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Everything posted by zzy

  1. Hi @davide445 Since all your actions are quite similar to natural input, I think hand tracking is easier to learn than controllers, especially for non-gamers. The SDK is in beta status because we think there are still much room for performance improvedment, but feel free to use it in your commercial projects. As for the support, forum is the only public support for hand tracking currently. But if you already have Vive commercial support, you can raise your questions there and they will loop us to answer the questions for you. @VibrantNebula, can you please help to comment about the commercial support?
  2. Hi @marskod I think this might be caused by camera failed to start. Can you please share the hand tracking log file at C:\Users\<your user name>\AppData\Local\Aristo\Aristo.log? Also, did you try to check camera status in SteamVR after tracking is lost? Is it working in SteamVR?
  3. Hi @JayPark Since you are using Google Cardboard, then you are using 2d point mode. In this mode, only 1 2d point is returned to represent each hand. If you are working with the sample scene, it already supports 2d point mode and it only displays 1 point for each hand. Although the API returns 21 points, only the first point is meaningful for 2d point mode. All other 20 points should be zero values and should be ignored. If you are using the latest v0.9.1 version, there is a switch between skeleton and hand model if you make like gesture with both hands (thumb up). In such case, your hand point may disappear. You can make it appear by making the same gesture again.
  4. Hi @CSharpMaster We have updated Vive Hand Tracking to v0.9.1. You can download it from here: https://developer.vive.com/resources/knowledgebase/vive-hand-tracking-sdk/
  5. Hi everyone, Vive Hand Tracking SDK has a new release v0.9.1 today. You can download it from here. Highlight of changes: Update deep learning models for all platform. Improved skeleton results to be more realistic hand poses for human. Reworked algorithm to reduce jitterness. Changed hand 3d model to a robot hand which should be less scary then previous. For detailed changes, please refer to release notes.
  6. Hi @Mmlab If you have changed the model, I suggest you create a new prefab from the fbx file, attach a ModelRenderer script and set the properties in the inspector correctly: Please let me know if this works.
  7. Hi @yann, Cosmos camera is not visible in SteamVR, so your settings looks correct. If see through function is not working, then hand tracking sdk cannot get the camera frame to detect hand. Hope the support mail can help to solve this problem.
  8. Hi @yann, From the log, it seems that the camera is currently being used by another app, and therefore Vive Console cannot start the camera. Please help to check the following items: Is there any error displayed in Vive Console? Please also check the camera tab in settings. Please help to identify if there are any other apps that is using camera. Please try to close all unrelevant apps or restart your PC to see if it helps. Please help to check if the camera see through function is working correctly. Double press the Vive button of your right controller to enable/disable see through. You should be to see your environment if success.
  9. Hi @yann I confirmed again about the Vive console, hand tracking sdk v0.9.0 works fine on our test machine with Vive console v1.0.10.4 beta, so maybe I was wrong about the API bug in previous post. Please make sure following requirements before start hand tracking: Cosmos HMD is in ready status. Avoid sleeping, or not tracking status. Put on your Cosmos HMD If you still meet the same problem, can you provide some logs about your failure? You can delete existing logs and run again for more clear logs. Just make sure to close application and vive console when you delete/copy the logs. Hand tracking SDK log: %APPDATA%\..\Local\Aristo\Aristo.log Cosmos runtime log: C:\ProgramData\HTC\ViveSoftware\ViveVRRuntime\logs
  10. Hi @yann We are aware of this problem. This is due to Vive console v1.0.9.x has changed the API for camera and breaking the hand tracking SDK. We plan to release new version (v0.9.1) by the end of this month, which should have fix for the problem. In the mean time, you can check if it's possible to downgrade Vive Console to version v1.0.8.8 which should work with hand tracking sdk v0.9.0.
  11. Hi @davide445 3. Someone has asked similar questions ealier, see this post. Unfortunately, it's may not easy to wrap hand tracking as an openvr driver, since hand tracking itself depends on openvr to get camera stream. 5. I'm not sure about your question. a. License to use Cosmos/Vive Pro for commercial? @VibrantNebula can comment. b. License for Vive Hand Tracking? It's OK to use Vive Hand Tracking SDK in your commercial VR app. It's not allowed to redistribute/sell the SDK package itself to your customers.
