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  1. I attempted to run two gesture tracking examples under the VIVE OpenXR Plugin: one is the "hand tracking sample" and the other is the "hand interaction sample." Unfortunately, neither of them functioned properly and failed to capture my gestures. Notably, the former did not display the virtual hands. What could be the reason for this? I run these two Unity samples on my computer and then streamed them to the VIVE Focus 3 via VIVE Business Streaming (VBS).
  2. Why can't my HTC VIVE Focus 3 capture gestures using the PC VR program (Unity) running through VIVE Business Streaming? I developed it using the waveXR SDK 5.6.0.
  3. Hello, I am trying to use Focus 3 with open XR. I can do a lot but I am not able to grab objects. I am trying to grab an object from the Hands Demo Scene (XR Interaction toolkit 2.3.2 package + Hands Interaction Demo ==> Hands Demo Scene) - What am I missing ? - Why Is the grab action ( or pinch ) not recognized ? In the OpenXR settings (in Plug-in management) this is what I have: From then, I thought I would go and create a new input action for my focus 3. In the OpenXR - Developer Resources page on the vive documentation, there is a section for hand tracking to interact with objects (https://developer.vive.com/resources/openxr/openxr-mobile/tutorials/unity/hand-tracking/interact-objects-remotely/) 1) I cannot find the Hand Interaction Profile to add in the project settings > XR Plugin Management > OpenXR 2) I cannot find the Focus 3 in the Input Action device list I suppose this would only show if VIVE Focus 3 Hand Interaction profile is added. Setup : Unity 2021.3.15f I am currently using these packages from the VIVE registry : Any help would be appreciated. Thanks in advance ! Julien
  4. Hey everyone. I need to track my hands using VIVE Pro in Unity's VR environment on my PC. The Unity versions I used were 2022.3.8 and 2020.3.20. Here is the tutorial I followed: https://developer.vive.com/resources/openxr/openxr-pcvr/tutorials/unity/installing-vive-openxr-pc-vr-plugin/ I tried the sample scene, and it works well when I’m holding the controllers. But after I put the controllers on the table and raised my hands, nothing happened. I also tried hand tracking sample scene from XR interaction toolkit following tutorials on Youtube. It all failed when I tried to use hand tracking. I then re-checked this documentation overview of Vive Open XR https://developer.vive.com/resources/openxr/openxr-pcvr/overview/. It said VIVE Pro series is supported and uses VIVE Console utility for PC VR. I thought it might be the reason for my unsuccessful trying because I hadn't downloaded it before. So I downloaded it but launched it with"error 200: headset is not detected". I followed the solution here: https://www.vive.com/us/support/vive-pro2/category_howto/what-error-codes-and-messages-mean.html?error=200 . · Make sure the cables between the headset, link box, and computer are all properly connected, and then restart the headset. · Make sure to update the driver for your NVIDIA or AMD graphics card to the latest version. · Install the latest VIVE Console app update. Open VIVE Console from the desktop or Windows system tray, and then click > About > CHECK UPDATE. But there was no “CHECK UPDATE”. Also, once I exit the VIVE Console for SteamVR, I can’t open it anymore. The only way to open it is to uninstall and redownload. I don’t know if it’s because there are any setting problems with my PC or maybe it’s because Vive Pro is not supported? All the results I got by using "vive console" and "vive pro" as keywords to search for any solution were about VIVE Pro 2. And the introduction in the link for downloading Vive Console seems to only support VIVE Pro 2. I wonder is there any way to achieve hand tracking in unity with Vive pro? I’ve tried all I could for several days, and I really need help.😭
  5. Hey everyone. I need to track my hands using VIVE Pro in Unity's VR environment on my PC. The Unity versions I used were 2022.3.8 and 2020.3.20. Here is the tutorial I followed: https://developer.vive.com/resources/openxr/openxr-pcvr/tutorials/unity/installing-vive-openxr-pc-vr-plugin/ I tried the sample scene, and it works well when I’m holding the controllers. But after I put the controllers on the table and raised my hands, nothing happened. I also tried hand tracking sample scene from XR interaction toolkit following tutorials on Youtube. It all failed when I tried to use hand tracking. I then re-checked this documentation overview of Vive Open XR https://developer.vive.com/resources/openxr/openxr-pcvr/overview/. It said VIVE Pro series is supported and uses VIVE Console utility for PC VR. I thought it might be the reason for my unsuccessful trying because I hadn't downloaded it before. So I downloaded it but launched it with"error 200: headset is not detected". I followed the solution here: https://www.vive.com/us/support/vive-pro2/category_howto/what-error-codes-and-messages-mean.html?error=200 . · Make sure the cables between the headset, link box, and computer are all properly connected, and then restart the headset. · Make sure to update the driver for your NVIDIA or AMD graphics card to the latest version. · Install the latest VIVE Console app update. Open VIVE Console from the desktop or Windows system tray, and then click > About > CHECK UPDATE. But there was no “CHECK UPDATE”. Also, once I exit the VIVE Console for SteamVR, I can’t open it anymore. The only way to open it is to uninstall and redownload. I don’t know if it’s because there are any setting problems with my PC or maybe it’s because Vive Pro is not supported? All the results I got by using "vive console" and "vive pro" as keywords to search for any solution were about VIVE Pro 2. And the introduction in the link for downloading Vive Console seems to only support VIVE Pro 2. I wonder is there any way to achieve hand tracking in unity with Vive pro? I’ve tried all I could for several days, and I really need help.😭
