Also note that axis 5 doesn’t exist on Xbox controller, but I use it on axis I’m not going to use (roll and zoom). To revert this, use a NEGATIVE number, this will flip the direction. I found that my controller had a LOT of drift on axis 4, so i set al my dead zone settings a bit higher than the default. So with the right analog stick, moving down on the stick looks up, and up on the stick looks down. Pitch scale value set as a positive number (as shown above) will give you the reversed pitch (looking up and down) like a airplane flight stick. ![]() Here is how I have my joystick configuration: However the (A) button is set to toggle flycam on and off, so you can switch from avatar movement, to flycam on the. You cannot configure any of the buttons, shoulder bumpers, nor the Dpad. Right stick are axises 3 and 4, and the triggers are seen as axis 2. Both analog sticks for a total of four axises, and both analog triggers are seen as a single axis. This is because the axis dimensions in game, are mapped to seemingly random axises on your controller. The viewer will only see 5 of your analog axises. If you have tried to use it in the past you’ll notice your camera or your avatar will move around very unpredictably. Controllers aren’t exactly meant for 3D editing, but they are useful for 3D gaming, so this is how I was able to get it to work like a standard controller as if playing a First, or Third person shooter. After all Second Life is technically a 3D editor put into a MMO game world. ![]() When you plug in your Xbox controller, Firestorm (or any SL viewer) basically has no idea what to do with it. ![]() With the new Phototools and Camreatools added to Firestorm v4.5, I tried once again to get my old wired Xbox 360 controller to actually be USEFUL in second life.
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