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    Does anyone know how to set up the arm Ik? Ibhad it set up working correctly before, but when i switched to this plugin and its vr character it doesn't work. Im working on making a full body ik.

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      Originally posted by Redguard10 View Post
      Does anyone know how to set up the arm Ik? Ibhad it set up working correctly before, but when i switched to this plugin and its vr character it doesn't work. Im working on making a full body ik.
      Seeing as the ArmIK is done completely in AnimBP I assure you the plugin isn't the problem. How exactly are you trying to use the VR character to do this? I have IKs working just fine on it.

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        So I got it to work by feeding in the location based of the motion controller transforms into the modify bone in the Anim. However when I made my other ik bodies i didn't have to do that so not sure why I had to add that in now.

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          Originally posted by Redguard10 View Post
          So I got it to work by feeding in the location based of the motion controller transforms into the modify bone in the Anim. However when I made my other ik bodies i didn't have to do that so not sure why I had to add that in now.
          Don't know what you are using for the IK but it may be casting to get the transforms and failing the cast, you will always need the controller transforms as effector locations generally.


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            Um, okay, so I decided to add one Grippable component, that is, Grippable Procedural Mesh Component. And, after a day of trial and error (I am definitely NOT a C++ programmer) I succeeded. Also added a copy procedural mesh to grippable procedural mesh so you can slice the proc mesh then copy the other half to grippable proc mesh.

            I have no idea how to add that to the repository, so if anyone wants to help me I'd be glad.

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              Originally posted by Z-enzyme View Post
              Um, okay, so I decided to add one Grippable component, that is, Grippable Procedural Mesh Component. And, after a day of trial and error (I am definitely NOT a C++ programmer) I succeeded. Also added a copy procedural mesh to grippable procedural mesh so you can slice the proc mesh then copy the other half to grippable proc mesh.

              I have no idea how to add that to the repository, so if anyone wants to help me I'd be glad.
              Mmmmm, is this for a specific reason? Like you wanted the advanced physics options of the interface on a procedural mesh? Because generally you can grip sliced objects without the interface with the naive gripping nodes, the slicer in the template level has that.

              I don't mind adding a procedural mesh grip, it just needs some more work than other things since when it actually gets sliced the body changes and has to be re-initialized. Also it would be better to actually have a slicing function that directly creates a grippable version instead of creating a proxy and copying the mesh data over.

              Just want some more information on why you needed it before merging the files from the PM you sent me or iterating over them with some improvements.

              *Edit* Also for the record things like this I am more than willing to do, though i'm sure it was helpful to do it yourself to learn how the grippables are modified.
              Last edited by mordentral; 06-10-2019, 08:30 PM.


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                Is there anything exposed for detecting what VR controllers the client is using? such as knuckles or vive wands.
                i see the GetHMDType but not sure if thats purely headset related

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                  Originally posted by Rareden View Post
                  Is there anything exposed for detecting what VR controllers the client is using? such as knuckles or vive wands.
                  i see the GetHMDType but not sure if thats purely headset related
                  You can directly poll the controller name from the SteamVRAPI, I have a node for that in the latest template that specifically checks for knuckles. Valve seems to feel that you shouldn't need to know the name in the end and that you should check the TrackingLevel of the controller to deal with differences between them, something that is understandable in theory, but currently not good enough as we still need controller offsets to sync up gripping transforms.

                  I'll likely make a controller specific steamVR node that returns the controller type eventually, kind of waiting to see what the name of the index controllers will be in the end so right now its a direct string query.


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                    Originally posted by mordentral View Post

                    You can directly poll the controller name from the SteamVRAPI, I have a node for that in the latest template that specifically checks for knuckles. Valve seems to feel that you shouldn't need to know the name in the end and that you should check the TrackingLevel of the controller to deal with differences between them, something that is understandable in theory, but currently not good enough as we still need controller offsets to sync up gripping transforms.

