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

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    are these hands compatible with the UE4 skeleton? I've got a full body avatar in my game already, but want to look at setting up the full hand support for something like oculus (pointing, thumbs up)

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      3DMAN2 - The preffered way would be to make your own child of VRPawn and then add the static mesh / skeletal mesh in there

      PhoenixSpyder - Not on our roadmap unfortunately :/ But I hope with the github release someone can do smooth loco and add it back

      crossmr - not, we use our own animation rig. But you can try retargeting the hands to UE4 hands ... haven't tried that myself tho
      Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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        I have used the UVRF template in a project using UE 4.22. As it can be seen in the attached picture, when the arrow hits the ground, a big arrow is shown (indicated by a red box in the picture). The collision setting of the ground is set to BlockAll. What's wrong with this setting and how i can fix it?

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          thanks for the plugin. I have a problem, i cant find vrpawn in my project. there is actually in my project folder but i cant find it in the content browser.

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            Originally posted by Lokhizo View Post
            thanks for the plugin. I have a problem, i cant find vrpawn in my project. there is actually in my project folder but i cant find it in the content browser.
            Are you sure you're using UE 4.22? If you're on older version it won't recognize because it's saved by newer version ...
            Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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              hey man thanks for this! superb work

              as a suggestion, how about some option to have hand skin material besides these glowing colors?
              behance.net/fael097

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                Originally posted by fael097 View Post
                hey man thanks for this! superb work

                as a suggestion, how about some option to have hand skin material besides these glowing colors?
                That's something you'll have to do yourself ... the problem with realistic hands is that they're not the hands of the user. So black will complain that they have white hands etc. That's why some form of stylization is commonly used - be it glowing material like in our case, or cartoonish or robotic hands or at least gloves. The hand models are UV mapped with quite nice maps, but you'll need to do materials that fir your project. You can also take a look at eXPerience Colorblindness, where we used UVRF with skinned hands, but the hands can be configured with various colors and thickness ....
                Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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                  Thank you for building and supporting this!

                  I am having some trouble with the playground level on Quest -- the hands are not visible, though they can still interact with the grabbable objects.
                  The only modifications I've made to the project are to follow the quest deployment steps documented here: https://developer.oculus.com/documen...t-guide-quest/
                  Using engine version 4.22.2

                  Adding the VR Pawn from the framework to a test level also results in invisible hands.
                  Any suggestions on how to get the player hands to display in-game? Thanks again!

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                    It is indeed a rarity to see such a generous contribution.... this is incredible and has saved me weeks if not months of work. Thank you so much!

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                      Hi All!
                      Yesterday I've tested this awesome product, But I've experienced some wierd issues.
                      1. The teleport is glitching almost all the time (even on the playground level)
                      2. Can't work the thickness (not necessary)
                      I'm totally sure that I'm the lame Is there any "deeper" tutorial for this product? I would love to implement the "climbing" system and make more guns.

                      Thanks for your answers in advance.
                      Cheers, Gabor

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                        Hey - Got a question ENiKS - Is there any form of Melee weapon in this template?

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                          ENiKS, thank you so much for this. I'm using it on several projects. One of them is an interactive magical forest for a children's hospital. The kids love the hands!

                          I was curious, if I had a previous version installed, which wasn't the plugin version, how would I go about updating that old version to the new plugin version without messing anything up? Any advice would be greatly appreciated!

                          Also, one more question, the default UE pawn calls a "Picked up" and a "Dropped" event from the hands. Is there anyway to call those events while using this grabable method?

                          Thanks again ENiKS

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                            Originally posted by SplicedImmersive View Post
                            ENiKS, thank you so much for this. I'm using it on several projects. One of them is an interactive magical forest for a children's hospital. The kids love the hands!

                            I was curious, if I had a previous version installed, which wasn't the plugin version, how would I go about updating that old version to the new plugin version without messing anything up? Any advice would be greatly appreciated!

                            Also, one more question, the default UE pawn calls a "Picked up" and a "Dropped" event from the hands. Is there anyway to call those events while using this grabable method?

                            Thanks again ENiKS
                            I know the migration is a bit painful, but will make things easier in the long run ... my way on one project was that I copied the plugin in, then started deleting the old one and replacing references. Another was that I created a blank plugin, moved the entire framework there, fixed redirectors and then replaced the real plugin

                            There are GrabNotify and ReleaseNotify events on Grabbable component you can bind your actions to

                            ... and also, mind sharing some screenshots or videos from your projects using UVRF? I'd love to see what build with it
                            Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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                              ENiKS Thanks for your response. Not sure I understand the migration tips. I feel like if I try what you said, I'm going to break it and not get it to work again. Is there any way you could do a migration howto or guide that shows how to get it working from a previous version to this new plugin version so our projects don't break?

                              Ah yes! The GrabNotify and ReleaseNotify is what I wanted. It works well for everything but one thing. I couldn't get it to have an 'attach to' node on the GrabNotify, like the Pickup action does on the default VR Template. If I could figure that out, then I could use the Grab from Distance, like a jedi grab, with uvrf, which is sometimes needed for picking things up off the floor, etc.

                              I sent you a pm with a link that shows the magic forest I'm creating in my spare time.

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                                Have you thought about adding double grip support ?
                                VR/AR Development [Portfolio | YouTube | LinkedIn]

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