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I see, that’s odd. If the fingers are twitching and drifting it’s almost always a sign of the gyroscope calibration gone wrong (short press on the calibration button while keeping the glove still), so it should be quickly fixable.
Thank you for your message/inquiry. The setup of a mixed reality flight simulator that you detailed is exactly what we are targeting as well (http://tiny.cc/kw6d9y) and while the overall precision is not perfect yet, it should definitely be better than what you are describing:
1. The hands should remain in the same relative position to each other in which you calibrated them. Do you notice any kind of slight drifting when you hold the hands very still? A slow drift could be caused by either the headmount- or the glove- calibration (gyroscope- and magnetometer)^.
2. Try the in-game calibration (“software”-calibration) again. This >should< work. 3. Same as 2. please try the in-game calibration ("software"-calibration) again by really aligning the hands in the exact same position as in VR (make sure to also align your thumbs down to your hands). We'd be really interested in helping you (and all other backers) with progressing your project of setting up such a cockpit. Please keep us in the loop and keep on asking questions. We're there to help! Best, Team Sensoryx
Q. Device Status
-> “Device Error: Connection failed” → this means that your headset cannot be found. Please follow the VRfree manual for the setup https://www.sensoryx.com/vrfree-manual/ and make sure that:
– your VRfree headmount is connected to the PC via the USB-C cable and switched on (LEDs lighting up)
– you have installed the STM comport driver here: https://www.sensoryx.com/files/downloads/ComPort_Driver_en.stsw-stm32102.zip
– you can see the headmount under the comports: https://www.sensoryx.com/wp-content/uploads/2018/11/Bild_8b.png
The text files under %APPDATA%/Roaming/Sensoryx/ have nothing to do with the headmount connection. They only become relevant if the virtual hands seem distorted. Then you may delete these files to reset the settings.
*** I need to make connection success in unity, what’s device status unknown mean??
-> If you continue to get the “Device Error: Connection failed” problem in Unity, then try the following:
– use a different USB-A to USB-C cable
– unplug and replug the USB-A to USB-C cable while the headmount remains powered on (battery correctly inserted)
Q. Which versions are recommended?
– Windows 10, most recent version of Unity
– SteamVR plugin will launch automatically if required
Q. Open VR plugin is needed only for games?? not for unity integration?
– yes, correct
Q. Non-VR enviromnent usage. For the motion capture, I need to clearify minimum requirement. I want to take this glove outside studio, without VR-environment. Head module is only for wireless radio transmission receiver?? or any other function??
– The headmodule gathers all the positioning data from the 2 hands and transmits it to the PC or the Android headset. It MUST BE connected to either of the two (PC or Android headset) to have the VRfree system work. You don’t the VR environment to capture hand/finger data, you can just mount the headmodule on the user (ideally on the head or the torso), but you need to have it connected to the PC to transmit the 3D positioning data.
it must be mount on human body?? or HMD??
– please see above. it can be on either, but it needs to be connected to the main processing unit (PC / Notebook).
Q. is there calibration.txt specification?? I can edit calibration text by hand, if it is good-enough solution.
– Editing this file by hand is possible if you fully understand the data, but it’s not simple. The data relates to the specific hardware in your gloves and your own positioning in 3D space. The data saved are “reference quaternions” for all IMUs on the glove.
Video on how to set up the VRfree system to use with X-Plane out now: VIDEO LINK
We show and explain how to set up your VRfree® gloves to use in X-Plane in the above short video (<3 min).
You need to set up the bindings in SteamVR and in X-plane - it's pretty simple.
Let us know how you get on and how you like it! In-game calibration now also works!
In case you lose your mouse in VR like we did: just map any key to toggle VR mouse activity and you have it back!
Awesome! Thank you Nick!
Do you encounter issues when running our OpenVR interface while using the Pimax?
Hi there! Can you try again ie download again, reinstall and run? It should work now ie it should report an error if the path is incorrect and allow you modify the path. Please let us know if it works!
Hi Nick –
Yes, good question! It’s simple: Just unclick the option “Hands Overlay” in our OpenVR interface and that should do it!
Hello! Yes, the OpenVR/SteamVR plugin works with Oculus as long as you are using games from the Steam platform and not from the Oculus store! If it didn’t work recently, please re-download and reinstall the OpenVR plugin. Steam released an update that caused our interface to stop working. We have just today uploaded a new version which remedies that problem. Best regards! Team Sensoryx
Thanks for the feedback and your findings. We’re glad it worked. If you have another Unreal question, you can get in touch with “Jan Horský” of Infinite Productions. They did the plugin since they are more familiar with Unreal than we are. I have sent you his details. Before I forget: the calibration in Unreal is done by pressing F6 / F7 respectively and the hand gesture / posture is different from the VRfree demo and Unity plugin… you’ll see.
Best, Team Sensoryx
Hi Tim – let us look into this and get back to you asap. I usually just ran the UVRFPlayground.uproject which didnt cause any crashes. Alternatively it should be possible to rebuild the project from the Visual Studio file (UVRFPlayground.sln), but I’ll ask our Unreal experts… Best, Team Sensoryx
Hi David –
Sorry about this. It really shouldnt be this frustrating!
I suggest we connect via Skype and we run a number of checks together
1) make sure the hardware works fine
2) the hard/software calibration can be performed at all
The checks would include the procedures highlighted in the FAQ sections among others, ie:
a) deleting the calibration.txt files in the appdata/roaming folder “Sensoryx”
b) making sure the infra LEDs work on both wrists (you can check with your smartphone in camera mode if you see a violet light in the transparent domes
c) when opening both covers of the gloves can you see that all fingers are connected and sealed?
d) that when pushing the calibration button the red light comes on
Our Skype is “SwissSensoryx”. When’s a good time for you.
You could also check a-d beforehand and let us know about those.
Let’s connect on April 17 at 11am CT!
Skype is: SwissSensoryx.
Looking forward to it.
As promised, we’re releasing the OpenVR plugin today. You can download it here. Unpack the zip file and run setup.exe. During the setup, make sure to point the installer to the correct Steam installation path!
The plugin will make you able to see your hands in any SteamVR game. There is also a virtual touch interface that provides the touchpad, menu, and system buttons that are on the Vive wands. You can calibrate the hand pose at any time by looking up at the calibrate sign, just like in the VRfree Setup and Demo.
– Will this work with game […]?
This is still an early version of the plugin, and we couldn’t test it with too many games yet, but give it a try and tell us how it went!
– I’ve installed the plugin, but nothing changed when I start SteamVR.
Make sure you entered the correct Steam path during the installation. check if there’s a folder “sensoryx” in “\Steam\steamapps\common\SteamVR\drivers”.
– I’m in the game and see my hands, but can’t interact with anything.
You’ll have to bind the VRfree controller actions to the game. Check out this guide from Valve on how to do this.March 1, 2019 at 3:53 pm in reply to: Downloads – where is the windows 10 driver and Unreal Engine SDK #2876
Hi Andy – Apologies for the late reply. This question must have slipped my attention:
1. You’re right, there is no Windows 10 driver by STM for the Comport, but the Windows 8 driver will do. It works for Win10 just fine.
2. The Unreal SDK is ready. It comes with an additional demo, a very nice one. While we are refining a few minor things in that demo, I am sending you the link to the SDK by private mail. We’ll publish the whole zip file shortly.