i canât fix my fingers problem.
(i hope i can explain with my bad english)
I notice my lowerarm using left_elbow_transform like your template not twist/roll, i add the ROLL from my hand to the lowerarm and seems better. (+hand roll - 180 for left)
The same problem with finger, not roll when roll the hand, i donât now where are the problem, if i move the finger after roll the hand, then the finger roll right. Its hard notice with the bluecharacter but i think your template have the same fingers problems.
Like with lowerarm i check adding the roll value to my index finger (+hand roll -90) and seems work fine if i roll the hand, finger roll, the problem now its when i move the finger after adding the roll value of hand, now i have incorrect roll values in my index finger.
I have a headhache with all this rotations, and try understand. :lol:
I made a video (disregar skin weight problems) test - YouTube
not show in that video still not understand why if i move the head the elbows move, that must be a driver problem.
edit: if i place my hand in front of my face and move the head with the hand following keeping the position in front of my faces, the finger rotate. That must be the problem clearly.
here another testhttps://youtube.com/watch?v=c5HgHQwYbvY
and this another video
(index finger)
v=s_29OtGGDYA&feature=youtu.be
Hello there! First of all, thanks for this great work that provides us this fantastic plugin!
I have an issue to report: whenever I use the HAND function (OnFingerMoved->LeapPointable->Hand) - to get the hand reference and determine its type - UE4 editor crashes when I exit the game (launched in editor window, standalone window or separate thread - doesnât matter).
When I remove the HAND node, everything behaves properly.
In the imgur link Iâve attached screenshots of the node graph & crash report - although the report doesnât say anything helpful
Hope itâs helpful!
Cheers
i havenât that problem in standalone but in editor window UE4 crash.
i think i discovery where is the problem with my fingers
i donât known how to solve.
Leap motion seems use negative rotation numbers when the palm/fingers its fancing the camera and positive when no.
then in my video examplehttps://youtube.com/watch?v=c5HgHQwYbvY
when finger rotation reach 180 the next value its -180 and the finger change the orientation. The same thing when passing from -180 to 180.
i think the solution its have 0 -360Âș a 0 -360Âș depending if finger are facing the camera or no.
any idea? thanks.
Try making sure your leap motion settings (right click in taskbar) are correct, and see if that fixes the problem. If not, hmmm not sure.
Ok so apparently tool tracking isnât working right in the latest Leap sdk, they are looking into the problem now at Leap.
https://community.leapmotion.com/t/cannot-track-tool-v2-2-1-24116/2291/16
I am interested in recording the data in real-time to an FBX animation. Anyone explored this possibility yet?
You can easily store the values the leap spits out in a list or a custom format, but Iâm unsure of the details of how you would be able to bake that into an animation in fbx format. Thisand thismay be relevant to your search.
Interesting, simply having tool tracking enabled should make your previous graphs work. I havenât personally tested tools, but thereâs a japanese blog(google translate is your friend) which has it working with this plugin; maybe try their approach?
Good catch, this has now been fixed in 0.8.3.
After some wrangling with XCode compiler (which uses a stricter form of C++ standards, had to change some enums), Mac is now supported from 0.8.3. Do note that I while I do intend to maintain some OSX support, it may lag quite a bit behind the windows development since it requires additional testing time which I cannot spare (if you wish to maintain the mac pre-compiles by all means make pull requests!).
Key facts I learned for mac plugins to work:
-.dylib is the equivalent of both a .dll and a .lib
-UE compiler expects .dylib to be in the Plugins\LeapMotion\Binaries\Mac folder
-XCode has a stricter (ISO) C++ than VC++, you cannot forward declare enums
-You need to refresh XCode to compile plugin for mac. It may load without a compiled plugin .dylib otherwise; the plugin wonât work as youâve seen yourself, but will appear to be loaded (bizarre!)
-Since it doesnât depend on the project root/binaries folder you can safely ignore it when installing the plugin for Mac.
@vimaxus Closed your pull request to master and made a new branch called experimental, go ahead and make a pull request there. It is a branch designated for experimentation with new/additional features which may not yet be fully optimized. Should be the right place to have that blob tracking until we get performance up (maybe with multi-threading?)
Update to 0.8.3
-Now supports Mac OSX
-Fixed Finger->Hand crash on exit
-Update to Leap SDK 2.2.1
See the usual place for the latest zip. Finger rotations left for another dayâŠ
thanks for the update. DownloadingâŠ
I hope you catch the finger problem easy.
