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How is the Pivot Point culculated?

Posted: Sun Nov 20, 2016 5:53 pm
by Fuby1000
I'm using the OptiTrack Unity plugin, so stream data from Motive to Unity. While this works pretty well, the pivot point seems to be totally off.

I'm using the Oculus CV1 and I've followed the manual for the DK2, considering the marker placement.

Is the math behind the pivot point calculation in Motive public? Or is there any other way to match it to my Unity objects?

Re: How is the Pivot Point culculated?

Posted: Mon Nov 21, 2016 2:22 pm
by steven.andrews
Hello Fuby1000,

Thanks for reaching out to the community regarding your rigid body questions.

The pivot point for the rigid body is placed at the average position of the markers that are used to create the rigid body.
Once the rigid body is created, the pivot point can be moved to line up with the object you are tracking and trying to drive in realtime applications.

For VR setups, we recommend placing the pivot point between the eyes. Placing markers on either side of the headset in line with the eyes helps with this process.
http://wiki.optitrack.com/index.php?tit ... king_Setup
http://wiki.optitrack.com/index.php?tit ... ivot_Point

To actually move the pivot point, you can follow the instructions in our Rigid Body Tracking documentation.
http://wiki.optitrack.com/index.php?tit ... ivot_Point

I hope this helps to get you going. If you require any further assistance, please feel free to open a Support ticket with us at help.naturalpoint.com

Best,
Steven
--
Steven Andrews
OptiTrack | Senior Customer Support Engineer

Re: How is the Pivot Point culculated?

Posted: Thu Nov 24, 2016 4:02 am
by Fuby1000
Thanks for the answer, I figured as much. My problem was actually the CV1's sensor. In the CV1's setup you have to directly look at sensor, standing exactly in front of it (even if you turn it off later) otherwise, there will be an offset added in the CV1's software.