  6. Hello everyone, I've been using the WaveXr hand tracking plugin for android and have noticed a difference in behavior compared to the OpenXR hand tracking plugin. Specifically, the hand tracking interaction in the OpenXR plugin resembles that of a controller, with the pinch gesture acting like a trigger or moving the hand like a controller. I have noticed that in the WaveXR we have gesture recognition. However, in the case of Wavexr hand tracking, I've observed that this behavior is not replicated. The pinch gesture doesn't quite resemble the trigger-like interaction found in the OpenXR hand tracking plugin. I would like to inquire whether there is an interaction profile or setting within the Wavexr hand tracking plugin that can align its behavior more closely with the controller-like interaction profile found in OpenXR. I'm also using both old and new input system. Has anyone else encountered this distinction in hand tracking behavior between these two plugins in the latest updates? Thanks in advance
  7. Hi Everyone, I'm currently using Unity 2021.3.20f1 and I'm trying to complete a project the uses OpenXR, XR Hands, and XRI (XR Interaction Toolkit). I have hand tracking working but I'm specifically trying to take advantage of the Hands Interaction Demo that incorporates a Hand Menu (palm up pose detection). For some reason when using controllers, the palm up detection works but not when using only hand tracking. Does anyone have any tips here? P.s this works on Meta Quest headsets without issue. https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit@2.3/manual/samples.html#hands-interaction-demo https://docs.unity3d.com/Packages/com.unity.xr.hands@1.1/manual/index.html Thanks
  8. Hi everyone, We are currently working on a VR project which needs to work with the Vive Pro 2 and use hand tracking. The OpenXR overview validates the fact that the vive pro 2 is supported for hand trackinghttps://developer.vive.com/resources/openxr/openxr-pcvr/overview/) We tried to use the package on Unity 2019.X and 2022.X en URP/HDRP & Builtin pipeline, but nothing seems to work. We followed the documentation/tutorial provided in the readme of the package and the documentation and we cannot manage to make the sample scene work and track anything. There is no information logged to the console, no warning, no error. We tried with and without the SteamVR package. We also tried to find a solution on the forum but, no solution was found. Is there a proper way to make the sample scene working ? Does the Pro 2 really support hand tracking ? Thanks a lot Alex
  9. Hi, I've been trying to get hand detection going for my project and this is going to be a bit lengthy, because I've already tried out so many things, so here goes: First I started with hand tracking in OpenXR. I followed the tutorial described here: https://developer.vive.com/resources/openxr/openxr-pcvr/tutorials/unity/how-integrate-hand-tracking-data-your-hand-model/ Had to fix a couple of problems in the tutorial code, notably adding declaration for locations: private static XrHandJointLocationsEXT locations; And also a few other problems. So the script now compiles and runs, but unfortunately when I call res = feature.xrLocateHandJointsEXT(feature.m_leftHandle, locateInfo, ref locations);, the locations.isActive is always 0. I've debugged as far as I could, but I just don't seem to be getting hand tracking updates. Any suggestions would be very appreciated as I am not very familiar with OpenXR or unity. I'm using Unity 2021.3.5f1. Also camera is enabled in SteamVR settings and tested. It just looks like hands are either not detected or camera input is not reaching OpenXR. I also tried to create a completely new project and just run the sample code, launching HandTrackingScene.unity from the samples folder, that we can import with VIVE OpenXR for Windows. That also didn't work- same thing, the hands don't even appear. And same thing happens in Unity 2020.3.13f1. All I do is follow this tutorial: https://developer.vive.com/resources/openxr/openxr-pcvr/tutorials/unity/installing-vive-openxr-pc-vr-plugin/ And then the OpenXR setup part of this tutorial: https://developer.vive.com/resources/openxr/openxr-pcvr/tutorials/unity/how-integrate-hand-tracking-data-your-hand-model/?site=tw& And then I only run the sample project and it doesn't do anything. If I look at the code and print out a debug statement, then it is obvious that line 46 in UpdateHandData.cs always evaluates to FALSE: so the branch