Newly Designed VR Haptic Glove!
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- Опубликовано: 12 дек 2024
- Hi everyone, I changed the designed from last prototype. It has a better accuracy, quality and even has a better visual!
I used Teensy 3.2 board and flex sensors from Adafruit, which make the accuracy and latency way better than previous prototype.
Thank you for watching!
So far, you did a really good job. Keep going
Yeah keep it up and then you will become rich
The new design looks much better
when watching i notice that there was some shaking on the hand, this might be due to the flex sensors values being too accurate. You can fix this by mapping the value to smaller values inside the aurdino ide using the map function, hope this helped,
i love the new design it looks way better, and the calibration was a really good idea.
That shaking is coming from unstable power supply to the flex sensor since I am using the USB port. This will be gone once the power source is replaced. However, thank you for the suggestion!
@@comet-tech oooh i thought that would be the case anyway goodluck with your project.
@@comet-tech Can you help me with something, when ever i connect arduino to unity and use serial port and play the game the game is extremely laggy and the fps goes down to like 10. when i dont have the aurdino connected it all works fine.
@@hgfjeff220 Did you put any delay function in arduino code?
@@comet-tech yea i did since im using bluetooth i need to put a delay or else the buffer overflows. is there a way i can fix it? and also how are planning on connecting ardunio with unity running on vr?
This looks amazing! Can't wait for the unity and VR implementation!
you all probably dont care at all but does someone know a method to log back into an Instagram account..?
I was dumb lost my login password. I would love any tricks you can give me!
@Cohen Seth instablaster =)
@Deacon Jacob thanks for your reply. I found the site thru google and I'm trying it out atm.
Looks like it's gonna take quite some time so I will get back to you later with my results.
@Deacon Jacob It worked and I now got access to my account again. Im so happy:D
Thanks so much you saved my ass !
@Cohen Seth no problem xD
Hey I've just found you and Lucas VRTech and honestly you are both so talented. Keep up the great work!
keep it coming, clearly explained, encouraging, cant wait to see the next video
I am looking forward to make one . Thank you for this helpful video mate .I appreciate it . And am really tight on budget so am planing on making VR headset + gloves too .
I like your video, it inspired me a lot when making my own tactile gloves, thank you, genius.
I love the Teensy boards. Its cheaper, small, powerful and has alot of pins.
Hell yeah my dude! This is so cool! You are definitely going places! Like palpatine, "We will watch your career, with, great interest!" 😎👉👉
Great design
Keep on going man your doing great
awesome man. Keep it updated
this looks so cool, good job
It seems like this flex sensor has to be calibrated to match the intervals. and each piece has different readings, so it should be done at individual level. is it true/ is it possible to share the code?
Great job! I personally will be using potentiometers as they are cheaper. 4 for the knuckles and 4 on the joint after. None for the tip joint as they are near impossible to move separately. Two for the thumb, and then some wacky system to track the rest DOFs of the thumb. Still unsure of good ways to implement haptic feedback though...
I am really curious how you implement with potentiometer. Lmk once you are done!
@@comet-tech I will!
Are you going to open source the project when it's done?
Yes, I will post on github!
looks really good !
I have a question for you, except the part for the calibration, how did you implement the oculus 3D hand model for your project such as assigning the script to the joints etc.
There is Oculus hand prefab in Oculus package. There are joints and fingers prefab that you can adjust. I manually matched those joints and my sensors value.
im really impressed!
Hello, where can I find the files of the 3d printing parts?
You can find ID "hsmoon' on TinkerCad and you will see the 3d parts.
@@comet-tech I found the user but it is empty there are no files
we love you keep it up
Do you have a github for this?
And then everyone went “ *STRING!* ”
"handmade sensors has a poor durability" How is fragility manifested? what exactly is wearing out?
The outer shell material are not durable enough.
yeah, im also stuck at the mpu6050 calibration...was trying to make my own vr goggles but failed
mpu6050 is not great for standalone.
@@comet-tech yeah, i need to find another sensor... I was stuck making filter
@@wisdomcube7789 It is hard to make 6DOF tracking by yourself. VIVE tracker or Oculus has hundreds of developer working together but there's a limitation for single developer. Good luck with your project!
@@comet-tech now that you said that, ill drop this project😂 this is not in my range of skills..
Is it possible to get this working with the open gloves vr gloves driver
I don't think so. It is designed for research purpose and the compatibility had not been considered...
I don't know anything much about 3D printing hardware. ELEGOO sells some that are $200 - $500. How good are the prints for that price range?
I think it's ok. If you calibrate the bed well, quality is pretty good
@@comet-tech Thanks for the reply.
@@comet-tech Sorry to bother you again but I am also working on VR hardware and I made a hip tracker (MPu6050 / Arduino Nano). It works fine in Unreal Engine but when I connect my VR headset its it becomes laggy. Both my Quest VR headset and hip tracker are using USB connection. Do you think that is slowing it down? I am new to connecting this stuff to external software so sorry if its a dumb question but you seem to have experience. I ordered a few ESP32 to use instead of my spare Nanos so I can get some bluetooth.
@@nickgennady There could be several reasons that causes the lag. First possible reason is unsynchronized frequency between Arduino and game engine. Second is, if your Arduino code has any delay function, it will cause the lag. I am not sure what's the issue without seeing your code but this is possible problems!
@@comet-tech Thanks. I got it to work in unity perfectly even in VR mode. It’s just when playing in vr there is a lag in unreal so it’s weird. I will just stick with unity.
If I want to add gravity or tactile feedback to virtual objects, do you have any suggestions?
I am confused about the term 'virtual object'. I think you refer to the input device such as vr glove or controller. First, you can try generate tactile feedback with magnetic actuator on small area. There are some applications already made. However, generating gravity is extremely hard. You can generate within very specific situation but it is hard to generate in general.
@@comet-tech Thank you for your suggestion.
At present, I can transfer the data of Arduino’s Flex sensor to Unity, and the 3D hand model is also completed. But I don’t know how to use data to move the finger models. Can you share the relevant ideas or code?
There are some examples on my previous videos. You can check those!
@@comet-tech Thanks.
can you connect a 6050 mpu as a gyroscope to the arduino mega?
Yes you can
Thank you very much for answering, I plan to use an Arduino nano instead of that, can it be used in any Arduino?
You need to check the pin configurations. Most of Arduino boards would be able to handle mpu pins but not sure about nano
@@comet-tech Yes, I have noticed and if you can use Arduino nano with mpu 6050 but I don't know what useful code
is this force feedback?
Yes it is!
There’s something wrong with your code it’s not your glove it’s the code that’s responding poorly
No, I did not make proper insulation on the flex sensor and value spikes when it is not grounded.
Which vr system is this compatible with?
It is compatible with VIVE but my current version is compatible with Quest.
Can you please share Arduino code?
Every finger is normal except for the thumb...ehy is it so jittery?
It was jittery because the circuit was not properly grounded.
I see 2.0 trackers in the thumbnail ,which is normal, 3.0 were not out yet, but this brings up a question:
Do you intend to upgrade to either 3.0 or Tundra trackers for this project's setup?
The lighter weight can make quite the difference when wearing those gloves for an extanded period of time.
I am not using tracker anymore but will use hand tracking in Quest 2.
Your sensor needs some Filter 😅
esp8266 is way cheaper