                    I'll likely make a controller specific steamVR node that returns the controller type eventually, kind of waiting to see what the name of the index controllers will be in the end so right now its a direct string query.
                    thanks, found the node in the template.
                    I noticed in the OpenInput plugin the Get finger curl and splay data dosnt seem to have any data in the splay array, is it still in the works?

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                      Originally posted by Rareden View Post

                      thanks, found the node in the template.
                      I noticed in the OpenInput plugin the Get finger curl and splay data dosnt seem to have any data in the splay array, is it still in the works?
                      Splay doesn't exist on any current controllers, there are three levels of tracking in OpenVR, Estimated (most controllers), Partial (Index with curl), and Full (none currently, but things like gloves and/or leap motion or AR pose tracking could provide).

                      Index controllers don't have a splay element, so the splay values will always be empty.

                      The hand action has a var "SkeletalTrackingLevel" that you can access to read out, I will need to make a function that retrieves that eventually as well. I'll note that the module is fully compatible with the official Valve plugin, when that one is installed mine turns off the input handling and just acts as a layer on top of it to allow for the gesture / replication / full body posing.
                      Last edited by mordentral; 06-13-2019, 08:57 AM.


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                        Pushed a new commit to both repositories:

                        Added some prelim physics changes and replication improvements prior to the more major physics changes coming down

                        Patch notes here:
                        https://vreue4.com/patch-notes?secti...eanup-06-13-19


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                          Originally posted by mordentral View Post

                          Splay doesn't exist on any current controllers, there are three levels of tracking in OpenVR, Estimated (most controllers), Partial (Index with curl), and Full (none currently, but things like gloves and/or leap motion or AR pose tracking could provide).

                          Index controllers don't have a splay element, so the splay values will always be empty.

                          The hand action has a var "SkeletalTrackingLevel" that you can access to read out, I will need to make a function that retrieves that eventually as well. I'll note that the module is fully compatible with the official Valve plugin, when that one is installed mine turns off the input handling and just acts as a layer on top of it to allow for the gesture / replication / full body posing.
                          so they are just using the capacitive touch the thumb buttons and trackpad to create the splay then i presume.
                          Currently using a finger solver for controlling them on other controller types and gesture determination from the fingers, im just using the curl data from the openinput to feed into that for index controllers.
                          How does your gesture determination work if i may ask? mine currently uses the curl values to determine a gesture, looking to improve it if possible.

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                            Originally posted by Rareden View Post

                            so they are just using the capacitive touch the thumb buttons and trackpad to create the splay then i presume.
                            Currently using a finger solver for controlling them on other controller types and gesture determination from the fingers, im just using the curl data from the openinput to feed into that for index controllers.
                            How does your gesture determination work if i may ask? mine currently uses the curl values to determine a gesture, looking to improve it if possible.
                            Same thing, just with thresholding and a database to store values / mirror them. I was running off of pure transforms before they started inferring the curl data from them.


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                              Originally posted by mordentral View Post

                              Don't know what you are using for the IK but it may be casting to get the transforms and failing the cast, you will always need the controller transforms as effector locations generally.
                              So I figured it out and it works for what I need however I had a question. Im trying to add functionality where the character can bend over but the whole body doesn't follow not sure how to set that up since all I have is the hmd and vive hand controllers. Do I need a waist motion controller? Or is there a way around that. For some reason it wont let me post the reference images. it says they are too large. Let me see if I can add them later.




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                                Originally posted by Redguard10 View Post

                                So I figured it out and it works for what I need however I had a question. Im trying to add functionality where the character can bend over but the whole body doesn't follow not sure how to set that up since all I have is the hmd and vive hand controllers. Do I need a waist motion controller? Or is there a way around that. For some reason it wont let me post the reference images. it says they are too large. Let me see if I can add them later.

                                You need to handle a waist estimation with the IK. Good IK systems should already have that?


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