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UVRF - Handpresence template for Rift / Vive // Update 1.9 GitHub release

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    Someone posted a free locomotion mod to UVRF awhile back, we definitively have a free locomotion on roadmap ... but since it's freetime project and lately we're buried in work, not much time to work on UVRF. We have added some new features that we needed internally, and hopefully soon we will have a 2.0 release on GitHub, where others can contribute as well, but unfortunately, none of our internal projects needed free locomotion.

    I'd love to find a free weekend and work on UVRF and all the features it's been missing, unfortunately, free weekend is not something I've had in a long time :/
    Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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      Hey,I have a question.The post processsing volume is really too small,it seems like that all the objects does not in the range of that volume.How do you implement the effect of highlight?I know enable stencil,custom depth,but how does that works?

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        Eniks, wonderful work on this template. Thanks a lot for providing the community with this content. I'm just starting to develop a VR project in Unreal, and your template is a great help to get started. I second what a lot of people having been saying about adding free locomotion movement, instead of teleportation. I understand you're very busy, but any idea when you could integrate that functionality?

        I have another question, or to anyone else in this forum. How would I go about replacing your hand mesh with my own hand mesh, and also so the mesh has arms? and how would this work with your hand animations?

        Once again, thanks a lot for your hard work.


        Cheers

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          Originally posted by BabcockHarris View Post
          Eniks, wonderful work on this template. Thanks a lot for providing the community with this content. I'm just starting to develop a VR project in Unreal, and your template is a great help to get started. I second what a lot of people having been saying about adding free locomotion movement, instead of teleportation. I understand you're very busy, but any idea when you could integrate that functionality?

          I have another question, or to anyone else in this forum. How would I go about replacing your hand mesh with my own hand mesh, and also so the mesh has arms? and how would this work with your hand animations?

          Once again, thanks a lot for your hard work.


          Cheers
          Kind of like a 'mod',,,, You could 'Swap out' whatever hand you want at the FBX level,. Find the existing Hand SOURCE FBX (back one folder from Content I believe!) Open that FBX in your 3d Program,. Align YOUR HAND as closely to the existing hand as you can, then either Skin it Manually, or even better, use something like Skin Wrap (Blender, 3ds Max) To give it Skinning based on the hold hand.,..) Delete the Original Hand, (Name your hand the same as it was) save the FBX over the original (make a backup) in the same place in UE4 Project folder,
          Then in Unreal open the Hand object and click 'Reload from SOURCE" Then it should just show up where the hand does in game and you can give it materials you want! ,,,

          As for ARMS there are a few ways, Here is one that hasa a sample project, IT has the body, but you can delete that and just use the arms info!
          Because as far as UE4 knows it is the 'same' hand (and skeleton!), all ANIMS should work,.,

          https://forums.unrealengine.com/deve...-with-download

          I wish I could find a way to USE the HANDS to PUSH / Move, Alter,, knock over, 'Constrained Physics' objects, I can seem to make that happen! (Any idea?) (OR HOW TO PICK UP OR GRAB anything That didn't come with the toolset,..?)
          Last edited by NextWorldVR; 03-20-2019, 10:24 AM.

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            HELLO! I'm 5 weeks in and still can't get a custom item to pick up! It's so hard to explain, FRANKLY I just don't know what to click! I have made a couple images to help explain my problem, I sure hope someone is willing to help. I have four near AAA games in the works (I am a 25 year veteran Hollywood Character Animator) trying to bring my skillset to the game world but is sure is hard to do everything myself!

            I'll just start with an Apple. I want to pick up an Apple

            I select the apple. I think I have to make Blueprint FOR the apple right?

            BOOOM First problem: Component / Inherited / Instance,. (are any of these the right thing? Is this the first step to make an Apple Grababbable?,.. ???)

