the game is constantly tracking the motionplus' angles and rotating a moving object (the character) to those rotations. one, i dont want the user to have to press a button to recalibrate. im hesitant to use the reset command though for a few reasons. So roll and pitch are automatically recalibrated periodically? by what? the device itself, or is that something that's happening within osculator? and is yaw different from the other two in that it's not recalibrated?Īlso, for the game im making, i am using all three axes, so i do want to find a way to get around the drifting. so any advice on how i can resolve this would be greatly appreciated! Ive read some of the other topics regarding the motionplus, but i havent seen any with this sort of problem.
even covering the wiimotes IR (since wii sports resort sometimes uses the IR to "recalibrate" itself), the axes of rotation were not thrown off at all. I tested the motionplus today with wii sports resort to see if this was a problem with the device itself of something else. Now im aware of the ability to reset the calibration, but due to how quickly the yaw is thrown off, id have to be doing this every few seconds, which itself, could easily throw off the calibration (for example, it'd recalibrate while the user is holding the wiimote sideways). this happens very quickly after only a few seconds, holding the wiimote straight ahead (where the initial values were all ~.5), the yaw will be way off (for example. after i move the wiimote around a little bit though, the yaw values tend to get thrown off (they get gradually higher the more i move the wiimote, regardless of how im moving it simply moving the wiimote at all raises the yaw value). So basically whats happening is that i start up osculator, connect the wiimote (with motionplus attached), and it starts out fine. usually what happens is that i move the wiimote with regards to yaw (left or right rotation) and the value starts creeping higher even if im just moving the wiimote slightly there have been times when the value rises without me even touching the wiimote.
mainly, i've seen that it tends to drift upward (the value) when moving the wiimote around. so i've noticed that a few different things seem to happen with the yaw over time. i've got a question/problem with the motionplus' yaw values. Also known (in Dutch) as ‘De Kleurwerper’.Hey there. Playing music by juggling with glowballs! Demonstration of this new self made musical instrument, controlled by juggling. “The Beat” is a composition by Nathan Asman. The Kinect mapping is using Kinect-Via-Synapse. The Kinect user’s hand and head movements mapped to filters, and at times, hand gestures actuate sound. The Kinect mapping is using Kinect-Via-OSCeleton. Participating users become triggered sounds that interact with all other participating users inside the space. Human Chimes is an interactive public installation.
The interface currently has over 1000 downloads globally. The Kinect-Via- interfaces offer a tangible solution for anyone wishing to explore user tracking with the Kinect for creative application. All Max/MSP interfaces communicate using OSC (Open Sound Control) messages and are performance-ready, meaning that all routing and system options may be changed in real time.
USING THE IR AND WIIMOTE OSCULATOR SERIES
The interface series complements four different OpenNI applications, namely OSCeleton, Synapse, Processing’s simple-openni library, and Delicode’s NIMate. Kinect-Via- is a Max/MSP interface series for composers wanting to route and map user-tracking data from the XBox Kinect.