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g-codedParticipant
Why would we need to see where our hands were? I know where my hands are relative to my body at all times(real life), the leap motion is for tracking them in vr when they can interact with objects in vr(in view of hmd). When they are not in this space we don’t need to see them. If there are any physics based objects that react to ‘being pushed’ by the controllers(leap motion emulated), then those objects could be affected by the controllers ‘glued’ to your view when you are trying to avoid ‘touching’ things(hands down).
g-codedParticipantThanks Greg. I think even if you got the system/menu gestures working that would free up a couple buttons when using a ‘vr bluetooth controller’ which has limited inputs.
I recently got a ‘vr controller’, and SteamVR treats this as a native input as well and hijacks the inputs. I’m not sure if there is a workaround for this, so I may use SteamVR input for one controller, then use D4VR for the second(Steam doesn’t allow remapping for 2 controllers).
g-codedParticipantHey Greg, I am using the leap motion and Driver4VR and I noticed when my hands aren’t being tracked the rendered controller is still shown in my headset(last tracked position). I’m not sure if this is because I have a Pimax 5K+(wider FOV), or if this is common to all hmds. This doesn’t occur when using driver-leap, or native leap motion support.
g-codedParticipant@ethereal – Have you got this working on a current build of SteamVR? I got the pathreg to list the leap motion folder and the icons showing up(greyed out), but gestures do nothing.
g-codedParticipantYes, using an X360 wireless has default mappings for SteamVR(native). I was able to map right thumbstick click to the leap motion right hand touchpad, but couldn’t get the left thumbstick to do the same. Just wondering if this was a SteamVR Home profile(I will test in game) or if the SteamVR Input is going to interfere with controller remaping. Also, is there any plans to support leap gestures?
g-codedParticipantHi Greg, decided to purchase this and got the leap motion as vive wands working right away. However, the SteamVR input(official) seem to intercept a lot of the xinput commands when trying to remap an xbox controller(just for testing). I’m not sure if I can delete the default controller config(SteamVR input), or if this is only an issue in SteamVR Home(pre-configured). Is there an easy way to ‘disable’ xinput being natively used in SteamVR, so that I can use all buttons/axis?
Also, is there a list of working “bluetooth vr controllers”? I checked Amazon, and most(including the one in your video)only list Android/IOS support.g-codedParticipant“On a side note I would be curious if anyone has tried connecting the Wii Jog to the Nunchuk and using it in VR.”
This got me curious(never heard of Wii Jog), I found it on Amazon and saw a question asking about Wii U support which may answer your question:
“Yes it does, but not with Wii motionplus controllers + games.”
2019-02-13 at 00:28 in reply to: Can't demo new features due to expiring trial in a very old version #6208g-codedParticipantDoes this also support direct input? I’m sure I could find a keyboard to direct/xinput emulation, or set an Arduino as d-input.
2019-02-12 at 08:24 in reply to: Can't demo new features due to expiring trial in a very old version #6200g-codedParticipantI don’t see a way to assign keyboard presses to hand tracking, just a list of pre-determined keys(space/ctrl). Is it possible to use Leap Motion or Vive trackers(position) with emulated keyboards(buttons)?
2019-02-12 at 01:58 in reply to: Can't demo new features due to expiring trial in a very old version #6191g-codedParticipantThanks Greg! How does the pricing currently work? If I can use this as an alternative to getting keyboard(or an Arduino ‘keyboard’) working as VR inputs that would make things a lot easier.
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