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Found 7 results

  1. So I recently purchased a set of 3.0 trackers and 1.0 base stations for full body tracking. However, when they are turned on neither the base stations or trackers are detected in steam vr. I have restarted everything including steam vr and the computer itself. I have tried connecting it by cable and still nothing. It allows me to pair the trackers when I go to the devices> pair controller, the light turns from blue to green but still does not show up in steam vr. I could really use some help as I have been searching on the internet for troubleshooting for the last 2 hours and have found nothing that works. Thanks
  2. Hello Everyone, In my company QBranch, we are making different tangible devices for AR/VR entertainment and professional training. Following our different customer requests and generally our own needs, we "link virtual and real" with the VIVE technologies and especially the Vive Tracker (3.0 for now) To get some inputs linked to the application, we are used to work with the pogo pins. But now, for our current project, we need some analog inputs that we can't get via pogo pins. So we decided to investigate the USB API to transfer to the PC via the Vive Tracker, all the axis you would find in a classic VIVE Controller. Following my different researches, here is all the different resources i've tried to work on to achieve my goals : https://dl.vive.com/Tracker/FAQ/HTC Vive Tracker 3.0_FAQ_v1.0_01192021.pdf https://dl.vive.com/Tracker/Guideline/HTC_Vive_Tracker_Developer_Guidelines_v1.3.pdf https://www.manualslib.com/manual/1730181/Htc-Vive-Tracker.html http://www.talariavr.com/blog/ https://www.brightdevelopers.com/communication-htc-vive-tracker-android/ https://github.com/matzman666/USBHost And many others, but here is the best I've found. I'm trying to make it running by myself for about 3 weeks now, so I finally try this forum to ask for some help from anyone, as I'm running now out of time to finish the device... We are currently dealing with the device with a development board from Texas instrument : Launchpad TM4C1294XL (an arduino-like board) The USB connection is established, everything is dealing correctly during enumeration phase, we can deal/select/ask with different USB layers and we managed to see different informations of the device. As an example, we managed to get the "Default Config" information, and run the Interface indexed "2" => String description : "Controller" Now we send the final packet with the payload defining the different "Controller inputs" we need to transfer, and nothing happen in SteamVR (tracking, top button and pogo pins are still working, but the USB gives no result in the "Controller Test Panel") Here are some questions to start this topic : - Is the Vive Tracker 3.0 still able to get some inputs informations with this API (like the 2018 version), or is it not working anymore, and this is a copy/paste error on the documentation (which is very similar to the 2018) - Is there a USB test application (on PC or Android) to send some testing inputs to the Vive Tracker, and see if we get something in the other side (in SteamVR inputs) - Is there any technical information I'm missing (Timing to send data, payload tricks, way to send it etc...) as the documentation has some mistakes I've tried to cross many different informations to get something running - Do you have some code samples of an embedded technology doing this (Arduino like or whatever) , I've found only old projects, before 2018. so I'm not sure about what I'm reading... - Is there a specific way to see the "Controller inputs" in SteamVR, as the Tracker inputs shown are only the ones linked to the pogo pins. For now, we cheated in the tracker firmware to have it shown as a VIVE Controller, so we have all the inputs (for my point of view this is more a cheat than a real solution, so I was wondering if there is something better possible) - Is There anybody here facing the same issues, or being able to tell me "hey we had it working!" - Any help please... Hope you will be able to help me and anybody trying to do the same in the world! Thanks for any help, I wish everybody a nice day, hoping we will be able to do nice things with this device soon! Cheers, Quentin MAYET
  3. Hi everyone! I have one question about the Vive Tracker. Currently, I would like to detect the posture of the user when running while wearing the HMD. I would like to use the Vive Tracker to detect the user's movements. Since the HTC Vive ProEye is too heavy for the user, we tried to use the Oculus Quest 2 or Vive Focus Plus. Is there any way to use Oculus Quest 2 and Vive Tracker at the same time, because I can't seem to use Vive Tracker with XR Interaction Toolkit. Also, is it possible to use Vive Focus Plus and Vive Tracker at the same time? I'd like to avoid using running VR content for long periods of time while wearing the Vive ProEye.
  4. Hello All, I've been developing an application using HTC Vive Trackers on Foots. When you play the scene the first thing I made user do is make a calibration. then user make sure that the trackers are on the right places. and on the next step, user select a scene to play and gets in and play. However, when user gets back to main menu I loose the calibration states of the trackers and user should calibrate it again before selecting next scene. What am I probobly missing, can you please help me? Kind regards, ukfdr.
  5. Hello everybody, I am developing a simple VR scenario in UNREAL ENGINE 4 which extrapolates the orientation data from the VIVE TRACKER (2018) and I am trying to understand how the device (and in general the tracking process) is actually working. My first question is purely technical: does the VIVE TRACKER implement an inertial sensor to obtain the orientation of the device? If yes there is any specification on the marginal errors or drift effect? The second question is for those of you that works in UE4 and concerns the reference system of the TRACKER. While it is clear the orientation of the coordinate system (Right Handed as displayed in the developer GUIDELINES) it is not clear how this is transformed and used in the engine to extrapolate the Roll, Pitch and Yaw angles. The UE4 world reference is a Left Handed system which is defined (I suppose) whit the setting up of the room in STEAMVR, and by moving the TRACKER in the environment I obtain values which are not relatable with the GUIDELINES specification. My guess is that the engine operates a fixed transformation on the TRACKER reference frame, but i would like to receive some help from those more experts in the field.
  6. Hello ! I've wanted to know if it was possible for a tracker to work properly without it's dongle, if connected directly with the micro usb / usb cable. It was actually hard to find some related posts, the one I've found were fairly old but people said it was not possible ( they said that a firmware update that might make it work was on the roadmap though). So, since I didn't find any proper answer while searching, I wanted to know if it was now doable, and if a "mix" was doable as well, having two wireless trackers with two dongles and one last tracker connected via usb ( no dongle) for exemple. Thank you
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