[WiiFlash] Wiimote "Z" space & other data

Merrill, Jason jason.merrill at bankofamerica.com
Fri Nov 16 07:34:05 PST 2007


>>You could have a look at this page (or at least the diagram), 
>>it helped me to somewhat make sense of the data coming from 
>>the Wiimote:
>>http://www.wiili.org/index.php/Motion_analysis. 

Thanks Alex.  I read that, there is a lot of useful stuff on there which
I am still absorbing,  but a lot of it was somewhat greek to me.  I was
hoping someone could show some Actionscript examples of converting input
from the Wiimote into angles, degrees, X,Y, Z changes, etc.

For an example of what I mean by a lot of it is greek to me on that
page, quote: 

"A(t) = R(t)(gz+Ar(t))+R(t)Ar(t) where R is the rotation matrix which
transforms from the "living room frame" to the local frame of the
remote, and At is the actual acceleration of the remote in the "living
room frame". The rotation matrix is parameterized by 3 Euler angles, and
the remote's linear acceleration has 3 components as well. With 6
dynamical variables, but only 3 observables, our system is
underdetermined!"  

Huh????  I wasn't a math major and I didn't think "underdetermined" was
even a word until I wikipedia'ed it.

I just want to figure out how to move a sprite/movieClip left, right,
up, down, (and in-out scaling based on z-depth movement) on the stage
based on Wiimote data. hmmph.  Anyone have any examples?  I have looked
at some of John Grden/'s code on his blog, and that's useful too, but
he's also mixing in a lot of other things - like a "plane" object for
controlling an object in Papervision3D - so it's hard to pick parts of
his code out that would be useful to me.

Jason Merrill
Bank of America  
Learning & Leadership Development for Global Technology & Operations
eTools & Multimedia Research & Development

 



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