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patrickabroad

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Everything posted by patrickabroad

  1. I don't see any inputs for the Focus 3 as an option in 5.1. The SteamVR plugin says it has been depreciated and to use OpenXR. When in install the SteamVR plugin and add a Cosmos input (like UE4) and try to run VR preview, UE freezes. What am I missing? How do I add inputs for the Focus 3 in UE 5.1? Thanks.
  2. The USB-C port I mentioned doesn't recognize ANY device I plug into it.
  3. Title explains it all. I was prompted to install 5.0.999.760 today so I did. Once complete, the USB-C port that I always use, and have done so for months, now no longer recognizes my headset. When I try another USB-C, it works. But not the one I have always used.
  4. I got sucked into a couple other projects and am just circling back to the Focus 3. I can't seem to open .glb files. My goal is to get them into 3ds Max so I can make some custom models. Do you know how I can get these into 3ds Max? Thanks.
  5. When I am in the VIVE Business Steaming application, I can see some Focus 3 controllers (image 2 below). These are being populated from somewhere on my computer. Also, when I'm in the Focus 3 lobby, there are also some Focus 3 controllers with no rings (don't know how to get a screen grab of that). Finally, when I When I open the VR template in Unreal Engine and enable the SteamVR plugin, I can see VIVE Focus 3 controllers in the VRTemplateMap. From where are those being populated? They are obviously being populated from some local directory. Does anyone know where I can find these Focus 3 controller meshes on my computer?
  6. For the VIVE and VIVE Pro, you can go into SteamVR render assets and pull the VIVE controller FBX. Is there a similar way to get a Focus 3 controller mesh? I'm digging around the Wave VR plugin and don't see a Focus 3 controller meshes. I'd like to add Focus 3 controllers to my VR environment. Thanks.
  7. Why would you take the conversation offline? What if other people have the same questions? Isn't that the whole point of a forum?
  8. Solved it. I'm posting this here for those who come across this: 1) Install SteamVR and VIVE Business Steaming app: https://www.vive.com/us/support/vbs/category_howto/preparing-your-computer-for-streaming.html 2) Open VIVE Business Streaming open on your computer, then SteamVR, and connect your Focus 3. You should see the Focus 3 icon on SteamVR. 3) Put on the headset, and do a software update. After the update, you should see the VIVE Business Streaming app in your Library. Start the app. It might fight you a bit. Turn off the Focus 3 and shut down SteamVR and VIVE Business Streaming and restart them. If you get a "Frame Loss Timeout" or "A key component of SteamVR isn't working properly" message, go to C > Users > [user] > AppData > Local > OpenVR and delete openvrpaths.vrpath. That should get you connected. When it's working properly, you'll just see a blank environment in the headset. The one with rings on the ground, and a stary sky. In UE, you simply add inputs for the Cosmos. That's it. The Focus 3 inputs work with Cosmos inputs in UE. Package the project for Windows and you should be good to go. Side bar for HTC people: I scoured the internet and the only documentation on Focus 3 I have found says "install WaveVR plugin" and "package for Android". It was pretty frustrating to burn 6 weeks, only to find out that Cosmos inputs work for the Focus 3. A simple "just use Cosmos inputs" from someone at HTC would have been really helpful. Very frustrating.
  9. A couple years ago I was given a demo by AMD showing how the Radeon Pro 5700 had WiFi adapters built into the GPU. It could stream directly to the VIVE Focus Pro. You installed an app from VIVEPORT and that allowed you to make the connection. Also, the HoloLens allows you to connect to your PC via WiFi IP address. I guess I just assumed there was a way to connect the Focus 3 to a PC. I'm building a VR application using UE. Due to the scale of the content, this application cannot be side-loaded onto the headset. It needs to be ran on a gaming PC. Two questions: 1) Are there specific settings/steps that I need to take in UE to make the application work with the Focus 3? 2) What is the best way to wirelessly connect to a Focus 3 to my PC? I need the WaveVR plugin to add the inputs for the Focus 3 controllers but the comment above makes it sound like I won't need to change any of the underlying blueprint code. Is that correct? I just add the Focus 3 inputs and the app should work with the Focus 3? That would be ideal if it is true. Currently, we use a VIVE Pro Eye headset with Valve Index controllers, all running through SteamVR. So I can confirm that SteamVR automatically starts when the app starts. If I am understanding you correctly, I just need to figure out how to properly connect the Focus 3 to my PC (and to SteamVR?) and my VR application will work? Is that correct?
