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One of the first accessories for AR/VR I had the opportunity to work on is the LeapMotion hands tracking controller : I made some cool experiments and prototypes with it and the Oculus Rift DK2. LeapMotion has also been the first important company I have interviewed in this blog. If you want, you can find it here below!
I want to start this year and this decade (that will be pervaded by immersive technologies) with an amazing tutorial about how you can get started with Oculus Quest hands tracking SDK and create in Unity fantastic VR experiences with natural interactions! How to get started with Oculus Quest hands tracking SDK in Unity – Video Tutorial.
Then the management of the camera will happen through the functionalities exposed by Camera2 in Android and WebCamTexture in Unity, which are the ones developers have always used with smartphones. There have been discovered references to controllers with the model number ET-OI610.
Experimenting with different force-feedback haptics inside Unity: rigid object, bendable object, breakable object. The finger tracking can be improved and it is worse than the one of LeapMotion, also because every finger has not all its DOF tracked. Structure of the Unity SDK (Image by Senseglove). Applications.
Presenz also offers a Unity plugin so that you can import this render file in Unity and so mix the resulting volumetric video with some real-time interactions that you add in the game engine. A guy and a girl from Prague showcased in Stereopsia a simple demo where you could play the piano with a Vive with a LeapMotion mounted on.
1” is not the new name of a son of Elon Musk, but it is the (questionable) name of a new opensource AR headset by Combine Reality, based on LeapMotion’s North Star reference design. It seems a clone of the Vive Focus Plus, and this is because actually it is based on a reference design provided by HTC. “CR Deck Mk.1”
This week @LeapMotion will be at @CES w/ their next-gen reference design Click To Tweet. Click To Tweet LeapMotion goes mobile. Our team will be at CES January 5-8 with our LeapMotion Mobile Platform reference design. Redesigning our Unity Core Assets. Unity Module for user interface input.
strLast time, we looked at how an interactive VR sculpture could be created with the LeapMotion Graphic Renderer as part of an experiment in interaction design. The LeapMotion Interaction Engine provides the foundation for hand-centric VR interaction design.
With our latest Unity Core Assets release , we’re excited to unveil full support for the Unity 5.4 And in some cases, we’re adding features to the Core Assets to support upcoming Unity Modules. You can assign a name for your new model pair so you can refer to it at runtime.
We’ve just released an updated version of our newly overhauled Unity Core Assets for the Orion Beta. There’s never been a better time to upgrade from the older Unity assets for V2 tracking, so we put together a quick guide to show you how. Delete the current LeapMotion assets from your project. Re-create your camera rig.
In rebuilding our Unity developer toolset from the ground up , we started by rearchitecting the interfaces that receive data from the LeapMotion device. Moving up the tech stack, we then refactored most of the mid-level Unity scripts that pair the Leap hand data with 3D models and manages those representations.
It’s available free for Windows on the LeapMotion App Store. While we didn’t specifically reference any game titles, we did spend a lot of time watching Star Wars: Return of the Jedi – specifically the scene where the Millennium Falcon flies through the Death Star and ultimately destroys it. Yup, definitely!
Martin Schubert is a VR Developer/Designer at LeapMotion and the creator of Weightless and Geometric. Import a 3D model of a spoon into Unity and you’ll be able to see the mesh in full 3D but it won’t do much else. LeapMotion’s Interaction Engine allows human hands to grab virtual objects like physical objects.
This makes the transition from seated to standing experience seamless, but requires environmental references to fade in, making the vertical movement evident and maintaining the orientation. This is the core of our mission at LeapMotion. The post Designing Cat Explorer appeared first on LeapMotion Blog.
One of the most powerful things about the LeapMotion platform is its ability to tie into just about any creative platform. Today on the blog, we’re spotlighting getnamo’s community LeapMotion plugin for Unreal Engine 4, which offers some unique capabilities alongside the official plugin. GET THE PLUGIN.
At LeapMotion, we’re making VR/AR development easier with Widgets: fundamental UI building blocks for Unity. The same effect, in fact, we use to detect depth with the LeapMotion Controller.) I was really curious about seeing how the night sky would look if you could actually sense the difference in distances.
At LeapMotion, we’re making VR/AR development easier with Widgets: fundamental UI building blocks for Unity. The script references the graphics components because it will call their functions based on the state in the physics component. Wilbur Yu, Unity Engineering Lead. Hi, I’m Wilbur Yu! with Widgets?
