![]() Hope it can help anyonee with better skills than me, to make something useful ffor the community. I just compile the driver (dll file as output) and then put it into the correct SteamVr folder. ![]() Note 2: I have never been able to compile the complete project. Therefore the actual initial orientation of the tracker should not matter (unless it is close to some singularity angles). With Driver4VR, even while Im standing still, my legs will sometimes rotate a full 180 degrees. Note: the program is modified so that when you hit "apply" in the GUI, then it stores the current rotational angles of the tracker and the whole math is done on the differences between the current orientation aand the one stored when hitting "apply". KinectToVR works perfectly, doesnt make my feet and legs point in weird directions if I use playspace mover, and the rotational tracking of feet is definitely superior to Driver4VR. Please apologize the functions names and variabless names. In the openvr_math file I added some more functions for playing around with quaternions and rotations. In the file "motioncompensationmanager" I do the math needed to compensate correctly. The software is modified for us since we have the joystick placed at same height of head but behind the wheel (about 50cms away). ![]() I have 2 folders because I have pimax, my friend rift cv1. folders containing the files I modified.I'd appreciate it if you could package up your project working directory and the necessary installers or links to the versions you are using. Since you already implemented important fixes for the last couple of updates, can you upload your progress so far to your Google Drive or something?Īlso, which version of Qt are you using? The suggested version 5.7 in the readme isn't available for download any more. I encountered some build issues trying to get it running the other day. I know that I can get controller inputs, just to read. My approach was creating a custom controller using OpenVR, but then I cannot retrieve my controller inputs and feed them to the controller I created. Forward/backward pitching of the tracker results in up/down movement-corrections of the HMD, instead of forward/backward. Like swapping controller button actions for example. Hi It seems I got a SteamVR update again which broke InputEmulator for me once more. So far I am working in order to make motion compensation work with Pimax (because I saw so far it is not working due to "overcompensation"). If you want I can send you the source files so that you can check it improve it and also publish it. My coding is very basic and "error&trial" based. *PLEASE READ A MORE DETAILED VERSION OF OUR RULES HERE.Actually I am not a code expert, and I would not even know how to do it. Posts seeking advice on compatability/system choice need to meet certain requirements* Generic let's play & 360 degree content is not allowed. Also flair self-promotion appropriately.Please make sure you self-promote reasonably and it consists of less than 10% of your total posts at all times.If you want to hold a giveaway - please contact the mod-team first.Personal buying, selling, referrals, or begging is not permitted, as well as affiliate links to any site.No buying, selling, begging, referrals, giveaways or crowd-funding. Alternatively, join the VRDiscord here and check our wiki.Contact the support desk associated with your hardware.Please, before posting for technical assistance & troubleshooting, purchasing advice & other one-off questions, Low-Effort Memes - Overused meme formats with little added to them, reaction images.Requests - including friend requests, looking-for-group requests, account sharing, etc. ![]()
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