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Hand Tracking Vive Pro 2 Unreal


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Hey

We're trying to use Hand Tracking on the Vive Pro 2 in unreal, we have it working with a normal Vive, but it gives the error in the logs:

LogVHTEngine: Error: Start camera failed, retrying...
LogViveHandTrackingComponent: Error: VHTEngine  start failed: Camera

The cameras are working correctly as they work when tested in SteamVR.

According to the Aristo log its trying to start a Cosmos camera (which fails cause we're not using a cosmos), so it hangs for a while looping through looking for the camera:

Start Cosmos high resolution camera error: NoCameraDevice
Start Cosmos camera error: NoCameraDevice

It then loops through NoCameraDevice a bunch, before giving up.
 

I've attached the log, I'm assuming this is because the Vive Pro 2 is new and isn't supported yet, wondering when support would be added for this, and if there's a possible work around for now?

Thanks

Alex

Aristo.log

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Awesome thanks @zzy for the heads up!

This is an alternative to attaching a Leap Motion Controller onto the front of the headset with an extra cable, so looking forward to being able to use this!

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  • 4 weeks later...
On 7/29/2021 at 7:43 PM, zzy said:

Hi @Zeploc

We have released v1.0.0 today which should fix this problem.

Hey @zzy

Thanks for letting me know. We updating to the new version and it is working and registering the camera. 
As far as effectiveness, the left hand seems to have weird tracking, like when tilt your hand back, the visual tilts it towards you (the opposite direction), where the right hand doesn't do that.
As well as that, the fingers seem to bug out quite a lot and not accurately represent the finger positions.

Just wondering if there's any calibration or method to improve the tracking, or environment set up etc?

Thanks!

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Hi @Zeploc

Some requirements for your hand:

  1. Roll up your sleeves to make sure wrist is fully visible in the image
  2. Make sure that you don't have something very bright in your background, which can cause the hand to be quite dark and lead to bad result.
  3. If you find the hand quite jittery, try to move your hand around or rotate the body and face another direction to see if this helps. Some random environment objects can cause bad results too. You can also try a pure colored wall if possible.

Another way to check the image quality is to use camera tab in SteamVR settings and use preview to make sure your hand is clear (including textures of joints) and fully visible (including your wrist).

If you still encounter these problems, can you please share some screenshots about your environment (SteamVR settings) and the virsual hands (app)? You can send through private chat if you don't want to make it public.

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