Click To Tweet To bring LeapMotion tracking into a VR experience, you’ll need a virtual controller within the scene attached to your VR headset. Our Unity Core Assets and the LeapMotion Unreal Engine 4 plugin both handle position and scale out-of-the-box for the Oculus Rift and HTC Vive. Body frame of reference.
Creating new 3D hand assets for your LeapMotion projects can be a real challenge. This has the powerful benefit of being able to quickly iterate between a modeling package and seeing the models driven by live hand motion in Unity. Reference RiggedFingers in RiggedHand. Assign RiggedHands. Assign Handedness.
Please try a new text input interface using LeapMotion!” LeapMotion enables new ways of using our devices but we still unconsciously use the mouse and keyboard as a model, missing potentially intuitive solutions,” the team told us. ” Requires: Windows. Requires: Windows, Oculus Rift.
Note that some assets (like Image Hands and Widgets) are not currently available for the Orion Unity Core Assets. For example, pointing at oneself when referring to another person feels foreign. In the field of industrial design, “affordances” refers to the physical characteristics of an object that guide the user in using that object.
At LeapMotion, we’re making VR/AR development easier with Widgets: fundamental UI building blocks for Unity. One of the major features of Planetarium is the ability to travel around the globe using motion controls. The problem is that, in Unity, either order of operations is possible! Why is this a problem?
According to creator Bertz ( @cbrpnkrd ), its “monochrome art style bears reference to industrial design, machine vision, and the works of Tsutomu Nihei. I’ll be honest, this was the first time I’d ever had exposure to the LeapMotion Controller. The post 12 Explosive Sci-Fi Games appeared first on LeapMotion Blog.
Check out our results below or download the example demo from the LeapMotion Gallery. The advanced hand-based physics layer of the LeapMotion Interaction Engine makes the foundational elements of grabbing and releasing virtual objects feel natural. The ScaffoldGridVisual class has references to these handles.
Having your hand as a reference point in your field of vision seems to help with nausea as well. The post Why VR Will Transform How We Learn About the World and Ourselves appeared first on LeapMotion Blog. This allows quite precise position adjustments. How do you think VR will transform the face of education?
One of the core design philosophies at LeapMotion is that the most intuitive and natural interactions are direct and physical. As the distance between your actual hand and a reference shoulder position approaches zero, the projective space approaches your actual reach space. Photo credits: LeapMotion, picturesbymom.com.
Most of our experience of technology is through screens, or what I refer to as magic pieces of paper. Paper + AR/VR: Designing the LeapMotion Widgets. Our original ideas for the Unity Widgets began with translating existing interfaces that people are already familiar with.
LeapMotion. You may ask why I’m adding LeapMotion here. Well, during 2018, LeapMotion has announced the North Star reference design : a cheap augmented reality connected to PC, that is able to detect your hands very well thanks to LeapMotion’s sensor.
Then there are the problems that are inherent to all hands-tracking solutions like LeapMotion : no haptic feedback, virtual hands that trespass objects they are interacting with, and such. Later this year, we’ll expand our Vulkan support on Quest to include Unity and Vulkan validation layers for easier debugging.
You probably have heard about LeapMotion’s Project North Star , that should be able to offer people affordable augmented reality. Notice a LeapMotion sensor installed on top of it. Project North Star is an opensource augmented reality headset that LeapMotion has designed and gifted to the community.
Acer, NVIDIA, Valve, Ubisoft, LeapMotion and many others joined the ecosystem. Many game engines—such as Unity, Unreal, and SteamVR—immediately support it. For those that want to design their own hardware, the OSVR headset is a good reference design. He frequently shares his views and knowledge on his blog.
Acer, NVIDIA, Valve, Ubisoft, LeapMotion and many others joined the ecosystem. Many game engines – such as Unity, Unreal and SteamVR- immediately support it. For those that want to design their own hardware, the OSVR goggle is a good reference design. It turns out that others share this vision.
Let’s start with the specs set, so that you can keep them as a reference: Headset: Display resolution : 1,440 × 1,600 per eye Display type : ultra-low persistence LCD Refresh-rate : 120 Hz (with optional 80/90/144Hz modes) FOV : around 130 degrees IPD Adjustment : hardware. Go on reading and discover everything about the Valve Index!
The documentation was the same as before, if not for the fact that in the page about headset Input page, there was also a reference to “Oculus Jedi” controllers. I’ve used Google search to find all the pages with references to Del Mar in the Oculus website, and all the docs are identical to the previous versions. from 2019.
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