@@RikkuVR yes you are correct! i use a second computer and transfer data via ethernet because of your channel i will be able to start my own soon and i always wanted to ask are you the same guy that did that hour video on kawaii physics?
sounds great! I don't think I am the same guy, I did a video about kawaii but its way shorter...or maybe someone clipped my stream? no idea lmao@@mk8_it
@@RikkuVR xxerbexx is his name just found it. hes sounds just like you anyway thanks for all you have done for the community and looking forward to more great vids from you
ich hab keine ahnung wie unreal 5 geht und nutz eig nur unity aber ich find deine stimme so entspannend das ich mir das video trozdem angeguckt hab. du musst wirklich ein podcast machen.
I need help with the rotations, no matter what I change nothing seems to ever fix the fingers rotating on the wrong axies, for example when I curl my finger the unreal character instead rolls the bone instead of curling it
Hi, Ty for the video! How would I set up resting positions for the hands when the tracing fails? I tried it with making boolean from "OnHandEndTracking" to play montage and in aminGraph used BlendPosesByBool, but I think it's not quite the right way... as it's not working... xD
Heya! That sounds very similar to the way I set it up...I used a blend per bone starting at the shoulders and then driving the alpha float with a timeline, which gets triggered by the "Left Hand Visible" and "Right Hand Visible" bool in "on Leap Tracking Data" in the Actor
Hello, good tutorial, follow the tutorial and everything turned out the same, but I don't know why when you turn your wrist the elbow curls up like mini sausages
hmm that might be some issue with the rotations, you could try to use more of the wrist instead of the elbow to rotate when you rotate your wrist...it really depends on your model, if you have some twist bones etc
Come Join LIVE UE5 Q&A, every Monday and Wednesday on twitch.tv/rikku_vr/
or ooooor you could just use vesee face and not have to deal with any of that lol
true but then you have to run that in the background if you send data to UE@@mk8_it
@@RikkuVR yes you are correct! i use a second computer and transfer data via ethernet
because of your channel i will be able to start my own soon and i always wanted to ask are you the same guy that did
that hour video on kawaii physics?
sounds great! I don't think I am the same guy, I did a video about kawaii but its way shorter...or maybe someone clipped my stream? no idea lmao@@mk8_it
@@RikkuVR xxerbexx is his name just found it. hes sounds just like you anyway thanks for all you have done for the community and looking forward to more great vids from you
ich hab keine ahnung wie unreal 5 geht und nutz eig nur unity aber ich find deine stimme so entspannend das ich mir das video trozdem angeguckt hab. du musst wirklich ein podcast machen.
hahaha danke!
Been waiting for this!! Gonna set that up ASAP. Thank you Rikku!!!!!! Amazing video, fun and informative as usual!
thank youuuu
Oh interesting, I had no idea about bone lists. Some great stuff in here!
Thanks Kial!
At 2:16, when you're talking about swapping out the axis, is that just a regular add node that you're piping the split vectors into?
yep exactly!
Awesome tutorial as always!!!
Thanks Hana!
Hi there
I can't find Ultraleap plugin in marketplace or anywhere else
can you help me please?
docs.ultraleap.com/xr-and-tabletop/xr/unreal/getting-started/index.html you should be able to get it here
I came for the cookies
🍪🍪🍪
I need help with the rotations, no matter what I change nothing seems to ever fix the fingers rotating on the wrong axies, for example when I curl my finger the unreal character instead rolls the bone instead of curling it
sounds like you need to change the prebase rotation like I do at 4:10...it might be a combination of 0,90,180 or 270° in one or mulitple axis
Hi,
Ty for the video!
How would I set up resting positions for the hands when the tracing fails?
I tried it with making boolean from "OnHandEndTracking" to play montage and in aminGraph used BlendPosesByBool, but I think it's not quite the right way... as it's not working... xD
Heya!
That sounds very similar to the way I set it up...I used a blend per bone starting at the shoulders and then driving the alpha float with a timeline, which gets triggered by the "Left Hand Visible" and "Right Hand Visible" bool in "on Leap Tracking Data" in the Actor
Hello, good tutorial, follow the tutorial and everything turned out the same, but I don't know why when you turn your wrist the elbow curls up like mini sausages
hmm that might be some issue with the rotations, you could try to use more of the wrist instead of the elbow to rotate when you rotate your wrist...it really depends on your model, if you have some twist bones etc