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UVRF 2.0 - framework that solves locomotion, grabs, world interaction, text and number inputs.

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    Originally posted by ENiKS View Post
    //// for time being.
    I know I ask open ended questions (and too many...) - But I have nearly gotten to where I need to be, and just need help with the final hurdle (then you are rid of me forever except to accept a free copy of my game!)
    I bought this book: "Unreal VR Cookbook'' (https://www.amazon.com/Unreal-Engine.../dp/0134649176) with it I learned to do a full IK Body, (w/ 'room scale' leg animation/turning, Motion Controller moving hands (finally), 'grabbing / manipulating / pick up working,.
    The last step is to incorporate UVRF so the hands will 'animate' (grip/grab) I have no problem adapting the animations in 3ds Max or any of the base level stuff like that,. my problem is literally how apply UVRF hands (to mine (that are also Mannequin based btw!)
    I had hoped working with Mannequin IK would be the thing that helps me get there but I have spent a year on this one thing and..; Normally I cna look insiode a thing and understand it, reverse engineer it, but with UVRF, even if I FIlter to show only blueprint, no 'hands' or 'pawns' or anything familiar show up, it is a completely different kind of thing and just too new for me, believe me, I'm very sorry I have to ask, I usually do everything myself and only ask when i have tried tried tried and tried,. .I have never had trouble like this with any other Unreal Game Kit or system (short of VR Expansion which is just insane.), Usually there is a VR Pawn, or a Actor or Character or SOMETHING familiar to double click and reverse engineer,.with UVRF it is like a brick wall every thing I try,. I can't even get close,....

    Understand please., I'm certainly not knocking the tool, It is AMAZING but,. it seems like it used to be .. easier,. like years ago. I was fully in and understood it all, i I was making custom hands on new objects etc, I was flowing! then something changed and it all got cryptic and impossible,.

    My game went into limbo then and I never have caught back up,.. Was there some big change where everything was hidden?
    (or maybe made 'not public' variables? <--- the limit of my programming verbage,..)

    I am at a breaking point (I know no one cares,.. blah blah blah,. another horses A$$ quits dev'ing or jumps off a cliff.. ) but I have spent 30 years teaching people to animate characters since 3DS Max was 3D Studio for DOS,. I am not just a 'johnny come lately'' - I have much to offer on a multitude of levels, I can maybe help you back for a soupcon of advice. Maybe I could review your next project or even advertise something, Does Infinite put out demos etc? I have thousands of VR oriented Youtube subscribers (for some reason I NEVER beg for subscribers) youtube.com/NextWorldVR,. Maybe you need a custom 90-piece orchestral score? (I compose and record and can emulate a philharmonic orchestra believably)
    I am perfectly happy to send you the full IK robot body (it's really cool!) VR Hands are the last thing I need before I can release a playable alpha and start to fill out the performances and fine tune the worlds for 'ship day',...
    I have the body, I have the Hands,; PLEASE help me combine the two?

    p.s. Not enough games have Full Body IK, I am willing to share my progress on that front with anyone who can help me get past this final technical hurdle before I can start to do the fun part of game design, the Animation and Art Part I actually enjoy,.

    THANK YOU!

    Robert 'Woody' England
    Last edited by NextWorldVR; 06-10-2020, 01:30 PM.

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      Hi,

      Does anyone know how to make the controls work with Unreal version 4.25?

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        Can anyone please let me know, how can I use only the hands, hand anims, grabable component from this template in Unreal Engine default VR Template. I dont want Teleport options, Highlight options, distant grab options from this UVRF template. Please help me where I have to do necessary changes. I am new to VR

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          Since every shopping mall already plays Christmas songs, it's time for a present - UVRF 2.0 is here. SteamVR Input supported - Valve Index etc. UMG Interactions with things like keyboard or number inputs. Free locomotion. And a couple of minor updates, refactors etc. Check the first post for details.
          Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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            Originally posted by ENiKS View Post
            Since every shopping mall already plays Christmas songs, it's time for a present - UVRF 2.0 is here. SteamVR Input supported - Valve Index etc. UMG Interactions with things like keyboard or number inputs. Free locomotion. And a couple of minor updates, refactors etc. Check the first post for details.
            Great stuff was hoping we might see another update so thanks for this! I've just got the new windows mixed reality Reverb G2 and the resolution is amazing. It mostly works ok in a quick test of the demo project.

