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

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  • replied
    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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  • replied
    Originally posted by VRProjectsES View Post
    Hi ENiKS,

    Great job, the framework is great!

    Does anyone know how to take the object with both hands at the same time? a baseball bat a rifle ...

    Thanks.
    If you download 'VR Content Examples' ( https://github.com/mitchemmc/VRContentExamples ) There is a very simple example (literally made with cubes!) of a 2 handed rifle, it is made to be understood I think the BP's are commented,. I am sure it can be incorporated with UVRF,. (though, I haven't opened it in a while, (I have spent literally a year trying to get UVRF working with my IK VR body!) but I'll be getting back to that file someday myself hopefully,.

    also, another VR System (also free, also very hard to get into and understand, harder,..) called 'VR Expansion' Everything in that is two handed, Cinder Blocks, Barrels, (iin fact you NEED two hands to pick up heavy things) BUT it emulates 'weight' by pulling the items away from the hands, I prefer the way UVRF 'lock's onto objects' in a realistic/convincing manner with an easy to understand adjustment BP for custom hand placement,. . (I have no idea what VR Expansion does to 'align the hands', (I have never gotten my hands to align, well or convincingly, using it (I think because I work in Oculus?) Anyways that.///.

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  • replied
    An amazing way to learn!
    Is there a way to also show the controllers together with the hands?
    Thank you!

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  • replied
    Hi ENiKS,

    Great job, the framework is great!

    Does anyone know how to take the object with both hands at the same time? a baseball bat a rifle ...

    Thanks.

    Leave a comment:


  • replied
    It certainly wasn't built with multiplayer in mind. Right now the project itself is somewhat abandoned, as I have plenty of other work and no time to work on UVRF. I've tried to get some support from Epic, Oculus and a few others for this project, so I can get at least some budget for it, but was rejected all times. While we're still using it internally at iNFINITE Production, it gets some development that will get released once completed (in H2 we will likely our own game with SteamVR input support, sometime before that we will need to finish SteamVR Input support for UVRF. We're also talking about a certain multiplayer project, in which case multiplayer would get supported, but it's still unknown whenever that project would fly. Also, no time to work on tutorials or anything. Sorry about that, but that's simply the state for time being.

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  • replied
    Has anyone had any experience with using this for multiplayer?

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  • replied
    This looks awesome! It seems to be just what I was looking for, but after downloading the GitHub, I'm a little lost. Is there a step-by-step for implementing into an existing Unreal VR project? I was looking to just swap out the default VR hand meshes in my project. I realize there seems to be more functionality in this template, but I have no idea where to begin. Though I wouldn't say I'm a newbie to UE4... so a basic tutorial for implementing this would be very helpful. Thanks!

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  • replied
    Thank you ENiKS

    Has anyone tested in 4.23 with Oculus Rift?

    How do I activate / deactivate the laser?

    The arc of the left teleporter is missing
    Has anyone solved this?

    Thank you

    Leave a comment:


  • replied
    Correction to my post above. The VR camera height starts off at the correct height. However, it seems to be incorrect after teleporting. Does anyone know why the VR camera height would change after teleporting? Thank you.

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  • replied
    Thanks, ENiKS!I am noticing that the user's height in VR feels higher than it does using the UE4 VR Template. (Using Oculus Quest) Has anyone else experienced this? One difference I noticed between the UVRF pawn and VR Template pawn is that the VR Template pawn has a Default Player Height of 180 under the Details panel. Does this matter? (I am new to Unreal Engine and VR development, so please excuse my ignorance.)

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  • replied
    I downloaded this and opened the project in Unreal 4.23.0. Launched it on my Oculus Quest.
    After lots of compiling and such, it says "Running UVRFPlayground on Quest". But all I get is a black screen in the Quest. The guardian boundaries will come up if I move far enough, but that's about it. I have tried rebooting the Quest.

    After killing the app, I've looked and it doesn't show up under Unknown Sources.

    Any suggestions?

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  • replied
    Originally posted by andyxor View Post
    Just a question, how can i deactivate teleporting ?
    I have a navmesh because of some AI actors but i don´t like to teleport.

    Thanxx
    Just You can use Nav Mesh Modifier, do something with easy and possible way))

    Leave a comment:


  • replied
    It appears the GrabHand Animations from UVRF are not compatible with this tool, they do not activate, there are folder name changes that make it (I think?) impossible to ever use the two,. I got a Candle to light up and pickup in the Menu program, but there are now 2 GRABBABLE Components, in UVRF the Framework folder is called Framework, in this Menu project it is UVRFFramework.. Is it necessary to be named that? Every time I think I make progress with this, 5 other thing prove to be not working or incompatible,. Maybe I could.. make a framework folder, MOVE the content from Framework, THEN try to Merge UVRF objects etc, with asset migrate?

    UPDATE: I go it working!! I created a folder called: Framework, then copied everything it would let me to that from UVRFFramework then I turned that into a template, I go into the UVRF Playground and migrate the OBJECTS (Not the Maps) and they are coming over with their wonderful interactive goodies (Lighter, Rotational Switch etc,. GREAT!!! NOW I am getting a REAL START on all this!!

    Next I will try adapting to the 4.22 version of UVRF (Which has the Framework not in the Content folder but in the Plugin folder..),
    I think it is just a matter of FOLDERS and stuff much like it was with this..! (except the Toggle Laser does not work in 4.22...) Maybe I will just make my game in 4.21 (even though I really wanted to use raytraced lighting),.. :|
    Last edited by NextWorldVR; 08-30-2019, 12:15 PM.

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  • replied
    Originally posted by prinzessinplstk View Post
    so i think the problem is that I cannot import the input configuration, how do i fix it ?
    Hello, I think maybe you are missing the BP's and VRPawn to coordinate with the Inputs panel? See my post right above this one, it explains how to regain control, the way it was pre-update,... (I needed this to add Free VR Locomotion etc.)

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  • replied
    PLEASE HELP! I had Free Locomotion working in UVRF, but since the update,I can't. I see a 'Framework' folder in the earlier version, with a VRPawn,. That is not in the newer version,.. I found the VRPawn etc in the NEW Version, but not in the Content folder, in the Plugins folder,. !!

    I guess the crux of my problem is: How do you see the Plugin Assets in the Content window if it isn't in the Content folder?

    Help?
    THANK YOU!

    update: I always find everything myself, eventually Help for anyone who wonders where the 'Input controls' possibilities and VRPawn etc, are:
    In the content window (lower right), click 'View options', click: 'Show Plugin Content', --also you need the 'sources' frame showing (Click Toggle Icon far upper left of Content window) Pops out the 'explorer navigator' like 'frame' in the content window, in this frame you can access all the good stuff again!

    YAY!! Looks like this VRPawn may be updated for Oculus Quest (Android)... Cool.. This is the perfect tool, even a solo, independent relative newbieDev like myself, is making real use of it!

    Anybody know exactly how to credit this guy in a quasi-large production?
    Last edited by NextWorldVR; 08-29-2019, 10:03 PM.

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