Vive Tracker Developer Guidelines (v1.5)

Vive Staff

Vive Tracker Developer Guidelines (v1.5)

Attached is v.1.5 of the Vive Tracker Developer Guidelines document. 

To reach Viveport's customer service team, email customerservice@viveport.com

To connect with a live support agent for hardware support, go to www.vive.com/support, click on "contact us" in the top righthand corner, and then opt to speak with a Live Chat agent

David R

Technical Specialist - San Francisco, CA; Monday-Friday

Click here to send me a PM

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Moderator

Re: Vive Tracker Developer Guidelines (v1.5)

soswow
Contributor

Re: Vive Tracker Developer Guidelines (v1.5)

Hello.

Is there a similar document but for controller? I've spend whole yesterday trying to find any reference material. I want to know where exactly is center of coordinate reference frame of a controller.

Like this:

Screen Shot 2019-02-03 at 11.55.53 AM.png

Vive Staff

Re: Vive Tracker Developer Guidelines (v1.5)

@soswow

 

@Dario @Jad,

 

There isn't a full Are you looking for the coordinate system as reported by OpenVR or via a specific game engine (Unity or UE4). The Vive tracker has radial symmetry whereas since the controller is more assymetric, the game engines often add abstraction layers because they're working with a full 3D model and there are "interaction points"

To reach Viveport's customer service team, email customerservice@viveport.com

To connect with a live support agent for hardware support, go to www.vive.com/support, click on "contact us" in the top righthand corner, and then opt to speak with a Live Chat agent

David R

Technical Specialist - San Francisco, CA; Monday-Friday

Click here to send me a PM

soswow
Contributor

Re: Vive Tracker Developer Guidelines (v1.5)

I am getting coordinates and rotation matrix via OpenVR. So, for integration in mind I want to know where is coordinate origin of the control. Around which physical space I can turn my control around without changing it's position and only change yaw,pitch,roll angles? Where is this point in relation to physical device?

Moderator

Re: Vive Tracker Developer Guidelines (v1.5)

Here's Unity's docs for what this is worth:

https://docs.unity3d.com/550/Documentation/Manual/OpenVRControllers.html

 

The center is around the menu button - you can easily see where it is by casting a ray from the controller's origin - see example code from VIU Unity plugin to cast rays (VivePointers) from the Vive controllers.

 

 

 

 

soswow
Contributor

Re: Vive Tracker Developer Guidelines (v1.5)

Alright! Thank you for that information @Dario! It's better then nothing.

Thought for my application I would relly like to have something much more specific. 

I want to use Vive Controller as a position/orientation ground truth recorder/detector for some other device that I Want to tell me same information. For that I am planning to design and 3D print a mount that would hold my device and attach to the controller. To math to work I would like to have precise relative position/orientation between my device and center of rotation of the vive controller.

kianna
Visitor

Re: Vive Tracker Developer Guidelines (v1.5)

I cannot create a post to be able to get help from a developer but I am having troubles with my vive trackers and none of the support lines or online services can help my issue, can you link me where i can post my issue and recieve help?