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a way to possibly get rotational acceleration
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TiagoTiago



Joined: 20 Jan 2007
Posts: 711
Location: Brasil

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PostPosted: Mon Apr 16, 2007 4:41 pm    Post subject: a way to possibly get rotational acceleration

shouldn't it be possible to read rotational acceleration by combining a second trio of accelerometers in offset and comparing the acceleration on the same axis of them?

putting two wiimotes or a wiimote and a nunchuck taped together (or in some other way fixed together)
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Arrow



Joined: 08 Mar 2007
Posts: 22

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PostPosted: Mon Apr 30, 2007 7:11 pm    Post subject: Re: a way to possibly get rotational acceleration

TiagoTiago wrote:
shouldn't it be possible to read rotational acceleration by combining a second trio of accelerometers in offset and comparing the acceleration on the same axis of them?

putting two wiimotes or a wiimote and a nunchuck taped together (or in some other way fixed together)


OR you could just use this script i made Wink :
Code:
debug = var.RollAcc

if true {
 var.Roll1 = Wiimote.SmoothRoll
 wait 1 ms
 var.Roll2 = Wiimote.SmoothRoll
 wait 1 ms
 var.RollAcc = var.Roll1-var.Roll2
 wait 1 ms
}
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TiagoTiago



Joined: 20 Jan 2007
Posts: 711
Location: Brasil

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PostPosted: Mon Apr 30, 2007 9:04 pm    Post subject: Re: a way to possibly get rotational acceleration

Arrow wrote:

OR you could just use this script i made Wink :
Code:
debug = var.RollAcc

if true {
 var.Roll1 = Wiimote.SmoothRoll
 wait 1 ms
 var.Roll2 = Wiimote.SmoothRoll
 wait 1 ms
 var.RollAcc = var.Roll1-var.Roll2
 wait 1 ms
}

that would be more susceptible to errors due to translational movements of the wiimote, wouldn't it?
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please put the scripts on the wiki so they dont get lost as new stuff is posted!
I don't always get notifications of new replies, if you see a thread I should have responded, could please email me?
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SwedishFrog
Site Admin


Joined: 25 Jan 2007
Posts: 273
Location: New York

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PostPosted: Tue May 01, 2007 4:24 am    Post subject:

In the glovepie docs, it says
Quote:
Pitch and Roll attempt to filter out (translational) accelerations.This may make them slightly jagged. You can use SmoothPitch and SmoothRoll if you don’t mind getting the wrong result if the wiimote moves, but you do want it to be smooth.

(page 64 if you use openoffice)
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TiagoTiago



Joined: 20 Jan 2007
Posts: 711
Location: Brasil

Digg It
PostPosted: Tue May 01, 2007 4:31 am    Post subject:

SwedishFrog wrote:
In the glovepie docs, it says
Quote:
Pitch and Roll attempt to filter out (translational) accelerations.This may make them slightly jagged. You can use SmoothPitch and SmoothRoll if you don’t mind getting the wrong result if the wiimote moves, but you do want it to be smooth.

(page 64 if you use openoffice)

if gpie can know enough about the way the wiimote is being moved, why can't we get the motion with any significant degree of accuracy? I thought that to cancel out translational acceleration it would be required to be abel to trust the accelerometers to not deviate when moving and stuff if such acurate estimative of the translational movement and by consequence of the current rotation of the wiimote i is available, why can't we get good results for calculating relative position of the wiimote?
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I don't always get notifications of new replies, if you see a thread I should have responded, could please email me?
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Arrow



Joined: 08 Mar 2007
Posts: 22

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PostPosted: Tue May 01, 2007 8:29 am    Post subject:

TiagoTiago wrote:
Arrow wrote:

OR you could just use this script i made Wink :
Code:
debug = var.RollAcc

if true {
 var.Roll1 = Wiimote.SmoothRoll
 wait 1 ms
 var.Roll2 = Wiimote.SmoothRoll
 wait 1 ms
 var.RollAcc = var.Roll1-var.Roll2
 wait 1 ms
}

that would be more susceptible to errors due to translational movements of the wiimote, wouldn't it?

Maybe.. Rolling Eyes


SwedishFrog wrote:
In the glovepie docs, it says
Quote:
Pitch and Roll attempt to filter out (translational) accelerations.This may make them slightly jagged. You can use SmoothPitch and SmoothRoll if you don’t mind getting the wrong result if the wiimote moves, but you do want it to be smooth.

(page 64 if you use openoffice)

I couldnt get the rotational acceleration when i used wiimote.roll, only the smoothroll seamed to work.(?)
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SwedishFrog
Site Admin


Joined: 25 Jan 2007
Posts: 273
Location: New York

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PostPosted: Tue May 01, 2007 4:21 pm    Post subject:

Roll and Pitch try to factor out translational movement, but it's not perfect.

SmoothRoll and SmoothPitch help filter out local inaccuracies ("jagged data") but once again it's still just an estimation because the wiimote doesn't contain gyros
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