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Correct for Reversed Hands #40
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Use SetLeapMode (https://github.com/leapmotion/LeapUnreal#set-leap-mode) to change optimization and orientation to desktop tracking in e.g. begin play |
This function doesn't seem to change anything, added directly to animblueprints or even world blueprints, hands are still reversed. Maybe the step by step of what you're saying to do I am misunderstanding? Take for example the "LeapMannequinAutoHandsOnly_Anim_Blueprint" character in the Rigging Module. Dragging him into my scene and clicking simulate cause his arms to be reversed. If I physically flip over my hands palm up in the real world, his are correctly facing down. How do I reverse this? |
I found a bug in this function which would stop it from setting the desktop optimization. This has now been fixed in 9fdc714. Re-pull and let me know if any issues persist. |
Hi Jan, Thanks for the update however Set Desktop Mode still has no functionality. Hands are always reversed whether set to Desktop Mode or VR Mode. (I have updated the plugin, modules, and LeapMotion installer.) One blueprint for desktop mode seems to work in the modules however opening the blueprint crashes the editor in 4.22. As a reminder the goal was the be able to use mocap hand tracking on a custom rig, not in VR Mode. |
Please ensure you're adding the rotation that LeapDesktopActor.uasset has for the child actor (causes it to face up). Which blueprint causes the crash? Fixing the irregular bone anim crash is still on the docked, but I've been unable to find time just yet. I recommend manual rigging in meantime (see direct rigging examples) |
Is there a fast work around to use some of the VR examples in desktop mode? All of the hands are reversed when simply running in the editor window.
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