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Hands for VR and Fingers Solver - Support Thread

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    [SUPPORT] Hands for VR and Fingers Solver - Support Thread

    Marketplace: https://www.unrealengine.com/marketp...r-hands-solver
    Documentation: [PDF]
    Demo Project: [4.21]
    Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
    And random stuff at Youtube

    #2
    Version 1.2

    1. New optional function in Hand Skeletal Mesh component: Set VR Input Grip Pose. If grip pose was initialized, the hand would interpolate VR input for each finger between open reference pose and grip reference pose (0 – open pose, 1 – grip pose).
    Click image for larger version  Name:	001.png Views:	1 Size:	75.1 KB ID:	1610103

    2. Finger orientation structure got additional float variable: First Knuckle Curl Addend, i. e. curl rotation value, applied to first finger bone only. It helps to build more accurate poses.
    Click image for larger version  Name:	002.png Views:	1 Size:	269.0 KB ID:	1610104

    Planned in the next update:
    • support for Set VR Input Grip Pose in Fingers Solver system
    Create Fingers Pose From Current State – special function to build dynamically fingers pose from instantaneous traced pose or VR input pose.
    Last edited by YuriNK; 04-20-2019, 09:01 AM.
    Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
    And random stuff at Youtube

    Comment


      #3
      Hello Yuri,

      I am trying your demo (4.21) with index controllers (knuckles) ...But, what is the mapping..as nothing is working with the default default configuration ?

      In advance thank you

      Comment


        #4
        Originally posted by Cobaltvr View Post
        Hello Yuri,

        I am trying your demo (4.21) with index controllers (knuckles) ...But, what is the mapping..as nothing is working with the default default configuration ?

        In advance thank you
        Depending of what you use (anim node or Hands Skeletal Mesh), call function "Apply VR Input" of FK/IK Finger Solver or Hand Skeletal Mesh component in every tick. It takes as a parameters curl values for all fingers with 0 - finger fully straightened and 1 - finger fully curled. You can get this values from "Get Fingers Culrs and Splays" global function (part of Valve SteamVR Input plugin). In BeginPlay, initialize input reference pose (pose for fully open hand).
        Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
        And random stuff at Youtube

        Comment

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