Joystick For Camera

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Nadal Braymiller

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Aug 4, 2024, 4:24:10 PM8/4/24
to boibekilhigh
BZBGEARJoystick Camera Controllers offer precise control of PTZ cameras, greatly simplifying camera operation. Even single-camera systems benefit from the ease of use provided by a joystick controller. With the ability to recall presets at the touch of a button and control camera movement with precision, these devices are perfect for those seeking an easy-to-use PTZ camera controller. Joysticks are currently the best option for remote camera control.

PTZ control involves managing a PTZ camera's pan, tilt, and zoom functions. These cameras can pan horizontally, tilt vertically, and zoom in and out. A PTZ controller allows for remote management of these camera operations. Our joystick controllers, as mentioned earlier, offer more than just basic pan, tilt, and zoom control.


Serial is a physical connection that sends data at a bit level using a serial communication protocol. IP (Ethernet) is the most common way to connect devices to a local area network (LAN) and serves as the transmission mechanism. Most of our joysticks support both serial and IP functions, each with its own benefits.


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I am attempting to get player control with left virtual joystick and I would like to be able to spin camera around player with right joystick. This is all being done in ball rolling example map. How would I go about controlling camera with right stick but still constraining it to same distance from my character and always keeping my character centered within camera view? Thanks.


This setup works, however, it does not update ball controls to direction in which camera is facing. Ex. When I rotate 90 degrees clockwise, and push up on virtual joystick, expecting ball to roll forward in relation to camera view, it will roll left. Simply put, controls stay consistent when they should be updated based on camera view. How can I fix this so that ball will always roll correct direction in relation to camera and joystick? Thanks


VS-KB30 is a compact controller for PTZ and block box cameras. Quick to set up and easy to use, it is surprisingly powerful, capable of supporting up-to 255 devices on the same network. The panel is customizable to meet your needs, enabling fast access to image settings, presets, zoom angle, and multi-axis camera motion.




Regarding the screen setup, my suggestion would be for you to create a profile with two views, the first with the main camera fullscreened and the secondary on the bottom left corner, and the second view being the same, but with the video widgets reversed. You can configure each video widget by clicking the cog button within the edit-menu.


One idea would be for you to assign the custom1-3 and after that do a simple node-red that just displays the value of MANUAL_CONTROL.buttons. With that you can click the 3 buttons on your joystick separately to check which actions are being performed.


But there is a problem when I think about actually doing it.

The remote loses operation when the network goes down.

So I tried to see if I could do a dual pilot, and it looks like I can!

(I tried it locally and was able to do it, so I guess I could do the remote as well if I used a regular VPN.)


Also sorry to ask again sir but when increasing the sensitivity of the right joystick which controls the camera tapping on the screen to move it is fine but when you tap/hold and then move the camera moves too quickly.


I have been trying to do it like buttons as you first suggested, the values are reading NaN always. Do I need to set up an x and y axis for the buttons for it to work? I also did that and then it was NaN again.


I dont know I just tested again and the camera zaps from 1 position to another (I did 1000 sensitivity though) also I use move to first touch and drag so I can use a wider area of the canvas instead of just the joystick.


In your version I think just pressing the sides of the joystick moves it nicely however when you drag it a bit it happens like above. I want just taps but also drag but not like the video I posted above, in the video above when you move joystick and drag it a bit and leave your finger on the camera keeps moving. What I want to achieve is you can drag joystick to move camera but if you leave your finger on it I want it to stop but only move when you drag your finger.


I had some time to do this today and managed to use the orbit camera you linked instead of the joystick. It is working well however when I move with the movement joystick the camera stops moving and is buggy. However when not interacting with the joystick the camera moves perfectly.


The problem I have is when I rotate the camera within game mode (or device) the direction is not adjusted according to the cameras rotation, exactly like is shown in this post here that I looked through to try and understand the problem.


I realise I need to rotate my movement around the forward direction the camera is facing which I tried to do with the bottom snippet of code however this yields really strange behavior when the player object moves incredibly fast and eventually unity becomes unresponsive, so something is being incorrectly multiplied I guess.


First, you need to get the joystick input, like you did. Both axis input value should be between -1 and 1. This actually determines the direction itself, since the horizontal axis gives you the X coordinate of a vector and the vertical gives you the Y coordinate of that vector. You can visualize it easily:


Now, your problem is, that this angle you get from your raw input isstatic in direction, meaning that it doesn't rely on the camera's facedirection. You can solve this problem by "locking it to the camera",or in other words, rotate the input direction based on the camerarotation. Here's a quick example:


Reading the joystick in Python is super easy using pygame. I ran the demo code toward the bottom of the joystick page as my first step. It showed all axes and buttons working great out of the box with my controller.


The package is pretty limited at the moment but does handle PTZ controls. It pans and tilts with the left joystick and zooms when you pull the right trigger and zooms out when you pull the left trigger. (Note that for this particular camera, zoom is purely software, but on an actual zoom cam it would work the optical zoom).


I use MSFS as my external scenery generator for another sim. My flight controller (joystick) is set up to command the other sim, so I was looking to buy a small separate USB joystick that I could use just for controlling the views in MSFS. Does anyone use such a thing? Any small joysticks or other hardware controllers for controlling the MSFS camera that anyone would recommend? I'm certainly not looking for another full-size, typical joystick, because all it will do is run the camera.


I like the joystick idea (instead of the keyboard, or something like Streamdeck), because the hardware controllers in MSFS never seem to lose the focus, even if another application is active. Any thoughts would be appreciated. Thanks.


Hello ! I recommend the 3d mouse manipulator from 3dconnexion . For me, this device is perfect for controlling a 6dof camera. I have a device with about 20 additional buttons to which I can assign saved cameras, and use the joystick to control any of them. It is very comfortable . This is suitable for 2d and 3d ( in my case varjo aero ) . But they also have simpler devices that are just as good for these purposes. They are often sold on ebay and you can save money without paying full price.


Hmm, maybe I am missing something here. But I control the drone camera in MSFS with just an X-box controller that I had lying around. Perhaps it takes up more space than you prefer, though. In that regards, the above mentioned hardware is excellent if you don't have an Elgato or Loupedeck lying around.


Ergonomics. Especially for vr but not only. When you know exactly where the 3dconnecxion controller is located in your space, you can use two fingers of one hand to move the camera simultaneously in at least one axis or six at once, easily controlling the speed of this movement. Believe me, it's very convenient. At the same time, you can continue to control the flight with the other hand. I tried all the camera control options known to me both on the monitor screen and in vr. Nothing comes close to being comfortable with these controllers. This device is designed to work with volumetric objects in programs for engineers and as far as I know msfs is the first simulator that supports it out of the box. Previously, you had to find ways to interact with the simulator. Now everything is just fine


St Mawgan, I do have a hat switch on my flight controller, but as I said, I have two different sims running. MSFS is only providing the visuals, while everything else is done by another simulator. Therefore it's much easier to have a dedicated hardware solution for each sim, instead of changing device assignments from one sim to another while it's all up and running.

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