My understanding is the default ‘front-facing’ orientation is when the 3
IR-leds are arranged vertically and facing the camera to form a vertical
line. Then the rotation/translations are w.r.t. that.
O
|
O
|
|
O
I wonder how I can redefine the ‘front-facing’ orientation so that the
default can be 3 LEDs showing the side view. Then the rotation/translation
are w.r.t. that.
O o
\ /
O
I tried to start the tracking with the clip showing its side. However I
found translation/rotation of the clip leads to messed up results of mixing
of incorrect translation/rotation.
I wonder if such configuration can be supported at all or the source code
has to be changed to support it?
Seconding this, I have my IR LED clip mounted at a 45 degree angle on my headphone's headband due to headphone construction, and it works great here except the X and Y and rotations get mixed up by Opentrack. Real-life X translation with my head results in in-game diagonal translation (so, both X and Y)
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Hi guys,
My understanding is the default ‘front-facing’ orientation is when the 3
IR-leds are arranged vertically and facing the camera to form a vertical
line. Then the rotation/translations are w.r.t. that.
O
|
O
|
|
O
I wonder how I can redefine the ‘front-facing’ orientation so that the
default can be 3 LEDs showing the side view. Then the rotation/translation
are w.r.t. that.
O o
\ /
O
I tried to start the tracking with the clip showing its side. However I
found translation/rotation of the clip leads to messed up results of mixing
of incorrect translation/rotation.
I wonder if such configuration can be supported at all or the source code
has to be changed to support it?
Thanks a lot,
Bo
Seconding this, I have my IR LED clip mounted at a 45 degree angle on my headphone's headband due to headphone construction, and it works great here except the X and Y and rotations get mixed up by Opentrack. Real-life X translation with my head results in in-game diagonal translation (so, both X and Y)