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    [VIVE] Motion controller vibration

    Hi,

    <TROLL DANGER>
    I was wondering how can I use the vibration feature of the Vive controllers. Does anyone knows how to trigger it?
    </TROLL DANGER>

    Thanks


    Néstor Viña León
    VR Engineering Wizard
    Futurelighthouse.com
    mail: nestor@futurelighthouse.com
    twitter: @nesvi7

    #2
    Originally posted by Nesvi View Post
    Hi,

    <TROLL DANGER>
    I was wondering how can I use the vibration feature of the Vive controllers. Does anyone knows how to trigger it?
    </TROLL DANGER>

    Thanks
    Try

    https://docs.unrealengine.com/latest...ack/index.html

    and

    https://docs.unrealengine.com/latest...ack/index.html
    Plugins: GES - Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo

    Comment


      #3
      Also instead of "vibration" you could just call it Haptic pulses/feedback of it's linear actuators.
      After doing some research, Haptic also turns out to be the magic keyword to get the controls you need.
      There's nodes that let you play back "animations" of the haptic response or even nodes that let you adjust the frequency and amplitude based on variables in the game!

      EDIT:

      I've just been trying to get it to work, and even though i have linked it up to a key input, set amplitudes and frequencies, and specified player 0 as the reference (with a specified hand as well), i cant get the controller to trigger.
      If theres a solution to this problem i would also like to know how to fix this...
      Last edited by MissStabby; 11-24-2015, 01:47 PM.

      Comment


        #4
        Thanks for replies, I'm going to test all this to see if I can get it working. I think it's a pretty important feature of this system and I hope unreal has it already integrated.


        Néstor Viña León
        VR Engineering Wizard
        Futurelighthouse.com
        mail: nestor@futurelighthouse.com
        twitter: @nesvi7

        Comment


          #5
          Originally posted by Nesvi View Post
          Thanks for replies, I'm going to test all this to see if I can get it working. I think it's a pretty important feature of this system and I hope unreal has it already integrated.
          I do have this in a doc but it is not ready to go live just yet. In the meantime I do go over how you can set up in the following live stream.

          https://www.youtube.com/watch?v=6ALnsdQnkVQ

          Let us know if you have any questions or problems.

          Comment


            #6
            Originally posted by Sam Deiter View Post
            I do have this in a doc but it is not ready to go live just yet. In the meantime I do go over how you can set up in the following live stream.

            https://www.youtube.com/watch?v=6ALnsdQnkVQ

            Let us know if you have any questions or problems.
            Thanks! I'll be waiting!


            Néstor Viña León
            VR Engineering Wizard
            Futurelighthouse.com
            mail: nestor@futurelighthouse.com
            twitter: @nesvi7

            Comment


              #7
              Originally posted by Sam Deiter View Post
              Let us know if you have any questions or problems.
              I have seen the video, though this mostly covers just the basic inputs/motiontracking.
              Though how to trigger the vive's specific haptic feedback is not shown.

              Comment


                #8
                Originally posted by MissStabby View Post
                I have seen the video, though this mostly covers just the basic inputs/motiontracking.
                Though how to trigger the vive's specific haptic feedback is not shown.
                There is a segment during the hydra section of the video where they trigger feedback on an xbox controller, it should work similarly (calls something like ClientPlayForceFeedback with simple feedback effects).

                That said it would be clearer if they actually showed Vives being used for motion controllers, maybe another video?

                Originally posted by Sam Deiter View Post
                I do have this in a doc but it is not ready to go live just yet. In the meantime I do go over how you can set up in the following live stream.

                https://www.youtube.com/watch?v=6ALnsdQnkVQ

                Let us know if you have any questions or problems.
                Just wanted to mention that the hydra setup shown in the video is outdated and it works like other motion controllers now with an optional Hydra component for calibration and other hydra specific functions.
                Last edited by getnamo; 11-26-2015, 08:26 AM.
                Plugins: GES - Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo

                Comment


                  #9
                  Interesting, I now do get a "rumble" from the "play force feedback" node, but it doesn't allow me to specify the frequency, only the amplitude of the rumble.
                  The "haptic" nodes do seem to contain these variables and seem to be specifically introduced for the haptic feedback present in the vive controllers (and steamcontrollers). The play forcefeedback seems to only be able to address the original "spin motor faster/slower" input present in the xbox/ps4 controllers.

                  Currently i am unable to trigger an effect that has a low frequency.

                  Comment


                    #10
                    I have managed to workaround the issue a bit by triggering feedback in pulses of 0.05 seconds, this allows the haptic actuator to move exactly one time.
                    So whenever pulses are triggered with a interval of at least .1 sec it feels like separate pulses instead of just a "rumble" emulation.

                    Comment


                      #11
                      I have solved the problem. Thank you all !

                      For quick solving I post here the process

                      1. Create a force feedback effect file: in the content browser->RightClick->Miscellaneous->Force Feedback Effect
                      2. Edit the force feedback effect curve and select what hands do you want to affect.
                      Click image for larger version

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                      3. Simple blueprint to activate force feedback on object hit or overlap:
                      Click image for larger version

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                      Néstor Viña León
                      VR Engineering Wizard
                      Futurelighthouse.com
                      mail: nestor@futurelighthouse.com
                      twitter: @nesvi7

                      Comment


                        #12
                        Originally posted by Nesvi View Post
                        I have solved the problem. Thank you all !

                        For quick solving I post here the process

                        1. Create a force feedback effect file: in the content browser->RightClick->Miscellaneous->Force Feedback Effect
                        2. Edit the force feedback effect curve and select what hands do you want to affect.
                        [ATTACH=CONFIG]68289[/ATTACH]
                        3. Simple blueprint to activate force feedback on object hit or overlap:
                        [ATTACH=CONFIG]68290[/ATTACH]
                        Hi there.

                        I've tried getting this to work with the Vive Pre, but unfortunately UE4 crashes to desktop instantly with the Play Force Feedback node getting called. Anyone else managed to test this?

                        Comment


                          #13
                          Originally posted by Crow87 View Post
                          Hi there.

                          I've tried getting this to work with the Vive Pre, but unfortunately UE4 crashes to desktop instantly with the Play Force Feedback node getting called. Anyone else managed to test this?
                          I am using Vive Pre and got force feedback working without any issues. I'm using UE 4.9.1

                          Comment


                            #14
                            Originally posted by Slayemin View Post
                            I am using Vive Pre and got force feedback working without any issues. I'm using UE 4.9.1
                            We're running 4.10, but I'm not sure how much difference that makes. Are you using the Force Feedback or Haptic Feedback curves?

                            Comment


                              #15
                              I just using a linear force feedback curve which increases at a constant rate from 0 to 1 in 10 seconds.

                              Comment

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