Hey guys what I�d like to do is the following
If my real head moves left /right while still pointing at the monitor (straight ahead) I want my virtual head to rotate counerclockwise/ clockwise.
I do not want to rotate my real head to have my virtual head rotate
Can that be done? if yes how?
Mixing axis?
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- Posts: 6
- Joined: Fri Sep 23, 2005 5:00 am
Re: Mixing axis?
Hello, anybody out there?
Re: Mixing axis?
Not with the Vector but it is possible with out it.
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- Posts: 6
- Joined: Fri Sep 23, 2005 5:00 am
Re: Mixing axis?
Without vector there is no difference for the sensor as it just sees movement of the dot in X,Y and of course no zooming without vector.
Do employes of Naturalpoint actually do support on that forum or is it only user to user?
Do employes of Naturalpoint actually do support on that forum or is it only user to user?
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- Posts: 6
- Joined: Fri Sep 23, 2005 5:00 am
Re: Mixing axis?
I�ll try to explain it better.
I wear relatively small glasses so when turning my real head and looking back with the eyes I might look on the frame of my glasses.
In game I want my virtual head to jaw, pitch and the Z axis for a view zoom, while my real head moves in x,y and z
In other words input on the X, Y axis should create outputs on pitch and jaw or (jaw and pitch?)
Of course Barred is right that If I�d give up on the vector stuff (which I use for zoom) it would already work as described.
A bit OT, how does it work at all? Would it be possible to have the TrackIR appear as HID, that simply creates directx axis, that the game can use (and that can applied to many different functions, without requireing native TrackIR support of the game?)
[ September 27, 2005, 02:54 PM: Message edited by: Hansundfranz ]
I wear relatively small glasses so when turning my real head and looking back with the eyes I might look on the frame of my glasses.
In game I want my virtual head to jaw, pitch and the Z axis for a view zoom, while my real head moves in x,y and z
In other words input on the X, Y axis should create outputs on pitch and jaw or (jaw and pitch?)
Of course Barred is right that If I�d give up on the vector stuff (which I use for zoom) it would already work as described.
A bit OT, how does it work at all? Would it be possible to have the TrackIR appear as HID, that simply creates directx axis, that the game can use (and that can applied to many different functions, without requireing native TrackIR support of the game?)
[ September 27, 2005, 02:54 PM: Message edited by: Hansundfranz ]
Re: Mixing axis?
That is not possible in our software. The most you can do is adjust the specific axis or invert it. You can not reassign them.
Re: Mixing axis?
Yes, we do watch these forums everyday. We do get busy from time to time so response time varies.
What you�re asking to do is not built in to our software. It sounds that you want it to continually move on its axis in the direct you move your head to? Our software, in simple terms, acts in the same manner as an accelerated mouse would with special features built in to our software.
Let me know if I do not understand you correctly.
What you�re asking to do is not built in to our software. It sounds that you want it to continually move on its axis in the direct you move your head to? Our software, in simple terms, acts in the same manner as an accelerated mouse would with special features built in to our software.
Let me know if I do not understand you correctly.
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- Posts: 6
- Joined: Fri Sep 23, 2005 5:00 am
Re: Mixing axis?
A pitty, but thanks for the info
[ September 28, 2005, 10:21 AM: Message edited by: Hansundfranz ]
[ September 28, 2005, 10:21 AM: Message edited by: Hansundfranz ]