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  #1  
Old 06-01-2017, 01:12 AM
Jeff Jeff is offline
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Join Date: Aug 2008
Posts: 2,471
I can check with a developer about these errors. Can you attach the vizconnect file you are testing with?
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  #2  
Old 06-05-2017, 03:54 AM
bbb bbb is offline
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Join Date: Nov 2015
Posts: 46
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.
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  #3  
Old 07-03-2017, 04:58 AM
bbb bbb is offline
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Join Date: Nov 2015
Posts: 46
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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