SteamVR

SteamVR

The Male/Man Apr 10, 2021 @ 6:51pm
Can someone explain the XYZ axes to me?
A developer friend of mine gave me this txt file to edit the game's tracked controller rotation with, but the y and z numbers seem to work the same axis but in opposite directions. I can't seem to rotate the in-game hands vertically, they're currently pointed about 90 degrees upwards(towards where my thumb would point if I was hitchhiking). the first number only rotates the wrist, so it only seems to do that and rotate horizontally.

Am I doing something wrong?

left hand xyz: -90,90,0
Right hand xyz: -90,-90,0

Edit: Figured it out, had to clear it all to zero and play around with it.
Last edited by The Male/Man; Apr 10, 2021 @ 7:15pm
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Showing 1-2 of 2 comments
BOLL Apr 10, 2021 @ 7:42pm 
Yah, as you have three rotation values, it's Euler angles, and you can get gimbal lock that way. Basically you run the risk of rotating one axis so far that two axes line up, and 90 degrees would be perfect for that. To store an actual pose you could supply a transformation matrix instead, but this might be easier for the mind, just beware how much you rotate each axis, as you noticed 😅
The Male/Man Apr 10, 2021 @ 7:50pm 
Originally posted by BOLL:
Yah, as you have three rotation values, it's Euler angles, and you can get gimbal lock that way. Basically you run the risk of rotating one axis so far that two axes line up, and 90 degrees would be perfect for that. To store an actual pose you could supply a transformation matrix instead, but this might be easier for the mind, just beware how much you rotate each axis, as you noticed 😅
Now my problem is positioning. I really wish steamvr would just handle this ♥♥♥♥♥♥♥♥ for us.

It already knows the exact positioning of the controller damnit.
Last edited by The Male/Man; Apr 10, 2021 @ 7:50pm
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