            Click image for larger version

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            Then I get into the Blueprint (having guessed which Apple 'entry' to pick (The Top one??) I am able to add the Grabbable component,./ Then stopped dead in my tracks with all the Inherited vs self vs component / Static / Reference ..????? I feel like I am going insane. IN UNITY OR 3DS MAX, (Which I worked in for 30 years since RELEASE 1 FOR DOS!! I'm No SLOUCH!!) this would take 10 seconds to learn and 1 second to do. I am 5 weeks in on this one thing, I have yet to be able to add a custom object..

            The closet thing I can find to being related was this quote:

            "using a cast node will, at compile time, create a (hidden) local temporary variable on the output pin to receive the value of the 'self' reference cast to the given type. Since it's just a local term, its value is allowed to change, and thus it can be passed by reference. To connect 'self' directly, consider removing the pass-by-reference attribute from the input, as it should not be needed there (unless you have some specific reason for it). Hope this helps"

            It didn't...

            Here is the 'where I got lost next' images (trying to figure out how to get whatever the 'static mesh' in the 'variables section to 'link to or represent the one in the Components? I don't know I'm so lost I am lost about being lost,. Given steps and/or explanation I can build or do ANYTHING,.. This feels like a hopeless rabbit hole of random testing and I NEVER GET THERE<..

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            It sure it seems simple, BUT FROM MY POV, 100% Guessing... It is near impossible to get there from here.


            I have dealt with the most ELABORATE Zero-G locomotion schemes and Voice Recognition tools in UNREAL<and I would say it was all EASY AS PIE, WHY???

            SEE BELOW:

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            WHEN YO KNOW WHAT IT DOES: YOU KNOW WHAT TO DO!

            The SIMPLEST OF NOTES in BP's showing what does what and why, can make something take 5 minutes instead of 5 weeks!

            I WOULD PAY CASH MONEY IF SOMEONE WERE TO JUST, MAKE THIS SORT OF SIMPLE OBVIOUS EXPLANATION OF HOW TO USE UVRF.
            In the BP's, maybe a Step by Step or something,.. I google UVRF+Tutorial over and over and never find anything except some Russian videos with no Talking ..

            I HATE BEING SO FRUSTRATED ALL THE TIME.

            Thank you for any help or tips or a LIST OF STEPS.. :~)
            Attached Files

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              I agree we should definitively do a UVRF tutorial series ... the problem is time, the studio (iNFINITE) is literally overloaded with work and since UVRF is spare time project, it's hard to find time to work on that :/
              We've tried numerous ways to get any kind of grant, be it from Epic, Oculus or anyone else that would allow us to actually allocate some time for it, but failed so far :/
              Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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                ENiKS You have been saying that a year ago, there is an easy solution for that. OpenSource it, so people can contribute, there are other little bug's like jitter, that I've already fixed, but I can't contribute back because it's not OpenSource and the License isn't really well defined. I think everyone would benefit, if you would jut put it on git, you can still own it, but receive contributions.

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                  schiho - the license is CC0, which means you can do whatever you want with it (literally). The plan is still to opensource it. While 1.3 is about a year old, I've done several improvements in the meantime (some of them related things that are under NDA, so can't release it until NDA is lifted or the code cleaned up) and we also have new hardware interface system partially working, that allows to use UVRF with different hardware as well, such as gloves or leap motion. The plan is to finish it up into UVRF 2.0 and put that to github ... it's some 1-2 weeks of work to finish, but I can't promise when it will happen. I hope sometime in May, but i've failed by own estimates so many times already :/

                  In the meantime, if you want to release your own branch of UVRF or anything, feel free to... the project started as a contribution to VR community, not as something i have to own I'd still like to be credite tho...
                  Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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                    @NextWorldVR - If I had to guess, I would say you aren't using the VRPawn that is part of the Framework. The Grabable component works in conjunction with the VR Pawn.

