2017-12-09 at 15:28 #1213
I built my own Gamepad, using Arduino, my question is about the tracking.
The driver will track my hands movement? if not? What should I add?
Should I add tracking balls to the Gamepad?
Or do I need any other equipment (ps eye, etc)?
vr headset – VIULUX V1 the pc Identifies it as oculus dk2 using OculusConfigUtil 0.8
and my Gamepad2017-12-09 at 15:39 #1214
very interesting. can you post photo ?
if you expect only button/touchpad data from gamepad and your gamepad supports xinput then you can do this using “VR Gamepad to VR Controller key mapping.” if you have also orientation then I might need directly read that from device. I am not sure if there is any standard for this.
Also I don’t support in same time kinect and leap motion right now.
greg2017-12-09 at 16:42 #1219
Like you see nothing fancy or special, one for each hand, including: 9 buttons,6dof and an analog JoyStick
the gamepad has xinput, and the the key mapping, works perfectly, that’s why I bought the drivers 😉
It’s just a base for a gun gamepad that I want to build, a gun with recoil,it’s all still theoretical.
My problem is this:
If the leap motion doesn’t see the hand, the hand “does not exist” so the hand is stuck in the last place it saw it.
And I was unable to make the kinect to identify the location of my hands, so just the buttons worked.
Basically, I just want that my gamepad will work the same as the PsMove/Daydream in the way that the kinect tracks
So if I add to the controllers tracking balls the kinect will track the location of my hands?
Or do I need something in addition? like the ps eye?
I prefer to work with the kinect, so i don’t need them to work at the same time
The 6DOF works like the second analog JoyStick in a gamepad , so it’s there just for fun2017-12-09 at 16:53 #1224
it is really cool 🙂
if you select kinect skeleton in hand tracking then you should see your hands alone. can you please double check if your hands are tracked ?2017-12-09 at 17:02 #1225
Very nice! would you be kind to share the diagrams? A couple of weeks ago I found a similar project here in order to build my personal controller.2017-12-09 at 19:10 #1228
In the 2.99.0, when I choose Kinect – skeleton , the Driver4VR get stuck.
when I choose Kinect – Led light/ball – it work lag’s, so I did not try with led light.
In 2.1.0 version I was able to calibrat, so I’m sure that the hardware fine.2017-12-09 at 19:13 #1230
i will check and update when make new beta release.
greg2017-12-09 at 19:27 #1231
Of course! 🙂
I know it’s similar,because when I started I try to work with his project
The problem started when I realized that I have to have the oculus camera… so i pass
I also try to remap the leap motion vr controller driver code by cbuchner1
Here the problem was that if the leap motion doesn’t see the hand, the hand “does not exist” so the hand is stuck in the last place it saw it.
So… now I’m here 😀
I’ll tell you what, I’m still waiting for the parts to my left hand gamepad.
When I build it, hopefully next week I will document the process and also I’ll share the Arduino code2017-12-09 at 19:28 #1232
Thank you! You are awesome 🙂2017-12-09 at 19:30 #1233
i am wondering what would be total cost of the controller ?
what is complete setup you play it ?2017-12-09 at 19:43 #1235
Arduino Leonardo – 5.53$ X2
MPU-6050 – 1.18$ X2
Arduino Joystick – 1$ X2
VR Control – 2.22$ X2
Jumper Cable 120pcs – 3.37$
Led and Tennis Ball for the tracking balls –
Tennis Ball 100 pcs – 6.28 $
led 100 pcs – 1.41$
For gloves lets say 10 dollars?
So total of 45 USD.
Complete setup? as my pc?2017-12-09 at 22:45 #12432017-12-10 at 19:18 #12512017-12-10 at 21:58 #1256
I tested with the latest beta version.
Kinect Head tracking OK.
Kinect Hand Tracking NOK.
Leap Motion NOK
Body Tracking: I thought it wasn’t working but its really very slow.
System Info: Windows 10; PIMAX 4K BE; Core i7 3.5Ghz ; 12 GB DDR3 / 1060 6GB GTX
I’m uploading the logs from the Kinect Hand Tracking since I can always rollback to the 2.10 to use Leap motion.
