I’m working with the Leap Motion device and i got some scale issue that the method above don’t fix.
I’m on Unreal Engine 4.17.0 compiled version from github using the LeapMotion Plugin mounter on an Oculus Rift CV1.
I would like to make my character as a geant with several “height” level (x3, x5, x10). For testing purpose, i’m working only with the x3 level => World to meters is set to 300.
I didn’t get any cross eye effect or jittering of the hands, I guess this was fix in this version of Unreal.
I made the c++ fix in the ‘convertAndScaleLeapToUE’ function, and the movement are scaled, but not the hands.
I’ve tried to export ‘hands_lo’, scale on blender, and export the new asset (FBX binary 7.4 ). Removing ‘hands_lo’ and its skeleton forcing replace with my new assets, my hands are invisible, not displayed, in both normal W2M or W2M=300.0. Without any special output log.
Is there any other special settings for the export/import of the hands_lo.fbx ?
- Scaling the hands meshs, or the hands BP from viewport or in BP at runtime, the hands are well scaled but the movements are too large ( a 5cm translation of my real hand seems way bigger in the virtual world ~ 10/15cm ).
- If I remove the C++ w2m fix, and I just scale the hands, i got the good scale for hands but the movement are scaled down (as expected reading this thread).
=> I don’t really understand where / what is the coeff which multiply these movement scale from smaller to way bigger.
I tried to apply the same c++ w2m fix in the ‘float ScaleLeapToUE(float LeapFloat)’ but the issue is the same.
=> Any ideas where this fbx import error come from ?
=> Using the LeapRiggedEchoHands_Actor as base class, i never took a good look inside the plugin classes and content until now, and as I don’t know much about skeletal mesh i’m not sure to understand why is there several assets for the hands mesh. Should i scale each echo_lo_r and echo_lo_l mesh instead of echo_lo . Why is there a “2 hands mesh” asset when both individual hand mesh are used in the BP. Is that only for animation ?
Thanks a lot for any help.
I succeed to make it work with the Ders92’s answer with few modifications :
1 ) I exported hands_lo_R and hands_lo_L as FBX
2 ) Scale in blender and export
3 ) Import in ue4
4) Make a copy of each assets of the hands : hands_lo_L, hands_lo_L_skeleton, hands_lo_R …
5 ) Open the copied skeletal mesh asset for hands, change the path for the FBX source, then reimport using ‘Reimport’ button from the skeletal mesh window
6) Your new skeletal mesh can be set as skeletal mesh for your hands
=> Modifying the Leap Plugin assets hands_lo “broke” the skeleton and hands doesn’t appear. This method allow to have several scale of the hands without modiying the Leap plugin content.
This method works but requires some manual step, anyway this doesn’t allow a progressive modification of the Worlds2Meters.
Doing the scale in runtime may allow to create proressive height modification, and more possibility for the height of the character.
Have you any idead if that possible to do that at runtime, without using a 3d software for scale the skeletal mesh ?