Old Discussion Thread for all 3 motion controllers

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It needs air vents? :)

That's what I noticed too. The camera is supposed to have one out of two chips in the original PrimeSense system. I wonder what else's in there.

Way in the past I'd actually done some research into this myself at university - using AR markers, etc, for 3D modeling purposes. The long and the short of it was that it works beautifully in theory and for small things, but (in my case) the tracking wasn't accurate enough and overall it just wasn't really very useful as there is no physical interaction with the surface (in the sense there is no feedback, which becomes exceptionally tiring if you attempt any level of precise movement*). Still, it'll be interesting to see if Sony do adapt it for artists. There is a lot of room for broad, organic motions and modeling that would work rather well.

*You can demonstrate this easily: Stretch your hand out in front of you, keep it as still as you can and at the same time rotate your wrist back and forth as slowly as you can.

The tool needs to be flexible. e.g., Use it like a mouse if your hands are tired (or for fine tuning). Use it in 3D to turn the objects around. Using 2D mouse to flip a 3D object can be awkward sometimes. The sensitivity of the controller will be the most critical here (like mouse sensitivity, it needs to be just right).

Sony might want to put a lot of work here to perfect the system. I believe one of the earlier interviews mentioned that their art team is already using Move to create some assets today.

I also noticed that using SIXAXIS rumble, the skeleton warriors in Demon's Souls are able to convey the feeling of impact very well during combat. I am very curious to see what kind of feedback the (weaker ?) Move rumble can provide.
 
...and overall it just wasn't really very useful as there is no physical interaction with the surface (in the sense there is no feedback, which becomes exceptionally tiring if you attempt any level of precise movement...You can demonstrate this easily: Stretch your hand out in front of you, keep it as still as you can and at the same time rotate your wrist back and forth as slowly as you can.
It'd certainly need a well-designed interface. Maybe motion control to position a virtual object and a graphics tablet to paint detail? For consumer modelling it'd be great though. Natural painting and in 3D space should be very engaging. For professionals, well, Sony have said they've had artists using Move on their PCs because they like the natural interface. Someone needs to get footage of this in action!
 
The tool needs to be flexible. e.g., Use it like a mouse if your hands are tired (or for fine tuning). Use it in 3D to turn the objects around.
A digital pen and graphics pad with a ball on the end would work well. A great big sphere like Move's would be silly, but with a close camera a little one more becoming of a stylus would work.

Maybe we should be patenting this? :mrgreen:
 
e.g., You _magnify_ the target Modnation Racer character into a life size doll, and then paint/carve away holding a giant crayon and carving tool.
 
e.g., You _magnify_ the target Modnation Racer character into a life size doll, and then paint/carve away holding a giant crayon and carving tool.
You could scan someone in by patiently drawing contours over their entire person.
 
Aren't you guys kinda expecting a game to implement Zbrush?

Absolutely! Think about a Monster Hunter where you hand-craft your own arrows and traps. :p Tonnes of applications like that to consider. Using two moves would also be quite a fun way to emulate a sling-shot, and coupled with 3D and/or some nice glass-breaking physics, I can see a lot of fun to be had. ;)

Actually if I think about it, Pain is probably already fairly close to that, with the 3D version being launched next week, all it needs is a move controller to control the launch of your puppet.
 
If people are already using PhotoShop, Final Cut Pro to create home movies and forum posts, creating a prosumer 3D tool is not really surprising. Google Sketch is another example.

Without proper tools, we have people like Quaz51, Jaeyden and the Sylvester creator who spent lot's of time realizing their craft already.

EDIT: I think most creators will simply tailor their work from a template or from another user's work.
 
The monster game for Natal you see is from the original launch promo. Interesting though now in retrospect that this concept demo actually shows lag, which makes you wonder if it was actually running live. ;)
When it comes from a video prefaced by this caption

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It's best to doubt the authenticity of what you're seeing.
 