. Choose Kinect Hand Tracking
. Active the Driver
. Driver windows hangs / does not respond
2017-12-10 at 22:33 #1261
- This reply was modified 2 years, 7 months ago by Jna.
is it using cpu ?2017-12-10 at 22:39 #1262
Body Tracking Yes.2017-12-10 at 22:44 #1263
i uploaded new version. do you mind giving it a try ?2017-12-10 at 23:27 #1264
For me in the previous version
The Driver4VR did not responded if I chose skeleton Or led ball
And everything worked very slowly
In this version everything is really fast but the Kinect not responding, showing a black image at Colour Calibration
And in Kinect skeleton Calibration with.. it do not recognize anything2017-12-11 at 12:52 #1273
i added logs to investigate. can you check and send me driver4vr log ?
i was testing on few machines including non-dev and all seems fine there.
thanks for your help.
also can you test only head tracking first and then add hand tracking.
2017-12-11 at 19:08 #1280
- This reply was modified 2 years, 7 months ago by Greg Driver.
Just to make sure, the current version is install(after a clean installation) the one who does not recognize the Kinect.
Only the vr headset and the Kinect 360 are connected to my PC
head – off
hand controllers – skelton
Log files are attached
the driver4vr.log was not exists probably because the “clean” installation
If you need me to choose other options Or check out other versions
Just say it and I’ll send you the logs
2017-12-11 at 19:14 #1284
- This reply was modified 2 years, 7 months ago by zivzv.
I started working on the documentation of how to build the gamepad
I’m just missing jumper cables, hopefully they will arrive soon2017-12-11 at 19:28 #1286
hi. found 2 major bugs (and fixed).
check beta now.
logs in ‘logs’ subfolder instead of main app folder.
greg2017-12-11 at 22:50 #1287
Just tested the new beta release and both Kinect Head Tracking and Kinect Body Tracking are now working!
Regarding Leap Motion / Kinect Hand Track the log files are attached. Please let me know if you need more info.
Awesome work Greg!
EDIT: Noticed that choosing Kinect Hand Track creates an empty driver4vr.log.
EDIT2: When I choose Kinect Head Track + Kinect Hand Track the hand trackers showed up!
@Zivzv Very nice I’m really looking forward.2017-12-12 at 17:14 #1301
There are significant improvements to the drivers, the driver run fast and always respond.
But I have 2 problems
1 – In colour calibrate, the Kinect displays only a black image
2 – Although everything is responding, I still can not make a good skelton calibrate,
But there’s a chance I’m not doing it right.
Where should I be aiming for in each of the five points?
For now, I just looked at the Kinect, then turned left and right
And look down and up …2017-12-12 at 18:18 #1307
what do you try to calibrate ?
if you have head/controllers out of kinect there is nothing to calibrate.
it is only required if there is external trackng system for head that you want to aligh with.
for folour tracking you need to select a controller to calibrate colour. beore you need also seleect led ball as source for either head or hand.
but this is not even beta so use at your own risk 🙂2017-12-12 at 19:38 #1309
I have a vr headset – VIULUX V1 the pc Identifies it as oculus dk2 using OculusConfigUtil 0.8
Also the Driver4VR Identifies as a oculus dk2.
So for now how can i calibrate my hands movement?
I tried to calibrate by colour using Led bulbs,but the Kinect displays only a black image.2017-12-12 at 19:48 #1311
you don’t need calibrate if you use head and hand tracking from kinect.
if you did any calibration then please open again and click ‘clear’.
is there anythign wrong with how your hands are located against head ? why do you try to calibrate ?
colour calibration works this way. you need first select hand controllers as kinect – led. then you open color calibration and select one of controllers from the list. then press calibrate and move led ball to the yellow rectangle. after while it should detect colour and play applause. if it does not detect colour will play ‘boo’.
greg2017-12-12 at 22:37 #1320
It would be great if you could inactivate some of buttons / values for non applicable combinations. On that matter can you please confirm that in order to use Kinect Hand tracking we need to select either Kinect Skeleton / Light Bolt for Head Track?
Regarding hand track if you could take a look on why Leap Motion isn’t working that I would have to reinstall 2.10 in order to play 🙂2017-12-12 at 23:16 #1321
I try to calibrate, because according to the SteamVR my hands are behind my back.
I resat the calibrate and they’re still behind my back.
