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

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    #31
    Originally posted by ENiKS View Post
    [USER="678834"]SBG100 - it's not 'our' blueprint causing your problem, so i would suggest to go to the mentioned blueprint (/Game/VrHands/VirtualRealityBP/Blueprints/BP_MotionController.BP_MotionController), hit Compile and resolve all errors there are ....
    Thanks for catching that for me. Your hands build with no errors as expected.

    The only issue that remains is that the teleport icon appears to do some kind of snapping. It appears to grid snap in your playground level to increments about 10 or 20 cm apart. When imported into a custom level, the teleport location indicator appears to snap to much larger increments of about 80 cm. I imported the default Unreal4 VR hands from the default Unreal4 VR project and their teleport icon moves around smoothly. Thanks again for any advice.

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      #32
      "original' VR template teleportation style? I know I need to work on multiple locomotion methods, but i have no idea what this meas ... can you please explain?
      Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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        #33
        Hi ENiKS, I have just a simple question - I'm using the Rift and Touch, and cannot find where the animation for the capacitive buttons are located. I see that in the BP for the hands there is a 'Openness' variable, but I cannot see where that value is set. I'm aiming to have a different pose, when holding the gun, if the finger is off the trigger.

        Any help would be greatly appreciated!

        Cheers,

        -Ben

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          #34
          ENiKS,
          thanks for all your hard work and feedback! Another question: I have a relatively basic climbing system implemented, but I was wondering how you suggest going about applying gravity to the pawn. I am not necessarily great at combining projects together, but if you are looking for help on teleportation modes, and other applications, there are some great projects out there. Some that I know of are "VR Content Examples" and "Proteus".

          Have you figured out what is wrong with the arrow collisions? I can't seem to fix it.

          Regards,

          Matt

          Comment


            #35
            hi ENiKS, in the VR Template provided by epic there already is a teleportation (just in case you haven´t seen it), the "teleportation arc" is more on a straight path, yours tends to bend to the right (i get that its an artistic choice and i respect that, but maybe you could open the direction of the bend up so everyone can change it for their projects? ). Activating the teleport is also a bit easier because you can do it with booth hands (nice for the lefties among us) and you dont have to press a button, instead you just tilt the joystick to the front and then rotate it to change the direction you wanna face after the teleport is done, its quite intuitive and has a fast more responsive feel to it.

            robo recall uses the same mechanic and people tend to get use to it quite fast

            I found a video on youtube that shows an older version of the current teleport used in the official vr template:
            https://youtu.be/PEZKicVf3eo?t=10m42s
            Last edited by BeeHive; 02-08-2018, 08:49 PM. Reason: added a youtube-link

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              #36
              kwokoclock - The openesss values for each finger are set from motion controller blueprints (Framework\Controllers\Touch\TouchController), so that each supportted controller can set the animations according to it's capabilities (Touch for the basic capsense, Vivewands pretty much static and also if Valve ever releases Knuckles, you do each finger animations). Each object grabbed have it's own animation that is set when setting up grab. So for custom hand animation id suggest you do it in Maya (export the hand asset and then create your own pose). I'll hopefully be able to make tutorial on how to that (literally, there is no 3d modelling experience required).

              meuliano - id check if either hand is holding something (OR), if so, disable gravity. If not enable.

              regarding locomotion, it's something i want to have in 1.3 update and I'm looking into different things ...I'd like to have a configurable system of free locomotion, nav mesh teleportation, free teleportation, teleport volumes and nodes etc... I still need to figure out how to do this effectively UVRF is mostly my pet project, so I have limited time to work on it between contracts ....
              Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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                #37
                It's amazing Template! thanks for all the hard work. Blueprint system seems perfectly intuitive as I'm digging it.
                I will let you know further feedback soon. just one thing I noticed already, Is there an option to enable showing VR Bounds around the Teleportation destination ?! if there isn't it would be so nice to have.

                Update. I strongly suggest implementing UE4 Style guide for your template. Check out this amazing plugin called Linter :
                https://github.com/Allar/ue4-style-guide

                Last edited by Alllesss; 02-14-2018, 06:04 AM.
                ALLLESSS.com

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                  #38
                  @alllesss - not yet. I'm working on locomotion update for next update, but I'm more like 'figuring things out' phase than actually implementing anything. My goal is to support free and restricted locomotion and smooth / teleport styles + teleport nodes. But like I said, i need to figure out somewhat 'clean' approach for this.