  12. Hi @davide445 To answer your questions in order: All OpenVR API except for camera can work for Cosmos, so most existing VR applications can work directly on Cosmos. For Hand Tracking, please use the latest release (v0.9.0) which already takes care of different camera API. The user interface is same for different operating system or HMD. The prebuilt example works with Cosmos, you can use it to evaluate current performance of hand tracking sdk. To be honest, this is my first time to hear about Unigine and as @VibrantNebula stated, we currently don't have experts nor plans for Unigine. If you want to use hand tracking in Unigine, you have to do integration yourself using the C++ API. You can reference Unity/Unreal plugin for how to call the API functions. I think you can emulate controller with limited interactions, you can use gesture to emulate 1 or 2 buttons, but it could be difficult to emulate all buttons. You have to refer to Leap Motion SDK for integration with Unigine in this case.
  13. Hi @CSharpMaster Thanks for the steps to reproduce. We will investigate the reason and I think it can be improved in the next version. Target release date is end of February. As for now, one suggestion is to move the HMD slower and don't make long moves. Or you can add hints to users and let them put hands down and up again.
  14. Hi @CSharpMaster Can you please clarify the situation, how did you move your camera? You mean moves HMD or you are add extra offset to the parent game object of MainCamera? Also, can you try the Sample scene and see what happens to the skeleton? Please use v0.9.0 which should have better accuracy than v0.8.1.
  15. Hi @WOP I'm not really familiar with the SteamVR driver part, but since Hand tracking consumes SteamVR camera texture, I think there it's not surprising to have a loop dependency in this case. We are still evaluating the possibility to map hand to controllers right now, and there is currently no estimated time for this. If you need to achieve this, you might need to do it in Unity or Unreal instead of doing it in SteamVR driver.
  16. @MDV Games Thanks for the info, seems like our mistake to make Android phone as default build target in v0.9.0. I'll add that to FAQ.
  17. Hi @MDV Games This seems the problem in 6DoF tracking, please make sure you didn't block the front cameras and they are not dirty. Please try to upgrade your Focus to see if it helps.
  18. Hi @DLight To troubleshoot performance on Cosmos, please make sure: Your Vive Console version is at least v1.0.7.x, recommended version v1.0.8.8 If you are using other SDKs that uses camera, please turn them off first, so we can make sure the problem is in Hand Tracking SDK Please use see-through to check your environment and hand condition. Make sure your hand is neither too bright (i.e. no texture is visible) nor too dark (hand barely visible from background). You can open/close the Cosmos see-through by double clicking the Vive button of right controller. By the way, can you share the video about cosmos? Let me check what version of SDK it's using.
  19. Hi @JCSegula Please have a try for the new release v0.9.0, which should fix the shake issue.
  20. @dipankerJuego @MDV Games @UPSImmersiveLab Skeleton support on Vive Focus is now available in v0.9.0
  21. Hi everyone, Vive Hand Tracking SDK has a new release v0.9.0 today. You can download it from here. Highlight of changes: Update deep learning models for all platform. Add skeleton support on Vive Focus and Vive Focus Plus. Add new pre-defined gesture: Victory. Reduced result jitterness. Improved results to be more realistic. For detailed changes, please refer to release notes. Best Regards, zzy
  22. Hi @Fink Please make sure you follow the unzip instructions in Unreal setup document. Please make sure the folder "<UE_4.20 folder>/Engine/Source/ThirdParty/ViveHandTracking" and "<project root>/Plugins/ViveHandTracking" both exist.
  23. Hi @docb This seems like your unreal project is blueprint only and does not support c++ files. You need to add new c++ source files in your project first. Please try the the steps from link1 or link2.
  24. Hi @docb You need to regenerate VS project and rebuild from source, please follow the steps below: Delete immediate and saved folders in your project. Right click your *.uproject file and select "generate source code from project" command Open your project in VS and rebuild
  25. Hi @UPSImmersiveLab The status for Vive Focus and Vive Focus Plus are same, support for skeleton mode is planned to release by the end of this year. The current version (v0.8.2) supports gesture and 3D point detection on Focus and Focus plus. If you encounter problems about building with WaveVR SDK, please create a new post with the error you encountered, so we can help you to solve it. The supported WaveVR version is 2.1.8 or newer. If you are working with Unity, I would recommend you to use LTS versions (2017.4 or 2018.4), since they are more stable. We do support 2019, but newer version after plugin release may have some features that break the plugin.
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