Hi,

I'm using GlovePie with the Wiimote and MotionPlus.

With GlovePie it is easy to get the Rotational Speed (Pitch/Yaw/Roll) in any of the 3 Axes and therefore the Orientation of the Wiimote.

However is it also possible to get or calculate the Velocity in X/Y or Z when moving the Wiimote linear (without Rotation). With this Velocity I could calculate the translation/position of the Wiimote.

I tried to calculate the Velocity from the Acceleration (in Glovepie the Acceleration is called Wiimote.RelAccX for X Acceleration without gravity), but I couldnt really manage to get the velocity from it.

I guess this is a lot harder to do, than to get the Velocity of Rotation from the Gyrosensors, since gravity messes everything up and once there are small errors the velocity doesn't go back to zero when the Wiimote stops. Also the accelerometers for X/Y/Z also react when the Wiimote is just rotating, which also messes everything up.

So could you please tell me if its not possible at all? However in this video (http://www.youtube.com/watch?v=acND4sO3pJs) it seems that AILive have nailed it, since they are showing real 1:1 movement somehow. The sword can be stabbed forward for example. So somehow they must be able to calculate the position of the Wiimote with Orientation and Translation. I can only get Orientation at the moment.

Thanks!

P.S.: By the way I tried using the simple formula

v(t) = v0 + a*t

which should work for constant acceleration, but I thought it should work for changing acceleration also when it calculates 100 times per second.

I'm using GlovePie with the Wiimote and MotionPlus.

With GlovePie it is easy to get the Rotational Speed (Pitch/Yaw/Roll) in any of the 3 Axes and therefore the Orientation of the Wiimote.

However is it also possible to get or calculate the Velocity in X/Y or Z when moving the Wiimote linear (without Rotation). With this Velocity I could calculate the translation/position of the Wiimote.

I tried to calculate the Velocity from the Acceleration (in Glovepie the Acceleration is called Wiimote.RelAccX for X Acceleration without gravity), but I couldnt really manage to get the velocity from it.

I guess this is a lot harder to do, than to get the Velocity of Rotation from the Gyrosensors, since gravity messes everything up and once there are small errors the velocity doesn't go back to zero when the Wiimote stops. Also the accelerometers for X/Y/Z also react when the Wiimote is just rotating, which also messes everything up.

So could you please tell me if its not possible at all? However in this video (http://www.youtube.com/watch?v=acND4sO3pJs) it seems that AILive have nailed it, since they are showing real 1:1 movement somehow. The sword can be stabbed forward for example. So somehow they must be able to calculate the position of the Wiimote with Orientation and Translation. I can only get Orientation at the moment.

Thanks!

P.S.: By the way I tried using the simple formula

v(t) = v0 + a*t

which should work for constant acceleration, but I thought it should work for changing acceleration also when it calculates 100 times per second.