins to reach what I consider 1.0 stability . Get the latest build for 4.17 at: https://github.com/getnamo/hydra-ue4/releases

    Leave a comment:


  • replied
    Originally posted by Getnamo Checkout the latest release, it should all just work out of the box. If you have any question first check the documentation on the [URL="https://github.com/getnamo/hydra-ue4"
    github repository[/URL] and then if things are still unclear, pop a message here.
    Thanks Getnamo, I'll have a look!

    Leave a comment:


  • replied
    Originally posted by getnamo View Post
    Glad you like the rewrite Looks like I missed the derived values. I thought of getting rid of them in this rewrite, but since you seem to find them useful I added back the links and updated with a 0.9.4 release with the fix

    Update to 0.9.4
    -fix derived values (acceleration, velocity and angular velocity)

    grab the latest release to get the fix. Let me know if anything else is broken
    That does the trick ! I used the acceleration values to create an input axis to drive the opening of drawers and doors on a project I'm working on.
    Thank you ! Now I just have to get the same data out of Epic's MotionController setup >.<

    **Update**
    I managed to figure it out using the MotionController setup as well. I used the WorldLocation of the MotionController's StaticMesh and ran that through GetPhysicsLinearVelocityAtPoint, then I normalized the resulting vector and multiplied it by WorldDeltaSeconds. Then I broke the vector and for my needs I multiplied the Y Axis by a modifier (10 in my case) and then by -1 to invert it. Did all this in a function that gets called on tick, probably not the most efficient way but I don't see any slowdown for my purposes
    Last edited by MrNexy; 12-23-2016, 07:50 PM.

    Leave a comment:


  • replied
    Originally posted by MrNexy View Post
    Hey there [MENTION=548]getnamo[/MENTION] !

    Wow this re-write really simplified things
    I'm facing something of a wall with getting the acceleration of each hydra controller.
    I break the controller struct coming out of the controller moved event, position and rotation work well enough but the acceleration and velocity return 0,0,0.
    Any thoughts on this ?

    Kind Regards
    MrNexy
    Glad you like the rewrite Looks like I missed the derived values. I thought of getting rid of them in this rewrite, but since you seem to find them useful I added back the links and updated with a 0.9.4 release with the fix

    Update to 0.9.4
    -fix derived values (acceleration, velocity and angular velocity)

    grab the latest release to get the fix. Let me know if anything else is broken

    Leave a comment:


  • replied
    Hey there [MENTION=548]getnamo[/MENTION] !

    Wow this re-write really simplified things
    I'm facing something of a wall with getting the acceleration of each hydra controller.
    I break the controller struct coming out of the controller moved event, position and rotation work well enough but the acceleration and velocity return 0,0,0.
    Any thoughts on this ?

    Kind Regards
    MrNexy

    Leave a comment:


  • replied
    Originally posted by getnamo View Post
    Update to 0.9.3
    -No hydra specific components required for full tracking. If you're using Input Mapping + Motion Controller abstraction, just follow UE hardware abstracted documentation. This is the recommended method of using the plugin.
    -Optional HydraControllerComponent used to receive 0.8 style hydra specific events and poll for additional data
    -Hydra data now encapsulated as a HydraControllerData UStruct and emitted in the custom events
    -Historical data removed, use a generalize structure instead
    -C++ method should now access data in the same form as blueprints.
    -Input mapping keys renamed to fit closer to how Motion Controller keys are named.
    -4.14 update
    -documentation update for new API
    -fix unplugged event not triggering

    Grab the latest at the usual https://github.com/getnamo/hydra-ue4/releases.
    Refer to the main github repository for up to date documentation!




    You prompted me to finish my modern rewrite and publish it, checkout the latest release . It simplifies things a bit more but will have some breaking changes if you relied on the hydra component. Now from 0.9, you can completely forget about hydra specific components/etc and just use Motion Controller + Input mapping system to do everything. Refer to the main repo documentation to see the api changes.

    Enjoy



    Checkout the latest release, it should all just work out of the box. If you have any question first check the documentation on the github repository and then if things are still unclear, pop a message here.
    Getnamo, you are a life saver! Thank you !

    Leave a comment:


  • replied
    Update to 0.9.3
    -No hydra specific components required for full tracking. If you're using Input Mapping + Motion Controller abstraction, just follow UE hardware abstracted documentation. This is the recommended method of using the plugin.
    -Optional HydraControllerComponent used to receive 0.8 style hydra specific events and poll for additional data
    -Hydra data now encapsulated as a HydraControllerData UStruct and emitted in the custom events
    -Historical data removed, use a generalize structure instead
    -C++ method should now access data in the same form as blueprints.
    -Input mapping keys renamed to fit closer to how Motion Controller keys are named.
    -4.14 update
    -documentation update for new API
    -fix unplugged event not triggering

    Grab the latest at the usual https://github.com/getnamo/hydra-ue4/releases.
    Refer to the main github repository for up to date documentation!