            Teleport seems a bit glitchy and moves in small steps on ground so not smooth like the official template? I also sometimes appeared to teleport visually low down near ground but would pop up after.

            How do you enable both teleport and snap turn as thats usually the best combination?

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              any chance this will be updated for the new release 4.26 ?

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                It already is 4.26 I'm always using latest version.

                Magneto Just change the VRPawn where it handles movement to do snap turns when teleport is active.
                Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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                  Originally posted by ENiKS View Post
                  It already is 4.26 I'm always using latest version.

                  Magneto Just change the VRPawn where it handles movement to do snap turns when teleport is active.
                  I am downloading it now. Thank you for updating it

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                    the hand is not showing and controller is not working in 4.26 Im using Quest 2 any help, please??

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                      Originally posted by saiffa View Post
                      the hand is not showing and controller is not working in 4.26 Im using Quest 2 any help, please??
                      Are you using native or Link? Will try to look into it?
                      Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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                        Originally posted by ENiKS View Post

                        Are you using native or Link? Will try to look into it?
                        thank you for your reply, I'm using native (VR mobile) no link

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                          Same issue on Quest 2...Hands not there on spawn... controllers works but its like there invisible so hard to test with...

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                            Honestly, I'm wondering how you even got it to work on Quest 2 All I'm getting over here is a black screen, sometimes a crash and sometimes three dots

                            But, in UVRF/Hands/HandBP, there is a platform switch on BeginPlay. where it sets a new skeletal mesh that is empty. I wanted to have a low poly hand for Quest, but guess never finished that. So just delete it and let me know if it solves your problem, while I'll try to figure out why it's not working at all over here
                            Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

                            Comment


                              Originally posted by ENiKS View Post
                              Honestly, I'm wondering how you even got it to work on Quest 2 All I'm getting over here is a black screen, sometimes a crash and sometimes three dots

                              But, in UVRF/Hands/HandBP, there is a platform switch on BeginPlay. where it sets a new skeletal mesh that is empty. I wanted to have a low poly hand for Quest, but guess never finished that. So just delete it and let me know if it solves your problem, while I'll try to figure out why it's not working at all over here
                              haha yeah, it was a headache to change the settings, I deleted post-process volume, changed the lights to statics, also I changed the platform to android. it's tricky actually and yeah I notice the low poly hand is empty but still not working over here I give up :/ I hope you can provide us with a new version for the quest
                              you can follow these steps for the quest setup:
                              https://developer.oculus.com/documen...t-guide-quest/

                              Comment


                                Originally posted by ENiKS View Post
                                Honestly, I'm wondering how you even got it to work on Quest 2 All I'm getting over here is a black screen, sometimes a crash and sometimes three dots

                                But, in UVRF/Hands/HandBP, there is a platform switch on BeginPlay. where it sets a new skeletal mesh that is empty. I wanted to have a low poly hand for Quest, but guess never finished that. So just delete it and let me know if it solves your problem, while I'll try to figure out why it's not working at all over here
                                4.26 has been a bit buggy for quest 2 deployment If it setup for quest using SDK/NDK 25 use vulkan and open gl (yes both but seems just vulkan can work in certain cases ) arm7... forward shading ofcourse, then tested your on quest two mobile hdr and with multi obviously better fps multi... If your still crashing at start... just package in shipping... project settings and on launch set to shipping that is the kicker right now in development at print strings and who knows what else will crash quest2

                                and yeah that fixed my issue Thx

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