Calibrating Vive trackers

 

Hi, I have a problem with the calibration of the vive trackers. While one tracker is behaving correctly and the studio fits the scene perfectly, the other two trackers on the remaining cameras are pointing into the ground and have a completely different point of origin. Has anyone encountered such a problem?

   davidrynes

 
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davidrynes
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Bump this thread please. Anyone from @aximmetry?

 
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Eifert@Aximmetry
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Hi David,

We will need a bit more information to figure out where things go wrong.
Do you use Vive Mars or just the normal Vive?
Do you use it with calibration files? Does every camera have its own calibration file? Also, did you set anything in the ORIGINs and SCENE panels in the Inputs control board?

Warmest regards,

 
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davidrynes
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Hi Eifert@Aximmetry

one tracker is clearly uprotated. When I check uprotated in device mapper this is fixed, but the other are now messed up. We are using normal vive trackers (4 stations, HMD for calibration floor/origin/right points) and we used advanced camera calibration. We didnt set anything in origins or scene panels.
Thanks!
David

 
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Eifert@Aximmetry
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Hi David,

You are using the Aximmetry Camera Calibrator?
If so, did you try to do the camera calibration with each tracker and camera, while having the same up rotated setting?
In theory, the camera calibrator should work out on its own if the tracker is up rotated or not, and you shouldn't touch that setting at all.

If it still occurs, you could try what Ahmed says in this thread: https://my.aximmetry.com/post/1163-htc-vive-tracker-30-axis-are-inverted

Warmest regards,

 
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davidrynes
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Hi Eifert! Thanks for your replies. Another shot at calibration solved the problem. Now we encountered another one. We are combining Unreal with Aximmetry renderer. We have created bar chart in aximmetry and injecting it into Unreal scene. But even after exposing cam trans to unreal, we cant match right FOV/focal distance so when we use virtual camera move, move of the chart doesnt match with the scene. Any suggestions how to solve this one? Thanks!

 
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Eifert@Aximmetry
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Hi David,

Can you show your Flow Editor setup?

If you used the Render_General compound to render the chart in Aximmetry. Then the Unreal scene and the Aximmetry rendered chart should have the same camera properties as FoV, as the Render_General reads the camera properties from the Camera compound. It uses transmit modules to do so.

https://aximmetry.com/learn/tutorials/for-aximmetry-de-users/aximmetry-and-unreal-combined-rendering/ 

Warmest regards,