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Posts posted by Tima
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Hi @zzy
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Add joint rotation/pinch info/palm position info in result
Can't see joint rotation in GestureResult -
SetCameraTransform function
Still missing in header
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Add joint rotation/pinch info/palm position info in result
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@zzy thnks i'll give it a try
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Hi @zzy
Do you call UseExternalTransform(true) before StartGestureDetection?
Yes.
Are you applying hmd transform on GestureResult, making your hands move with your HMD.
Yes
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Hi @zzy
I’ve got some problems.
If I put my physical hand on table ( in fixed pose ) and very slowly turn my headset up and down my virtual hand stays at the same position relative to virtual camera but if I turn my headset a bit faster ( not very fast ) my virtual hand moves with virtual camera and sometimes returns back to initial position in virtual world.
1.) My frame rate is 90 fps
2.) No joints, I use only origin of the first point.
3.) Unity sample has no such issue
4.) I tried to set maxFPS to 90 in GestureOption the results are the same
5.) The same test runs without issues if I replace Vive-wrapper with LM-wrapper. (both wrappers return only left hand position in headset system coordinates)
Any help would be appreciated.
BR
Tima
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@zzy when do you plan 'next release' ?
BTW it would be nice to add 'grab-strength' too...
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Hi @zzy
Yes, it works now.
BTW Why don't make some helper function to calculate ( relative ) angles and pos for hand's bones ?
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ModelRenderer.cpp
Line 178: float angle2 = UHandGestureUtils::UnsignedAngle(vec1p, forward);
Should be: float angle2 = UHandGestureUtils::UnsignedAngle(vec2p, forward);
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On 12/14/2020 at 2:19 PM, Tima said:
Hi @zzy
GestureOption options;
const GestureFailure ret = StartGestureDetection( &options );throws Access violation in aristo_interface.dll.
PS
1.) Camera test passed in SteamVR all drivers are up-to-date
2.) If i desable camera in SteanVR StartGestureDetection( &options ) returns GestureFailureCamera
3.) Vive Pro
Any help would be appreciated.
Hi @zzy
here is a minidump.
https://gofile.io/d/l5Wyf2 -
On 12/14/2020 at 3:19 AM, Tima said:
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Hi @zzy
GestureOption options;
const GestureFailure ret = StartGestureDetection( &options );throws Access violation in aristo_interface.dll.
PS
1.) Camera test passed in SteamVR all drivers are up-to-date
2.) If i desable camera in SteanVR StartGestureDetection( &options ) returns GestureFailureCamera
3.) Vive Pro
Any help would be appreciated.
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Hi @zzy
Thanks a lot.
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@zzy Kind reminder
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Hi @zzy
We currently using leapmotion in our products but not fully satisfied with it.
We would like to give a try to Vive hand Tracking but we can not migrate to x64 right now due to large code base.Is there any chance to release x32 ?
BR
Tima
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Do you plan to release win32 version ?
Win32 version
in VIVE Hand Tracking SDK
Posted
@zzy
new version is online ( https://developer.vive.com/resources/vive-sense/sdk/vive-hand-tracking-sdk/0100/ )
but the link points to 9.4_1028