                  Now for the second question - believe me I try really hard to make blueprints readable, understandable and make sure things are done properly (it's a learning resource after all), try to use straight lines, even that my focus is mostly on readability. If you have a trouble with a particular BP (to messy or hard to understand), sure i can look into it and clean things up a bit. But as long as the blueprints are readable, understandable ... i think following some code would make any difference...
                  Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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                    #39
                    If you are looking for a cool/unique movement style for a small radius, I really like what "In Death" did for their Oculus game made with UE4. Its kind of cool to see some of the assets they used in the marketplace. For example, it seems like they use Dungeon Architect (in the UE4 store: procedural dungeon generator) as their foundation. They have a teleport shard that you can throw and if it lands in a nav mesh or whatever defined areas are playable, then the user teleports there. Doesn't deal with rotation, but I dont mind the 45 degree snap rotations. For some reason, I still can't figure out the collision issues with the Arrows, so I ended up spawning a single arrow at a time when I reach back to my "quiver" (collision box at my back). Seems to work relatively well.

                    I do have a question for you: I want to have a dagger with two Fixed Grab locations, one for the blade pointing towards me and one away (just rotated 180 degrees) if that makes any sense. Would that work? maybe with some simple Booleans with two collision boxes depending on what side of the blade you are approaching from or something?

                    Comment


                      #40
                      Originally posted by ENiKS View Post
                      @alllesss - not yet. I'm working on locomotion update for next update, but I'm more like 'figuring things out' phase than actually implementing anything. My goal is to support free and restricted locomotion and smooth / teleport styles + teleport nodes. But like I said, i need to figure out somewhat 'clean' approach for this.

                      Now for the second question - believe me I try really hard to make blueprints readable, understandable and make sure things are done properly (it's a learning resource after all), try to use straight lines, even that my focus is mostly on readability. If you have a trouble with a particular BP (to messy or hard to understand), sure i can look into it and clean things up a bit. But as long as the blueprints are readable, understandable ... i think following some code would make any difference...
                      I think you just got me wrong about the second question. It's not related to the codes/BPs at all. It's a just a standard naming convention for UE4. for example all the assets you have in the template can be renamed based on this Standard that many devs are already committing to. like, M_whatever for Materials or T_whatever_N for normal maps. it would keep project files/assets organized and more accessible.
                      ALLLESSS.com

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                        #41
                        Ah, i get you now. It's true that keeping project organized and wth proper naming is something we actually very terrible at, even that we're trying to do our Best with UVRF. I'll discuss with my colleagues and helpers about the possibility of having an unified style...
                        Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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                          #42
                          As I said this template is really awesome and I actually started a side-project based on it. check this video out:



                          ENiKS I'm really looking forward to seeing more of this and again highly appreciate the works behind this Template.

                          The point I noticed is it's actually perfect for Oculus+Touch controllers setup but with Vivewands it feels a bit odd having solid hands and also grabbing doesn't feel good at all.
                          I would suggest for Vive and even Windows MR for the future as they won't track hand gestures like oculus maybe it's better to get rid of hands and implement them like the way "The Lab" did that only shows controllers and you actually pick up items by hovering on them and pressing trigger.
                          ALLLESSS.com

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                            #43
                            Nice video, it's refreshing seeing people actually use my work

                            About the HTC Vive controller, I would say it depends a lot on the experience - in the UVRF demo we have a gun and you need trigger free to use that gun. But if you don't have anything using index finger, you can change the logic in Framework/Controllers/HTCVive/WiveWand blueprint. You can also have any other logic here, as we all know, the grip button on Vive controllers can be unconfortable to hold, so you can for instance do press to grab, press to release type of logic ... once again it doesn't suit the original UVRF demo, as we have granades and you couldn't really throw them naturally. But generally speaking, feel free to adjust the logic to fit your experience ... there is not a 'one-size-fits-all' model.
                            Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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                              #44
                              How did you get the positioning of the grabbable object just right? I am trying to make a custom object grabbable and am having difficulties positioning the object in the right position in the hand. Is there an easy way of finding the right values for the transform blueprint values without a try and fail method?

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                                #45
                                There are dummy blueprints called HandPoseTesting(Left) in Framework/Hands. You can import your custom model there and attach it to GrabBase - and make sure it's relative transforms to parent are all zeros. Then pick right animations for hand and move grabbase until you're satisfied with the position. Then the GrabBase transform is the transform you're looking for.
                                Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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