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TiagoTiago
Joined: 20 Jan 2007 Posts: 711 Location: Brasil
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Posted: Mon Apr 16, 2007 4:41 pm Post subject: a way to possibly get rotational acceleration |
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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) _________________ 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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Arrow
Joined: 08 Mar 2007 Posts: 22
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Posted: Mon Apr 30, 2007 7:11 pm Post subject: Re: a way to possibly get rotational acceleration |
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| 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 :
| 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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Posted: Mon Apr 30, 2007 9:04 pm Post subject: Re: a way to possibly get rotational acceleration |
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| Arrow wrote: |
OR you could just use this script i made :
| 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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that would be more susceptible to errors due to translational movements of the wiimote, wouldn't it? _________________ 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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Posted: Tue May 01, 2007 4:24 am Post subject: |
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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
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Posted: Tue May 01, 2007 4:31 am Post subject: |
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| 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)
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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? _________________ 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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Arrow
Joined: 08 Mar 2007 Posts: 22
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Posted: Tue May 01, 2007 8:29 am Post subject: |
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| TiagoTiago wrote: | | Arrow wrote: |
OR you could just use this script i made :
| 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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that would be more susceptible to errors due to translational movements of the wiimote, wouldn't it? |
Maybe..
| 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)
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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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Posted: Tue May 01, 2007 4:21 pm Post subject: |
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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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