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Showing posts from February, 2018

Psuedo Mirroring

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Current State: So currently I have the new system functioning the same way the old was with the ability to have four hands using mirroring (by mirroring the frame) as well as a left hand mirror, right hand mirror mode. Also added in a four handed mode where the left controls the left and the right hand, the right etc. These are at the moment controlled by key board pushes (so that eventually the system can be run from by an "administrator" or something, rather than in VR) The rigged hands still are looking the same as before with a few of the polygons flipped or something (the problem we discussed at the last meeting) however because the system is now desk mounted the "drifting" issue is eliminated. Psuedo Mirroring: As far as psuedo mirroring goes I haven't gotten much further than last week. I started by seeing how easy it would be to gain information about the hands (I know that it would be in the code somewhere buried deep) and it tu...

14th of Dec

Things to try: putting controllers under one hand parent, would this affect the transform? having just one set of handmodels start building the scene Look into why mirrored rigid hands are so muddled up

Leap points to Unity space

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Post Holger & Tobi meeting: Work on leap to unity conversions Visualize the interaction box/sensor frustum/ even potentially rift viewing space?? Move on to the decoupling hands from data Step 1 have hands just in front of you Step 2 mimic movement for chris Leap Point to Unity  So what I now know is that when leap returns a position vector, the point is relative to the origin of the leap controller rather than an absolute point. To convert this I followed the following steps: Divide the vector by 1000 to convert from mm to m Negate the Z value to change from rh to lf coordinate system Find the unity position of the leap controller's origin Add the origin to the vector   Drawing Bounds This proved to be more of a challenge for me then I expected. I was struggling to work out how to draw these straight lines at run time using the GL library. GL is a basic graphics tool which can be used to draw lines and triangles (potentially more I'm ...

Table mounted version PT II

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Just a short update post today :) Note: I'm not sure if what I've done today is correct but this is the path that I went down that seems to be working. So because I couldn't work out how to change the origin point (set (0,0,0) to a specific point in the real world) I used the HMD to chose a point. I did this by putting the HMD in a specific point in the real world and checking the position of the center eye camera. Not sure if the centre eye camera is the best one to use though as I'm not sure where exactly on the HMD it was located. Anyway as a starting point I went with this and took the position  as (0,-0.4,0.24). Using this I attempted to account for the location of the camera by subtracting half of the HMD height which left me with a real world position (x marked on my desk) and it's Unity coordinates. Using this point I measured the position of the sensor away from the point and placed a gameobject representation of the sensor in the scene. The main is...

Table Mounted Leap pt 1

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A majority of the next few paragraphs I now realise are wrong, this was a post I was writing before meeting with Holger and Tobias, the new info starts a bit further down.  I'm currently working on a table mounted version of the leap motion system. Getting the controller to allow this was relatively trivial however the bigger challenge was to create the real world coordinate system so that I could place objects in the scene relative to where things were in the real world. I did a little bit of research into how this could be done using the Oculus Virtual Reality extension which provided an interface to the hardware. This looked familiar and I remembered that I'd seen Sam use it in his demo and after revisiting Sam's demo it looks like he used it primarily to generate the bounds of the scene. I got as far as locating the position transform of the Oculus sensor at runtime which I thought I could use to base everything else around it. My thinking behind this was that I wo...