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#1
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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. |
#2
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Participants are using both oculus and xbox controller to change orientation
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#3
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I want to correct myself, i using oculus home.
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#4
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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. |
#5
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Try using the VizMove Seated VR preset configuration in vizconnect. It adds the Oculus for head tracking and a transport controlled by Xbox input signals. In the settings of the main transport there is an option called 'orientation tracker' which movements are relative to. By default the orientation tracker is set to the Oculus head tracker. It sounds like this may work the way you want without any modifications or offsets.
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#6
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Hi Jeff,
it seems to work the way you suggested but i now have a different problem because in order to move forward, backward, left and right i must use the keyboard but i need the xbox controller buttons to do so (Y,A,X,B) since participants need to navigate and can't see the keyboard. If i'm trying to change the mapping such that the controller buttons will be used for walking, it's not moving and steel refers to the keyboard ( as the way to walk. I also want to separate between walking (controller buttons) and orientation (turns with the left stick) because i want from the participants to just turn around ( without the possibility to walk) when getting to a target zone in order to learn this place and return to it in the next try. Thanks. |
#7
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Once applying the VizMove SeatedVR option in the latest Vizard the transport will be configured for the Xbox. I think the issue is that you are running Vizard 5.3 and the preset configuration is different. To use the Xbox controller with the transport you must first add the Xbox controller in the inputs tab. Then you'll be able to map Xbox input signals to the transport movements. Another option is to update to the latest Vizard. In this case you'll either have to install the latest Oculus software or continue using 0.8 and import the Oculus module as in the line below:
Code:
import oculus_08 as oculus |
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