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One of the most powerful things about the Leap Motion platform is its ability to tie into just about any creative platform. That’s why we’ve just launched a Platform Integrations & Libraries showcase where you can discover the latest wrappers, plugins, and integrations.
Our first featured integration is Vuo, an extraordinarily flexible visual programming language for developers and designers. There are already 6 Vuo examples for on our Developer Gallery, which include Mac executables and project files – so you can download, import, and see how they all fit together. Recently, we caught up with Jaymie Strecker, one of the key developers on Team Vuo.

This weekend, Team Leap Motion made the trip from San Francisco to join over 1500 students at the Pauley Pavilion. Amidst the sleeping bags, Red Bulls, and bleary-eyed jamming sessions, we watched as hundreds of hacks came to life.

This week, we’re happy to announce that the source code for Planetarium is now available on GitHub. It’s been an incredible project so far, and our team is excited to continue developing our core Widgets for VR experiences.

What if you could disassemble a robot at a touch? Motion control opens up exciting possibilities for manipulating 3D designs, with VR adding a whole new dimension to the mix. Recently, Battleship VR and Robot Chess developer Nathan Beattie showcased a small CAD experiment at the Avalon Airshow. Supported by the School of Engineering, Deakin University, the demo lets users take apart a small spherical robot created by engineering student Daniel Howard.

Nathan has since open sourced the project, although the laboratory environment is only available in the executable demo for licensing reasons. Check out the source code at github.com/Zaeran/CAD-Demo.

The “Augmented Hand Series” (by Golan Levin, Chris Sugrue, and Kyle McDonald) is a real-time interactive software system that presents playful, dreamlike, and uncanny transformations of its visitors’ hands. It consists of a box into which the visitor inserts their hand, and a screen which displays their ‘reimagined’ hand—for example, with an extra finger, or with fingers that move autonomously. Critically, the project’s transformations operate within the logical space of the hand itself, which is to say: the artwork performs “hand-aware” visualizations that alter the deep structure of how the hand appears.

Hi, I’m Wilbur Yu! You might remember me from such webcasts as Let’s Play! Soon You Will Fly and Getting Started with VR. In this post, we’ll look at how we structured Widgets to be as accessible and comprehensive as possible.

Daniel here again! This time around, I’ll talk a bit about how we handled integrating the UI Widgets into the data model for Planetarium, and what this means for you.

The first iteration of Widgets we released to developers was cut almost directly from a set of internal interaction design experiments. They’re useful for quickly setting up a virtual reality interface, but they’re missing some pieces to make them useable in a robust production application. When we sat down to build Planetarium, the need for an explicit event messaging and data-binding layer became obvious.

One of the major features of Planetarium is the ability to travel around the globe using motion controls. While this approach is still rough and experimental, we learned a lot from its development that we’d like to share. Later on in the post, we’ll even take a look under the hood at the code involved with the movement and spinning physics that tie everything together.

At Leap Motion, we’ve been working on new resources to make developing VR/AR applications easier, including Widgets – fundamental UI building blocks for Unity. In part 3, Barrett talks about the strange physics bugs we encountered with Time Dial.

One of our new VR Widgets, the Time Dial, surprised (and indeed amused!) us at several special moments during our intense production push. The Time Dial Widget is our hand-enabled VR interpretation of a typical touch interface’s Date Picker. We built it with a combination of Wilbur Yu’s Widget interaction base, Daniel’s data-binding framework (more on those two later), and a graphic front-end that I coded and built – again using Unity’s new 3D GUI.

Who said Unity developers have all the fun? From building virtual hands in Three.js to browser-based virtual reality, we’re also developing new tools to enable truly 3D interaction on the web. This week, we’re happy to announce LeapJS Widgets – basic UI elements can be used in a wide variety of experiences. It’s a brand new library, simple enough to be used with just a few lines of code, but with near-infinite possibilities for experimentation and customization.