A few observations:
  • The usb splitter is still there (and I assume a power brick too)
  • It needs air vents? :)
  • Funny. The skeleton tracking in pic 16 is perfect, yet the avatar is a bit off due to it's proportions being unrealistic...[*]They all stand quite far from the device too
They claim you'll be able to stand closer at the loss of limb accuracy. But with the system already having enough trouble tracking limbs it can see, I have my doubts :D
 
They claim you'll be able to stand closer at the loss of limb accuracy.

I don't quite understand this. Who are "they" ?

May be the journalists have to stand far because the filming crew is in the middle, slightly out of the way to prevent blocking Natal ?
 
I don't quite understand this. Who are "they" ?
I meant Kudo Tsunoda or MS. Or at least, I could have sworn they said it. For people who don't have the room in their house to stand back and be fit inside the camera's entire fov, it's supposed to take whatever part of the appendage is showing and extrapolate where it likely is.

May be the journalists have to stand far because the filming crew is in the middle, slightly out of the way to prevent blocking Natal ?
I could understand why a cameraman would want to be away from the speakers so they can hear the journalist over the TV, but the player distance trend has remained consistent every time Natal is demoed.
 
I meant Kudo Tsunoda or MS. Or at least, I could have sworn they said it. For people who don't have the room in their house to stand back and be fit inside the camera's entire fov, it's supposed to take whatever part of the appendage is showing and extrapolate where it likely is.

I remember that one. Might be a misquote. I don't believe the players have to stay far away. _phil_ was saying it can't track a child beyond 5 meters. If it can't track people who are standing too close (say, 1-2 meters) also, then the device may be too limiting. Why would MS throw big $$$ at it ?
 
A couple of videos from the D8 Natal demonstration.
I just gotta say, the actual skeleton tracking is awesome! And the hand sensitivity capturing a subtle wave did impress me. The actual playing still looked a little freaky with limbs looking odd in their motion. I also noted that the skeleton doesn't match the physicality of the player, which may make things a little harder. Larger players won't have svelt figures like the raw skeleton being mapped to. If MS could adapt the skeleton size to better match the player's (broader spaced hips and shoulders), then the end result should better match the movement of the player's limbs, rather than an interpretation of player's movement mapped onto a slim avatar.
 

"The Future of Fun" - they really have to be careful with saying things like that. :LOL: (ask Sony!)

Again that same demo though, and they were pretty strict about where you had to stand (there was also a white dot marked on the floor) and how other people had to stay out of the camera's view. I definitely think it is cool tech, but it also has a number of Playstation Eye trappings like the button pressing that I do not have a good experience with.

Still, as an exercise device I think it's very good, so i hope it will be successful anyway as a lot of people could do with the exercise ;). I'm pretty sure that a Natal game like this burns more calories than almost any Wii game.

The lag though definitely isn't bad for what it's doing, but I still can't help thinking that there are so many things still where something like the Move is going to be so much nicer to work with ... basically any kind of sports that involves holding something is likely to be better with the Move, whereas games where you use your full body Natal is going to shine.

This also tells me again that playing this game in 3D (as in on a 3D tv) is going to be far, far more satisfying, as you can see the ball coming in real depth and therefore much more properly judge depth. The more I look at it, the more I am convinced that motion controls and 3D tv tech are going to be very, very successful.

I'm now wondering how hard it would be to make a peripheral on which you can walk in any direction while staying in place. ;)
 
New NBA 2k11 pics being played with Move and Natal (or Wave, it sounds way better). It looks amazingly fun, but still I can't help it but wonder a possible control scheme for Move or Wave.

I think Move should have the edge because of the buttons though. Pics:

http://uk.ps3.ign.com/dor/objects/6...k11-20100513040342847-000.html?page=mediaFull

MJ_Annoucement02_1275514099.jpg


motionBball_480_1273791660.jpg


nba-2k11-20100513040342847-000.jpg


nba-2k11-20100513041355167-000.jpg


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I can imagine some of the games we will see already;

"Move Yoga", "Move Push-ups", :smile: "Move Corel Draw", "Move Painter", "Wave Ice Skating", "Wave Racer", "Wave House Builder" etc etc etc.
 
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