I try to colour calibration, I attached a picture of the black screen that I got from the colour calibration,there is a red LED placed in front of the Kinect.2017-12-13 at 00:21 #1326XcaliburParticipant
It’s much smooth and faster now. Very nice! 🙂 However, the orientation for my ps moves are wrong. If I point forward, the model points up… Rotations seems fine though.2017-12-13 at 01:30 #1327
i am uploading new version. the problem is when rotation of head is not aligned with direction of coordinates. but in this case I had also overall head direction not alighed with physical direction.
in case of dk2 i was solving this by resetting view in direction of kinect.
solution for now is go to settings of head tracknig and change ‘angle correction’ until controllers are positioned properly. with dk2 I can recognize this that my physical movement is alighed with virtual and controllers are directly in front of you. to ensure it is completely aligned I move hands up and down and I change correction a bit until they also move virtually up and down stright.
if you will notice that reset of controller’s orientation is not alignedd with head direction please take corrective anngle and let me know.
i hope that will help 🙂
greg2017-12-13 at 22:38 #1329
many fixes later…
new beta available. next to head trackng there is calibrate button.
you should take headset and point directly to kinect and press calibrate button.
after that controllers should be aligned with headset. you can manually change angle to get best result if needed.
i will post info how to calibrate colour like for ps move if all goes well.2017-12-14 at 17:18 #1342
Now the “controllers” are in the right direction
But still not in front of my body, I try to calibrate
If it automatic they on my right, if manually to my left.
I attached a picture to explain what I mean2017-12-14 at 17:46 #1348
are you saying that between automatic and manual calibration there is no point when they are prperly aligned ? what headset do you have (sorry if you already said).2017-12-14 at 18:13 #1351
vr headset – VIULUX V1 the pc Identifies it as oculus dk2 using OculusConfigUtil 0.82017-12-14 at 18:14 #1352
i assume you have head and hand tracking.
so what happens when you change calibration value?
how they go from left to right?2017-12-14 at 18:26 #1355
The tracking head by the headset and hands by Kinect
When I calibration automatic, I stand in front of the Kinect and raise my hands up and down then my hands are on my right side
Manual I simply inserted numbers like 50,150,200 to see if there are any changes but my hands always on my left2017-12-14 at 18:46 #1356XcaliburParticipant
Oh… I think it’s a usb bandwidth issue. I switch port and it doesn’t disconnect anymore. However, it is still missing commands: if i pressed down the move button for teleport, sometime, it releases by itself.
@zivzv adjust the angle correction. One positive or negative number. Not the one with three fields.2017-12-14 at 19:42 #1363
In the red circle it’s where I change the data manually, 180 it’s what I got automatically2017-12-14 at 21:07 #1375
this is up/down control. if you dont mind doing test to put headset on with one hand in front of you and press up arrow this will change smoothly calibration and hopefully you will get proper angle this way.
thanks.2017-12-16 at 16:45 #1405
I used the arrow trick and it worked, there is another small problem
The right hand moves the left controller and the left hand moves the right controller
Up and down works fine
When I move my hand to the left the controller turns right and when I move to the right the controller turns to the left
When I move the controller toward my body they move away and when I’m moving them forward the controller approaching closer to me2017-12-17 at 12:44 #1406
new beta available which I put on ton of effort. can you check ? 🙂2017-12-17 at 20:33 #1414
The good news,the calibration is much simpler
The hands are still reversed, my left hand moves the right controller and my right hand moves the left controller
When I move my hand to the left the controller turns right and when I move my hand to the right the controller turns left
When I move the controller toward my body they move away and when I’m moving them forward the controller approaching closer to me.
and the Kinect still show a black image at the Colour Calibration with a red LED in front of the Kinect2017-12-31 at 19:13 #17742018-01-02 at 22:13 #18212018-01-03 at 15:44 #1839
I add final product pictures and video.
If you have any questions feel free.
Maybe I’ll add my other projects, cheap “VR glasses” – not support by steam but work with TriDef 3D, and USB Arcade Gun2020-01-06 at 09:57 #13467
hello. for that I would have to allow somehow detect your device by driver4vr. i could expose some api similar to freetrack but we would have to think about this.2020-01-28 at 12:24 #13450huett930Participant
Hello, I am building a controller similar to zivzv’s controller. The hardware is basically the same, and how the arduino communicates to driver4vr is the same (usb game controller). In the code I’m using the on board data motion processor (on the MPU6050) which combines the data from the accelerometer and the gyroscope and turns it into Euler angle values. My problem is that driver4vr is treating the data like a button or a joystick instead of orientation data. When I go to assign buttons for the controller, It will take data from the MPU6050 instead of using the data for orientation. Also I cant get the arduino to assign to a controller. When I select one of the controllers and the arduino and click assign, it brings me to button mapping instead of binding the two. Thanks in advance.
If you were wondering my equipment-
If you were wondering my hardware for controller-
Arduino Micro2020-01-28 at 12:24 #13472huett930Participant
I was thinking if you could allow the axes to be mapped similar to the buttons and joystick, because that is how the orientation data is sent to Driver4VR.2020-01-28 at 12:25 #13987
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