The controller is capable of tracking hands within a 3D interactive zone that extends up to 60 cm (24”) or more, extending from the device in a 120 x 150° field of view. Small, fast, and accurate, it can be used for productivity applications with Windows computers, integrated into enterprise-grade hardware solutions or displays, or attached to virtual/augmented reality headsets for AR/VR/XR prototyping, research, and development. The Leap Motion Controller is an optical hand tracking module that captures the movement of users’ hands and fingers so they can interact naturally with digital content. Includes demos of Particles, Paint, and Cat Explorer.Interacts directly with digital content, VR & AR apps.Tracks objects and captures high-speed infrared footage.Offers a 135° field of view and up to 80 cm range.Features a highly accurate optical hand tracking module.Try the new Ultraleap Leap Motion Controller 2.Miscellaneous Microcontroller Accessories.Gears, Belts, Pulleys, Tracks, Sprockets & Chains.I will change that as soon as the file explorer is ready to be used, and I will try to make sure you can customize the thumbnails for any game in all categories, which isnt much work after all, as long as the file explorer works. You can actually change the thumbnails of SteamVR games, Oculus and Viveport by just replacing the image (using same name), but custom imported games, Revive and non-Steam games in SteamVR library has a static image bound to the gallery button. They are all located in:Ĭ:\Users\user\AppData\Local\Pimax\PiTool\games\ the thumbnails are not really cistomizable. If all goes well, we may have it ready end of next week.Ĭurrently. This will require a GUI file explorer which Im actually working on already. To be honest, I havent even considered this before, but you might got me thinking to add a feature to replace the thumbnail of games to any preferred. Prework article: Designing the Perfect VR Keyboard for Hand Tracking | by Danny Yaroslavski | Medium Who knows, maybe he’ll buy a Pimax so that he can work with you! I’m going to pass along a link to the YouTube of what you’ve got going to him, as well. Although he was working with a Quest, his work is worth checking out. There has been a gentleman working on a hand tracked keyboard layout. When you did that, I was actually surprised that it didn’t change. This should trigger the UI scale to increase or decrease. Put both hands in front of you, pinch both and move your hands apart. You made a gesture that screamed for an action. Now I know why changing the UI scale changes the position of the UI! Heh, I was gonna mention it as a bug. I hate coming up with things that just increase the workload, but I’m thinking that you’re going to need a menu/ui for allowing user customization of things like movement and click sensitivity. My! I’ve been waiting for hand tracking for a looong time! (lol, not really sure why to interact with sim cockpits, I guess) You are my new favorite person! Even without all the work you’re doing on Peetools! All it required was a bunch of tweaks and changes in the script They really made things more complicated than before, without any advantage, since you can actually still use the old UI plugin and simultanously benefit from all new features with the new Interaction engine. Nowadays, UltraHaptics use a different leap Motion interaction engine that requires the UI to be built in a specific way (box colliders everywhere, restricted use of Raycas targets etc), and if I used the latest engine, it would totally mess up the entire VRExperience and require crazy amount of time to just re-made the UI almost completely. With their solution, you would click on things by accident all the time, and scrollviews would be totally unusable.Īlso, Unity has changed loads of things when it comes to UI hierarchy since Leap Motion UI plugin for interaction was made, and it doesnt seem like the UI plugin is being updated anymore. I have no idea why Leap Motion made it this way, its totally useless for hand tracking UI interaction if you are not able to scroll properly. And believe it or not - by default with the Leap Motion UI plugin, clicks are made instantly upon press-down (retarded solution). Im trying to customize/tweak this a little using my own scripts, because without the tweaks, its even more sensitive. Yes the sensitivity is too high, especally when pinching. It feels really natural to use my hands instead of the index controllers! I’lll try more later today. Pinch mode is really, really sensitive, but that is ok. Horizontal tracking is about +/-40 degrees tops. Will post the thingiverse 3d model for leap motion mount tomorrow. I can confirm hand tracking works really well on my OG Leap Motion.
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