Forum Discussion
nickanderson
11 years agoExplorer
DK2 camera mount options?
Does anyone know the mount options for the DK2 tracking camera? I saw at PAX they had some custom stands made, so I assume top of the monitor is not the best idea?
8 Replies
- cyberealityGrand ChampionTop of the monitor will probably be easiest for people.
There is also threading for a tripod on the bottom. - SqorckHonored GuestSomething like a Gorillapod/Spider Tripod would work pretty well. There are a bunch out there, and in a ton of sizes. So look around, they give a lot of flexibility to where you can put the camera.
http://www.amazon.com/Joby-JB01235-CAM-GorillaPod-Original-Charcoal/dp/B0087FFTT2/ref=sr_1_5?ie=UTF8&qid=1397575595&sr=8-5&keywords=Gorillapod - SharkkuProtegeWill it be possible to mount it in the ceiling above the player? It would solve the problem with loosing track when you turn 180 behind you, and transform it to a problem where you lose track when looking straight down instead. Which is something I would prefer. Actually, mounting it above and slightly ahead of the player would solve this too. It would be the ideal solution, almost. It also has the added benefit of solving the problem with tracking hands with a kinect or similar. Shouldn't be too hard to modify the trackingalgorithm, just turn the coordinate system 90 degrees. And don't say "it's too complicated to mount it in the ceiling, people will never do that". People are putting up stuff in the ceiling all the time, like lamps and projectors and the likes.
I'm not saying it should be required, just would be nice to have the option if you want better tracking. - TgaudHonored GuestYou should propose some stuff to get the camera detected our movment from upside.
so it can be used with a base like this (without the "lamp" extremity of course ;) its just so you can get the idea):
And so we are able to turn 360°, to use it standup and in any position, or even to use it with a virtualizer or virtuix omni or any ODT (the "base" could even be included on the ODT itself).
You wouldn't need to change the technology or anything.
and you get rid of the "sitted experience only" that is greatly criticized by a big part of the community.
All you would need is to add some "dots" on the back and top of the oculus rift for detection in any position.
of course ppl wouldn't be force to use the base, but they would have the choice. - KydDynoMyteHonored GuestI agree mounting the camera above with the markers on top of your head would be a nice option. With the camera above you all you'd need to do is swap the roll & yaw axis and swap pan Y & Z? Pitch would still be pitch and pan x would still be pan X.
- TgaudHonored GuestI think the reason why they didn't think about it, is because they didn't think about the "base" option,
they were just imaginating the people would have to attach the camera to their roof, with a long cable, and that no one would do that (and they were right to think so)
But with a "base" option like on the image, i think its a must have. - owenwpExpert ProtegeThe camera's orientation can be solved based on the rotation of the Rift.
By the way, will we have access to the position and orientation of the camera relative to the Rift, in case we want to use that information to line up other external sensors?
Basically it would be nice to be able to compute the exact position and yaw of that threaded mounting point in the OVR tracking space. - FultonXExplorerYes, I am very interested in the answer to this question as well. I'm wondering how suited the DK2 is to motion platforms because of the potential to decouple the orientation of the user's head from the orientation of earth's gravity (i.e. the potential to not use the sensors internal to the rift).
I'd like to see/promote flight sim and space sim developers completely relying on the rotation being calculated relative to the camera, so that when a motion platform moves and the user keeps their head still, their view stays still. This way their inner ear can be fed the information of the motion platform (which in my case is controlled directly by the user's joystick, not relying on any software compatibility), simulating the effect of riding in an aircraft, and still be able to look around inside the cockpit, as intended for all Oculus VR space sims and flight sims.
I've been using the Hydra to hack together my own space sim with position/rotation tracking relative to some base. Of course the Hydra tracking is a little jittery and not as ideal as DK2's optical tracking, and I can only play my own developments, (which really limits the feeling of exploring) but it still rocks hard! I already felt immersed sitting still and following targets with my eyes as I bring the ship to bear via joystick/throttle/pedals, but when coupled with the chair tilting, the feeling is beyond compare. Added a bass shaker to feel the engines and explosions, it's glorious.
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