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ziddanParticipant
Yeah, no need to include it, its not very available, the controllers have wires and their tracking tech isnt very accurate.
I wanted to try using the hydras for my hands and the nolo for body tracking on my DK2.
Seems it doesnt work but im going to try again during the weekend.
Otherwise ill just try and set up the Nolo as usual for the DK2 so ive got wireless controllers for it as well as my vive, that was the main reason i bought the nolo kit to begin with and i only paid 60$ for it anyways.
- This reply was modified 6 years, 7 months ago by ziddan.
ziddanParticipantSo it seems, im happy with the kinect 360 for my vive.
Ill try some more during the weekend to set it up, ill write back with an update if i get it running.
ziddanParticipantYes, tried setting it up yesterday but for some reason my razer hydras didnt want to work.
ziddanParticipantThank you for such a quick response on this, the pace you put out updates is really quite amazing.
Ive tried to set this up, your instructions were easy to follow but what i didnt realize was that the Nolo base station and the Vive base stations would interfere with each other.
When i turn the Nolo base on my Vive looses tracking when looking in its direction, it is no fault of your software, its a hardware incompatibility.
Im going to try using the Nolo for body tracking with my DK2 and im quite sure that will work because of the IR LED tracking it uses.
Will report back again soon.
ziddanParticipantHave i understood the kinect calibration correctly if i think that the virtual trackers spawn in and track right relative to themselves as soon as driver4vr is started and that the calibration sequence locates them relative to the HMD?
A suggestion for possible a calibration method relating to this i just though of for the nolo hardware:
Say for example you hold the nolo hmd marker/controllers in turn on your hmd or one of the wands or touch controllers and move them around in the tracked space together.
Could that be a possible/effective way of locating and orienting them into the VR space accurately?
- This reply was modified 6 years, 7 months ago by ziddan.
ziddanParticipantThe problem is solved for me now, picked up a pci usb controller 2nd hand from ebay.
Dunno what model but its a VIA chipset on it.
ziddanParticipantHalkosuoja and Greg: about the kinect zoom lens, i ordered one and it doesnt work well, the distortion seems to make the tracking unreliable, it took a lot of tries before it would even calibrate and in vrchat it was almost impossible to bind right since the trackers were hopping around noticably.
Im lucky in that i have the space to set up my kinect almost 3 meters away from the center of my play area so i can run without the zoom and it works good.
- This reply was modified 6 years, 7 months ago by ziddan.
ziddanParticipantIm also new but i have noticed that when i put my kinect 360 higher up it tracked me a lot better.
With just three feet i think it will hardly have enough space to see you, im about 5feet8 and i need to be about six foot from my kinect 360, which is mounted about four feet off the floor, for it to full see me.
D4VR says it needs to see your head when calibrating, im guessing this is so it can “hang” the virtual trackers from it.
IF the trackers are at the right height when you are in the steamvr environment, ie you look down and theres one for your hip and another for each foot, at about the right height you should be fine.
In VRchat the floor height will differ with the size of your avatar, to help this ive actually made the arms on a couple of avatars shorter, closer to the length of my real arms.
ziddanParticipantIm on vive/kinect360 and had problems with the legs getting stuck to one foot but that is because of how VRchat handles binding the avatars onto the trackers i think.
Avatars that have very skinny feet that are very close together when in t-pose seem to be almost impossible to get to work right.
An avatar that has its feet wider apart binds easily.
Ive noted that if the avatar i try to bind has proportions that are differ much from standard humanoid it tends to break and get mashed into a ball.
Ive also noticed that i need to walk using the touchpad after binding for the tracking to start working.
The latest update helped a lot with getting the feet to bind correctly and the legs to not cross when looking to the sides, very happy about this.
- This reply was modified 6 years, 7 months ago by ziddan.
ziddanParticipantIf you are talking about VRchat:
Stand inside your t-pose avatar so your spheres line up with where they should be, same with your hands and head, then click both triggers to “lock” the avatar onto you.EDIT: You need to move using the touchpad/stick once after locking for it to start working.
It seems to lock tracked points onto the mesh, so if the t-pose model has its feet very close it can be very hard to get it right.
I thinks thats because of how VRchat binds to trackers and not because of the driver.
Havnt tried this yet but if one can get a model to work when imported and has its feet spread a bit, locking onto it might be easier.
Another thing would be to talk to the VRchat people and understand exactly how it works.
- This reply was modified 6 years, 8 months ago by ziddan.
ziddanParticipantIve tried some more now, on my 2nd computer the kinect just works as soon as its plugged in, tried the fake greenscreen thing.
On my main rig it just keeps blinking, sometimes the motor device, sometimes the speaker device shows up.
Ive tried with a powered USB hub and it worked once but never again.
My bluetooth adapter for my mouse, rf module for my keyboard and the vive are the only other USB devices connected to the computer, they are in USB3 slots.
The Kinect is the only device plugged into a USB2 slot, tried with the hub in between.
Tried USB3 slots, same results.
Tried finding newer USB driver, downloaded the intel updater thing and ive got the newest drivers.
Tried the 1.7 and 1.8 SDK, both installed in win7 and win8 compatability mode.
Keeps blinking.
Should i try getting a PCI USB controller or does anyone have any other suggestions?
- This reply was modified 6 years, 9 months ago by ziddan.
ziddanParticipantGot my kinect 360 and had the same initial problem as this thread, disconnecting on one machine, working on another, fixed it by hooking up to a USB hub.
I only had time for a couple of minutes messing around yesterday but it worked ingame, gonna try it some more during the weekend.
EDIT: It worked once but ive been trying to start it up again now and it keeps disconnecting 😛
- This reply was modified 6 years, 9 months ago by ziddan.
ziddanParticipantWhat about USB chipset drivers?
Are you using autoinstalled windows drivers, drivers from the OEM or drivers from the chip manufacturers web page?
Try switching.
ziddanParticipantSo it works one one computer but not the other?
While i have yet to receive the kinect ive ordered i googled a little and here are some things to try:
A different usb port, if you have it in a usb 3 port (blue) you could try a usb 2 port (black), or try the opposite if its in a black port try a blue.
If you dont have usb3, just try any other.If you have a lot of other usb devices connected, try without them because you migth be reaching a bandwidht limitation.
(seems more likely for rift users since their sensors have a large data output)Tripple check all cables.
Try connecting the kinect to a powered usb hub if you have one, the current might be too low for some reason.
Hope it works out and hope i dont have any trouble when mine arrives 🙂
- This reply was modified 6 years, 10 months ago by ziddan.
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