![]() ![]() What I need to do next is translate this into a plugin to allow the channels (both analog & button, and add tracker) to be assigned to a variable so they can be read via a UE4 GET command.Īlso I need to declare the bindings of the analogue/button (e.g connection parameters) as variables so that within UE4 you can specify the name the analog/button channel the connection is on. So basically a client, which no matter how many analog connections prints out the output. I have written some code separately that takes VRPN analog & button connections and prints their values. Expect an early release in a few weeks time. I’m planning to write this in an open source manner and some thought is still needed regarding how to best approach the cross-plugin binding. This would be, in my opinion, the most flexible and convenient VR input system. The end use case is for developers to simply use default profiles for each of these controllers, or to change profile settings to specify desired button/axis mapping to own actions (input mapping), while letting the Body Input system forward you the skeleton that is being currently tracked. It would also allow users to mix and match controllers and allow for some priority based interpolation based on simple profiles to determine which controller should be used when you have simultaneous overlapping input. The useful aspect of this is that if a new input becomes available, a plugin binding it to the Body Input plugin would allow for its use without any change in game logic. In the future, the Body Input plugin would abstract specific bindings away and you could, for example, use either of these controller or a combination of all three to track various parts of your body which would result in an abstract skeleton that developers would forward to their game logic. These are component based and event driven and allow for easy integration of specific controllers, all within blueprints. Just wanted to add that I am working on a VR Body Input plugin which aims to abstract various controllers away from body type input (skeletal, full body including hands, fingers, feet), which I believe is a common type of input people look for.įor now you have 3 separate device plugins available that I’ve bound: the Razer Hydra, Leap Motion, and the Thalmic Myo. Maybe what I will say its a nonsense or maybe its obvious and have huge flaws I cannot see and thats what it had not been done, but if there are plenty of devices that send positional data like smartphone giroscopes, wiimotes, kinects, etc…and there is software that is capable to pull the data doesnt make sense to made a middleware pluguin that reads this pulled data and sends it to ue4 engine? This way I can chose to map my smartphone data to my hip position, my wiimote data to my right hand, nunchuk to the left, etc… I know it must be harder to do than to say:) ![]() ![]() As I see now we have to go cheap with input devices, there are loads of interisting and not so cheap progects and the flagship of actual VR OculusVR had confirmed are working on an undetermined input device with undetermined release date, what as I see makes so dificult () to chose one standar. Hi, I have almost no knowledge in programming but I have lots of interests into VR andt he contoller inputs we can use on it. ![]()
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