@InfinateXtremer Are the PSMoveAPI scripts still crashing for you? If you're able to run the MoveFramework scripts I think that means that you're running the wrong plugin. The plugin in the last build I posted is the one for PSMoveAPI and it also contains the needed DLLs.InfinateXtremer wrote:You're right about yaw, it doesn't need to be inverted like moveframework.n8rockerasu wrote:Got a chance to try Zelmon's newest FreePIE build and for whatever reason, everything is working fine now. I've even got the libusb-win32 driver on my PS Eye (which I do think runs smoother...all indications shows better fps with that driver than with CL Eye).
Into SteamVR with my DK2 I went. The first thing I noticed is that for some reason, the representation of the "Vive wands" in SteamVR was a bit twitchy. They would kind of shake back and forth in a real glitchy way. That sounds dumb describing it that way, but I'll try to grab some video of it later to better explain it.
Secondly, I'm pretty sure the yaw tracking doesn't need to be inverted. Using the latest script Zelmon posted (PSAPI_hydra2move_new6), when I would point one of the moves to the left, in SteamVR, it would point to the right. So, I changed "hydra[0].yaw = -psmove[0].yaw" to "hydra[0].yaw = psmove[0].yaw" for each controller and it fixed it.
Not sure if anybody else ran into that or if it's somehow backward for me. A good game to test this in is "Skeet: VR Target Shooting". It's a very simple game, but gives a decent sense of aiming and real gaming usefulness (and it loads about a million times faster than "The Lab"...which I love, but that game is a pain, man).
One other thing, I definitely notice the difference in raising the multiplying factor. I almost think it might be a bit too high now though. It's nice to be able to cover more ground with smaller movements, but I found myself making very unnatural gestures to try to do things. Obviously, the tracking isn't totally 1:1 like with the Vive wands...and I'm not sure if we can ever get it there. But it's definitely getting closer, and that's encouraging. The effort everybody is putting into this is greatly appreciated.
This time i inverted pitch, position z and x (don't trust me on this one i quickly tested it and had no problems.)
You're also right about multiplying factor, it's definately not 1:1 but we can fine tune-it. I actually halfed z x y values so they are z=100 x=50 y=50 it's not perfect but it's something.
For me the yaw does need to be inverted. I tested this with the sixense sample program sixense_simple3d and awkardly in SteamVR (I'm having to emulate a HMD using VRidge - hence why I don't have such a good sense of scale for the position multipliers).
@n8rockerasu To smooth out the motion you can use
Code: Select all
hydra[0].x = filters.simple(-psmove[0].position.x, 0.5) * 50
hydra[0].y = filters.simple( psmove[0].position.y, 0.5) * 50
hydra[0].z = filters.simple(-psmove[0].position.z, 0.8) * 100
# (adjust numbers to taste)