I have obtained the source and docs from a friend who owns one (but unfortunately does not use XSI), so I am covered on that front. I had him test a standalone app to confirm I was successfully querying orientation data, but could not get him to test it inside XSI.
The actual Oculus SDK is amazingly simple to get running, so most of the work is going to be on the XSI side. Shaders, input device support, scripting access etc. I probably won't be able to do most of that anytime soon though, as I am hoping to put off buying an Oculus until the 1080p or consumer versions are out. Cheers On Sun, Dec 29, 2013 at 7:50 PM, Francisco Criado <[email protected]>wrote: > Mathias! sorry for not responding! this time of the year can be a little > bit complicated :). I will try it tonight and tell you how it goes. Can > Oculus docs and code would help you of something? I´m using in unity and > the code is available in C#. > Thanks for all. > F. > > > > 2013/12/29 Mathias N <[email protected]> > >> I am going to take the lack of anyone yelling profanities at me as a sign >> that none of you oculus owners have tried it out yet. >> >> The initializing-every-frame issue has been taken care, so it should now >> be working properly. >> Same URL: http://www.mayulive.com/riftDevice.dll >> >> I suspect the rotation will be incorrect (not sure about the rotation >> order), but it would be nice if any of you could let me know if it is >> managing to update properly. >> >> Thanks! >> >> >> >> >> On Sun, Dec 22, 2013 at 6:53 PM, Mathias N <[email protected]> wrote: >> >>> I suppose this should ideally be implemented as a custom device rather >>> than an ICE node, but trying to get that mess working without having an >>> Oculus to play with would likely prove to be a lesson in frustration. >>> >>> No idea if this works, but technically it should. >>> >>> http://www.mayulive.com/riftDevice.dll >>> >>> Place it in a simulated ice tree, plug the rotation into whatever and >>> hit play to make it update constantly. >>> >>> It just occurred to me that userdata allocated in BeginEvaluate is >>> recreated for every update, which means I am initializing the oculus every >>> single frame instead of just grabbing the orientation. So ... enjoy your >>> latency for now, if it even works. >>> >>> >>> On Fri, Dec 20, 2013 at 7:25 PM, Francisco Criado <[email protected] >>> > wrote: >>> >>>> Just wanted to add that i posted the same initiative on fe splice >>>> group, and the idea has been very welcomed. Thought it would be great to >>>> have this tool, not only in SI. >>>> >>>> >>>> F. >>>> >>>> On Wednesday, December 18, 2013, Francisco Criado wrote: >>>> >>>>> Hi Andy, >>>>> >>>>> tried last night to send the sdk pdf to the mailing list,but it seems >>>>> mail couldn´t make because of the attachment. My ftp is currently down, >>>>> but >>>>> it would be great to share sdk documentation and the c# files in case >>>>> someone wants to get a look inside. Maybe wetransfer, but it has a certain >>>>> amount of time on line. >>>>> >>>>> F. >>>>> >>>>> >>>>> >>>>> 2013/12/18 Andy Moorer <[email protected]> >>>>> >>>>>> I'm also playing with the rift and recently a couple of guys at an >>>>>> important Softimage using studio mentioned to me they were using the rift >>>>>> and unity. So Softimage tools for the rift clearly has value, glad to see >>>>>> this thread. >>>>>> >>>>>> Sent from my iPad >>>>>> >>>>>> On Dec 17, 2013, at 12:17 PM, francisco criado <[email protected]> >>>>>> wrote: >>>>>> >>>>>> Hi Mirko, nice to see at least two Softimage users with the rift, i´m >>>>>> currently learning unity and c#, and already imported material from Soft >>>>>> in >>>>>> Unity without any trouble. Just realized that having access to the >>>>>> complete >>>>>> c++ and c# code in the sdk is like having a Mercedes and don´t know how >>>>>> to >>>>>> turn it on :S >>>>>> If i get into something useful i wil let you know. By now the only >>>>>> autodesk dcc app having access to the rift is Maya, which plugin is being >>>>>> sold for more than 200 bucks (no comments). And is "just a python script" >>>>>> that works with the viewport 2.0 and uses the stereo cams that already >>>>>> come >>>>>> in Autodesk products. >>>>>> Trying to figure out if it is posible in Softimage through HQ >>>>>> viewport. Again, if any of you guys want to give us a hand here, you are >>>>>> more than welcome, it would be great to see Softimage getting involved in >>>>>> VR. >>>>>> >>>>>> F. >>>>>> >>>>>> >>>>>> >>>>>> 2013/12/17 Mirko Jankovic <[email protected]> >>>>>> >>>>>>> I have no idea about coding I'm afraid but do have Oculus rift dev >>>>>>> kit here so if you need testing I'm there :) >>>>>>> >>>>>>> >>>>>>> On Tue, Dec 17, 2013 at 5:42 PM, francisco criado < >>>>>>> [email protected]> wrote: >>>>>>> >>>>>>>> Hi guys, >>>>>>>> >>>>>>>> Just wanted to ask you if any of you is interested in helping on >>>>>>>> developing an Oculus plugin for Softimage. The idea is to build a free >>>>>>>> plugin that would help our comunity to use this when the consumer >>>>>>>> product >>>>>>>> comes to the market. I have access to the sdk and the c# sources that >>>>>>>> may >>>>>>>> help (a lot), and i´m trying by my self, but since i began learning >>>>>>>> coding >>>>>>>> a few months ago, its getting quite difficult.Thought that maybe any >>>>>>>> of you >>>>>>>> great coding gurus around here :)) might be interested. If so, let me >>>>>>>> know! >>>>>>>> >>>>>>>> Greetings, >>>>>>>> Francisco. >>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>> >> >

