04-03-2013 01:45 AM
04-16-2013 09:34 AM
04-17-2013 01:23 PM
04-19-2013 01:38 PM
04-19-2013 02:19 PM
04-19-2013 02:42 PM
"dbuck" wrote:
Interesting info, Thanks for taking the time to share!
JJ, Jan has a teardown of the hydra on mtbs3d: http://janoc.rd-h.com/archives/212 you may be able to infer where the coils were at in the case from some of the board shots
http://www.mtbs3d.com/phpBB/viewtopic.php?f=120&t=14036 for the actual teardown process, the coils are very close to the wire
04-19-2013 02:59 PM
"KuraIthys" wrote:"dbuck" wrote:
Interesting info, Thanks for taking the time to share!
JJ, Jan has a teardown of the hydra on mtbs3d: http://janoc.rd-h.com/archives/212 you may be able to infer where the coils were at in the case from some of the board shots
http://www.mtbs3d.com/phpBB/viewtopic.php?f=120&t=14036 for the actual teardown process, the coils are very close to the wire
unfortunately, I can't view any of the images. I'm sure they'd make it quite clear where the coils are in relation to the controller, but without being able to see any of the images it's not very helpful.
(Do you have to be a forum member to see the images? - it makes life a little difficult. XD)
Anyway, maybe the images show otherwise, but the behaviour of the controller data itself makes me think the coils are closer to the 'head' of the device, near the buttons.
But it's pretty difficult to determine with any accuracy where the center of rotation of the device actually is.
"drash" wrote:
(EDIT: Apparently the new official Sixense Hydra plugin in the Unity Asset Store does detect which hand is which),
04-19-2013 06:19 PM
"edzieba" wrote:
A bonus for the first to implement "heads, shoulders, knees and toes" as a calibration method!
04-20-2013 05:58 AM
"edzieba" wrote:
A bonus for the first to implement "heads, shoulders, knees and toes" as a calibration method!