Following up on last week’s release of the Leap Motion Interaction Engine, I’m excited to share Weightless: Remastered, a major update to my project that won second place in the first-ever 3D Jam. A lot has changed since then! In this post, we’ll take a deeper look at the incredible power and versatility of the Interaction Engine, including some of the fundamental problems it’s built to address. Plus, some tips around visual feedback for weightless locomotion, and designing virtual objects that look “grabbable.”
When I made the original Weightless, there wasn’t a stellar system for grasping virtual objects with your bare hands yet. Binary pinching or closing your hand into a fist to grab didn’t seem as satisfying as gently fingertip-tapping objects around. It wasn’t really possible to do both, only one or the other.
The Interaction Engine bridges that gap – letting you boop objects around with any part of your hand, while also allowing you to grab and hold onto floating artifacts without sacrificing fidelity in either. You can now actually grab the floating Oculus DK2 and try to put it on!
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