Hi! I have created a VR installation where you are able to move in the 3D space using the Oculus Rift Controllers. The problem is that I would like the forwards/backwards movement to be affected by the orientation of my headset, so that the camera will move related to the direction I am looking at.
I am using a community based .tox for the movement. The Oculus Info CHOP updates my camera’s translation and rotation values. Screenshot attached.
Any ideas?
You talk about using joystick, yeah? I was working with 3d connexion controller (6 axis controller) and wanted similar thing - so that my translation works in camera (ie rotated) coordinate space. So that if I push left, it goes left in relation to camera rotation
My solution was animating camera by using pre X-form rotation from headset (in Y axis only) and then translating along XYZ in regular Xform page. This way movement was always aligned with the orientation of camera (Left, Right, Forward, Back) rather than absolute (North, West, South East)
Another solution would be to transform joystick’s XY input vectors by rotation from headset and use resulting vector in global coordinate system to do the speed (joysticks XY) to position (virtual camera position at given frame) calculation.