  10. We want to make our VR project compatible with Focus 3. I created a "Plugins" folder in my project folder and copied the WaveVR plugin folder over to there, per these instructions: https://hub.vive.com/storage/docs/en-us/UnrealPlugin/UnrealPluginGettingStart.html Our plan is to run the game on a Windows computer and stream the content to the Focus 3 via wi-fi or a USB cable, so I did not bother with the Android steps in the instructions. I went into Edit > Project Settings > Inputs, and added Focus 3 controller inputs to the Quest and Index inputs that were already in there. I packaged for Windows because, as I mentioned, I will not be side-loading this to the Focus. We'll be streaming the content from a PC to the headset. The packaging failed. I've attached the log. Any help would be appreciated. UBT-AVRIL-Win64-Shipping_2.txt
  11. I figured it out. The binding step appears to no longer works for the Trackers in 4.25+ which in affect eliminates all the "Special" input sources. For Input Source in UE, choose one of the sources that start with "Tracker_". This should match the roles you can chose for the Tracker in SteamVR. Then, in the SteamVR settings, select the Tracker role that matches the Input Source you selected in UE. You can skip the whole binding part of the process shown above. This is not documented anywhere in HTC or in Epic Games so it would be cool if you guys did that.
  12. I watched to video above but when I click the "Edit" button for current binding, nothing happens. Also, nothing happens if I click the Create New Binding button. I'm I doing something wrong? SteamVR 1.18.7 and UE 4.26.2 Thanks.
  13. I'm trying to simply get the Vive Tracker to show up in UE. I'm following the instructions in this video: https://www.youtube.com/watch?v=kJcnVNF6zIU Seems straight forward but, after setting the current controller to Vive Tracker on Camera, when I click "Edit" under Current Binding, nothing happens (image attached). If I change the current controller to the Vive Controller or Index Controller, I can click Edit and it works. I only does not work for the Vive Tracker. This means I can't set the pose on the Vive Tracker to match to input source in UE. Is there something I need to do to unlock the binding settings? I'm on SteamVR 1.18.7 and UE 4.26.2. Thanks in advance.
  14. When I use the Focus node (image 1), the eye tracking seems to work (image 2). My problem is that the Focus node only returns the hit actor. I need it to return the component(s) within the actor. This can be done with a Line Trace node, so I used the gaze origin and gaze target to set up a line trace (image 3), but I'm having trouble getting it to work (image 4). I know it's user error because the Focus node works. I just can't wrap my head around how to connect the Gaze information nodes to feed the Line Trace node. Any help on how one goes about setting up the Line Trace node in UE, or how to pull the hit component information from the Focus node (or another node) would be helpful. Thanks in advance.
  15. This documentation is completely lacking when it comes to focus and gaze information. The first 5 pages is setup. Then there is only one sentence that refers to the player's focus. Then the next 5 pages are regarding avatar morphs. So if you want to do anything other than make an avatar blink, you're on your own.
  16. SRanipal version: 1.3.2.0, Unreal Engine version: 4.26.1, Headset: VIVE Pro Eye. If I set the Project Settings to Enable Eye by Default (Image 1), and then set a basic blueprint to print some data (Image 2), it works fine (Image 3). But if I turn off the Enable Eye by Default in the Project Settings and then try to start it using the Start Eye Framework node (Image 4), it doesn't seem to work (Image 5). What's weird is that the Get Gaze Data node is still returning "True", but the actual data seems to be frozen (Image 5 again). I assume it's user error so any tips would be helpful. Thanks in advance.
  17. So if I just wanted the gaze information, I shouldn't bother with Version 2, correct?
  18. Sorry if this is a repeat, I looked through the forum and didn't see this asked. I'm using SRanipal SDK in Unreal. When I start the Eye Framework, I can choose between Version 1 and Version 2. Wondering if someone can tell me the difference. Thanks.
  19. I believe you calibrate the headset in the SteamVR menu, not in UE. Press the systems menu button below the trackpad to open the SteamVR menu. Then select the VIVE Pro Eye button in the lower part and select calibrate. This should run you through the calibration process where you follow the little blue dot with your eye. Hope that helps.
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