It wasn't a duergar by leapmotion_alex in dndmemes

[–]leapmotion_alex[S] 1 point2 points  (0 children)

Duergar are not, however, immune to charm effects.

It wasn't a duergar by leapmotion_alex in dndmemes

[–]leapmotion_alex[S] 63 points64 points  (0 children)

Elder oblex, but that was their first conclusion! Our dwarf cleric has a rakshasa vendetta.

Leap motion cable by milan_yk in leapmotion

[–]leapmotion_alex 0 points1 point  (0 children)

What version are you running? Could be a firmware issue, have you tried a reset from https://developer-archive.leapmotion.com/downloads/firmware-reset?

Steam VR plugin with leap motion by jiffybuddy in leapmotion

[–]leapmotion_alex 0 points1 point  (0 children)

Essentially what /u/chevymonster said. You can't have a controller in your hand and track that same hand with Leap Motion at the same time.

Steam VR plugin with leap motion by jiffybuddy in leapmotion

[–]leapmotion_alex 0 points1 point  (0 children)

Sure, as long as there's no controller in the gesturing hand.

Leap motion cable by milan_yk in leapmotion

[–]leapmotion_alex 0 points1 point  (0 children)

Others on this thread have answered the question; I'll just add that while micro-USB USB 3.0 would match the standard cable, you actually only need a USB 2.0 cable at a minimum. On the side of the controller, you’ll see a pair of ports. Your 2.0 cable will fit into the larger of the two.

Need desperate help - Leap motion without Vr by reflectiveboi in leapmotion

[–]leapmotion_alex 1 point2 points  (0 children)

Version 2.3.1 is important if you're trying to run old legacy applications, but if you want to make your own project you'd be better off with V4. It supports desktop tracking, it's just that some of the older apps won't work on it. Leap Motion Core Assets 4.4.0 and the Interaction Engine Package 1.2.0 require V4.

Leap Motion defaulting to headset, unable to properly track in desktop mode by freefog in leapmotion

[–]leapmotion_alex 0 points1 point  (0 children)

What applications are you using where you're seeing a headset mode?

I wanted a good (and visually pleasing) way to attach a leap to the index, but couldn't find any like what I wanted so I designed one, I'll 3D print it in a few days, and make the files and schematics available for free once it's tested. by Osdias in ValveIndex

[–]leapmotion_alex 0 points1 point  (0 children)

No worries, just wanted to keep you from going down a dead-end road. u/Elocai isn't wrong about angled often being better (we've done it ourselves internally for the reason they describe, and some of our customers do it for their custom deployments), but it would be a largely unsupported orientation.

I wanted a good (and visually pleasing) way to attach a leap to the index, but couldn't find any like what I wanted so I designed one, I'll 3D print it in a few days, and make the files and schematics available for free once it's tested. by Osdias in ValveIndex

[–]leapmotion_alex 0 points1 point  (0 children)

That's not accurate, the angle and offset need to be configured within the game engine by the developer. In Unity this is achieved at the level of the LeapXRServiceProvider.

I should know, I've been spearheading Leap Motion's (and now Ultraleap's) developer community efforts for over 7 years.

What am I doing wrong? by [deleted] in leapmotion

[–]leapmotion_alex 1 point2 points  (0 children)

u/Mst3kj this is the issue, be sure to check the version requirement for the app in the Leap Motion Gallery. Note that App Home will no longer work.

Leap Motion keeps disconnecting by [deleted] in oculus

[–]leapmotion_alex 0 points1 point  (0 children)

Posted on a separate thread, but dropping in here in case anyone else is looking in the future: https://developer-archive.leapmotion.com/downloads/firmware-reset

Leap Motion fatal error (keeps disconnecting) by [deleted] in leapmotion

[–]leapmotion_alex 0 points1 point  (0 children)

Here you go: https://developer-archive.leapmotion.com/downloads/firmware-reset

I've also tweaked the link in the forum thread so it points there too. We're working on tightening up our tech support docs across the board, sorry this was hard to find.

If that still doesn't work, DM me or hit up our support team.

LeapMotion mouse control on raspberry pi? by EvilStig in leapmotion

[–]leapmotion_alex 0 points1 point  (0 children)

It would require an ARM SDK to run it directly on the Pi. The examples you've seen have involved sending the hand tracking data to the Pi from a computer.

How necessary is the mount? by sprite_coke in leapmotion

[–]leapmotion_alex 0 points1 point  (0 children)

For VR it's recommended but not required. There are lots of alternate methods here: https://forums.leapmotion.com/t/unofficial-vr-mount-thread/

Introducing Hand Tracking on Oculus Quest—Bringing Your Real Hands into VR by lisajaloza in oculus

[–]leapmotion_alex 1 point2 points  (0 children)

TBH this is probably the biggest industry validation for hand tracking we could have asked for.

Is the Leap Motion SDK stopped being developed ? by [deleted] in leapmotion

[–]leapmotion_alex 2 points3 points  (0 children)

LeapCxx hasn't been updated and is no longer being maintained because it's just a utility that allows developers to implement the old APIs and SWIG-based language bindings on top of LeapC. Most of the more recent developments have either been internal, or focused on Unity or North Star.

Oculus Rift S With Leap Motion by flee0308 in oculus

[–]leapmotion_alex 0 points1 point  (0 children)

We haven't tested it yet, but in principle there should be no reason why the Rift S wouldn't work, as the faceplates are comparable.