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#1
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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. |
#2
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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 |
#3
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Hi Jeff,
I upgraded to the latest version of vizard (5.7) but i steel have the same problem. I can't change the default setting since i receive an error : Traceback (most recent call last): File "C:\Program Files\WorldViz\Vizard5\python\vizact.py", line 3013, in __onevent ret = e.call(val[1]) File "C:\Program Files\WorldViz\Vizard5\python\vizact.py", line 2948, in _callStatic return func(arg,*args,**kwargs) File "C:\Program Files\WorldViz\Vizard5\python\vizconnect\interface .py", line 1286, in <lambda> onMessage('Vizconnect.Node.commitChanges', lambda e: self.commitChanges(e.data.classification)) File "C:\Program Files\WorldViz\Vizard5\python\vizconnect\interface .py", line 491, in commitChanges self._getEditor(classification).commit() File "C:\Program Files\WorldViz\Vizard5\python\vizconnect\edit.py", line 287, in commit self._removeLive() File "C:\Program Files\WorldViz\Vizard5\python\vizconnect\edit.py", line 809, in _removeLive self._updateNodeCode(name) File "C:\Program Files\WorldViz\Vizard5\python\vizconnect\edit.py", line 1115, in _updateNodeCode code = self._parser.generateNode(name, data) File "C:\Program Files\WorldViz\Vizard5\python\vizconnect\code.py", line 1725, in generateNode code += _trimdentN(self._generateNodeMappings(data, target='raw'), 1) File "C:\Program Files\WorldViz\Vizard5\python\vizconnect\code.py", line 1172, in _generateNodeMappings code += self._generateNodeMappingsPerFrame(data, target) File "C:\Program Files\WorldViz\Vizard5\python\vizconnect\code.py", line 1228, in _generateNodeMappingsPerFrame mapping.generateMagCode() File "C:\Program Files\WorldViz\Vizard5\python\vizconnect\code.py", line 269, in generateMagCode signalMagCode = templateObject.getMagnitudeCode(signal['inputName'], signal['signalName']) File "C:\Program Files\WorldViz\Vizard5\python\vizconnect\template\ input.py", line 108, in getMagnitudeCode raise ValueError() ValueError I can change the input signal but walking right and left (not turn right or left) relates to the keyboard since it stays as been programmed the first time (like your company developed, in the preset mode). |
#4
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I can check with a developer about these errors. Can you attach the vizconnect file you are testing with?
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#5
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Hi Jeff,
I changed the input signal directly in the script which was created from the vizconnect so now it works with no errors. I have a different issue to deal with right now, i want to disable movement in some of the buttons/stick connected to a transport but not disable movement of all transport buttons/sticks, when a condition is exists, how can i do so? Thanks. |
#6
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Hi Jeff,
I have some questions: 1. Is it possible to use the "VizMove SeatedVR" preset in the vizconnect with the Oculus Rift CV1 version? I guess it will work in CV1 if it is been working with the Oculus Rift DK2 version but just want to make sure. 2. Is it possible to add another positional tracker (another positional tracker camera of the CV1 version) to the "VizMove SeatedVR" preset in order to get more accurate location? 3. Is it realy makes a difference to use 2 positional trackers (2 camers)? As far as i know two positional trackers will give a more accurate position which will cause less drifting of yaw,pitch and roll. In the other hand, in your seated preset you are taking under consideration the integrated position of the oculus with the position from the input signal (in my case xbox) to allow shift of the view in a direct manner as one's head orientation movement in the Googles. Is there an advantage of two positional trackers in the preset mode? Thanks in advance. |
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