Hey , Iâm having trouble storing the leapController in the âLeapâ variable, it doesnât seem to be compatible with my Optimize for HMD method. I used the default first person project and added everything to the characterâs blueprint. However the leap controller reference isnât compatible with the character reference. Do I have to create a new event graph or something, I would have assumed I could add it to an existing one? Thanks for any help and sorry if this is a noob question.
I believe this is a 4.6 feature where it will automatically target the correct reference due to better context awareness. Notice that it says 'Target is MyCharacter_C(Leap) which means the correct component is already the target. If you want the graph to look exactly like pre-4.6 you simply drag from the Leap component as youâve done and then search for the âEnable Gestureâ node which will attach it to your placed component reference.
when you check finger rotation problem, if you can check for the elbow problem when the HMD/Head its moving would be nice. (the elbow move with head/HMD) thanks!
Hey ,
First of all, your plugin is excellent. Iâm just starting to get in to using Unreal Engine. Iâm working with a group on a VR project, and your plugin has helped us tremendously. Iâve worked with all the 0.7.x versions, but I recently transitioned to your most up-to-date version.
When using this on my laptop, I donât have the Rift to use at all times, so I hoped to do some tests while using the Leap Motion on a table top. The issue seems to be on the LeapRiggedCharacter model. The problem is that my hands are showing up too far back to be seen from the camera angle. I dealt with this in the previous versions of the plugin by adjusting the offset for the Leap data. I am wondering, is there somewhere I can perform a similar operation within the LeapRiggedCharacter model? Iâm not finding where the Leap raw data is implemented within this content. I havenât had the chance to use the Rift with the newest version to see if the problem persists in HMD mode or not.
i think (not check) you can do this having a custom âLeafComponentShiftâ
Iâm glad the plugin is of use to you guys
Regarding the LeapRiggedCharacter, it is unfortunately a bit opaque in terms of documentation so I will try to explain a little bit how it is set up, and hopefully it will become clear why some things are set up as they are.
What knack is referring to is a variable declared inside LeapBasicRiggedCharacter which is the parent of LeapRiggedCharacter. Adjusting this each tick is one way to adjusting leap component offset, but the convenience character is set up with this flexibility in mind. Bear with me for a little bit.
LeapBasicRiggedCharacter is where all the magic really happens, LeapRiggedCharacter simply has the split head attached, so if you didnât want the invisible but shadowed head you would subclass from the basic rigged instead of the rigged version, where you would have your custom mesh specified with its own animation blueprint.
If you go into that parent blueprint (LeapBasicRiggedCharacter), you will find that you can move the LeapDebugHand child actors. Simply moving the DefaultDebugHandActor will adjust your leap offset; imagine this as a virtual representation of your leap controller, so putting it roughly in the same distance/place as you have it in the real world will give you a 1:1 relation. For HMD this is automatically attached to your camera so it will be correct at all times, for table (default) mode we canât automatically deduce that offset, but you can now adjust it to fit your setup.
As an aside, you can also use the animation re-targeting system to have your own mesh use a copy of the animation blueprint included in the plugin so you retain the leap bind system as well as the animations, but attached to your own mesh+skeleton, I should probably make a guide for that at some point :p.
Thanks for providing this plugin. Sorry if this is written somewhere but I couldnât find much info on handing multiplayer. It seems that when I play-in-editor with 2 clients and a dedicated server, when I move my characterâs hand, the other characterâs hand moves as well. This is quite surprising. Iâm relatively new to UE4 multiplayer but Iâve gotten basic functionality like sprinting and movement mode working. Any suggestions on how to decouple the animations? Thanks.
Thanks for all the work. Could we get a plugin build for 4.7 preview 2?
I tried to install the plugin and it worked great. However when I want to do step 3A (set character and playercontroller) I donât get the leap options.
My plugin did install, I found it under the installed categories under plugins.
Any advice?
Did you copy the optional Content folder into your Project Root?
I donât pre-compile for preview builds, but you have the source and it is generally trivial to recompile for new engine versions (just add code to project and hit compile).
You may be able to change the LeapBasicRiggedCharacter or your own leap blueprint to only execute on the first client through an if statement. Either way this shouldnât be an issue when youâre using networked clients instead of on the same computer.
So sorry , I was a bit hastened when I tried this yesterday and didnât properly.
Thanks a lot for a great plugin and the help!