                    Here's a quick overview assuming you are starting a simple blank project
                    1. Add the Framework Folder from UVRF to your project (You can migrate in UE or copy the folder in windows
                    2. Set the VRPawn in the Framework as your default Pawn
                    3. Create an actor blueprint and add a static mesh component.
                    4. If you just added the component and not the actual mesh, then add mesh to mesh component, an Apple mesh for example following your example above. Alternatively, you could have dragged the apple mesh into the blueprint and it would save you a step
                    5. Add Grabable component to blueprint
                    6. On Event BeginPlay set up the Fixed grab as you did above.
                    7. Add apples blueprints to your level map

                    At this point, it should work.

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                      ENiKS - I am trying to use this in the newly released 4.22 and something weird is going on with the highlighting. It's like not on the object anymore. Any idea why or how to fix it?

                      Thanks

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                        ENiKS Hi! I love your template, I am trying to use your hands in a side project because I love their transparency effect. However, it seems that trying to use the same hand skeletal mesh as HandBP in my pawn yields a different effect - do you have any idea what might be causing this? Is there some operation performed on HandBP in VRPawn that would effect the material's opacity like this, and therefore causing it to appear correct only when used in VRPawn? I attached 3 pictures in the order of VRPawn in game, my pawn in game, and what the mesh looks like in the skeletal mesh editor. Notice how in 2/3 I can see my fingers through my hand

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                          For the self occlusion test to work, you need to render the mesh in custom depth. It's a check box under rendering, when you click on the static mesh component in viewport in BP editor.

                          ALSO, the custom depths buffers are misaligned when using instanced stereo in 4.22 and Oculus, so for those experiencing difficulties with 4.22, this is something broken in Oculus integration that shipped with 4.22. I've alerted Oculus of the issue and hopefully it will get fixed soon.
                          Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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                            Update 1.9
                            Ok, this took a lot more time than it should have, but here have the latest version of UVRF There is literally a ton of fixed that got implemented over the last year and I don't even remember them all, but we actually have some budget for UVRF now, so updates should be coming faster

                            Find it here: https://github.com/iNFINITE-CZ/uvrf

                            Changes:
                            - Moved UVRF to be a content only plugin (and soon to be content & code plugin), this should make it easier to update and manage
                            - This release is actually on GitHub, a feature requested by many - if you make changes, new features, feel free to create pull request so that the number of features will grow
                            - Added keyboard and keypad actors to make it possible to enter text and numbers in VR using your hands
                            - Buttons now have a value that is returned on trigger, useful when binding multiple buttons to one action with just different settings
                            - Finger Actions - Renamed Index collider to Finger collider and they can now have actions as well. There is new component called Finger Action Proxy that that can be added to actors that needs to react finger actions. When finger action is fired, closest actor to the finger tip within radius receives the event. This is intended when needed to precisely select actor to interact with. In future releases we plan to have actions for all finger for devices that can track more fingers.
                            - Hands can now interacts with UMG widgets - both indexfinger can press buttons and via laser, when laser is enabled. UMG interactions are expected to be update by next release.
                            - Added canMove and canGrab to VRPawn to limit movement or interaction capabilities.

                            There are a lot of new convinies features as well, like rotate grab function to rotate item in your hand etc.

                            For now, UVRF still supports just Oculus and SteamVR input devices - for Oculus - Rift, Rift S and Quest works nicely, for SteamVR - original Vive wands (Vive and Vive Pro) works, Windows Mixed Reality works as well and Knuckles somewhat works, even that we don't have Knuckles features like finger tracking implemented now, more input devices are planned for next release. So, have some fun and please share what you build with it
                            Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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                              Thanks for this great update to the UVRF. I want to know that, how can i add a body to the VRPawn in this version of UVRF.
                              Last edited by 3DMAN2; 05-18-2019, 06:10 AM.

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                                Any news on when smooth locomotion is being implemented? I did manage to get a very crude free locomotion working myself to use with UVRF (with the left & right joysticks on my Touch controllers) but when I mean crude...it's crude!!! Presently, very slow in movement and not very fun to use. I need to experiment more with this but if you could implement this officially that would speed up working on other areas of my project (I'm sure everyone else would agree). Great work....Cheers!!!

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