Leap Motion Custom Gestures - unity3d

Is there any program that allows custom gestures recording and exporting?
Of course custom gestures for Leap Motion.
The pre-made gestures are not enough for me to make the app.
I tried this old system:
LeapTrainer
However, I have a problem on importing and exporting, and the data exported seems not useful out of LeapTrainer.
Update 1: I tried to find gadgets from Unity Asset Store, but to no avail. Can anyone suggest some tools/SDKs? My main purpose is to use gestures as dynamic slashing(vertically/horizontally/diagonally).
Please anyone can help me?

I started the same way as you did, but i end up building my own gestures base on the API outputs.
Its not that hard you just need to think it a bit.
For example working with fingers, isExtended and Angle between them helps alot.
For the palm you can use the GetPosition and where is pointing at.
So you can do if palm pointing to my face and the hand is open(base on fingers) you will mimic the ARM HMD menu that you see on the LM samples out there.
Or if IndexFinger is extended and the thumb draw a gun on your hand, if the thumb angle is < 10 make the gun shoot.
I truly recommend you to go that way, it will help to expand your knowledge on the device API. 3rd party tools might work but you need to learn how to use them, so better spend that time learning the LM API.

Related

Unity gesture recognition full body with vive trackers

I am a beginner in Unity. I want to implement a full body gesture recognition in Unity with vive controllers and trackers. I want to build a tool, where you are also able to include new gestures as a user. I was looking for a plugin or something like that, which helps me to use full body recognition. Do you have any recommendations? I already checked the internet, but nothing really seamed to fit with the trackers.
If there is nothing like that, I was thinking to calculate all the position changes between all trackers and calculate this way, what kind of movement it could have been. Do you have a smart idea to help me out?

ocean simulation in Blender vs. Unity3D

I want to make an ocean simulation that is physically accurate.
The height and speed of the waves should be controlled by the keyboard at runtime.
In the ocean, there needs to be a boat that either moves along a path or is controlled by the keyboard.
So far I have made this simulation in Blender:
https://youtu.be/LJ6ncxv-k7w
The problems are as follows:
1. There is no collision with the ocean
2. There are no controllers for the boat's movement
3. I am able to control the waves, but not at runtime
I thought about switching to Unity because the user interface is obviously better, as it is a game engine. I do not want to use Blender's game engine as its future is uncertain at this point.
After reviewing the various Unity water simulation plugins, I came to these conclusions:
1. the buoyancy is great in most of them, such as in Aquas and SUIMONO
2. None of them seems to offer a physically realistic collision with the boat.
3. they do offer wave height control, but not much else as far as wave properties go.
4. Some of the plugins can be combined to get closer to satisfactory results.
My question is:
Should I go with Unity completely?
It seems perfect for my user control needs, but the plugins are lacking in the collision aspect. I came across this video, but no tutorial: https://www.youtube.com/watch?v=T0D_vrYm4FQ
Even if there was one, how could I combine it with the plugins?
Is there a way to build the scene in Blender and then import it into Unity?
Would I be able to control the waves and boat after importing them?
Thank you very much for your time and knowledge.
if you really means an ocean, i suggest you to check out NVIDIA WaveWorks. it's a C library and doesn't have an officially integration with Unity3D, but since you go this far for it, i guess maybe you'll have enough courage to trying make it into a useable plugin yourself.

Tool to construct 3D maze for the iPhone?

I want to construct a 3D Maze tha will appear on the iPhone screen but not in the typical above-the maze view but in a Wolfenstein walking inside-around the maze fashion.. Excuse my terminology but I'm quite new to this :)
My questions are the following:
What tools should I use to build my 3d maze? XCode's OpenGl or Quartz Composer?
Given that I want a fairly simple design is there some even simpler tool I can use to design the maze and then import it in my Objective-C project to integrate user/iphone interaction to this?
More importantly though: Regarding the user's movement around the maze, it will involve some elaborate motion event handling and not your typical click left/front/back/right arrow to move around.. Does that affect in any way the tool I will be using to construct my maze or is this irrelevant?
Thanks in advance for any help!
You could (and probably should) do it with Unity 3D. In fact, somebody already has.

Iphone game cocos2d and box2d

I have image named "platform.png" that represents one brick for platform of a IPhone game. I have a cartoon character that will jump on this platform.
A series of platform.png will form one complete platform. These series will be generated by swiping finger across Iphone screen. When character will jump on this platform it should go down like elastic and bounce back up. Can anyone tell me how to do this ?
Thanks in advance.
What yo want is Collision Detection. I don't think using Cocos2d will be a great idea to use in this case because you want to show elastic and bounce effects which should seem real. For this, what I suggest, is using Box2d which clearly help in showing the effects in a natural way. Here Collision Detection can be handled in a separate class known as ContactListener. You can study Box2d and ContactListener here. In ContactListener you can generate these effects and this class is very easy to handle. Two or three months back I used the same to create my game Pogo Jump and believe me I was very easy to work on Box2d.
Good luck..!!
heye ,
you have two options for this , either use box-2d/chipmunk or dont.
If you have prior experience with Physics then i would say box-2d/chipmunk would look more realistic.

Iphone GUI physics code

When you drag an iphone GUI element like a list, it scrolls in a physics correct way, and also has a nice bounce effect at the end.
I would like to write a GUI element in my game, without using UIKit. I wonder where is the code implementing this, and if I can use it instead of trying to write something similar.
Any ideas?
I think that a physics engine would be overkill for just animating a gui element (unless you already have a physics engine in your game).
You could try using animations but I've no experience of doing this without UIKit but I suppose you would start here?
If you didn't want to use Core Animation, I would take a look at Robert Penner's easing equations - they're in actionscript but are pretty simple to port to C and would be a good start to get your own animation code started.
Hope this helps,
Sam
You can perhaps use animations to achieve this, you can define animation paths for bouncing or doing whatever it is you need and activate them when needed. I think the example project MoveMe can help you out
I can recommend the O'Reilly book "Physics for Game Developers" by David Bourg, which has great coverage of algorithms and code for all sorts of simulations. You probably want to start with motion affected by drag for the flick and gradual slowing, then look at a spring model to simulate the damping at the end.
box2d is an open source project that provides a great 2d physics engine.
this library is used by Intel clutter, which is a nice physics oriented UI library that is capable of running on mobile devices. that means that box2d is already optimized for mobile platforms like the iphone.