|
#1
|
|||
|
|||
calibrating dk2 in vizard
Hi all,
I'm using oculus rift dk2 with runtime 0.8, vizard 5.3. In the oculus home platform, headset movements are aligned with the same movements as the players move, does mean that right is right, up is up and so on. When i do this movements after running a vizard script on model which i built in sketchup and using vizconnect to connect the headset movement to the environment (i'm also using xbox which is also connected to the environment)the movements aren't translated in a direct manner. Sometimes participants need to move the head down in order togo up and so on. Can u help me resolving this issue? Thanks in advence. |
#2
|
|||
|
|||
Hi all,
I tried also to do "mountain offset" in the vizconnect tool which works in the piaza model attached to vizconnect but doesn't work properly in my environment. Is there another way to calibrate it such that the movement in the glasses will be in a direct alignment with the enviroment? Thanks. |
#3
|
|||
|
|||
Are you using the Oculus by itself or in combination with another tracking system?
|
#4
|
|||
|
|||
Hi Jeff,
I'm using both oculus and xbox controller for tracking. Is there another way for calibration when both are used for tracking? Thanks. |
#5
|
|||
|
|||
Participants are using both oculus and xbox controller to change orientation
|
#6
|
|||
|
|||
I want to correct myself, i using oculus home.
|
#7
|
|||
|
|||
Hi Jeff,
Sorry for all the comments. I rechecked my file in the vizconnect with the piaza model and i could notice that the head movement are translated in a direct manner just for one point (the calibration point/mountain offset) but when i turn with the xbox left stick the head movement are not translated in a direct manner, in a matter of fact they have a wired movements. If i can program in the software or define in vizconnect that the movements of the headset must be translated as the same manner as my calibration/fixation/moutain off i guess that will solve my problem. Thanks. |
#8
|
|||
|
|||
1) Yes, the preset should work with the CV1
2) Vizard/Vizconnect gets the tracking data through the Oculus software. Whether one or more cameras is connected in Oculus software, the setup in vizconnect is the same. 3) I'm not sure how added cameras affect the quality of the tracking other than increasing the tracking space. This is a question that's better to research on the oculus forums. |
|
|
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Realistic Light and Shadows Using Vizard and 3DS Max | jde | Vizard | 4 | 07-13-2012 11:58 AM |
Vizard 4 Beta Testing | farshizzo | Announcements | 0 | 02-01-2011 11:46 AM |
Vizard 4 Beta Testing | farshizzo | Vizard | 0 | 02-01-2011 11:46 AM |
Vizard tech tip: Using the Python Imaging Library (PIL) | Jeff | Vizard | 0 | 03-23-2009 12:13 PM |
Vizard tech tip: Text to Speech | Jeff | Vizard | 1 | 01-15-2009 10:39 PM |