    Originally posted by MrNexy View Post
    Hey Getnamo !

    Do you know when there'll be a 4.14 update for the plugin ?

    Thank you !
    You prompted me to finish my modern rewrite and publish it, checkout the latest release . It simplifies things a bit more but will have some breaking changes if you relied on the hydra component. Now from 0.9, you can completely forget about hydra specific components/etc and just use Motion Controller + Input mapping system to do everything. Refer to the main repo documentation to see the api changes.

    Enjoy

    Originally posted by olistreet View Post
    Hi, has anybody got the chance to use the new VR template in 4.13 with the latest hydra plugin? Is there anything in especific that I might be missing in order to get it working, I can get the print screen function to work on hydracontrollermoved but I get no response when using the calibrate functions. When I start the hydras are in floor level, 1-1 translation but at floor level.

    I haven't tried to make a new blank project and start from the scratch because the new VR template is quite good. but maybe If I get the hydras working on a blank new project, somehow I can import all the blueprints from the VR template to the new project.

    Thanks guys!!
    Checkout the latest release, it should all just work out of the box. If you have any question first check the documentation on the github repository and then if things are still unclear, pop a message here.
    Last edited by getnamo; 12-22-2016, 12:53 PM.

    Leave a comment:


  • replied
    Hey Getnamo !

    Do you know when there'll be a 4.14 update for the plugin ?

    Thank you !

    Leave a comment:


  • replied
    Hi, has anybody got the chance to use the new VR template in 4.13 with the latest hydra plugin? Is there anything in especific that I might be missing in order to get it working, I can get the print screen function to work on hydracontrollermoved but I get no response when using the calibrate functions. When I start the hydras are in floor level, 1-1 translation but at floor level.

    I haven't tried to make a new blank project and start from the scratch because the new VR template is quite good. but maybe If I get the hydras working on a blank new project, somehow I can import all the blueprints from the VR template to the new project.

    Thanks guys!!

    Leave a comment:


  • replied
    Hi! Getnamo, thanks for all the effort, I'm dying to get my hands on the touch controllers! In the meantime I follow your work, I'm really just learning but with the new 4.13 update that you just uploaded I'm having troubles with the hydra movement.

    I've put the hydraplugin in the BP_MotionController Scene in the new VR Template, in the MotionController Map, and I get hand movement, but the hand meshes are at floor level, and if I modify the values in the transformation tab in details to match the real world position of the hydra base station, I get a bad translation of the hand movement, Also Calibrate or SetBaseOffset functions seems to do nothing when I call them in the Graphic Event for the BP_MotionController blueprint. Any Ideas?

    Greetings!

    Leave a comment:


  • replied
    Brilliant, thank you!

    Leave a comment:


  • replied
    Originally posted by sandmeister View Post
    Hi Getnamo, were you able to push an update for 4.13?

    Thanks kindly!
    Originally posted by ipas View Post
    Sorry for my very late response. Yeah.. the Hydra needs to be plugged in for the Vive motioncontrollers to work. When the plugin is enabled and the hydra is not plugged in, the position of motioncontrollers stays are 0.0.0. Great that this is fixed btw !
    Update to 4.13
    -Compile fixes for 4.13
    -Attempt at 0,0,0 fix for vive/hydra

    let me know if the fix works!

    grab it at the usual: https://github.com/getnamo/hydra-ue4/releases

    Leave a comment:


  • replied
    Hi Getnamo, were you able to push an update for 4.13?

    Thanks kindly!

    Leave a comment:


  • replied
    Sorry for my very late response. Yeah.. the Hydra needs to be plugged in for the Vive motioncontrollers to work. When the plugin is enabled and the hydra is not plugged in, the position of motioncontrollers stays are 0.0.0. Great that this is fixed btw !

    Leave a comment:


  • replied
    Originally posted by ipas View Post
    The hydra controllers needs to be on the base-station for the Vive controllers to function again. When the controllers are not on the basestation or the Hydra USB is unplugged, the motioncontrollers remains on 0.0.0 position. This leaves me kinda stuck in 4.11 at this point.
    If I'm understanding you correctly if you have your hydras unplugged, but the plugin is enabled it will still do 0,0,0 for motion controllers even if you have vive controllers on and working?

    Update
    I've found the bug, will push a commit soon with the fixes along with 4.13
    Last edited by getnamo; 09-05-2016, 04:12 PM.

    Leave a comment:

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