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Thread: "Distance gesture" corresponding between two hydras

  1. #1
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    "Distance gesture" corresponding between two hydras

    I refer to some gestures which works interdependently ( also crossing gestures between 2 controlles etc)

    For instance

    I think its a great gestures to have for triggering an action.

    when both controllers are hold parallel (neck and neck , or crossed ...)
    it could activate melee weapon for instance or other things like ironsight when crossing etc.

    (scrolling zooming etc. via Google earth etc.)


    Imagine playing Hitman with a "Fiber Wire gestures" lol

  2. #2
    Administrator Danny's Avatar
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    This was a great idea! I've got this coming up.

    distance_between_controllers Condition
    controller P1L, P1R, P2L, P2R
    Specify the controller you wish to check. ( P1R checks agains P1L, P1L checks agains P1R, P2L checks against P2R etc)

    distance int
    The distance in mm the controllers must be apart for the condition to return true

    axis x, y, z, magnitude
    The axis to use when checking the distance relative to the base


    Below, the condition returns true if the right controller is 100mm in front of the left controller down the z axis relative to the base.
    Code:
    <conditions>
      <distance_between_controllers>
        <controller>P1R</controller>
        <filter>normal</filter>
        <distance>100</distance>
        <axis>z</axis>
      </distance_between_controllers>
    </conditions>

    The following condition returns true when the player puts the left controller to the right of the right controller 100mm. Basically we can check if the player is CROSSING his hands.
    Code:
    <conditions>
      <distance_between_controllers>
        <controller>P1L</controller>
        <filter>inverted</filter>
        <distance>-100</distance>
        <axis>x</axis>
      </distance_between_controllers>
    </conditions>
    Danny Woodall
    Creative Director
    Sixense Entertainment Inc.

  3. #3
    Quote Originally Posted by Danny View Post
    This was a great idea! I've got this coming up.

    distance_between_controllers Condition
    controller P1L, P1R, P2L, P2R
    Specify the controller you wish to check. ( P1R checks agains P1L, P1L checks agains P1R, P2L checks against P2R etc)

    distance int
    The distance in mm the controllers must be apart for the condition to return true

    axis x, y, z, any
    The axis to use when checking the distance relative to the base


    Below, the condition returns true if the right controller is 100mm in front of the left controller down the z axis relative to the base.
    Code:
    <conditions>
      <distance_between_controllers>
        <controller>P1R</controller>
        <filter>normal</filter>
        <distance>100</distance>
        <axis>z</axis>
      </distance_between_controllers>
    </conditions>

    The following condition returns true when the player puts the left controller to the right of the right controller 100mm. Basically we can check if the player is CROSSING his hands.
    Code:
    <conditions>
      <distance_between_controllers>
        <controller>P1L</controller>
        <filter>inverted</filter>
        <distance>-100</distance>
        <axis>x</axis>
      </distance_between_controllers>
    </conditions>
    Are you inventing the gesture conditions or what? Cos this is sure not in the Motion Creator if I'm not wrong.

  4. #4
    Administrator Danny's Avatar
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    710
    This will be in an update coming soon.
    Danny Woodall
    Creative Director
    Sixense Entertainment Inc.

  5. #5

    More...?

    Quote Originally Posted by Danny View Post
    This will be in an update coming soon.
    Ok good, but is it something that you (as Sixense) have invented recently? I am looking forward to receive my Hydra now to try them out!!!

    Are there other gestures or conditions or even actions that are not seen in the motion editor but do exist and can be used?

  6. #6
    Administrator Danny's Avatar
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    Jun 2011
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    710
    Yes we are constantly updating MotionCreator to fix bugs or implement new features. In this case I finally got around to adding this cool idea from piratprince. The only thing I haven't supported in the editor yet are Grids.
    Danny Woodall
    Creative Director
    Sixense Entertainment Inc.

  7. #7
    Quote Originally Posted by Danny View Post
    Yes we are constantly updating MotionCreator to fix bugs or implement new features. In this case I finally got around to adding this cool idea from piratprince. The only thing I haven't supported in the editor yet are Grids.
    If you want to have an idea, talk to Zoltan, the one who created the MCEditor. The way he included grids is interesting and uses 4 square grids so as not to confuse between them.

  8. #8
    Administrator Danny's Avatar
    Join Date
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    710
    Quote Originally Posted by Leonard Callus View Post
    If you want to have an idea, talk to Zoltan, the one who created the MCEditor. The way he included grids is interesting and uses 4 square grids so as not to confuse between them.
    Thanks Leonard! Grids support an unlimited number of cells and we support multiple types of grids as well. I just haven't wanted to tackle that portion of it yet.. But I am getting close to looking at it again and when I do I'll go check out to see what ZoltanE and donpsycho have done.
    Danny Woodall
    Creative Director
    Sixense Entertainment Inc.

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