You guys rock, and I would not have been able to make the software without your feedback. I'd also like to say thank you to all the people who tested my software when it first came out, didn't work, and sent me back to the drawing board dozens of times the people who have contributed to the source code and those who have helped test out the latest PSMoveService stuff. But I learned a great deal along the way, both by programming, and helping the 600+ people on my discord.)īut now, I'd say the program is in a good enough place that I can show it off publicly, instead of via word-of-mouth and my discord. (Yes, this was extremely cocky, and meant that I spent literal weeks failing at basic program structure/C++ stuff. So, frustrated with having to fork out more just to actually try what I bought, I decided that out of sheer spite I would make my first ever independent programming project an open-source alternative to it. (Although, this has now generously been raised to 30 minutes.) Which meant that you couldn't actually set it up properly without the trial running out. The only software that could do this was Driver4VR. But I should probably focus on releasing updated tutorial videos :PĪ little backstory on this project: way back at the start of last year (Wow, already a year on this project) I discovered that I could use a Kinect to emulate Vive trackers for VRChat. There will probably still be a steady stream of updates along the way as I fix bugs, and come across new features to add. Though, I still don't really have a way to get around the front-facing only downside ¯\_(ツ)_/¯ There have been massive improvements to both latency and overall tracking of the Kinect joints: it's now almost as responsive as dedicated tracker hardware. With the latest updates on my project (Performance + PSMove's via PSMoveService tracking!) I'd say it's finally about time for me to properly present it on reddit. Hi all! TLDR: I created a free, open-source alternative to Driver4VR's kinect tracking. I remember sitting figuring out why I couldn't get smooth loco either till I found out i had to use both steamvr configs and set the options in vivecraft to allow it as well.EDIT: Wow, just woke up and didn't expect the response to be this big. Their own control scheme settings menu is more confusing than SteamVRs. i am drunk Its not entirely related because vivecraft has its own set of options you need to tweak to enable it for the wands. If anybody else wants to give this guy a more coherent explanation, please have at it. Originally posted by Balance:how is that not related to steamvr? i know this because i had to bind 'playspace mover' in 'ovr advanced settings' and that's what i did, but using their in-app link to the steamvr bindings. (disclaimer: i've vaguely heard steamvr's controller binding menu is pretty trash and could mess things up just from poking at it, but i've only had it glitch out on me once or twice)Īs far as i know, it sounds like you need to find your way into the bindings options for that specific game (should be under steamvr settings->controllers->bindings somewhere, not sure where though) and set an unused touchpad directional button-press (or w/e other button) to something like 'move/strafe vector2', which will likely only be an option under that specific game's controls.
that's a really good place for someone to start if they're confused.
True about the preconfigured bindings from other people, though. "To enable touchpad movement for Vive Wands you must bind the Move/Strafe Vector2 action to the touchpad in SteamVR Input." I found that the easiest option is to use a popular preset that someone already made. I had a nightmare configuring Vivecraft's bindings back when I had vive controllers. Smooth locomotion is a toggle you turn on in Vivecraft settings. I will just turn my body.Īny idea? This isn't really related to SteamVR. I don't need the ability to strafe or turn. I want to change my controller so that touching the top of the left touchpad moves me forwards and touching the bottom of the left touchpad makes me back up. I have found the place in SteamVR settings where you can rebind the controller settings but I cannot find anything that says Move/Strafe Vector2. That might as well be written in Chinese.
You should then relocate any actions bound to touchpad presses to something else." To enable touchpad movement for Vive Wands you must bind the Move/Strafe Vector2 action to the touchpad in SteamVR Input.
Controllers with a joystick will default to this type. "Can I use touchpad-based analog movement? However, by default VR wand controllers with a touchpad can only use teleport movement. Originally posted by LostManAbroad:Okay, so I recently discovered Vivecraft.