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Up and Coming
May 1, 2013

Rift-Mounted Leap Motion Controller Demo (WIP 4: 5/9/13)

UPDATE:


Works great to view on your rift and in free-view! Two new melee types and a preliminary menu system.
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Update: Sword-like Blunt Sticks!



Here I move around the cube a lot to show spatial awareness and I tap it on most of its sides. It's the most stable demo yet, it's finally physically responsive, and it's a great time waster!
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I just cooked up a little Rift-Mounted Leap Hand Tracking Demo. Firmly attach your Leap to the center of the faceplate of your rift. If your hand is upside-down, go into the Leap Tray Icon and click "Reverse Orientation".



Lift 2013-04-30 21-41-59-44.png
Download here

Enjoy.

    33 replies

    Up and Coming
    December 4, 2013
    "cybereality" wrote:
    I tried the Leap, but the hand tracking seemed very wonky and only really worked in one pre-designed position.


    i also found the area where the device was able to detect my gestures was much smaller than was really useful too me. too often, when i'm trying to focus on the screen to do things on the leap (play the drums on airbeat, in this case) i found that my movements had left the area detectable by the leap by accident and i found it hard to accurately hit the drums without further cues as to their positions in the virtual space in front of me.

    here's a good idea. if i could see the area where the dreambeats where detectable on the device (through the rift or another HUD, for instance) than i would be able to play the drums with a gesture-detect device fine and still be able to see the drums, or the area that i had to strike to hit the drums without any issue.
    get your game on ....
    zaloAuthor
    Up and Coming
    December 7, 2013
    They recently added some functions that return the field of view of the device that you're using, so theoretically, developers should be able to make a visualizing cone for what's "in-bounds".

    I think I'm going to try and revamp this project oncea newer SDK is released. I already want to change the mounting position so that it's on top of the rift angled downwards to get more of that field of view.
    New Participant
    December 8, 2013
    okay idk if anyone else has suggested this in terms of the rift and leap, but from what i've read the disadvantages of the leap is it's narrow and non 3D scope for picking up your hands and i suggest as a possible fix would be to have the cameras mounted on either side of the head (if it is ever integrated with the rift) or, if possible, have a leap that's mounted to each "eye" so that they can both pick up the information from their position and relay and combine that info to better translate the hands in the virtual space


    idk if any of that would work but it's just a suggestion and people who are better at programing or stripping and reworking hardware then i am could maybe test it out if they feel so inclined

    also another suggestion that is more of a combination of both is to have 2 cameras one from each leap mounted to the side of each eye and the other 2 cams on either side of the nose to give a wide angle visual detection for each eye while combining the data to make the most accurate 3d representation of the hands position in game