of: if (locations.isActive == 1) never executes. The source code of public int xrLocateHandJointsEXT(ulong handTracker, XrHandJointsLocateInfoEXT locateInfo, ref XrHandJointLocationsEXT locations) inside HandTracking_OpenXR_API seems to be closed source, so I don't know what happens beyond. I guess one more useful thing to add: I can get the hand tracking to work on Unity 2019.4.30f1 using the Hand Tracking SDK: https://hub.vive.com/storage/tracking/unity/setup.html But that requires to use OpenVR, which is deprecated in later unity versions. Unfortunately Unity 2019 is not an option for me, because I need to also run ROS-TCP-endpoint and that one only works on Unity 2020.2.x and above. I also tried out importing SteamVR plugin Version 2.7.3 (sdk 1.14.15) - February 23, 2021 into Unity 2021.3.5f1 and that allows me to use the old Hand tracking SDK with OpenVR. But that gives me two new (albeit less severe) problems: 1) Unity crashes the moment I stop my app 2) When I start my app, StemVR displays a complaint in the headset about missing actions.json file in the "Assets\StreamingAssets\SteamVR" folder. The error says: the action manifest for [Testing]<my project name> was not found. I created an empty actions.json file there and it still can't find it, so I don't know what else to try. I desperately need help on this please! I am working with a VIVE PRO headset. I am using Windows 11. Thanks.
  10. Whenever I put on the headset, I would get a prompt showing me the controllers and which one is connected and telling me to connect them. This thing pops up every time, even if I plan on using hand tracking. It wasn't a problem when I first set up the headset but now it is just really annoying.
  11. Hello! Could anybody help with tutorials pictures. 500 px is not enough. I can not read text on pictures ;( Integrate Hand Tracking Data Into Your Hand Model For example, this one is the worst.
  12. Hi, I am a beginner of hand tracking. I am using htc vive pro and the hand tracking sample on Vive Hand Tracking SDK. However, it cannot restart after the hand tracking is stopped after I played a while. The points =0, frameindex = -1 of GestureInterface.GetGestureResult , and GestureFailure by Internal Error. Could someone help me? Thanks a lot. @zzy GestureProvider.cs ViveHandTrackingEngine.cs
  13. Hi, I'm currently using this SDK on Unity with my Vive Pro 2 for my master thesis. The gesture detection works quite well, but I noticed that when I'm moving my head with my hands staying still, the hands seems to follow a bit the head movement and then going back to their original position. Is there parameters to play with or something to reduce this effect ? Thanks, Aio.
  14. Hello. I have been using the Vive Focus 3 because it is the only autonomous headset with handtracking that can be commercialized legally nowadays. It has been a long journey and the state of hand tracking is not very promising : lots of features are not compatible with hand tracking, the tracking itself is laggy, grabbing an object is not always working, hand is disappearing... I would like to know if there was a roadmap or any information on the future of the hand tracking. Thanks for your answer in advance. Please keep me up to date.
  15. Hey We're trying to use Hand Tracking on the Vive Pro 2 in unreal, we have it working with a normal Vive, but it gives the error in the logs: LogVHTEngine: Error: Start camera failed, retrying... LogViveHandTrackingComponent: Error: VHTEngine start failed: Camera The cameras are working correctly as they work when tested in SteamVR. According to the Aristo log its trying to start a Cosmos camera (which fails cause we're not using a cosmos), so it hangs for a while looping through looking for the camera: Start Cosmos high resolution camera error: NoCameraDevice Start Cosmos camera error: NoCameraDevice It then loops through NoCameraDevice a bunch, before giving up. I've attached the log, I'm assuming this is because the Vive Pro 2 is new and isn't supported yet, wondering when support would be added for this, and if there's a possible work around for now? Thanks Alex Aristo.log
  16. Hello. I am using Wrist Trackers to track external elements in my app (the trackers are not placed on my wrist: they are placed on a tracked extinguisher). I am also using hand tracking. It was working fine until recently. However, since the last Wrist Trackers update (3.0.0.009), whenever I am using them, they also change the position of the hands (The position of the hands returned by the hand tracking system) and place them next to the tracker. Please note that I have the same behavior in Unity using the Wave SDK and in the Focus 3 main menu (the virtual hands are placed next to their corresponding trackers). In the previous version, there was a popup allowing us to choose if the Wrist Trackers were used to enhance the hand tracking or as external tracker (this second option being what we were using). However, this pop up is no longer displayed when I pair the trackers and I couldn't find an option to disable this feature anywhere. Is there any way to go back to the old behaviour? I have a headset with Firmware version 3.3.999.446 and the Wrist Trackers are on 3.0.0.009 Thank you in advance for your help. @C.T.
