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AryaX's avatar
AryaX
Honored Guest
12 years ago

MoCap Player movement...

Walk, run, jump.. pick things up and operate things with your hands.. no keyboards, no mouses, no gamepads
or any hand held controllers.. thats how VR should be (you agree ?) but of course there is bit of a problem with
haptic feedback...

I could imagine that someone is going to come up with some consumer version haptic glove which can somehow
become stiff and/or give somekind of sensation of touch so you could try and pick things up and such...

But what about the BiG stuff..? You know.. like walls and stuff... :?

It would seem to me that, if you control player through some form of motion capture then:
1. You're an immaterial ghost and walls and stuff simply don't exist to you... or:
2. You're a superman on steroids, everything you touch is either moved or destroyed... or:
3. If you touch something in the virtual world, your real body and the VR body go out of synch...

I would imagine that options 1 and 2 are for most part, no good..? but what about the third..?

Anyone tried some mocap solution where the virtual hand follows your real hand exept when there is a virtual
object on the way... how does it feel like.. if or when the virtual hand loses synch ? is it a problem ?

8 Replies

  • AryaX's avatar
    AryaX
    Honored Guest
    Umm..? Yeaa.. BCI based system would be ideal (preferably one with non invasive connection...)
    but I don't think we are quite there yet... :(
  • You probably have seen that by now but if not or anybody else finds your post in search for that ...

    Look at this stuff:

    http://www.virtuix.com/

    ...some kind of walk/run/jump movement system thingy...

    http://www.razerzone.com/gaming-controllers/razer-hydra

    ...some kind of alien wiimotes for really hard guys ...
    (i actually don't know if there are real advantages over wii motion plus controllers besides being aerodynamic)

    Or try using your wiimote(s) can work for some stuff too ... i will probably do that right away^^
    works with bluethooth and you can get for prototyping knock off 3rd party stuff for just a few bucks.
    Probably really cool to swing a sword or fire a gun ingame (is fun on my wee without Rift).
    i suggest to get some wireless sensor bar that runs on batteries.
    Or you buy 2 IR LEDs, a battery and 2 resistors and build it yourseld...

    You could also glue IR diods to your Rift and use a wiimote for headtracking - i used that technique in university. Just to move the ingame camera in relation to the players position in front of the screen.

    So if you really want to try out some stuff ... there is a bit you can play with ;)

    Happy doing that stuff!
  • ncwolf's avatar
    ncwolf
    Honored Guest
    "AryaX" wrote:
    But what about the BiG stuff..? You know.. like walls and stuff... :?

    It would seem to me that, if you control player through some form of motion capture then:
    1. You're an immaterial ghost and walls and stuff simply don't exist to you... or:
    2. You're a superman on steroids, everything you touch is either moved or destroyed... or:
    3. If you touch something in the virtual world, your real body and the VR body go out of synch...

    I would imagine that options 1 and 2 are for most part, no good..? but what about the third..?

    I had read on this forum way back when (can't remember who wrote it, sorry) that a good idea would be to have two versions of a player; a solid and a ghost version. The solid is the character that you use in-game, while the ghost is your physical body. This would help to be able to see where your body is and the "ghost" can then solve many of the problems brought on by the "walls and stuff" since it could travel through it but your solid character would not. I can explain further if this doesn't make sense.
  • I think realistically, other than an incredibly complicated system composed of both mechanical and software components, the only real next step we have in virtual reality is neurological interface. But seeing as the brain is still a giant mystery to us, it will be some time until that becomes a reality.
  • i kind of agree with spencerprieto above. while the oculus and a lot of the new interfaces are a major leap forward, i don't think it's quite going to give that complete "other world" experience just yet.

    i think there's still going to have be some kind of way to interface and interact with the systems and games built, there's still going to have to be some kind of suspension of disbelief, some sort of way that you play the game like you would normally do with a game-pad or whatever.

    that said, i really feel that free-form gesture detect and motion-capture are really the best ways forward at this point and can really give some solid and genuinely new and immersive experiences.
  • Did you check out the the M1-created Leap Motion Demo Pack? It's quick and easy to get your hands into Unity3D and interact with objects seen through the Oculus Rift. You'll find a few different scenes in the asset that cover a variety of different interactions including driving a car, riding an ATV, flying, shooting and picking up and throwing objects. Feel free to pick apart the interactions or scripts and pull them into your own projects or just use the Asset as the base and re-skin them for your needs.

    Be sure to check out our guides and tutorials that come in the package
    Unity 3D Assest
    https://www.assetstore.unity3d.com/#/content/12639

    M-1's project:
    https://www.youtube.com/watch?v=RA7a6foNlHo
  • i have a leap motion, so i'll be sure to check out this project. thanks!