  17. Hey, I've been trying to get hand tracking working on my Vive Focus 3 in Unity while using VBS. These are the docs I'm currently using Setup — Vive Hand Tracking SDK 1.0.0 documentation. I've not been able to get SteamVR to detect the cameras on the headset through VBS, am I right in assuming that is not supported by VBS currently and that hand tracking is Android only? Thanks in advance for any responses.
  18. Hi. Is it possible for foucus3 devices to use hand tracking with exe files by using VIVE Business streaming? Or is the hand tracking of focus3 only available as apk? If there is a way to run it on PC, we would like to know. For example, is it possible to use Wave Unity SDK and build it for PC and use hand tracking, or is it possible to use Vive Hand Tracking SDK and build it for PC and use hand tracking? Thank you for your time.
  19. I imported SteamVR Plugin and Vive Hand Tracking SDK from the following URL into an empty project I created in Unity Editor 2020.3.19f1. Vive Hand Tracking SDK 1.0.0 : https://hub.vive.com/storage/tracking/unity/setup.html SteamVR Plugin 2.7.3 (sdk 1.14.15) : https://assetstore.unity.com/packages/tools/integration/steamvr-plugin-32647 A When I opened the sample project(Assets/Samples/VIVE Hand Tracking SDK/1.0.0/Sample/Sample.unity) and enter Play Mode it worked fine, but when I exited Play Mode, Unity crashed. Please let me know if there is a way to exit Play Mode normally. Editor used Unity Editor 2020.3.19f1 SDK used Vive Hand Tracking SDK 1.0.0 : https://hub.vive.com/storage/tracking/unity/setup.html SteamVR Plugin 2.7.3 (sdk 1.14.15) : https://assetstore.unity.com/packages/tools/integration/steamvr-plugin-32647 Operation procedure Connect the VIVE Pro and launch SteamVR from Steam. Create an empty project in Unity Editor 2020.3.19f1. Import SteamVR Plugin 2.7.3. Import Vive Hand Tracking SDK 1.0.0. Follow the instructions in the window to complete the settings. Open the sample project(Assets/Samples/VIVE Hand Tracking SDK/1.0.0/Sample/Sample.unity) and enter Play Mode. Exit Play Mode after confirming that virtual hands are displayed. Expected result Exit play mode normally. Actual results Unity Editor crashes.
  20. Vive Wave SDK Starting from 4.1.0, Wave SDK officially support hand tracking interaction on Vive focus 3 for content creation. You can find detail instruction below to enable the Hand Tracking. Welcome to join the new adventure of future VR. More documentations to Getting Started for Unity Developer: https://hub.vive.com/storage/docs/en-us/UnityXR/UnityXRHand.html More documentations to Getting Started for Unreal Developer: https://hub.vive.com/storage/docs/en-us/UnrealPlugin/UnrealHand.html How to enable hand tracking In “Connectivity” page of VRS 2.0 setting, switch “Enable Hand Tracking” to ON, Manually restart the device is a must Launch hand tracking supported content , put aside the controllers on a stable surface. hand will show up after put hand in front of camera. Vive Wave SDK 4.1.0 is available at https://developer.vive.com/resources/vive-wave/sdk/ Vive Wave SDK 4.1.0 supports limited access to the camera texture API. ROM Version Information You can have Hand Tracking effective based on ROM Version 2.0.999.114/3.0.999.116 and after.
  21. Hi everyone, I was wondering, whether it is possible to track more than two hands with the SDK. So I want to track my hands and additionally the hands of another user. Is this possible and if yes, how can I set this up? Thanks for every answer!
  22. Virtual reality wouldn’t be where it is today without the incredible talent and creativity of our developer community. At HTC VIVE, we are always working to enable developers to build the content and applications that power experiences across the spectrum of reality and we eagerly listen to their feedback. We’re excited to share some updates to our Hand Tracking SDK and give you a look at what’s coming next. Now in early access, the VIVE Hand Tracking SDK is a cross-platform tool to track hand position and gesture recognition using the front camera(s) of the VIVE, VIVE Cosmos, VIVE Pro, VIVE Focus Plus and VIVE Focus. Finger tracking (21 points) is available for VIVE Pro Eye, VIVE Cosmos, VIVE Cosmos Elite, VIVE Focus Plus and VIVE Focus. We made recent improvements to add confidence in hand result, add pinch level, and reduce jitter. Here are some of the release notes for VIVE Hand Tracking SDK v0.9.3 [Early Access]: Update deep learning models for all platform. Improved accuracy while maintaining same latency. Improve hand depth calculation to match with see-through better. This includes Cosmos see through and SRWorks SDK. Speedup detection on Windows (up to 30%). Add support for Valve Index. Update mesh for hand model. Update auto-rig script to support more hand models. Support define custom gestures in skeleton mode. Added more samples and utilities. The complete list is found in the documentation included with the download. Additionally, there's a short presentation on the VIVE Hand Tracking SDK from the VRTO 2020 conference in June here: https://www.youtube.com/watch?v=YnAP0LxM0UE Later this month, we’ll also have more to share on the blog about the new features and improvements to the recently updated Wave 3.2 SDK, for all-in-one headsets such as the VIVE Focus Plus. Meanwhile, if you’d like to learn more about developing with us, please go to https://developer.vive.com/ and follow us on Twitter @htcdev
  23. Wave SDK 3.1.94 Early Access and Experimental ROM 3.07.623.336 - How to Request Access Find Wave SDK 3.1.94 Early Access here - https://developer.vive.com/resources/2020/04/01/vive-wave-sdk-early-access-updated-3-1-94/ To receive ROM access, read on..... This SDK has a medley of new features, including: Pass Through Passthrough cameras triggered when exiting virtual safety wall Use HelloVR to test this effect Also press twice power button to enable Pass Through, and you should see the launch time is very quick. Hand Gesture & Tracking A Gesture sample Gesture_Test is provided in the wvr_unity_samples.unitypackage. You can find the sample under Assets/Samples/Gesture_Test. https://hub.vive.com/storage/docs/en-us/TheGestureUsage.html Direct Preview for Unreal https://hub.vive.com/storage/docs/en-us/UnrealPlugin/Unreal_wavevr_DirectPreview.html Adaptive Quality (now working in ROM update 3.07.623.336) Adjusts CPU/GPU rendering performance levels to improve FPS https://hub.vive.com/storage/docs/en-us/WaveVR_AdaptiveQuality.html REQUEST ROM ACCESS In order to use the new features found in Wave SDK 3.1.94 you’ll need to upgrade to the latest ROM (go to Settings > System Update). Please write to @Tony PH Lin and provide your name, company, device type (Focus or Focus Plus), HMD serial number, and your current ROM Version. These are the ROMs required to receive the special ROM: Focus Plus: 3.07.623.3 Focus (dev kit): 2.04.1400.2 Expect 2 business days turn-around time. Once your request is processed, then you will receive the FOTA for ROM version 3.07.623.316 for Focus Plus or ROM version 2.11.1400.216 for Focus. You will then need to make another system update to ROM version 3.07.623.336. If you have any feedback please share with us in the comments. Cheers, The Vive Wave Team
  24. Hi, As the title implies, I would like to use Unity 2019 (version 2019.3.8f1) for my project, an application which would use hand tracking on the Vive Focus Plus. However, a few seconds after I start the application on the headset, it suddenly freezes and crashes. The same code, on a 2018 version of Unity, works perfectly. I would like to know if anyone had encountered those issues with the Vive Focus Plus and handtracking on Unity 2019, and what steps you took if you did encounter this problem. Have a good day !
  25. First, I'm not very good at English so bare with me. I'm currently working on the Sample scene in the Hand tracking sdk in Unity. I'm using XR settings of Google Cardboard which doesn't support Skeleton mode.(I suppose I'm on the 2d point mode) But can I render the skeleton model with the 21 points returned by the GestureInterface.cs(with the fake z coordinate)? I know it will seem weird but I would really want those skeleton to show
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