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FaceTrackNoIR can use several trackers, to get information about the users' headpose. The data retrieved from the tracker only shows the actual position of the head. Unfortunately, if you move your head too much (for instance, to look behind you), you cannot see your monitor any more. That's where the curves come in.
A curve defines how much the in-game head will move, for each value of the actual headpose. In the picture below, you can see that the in-game yaw is 90 degrees, when the angle of the head is 25 degrees.
The curves are a very 'personal' thing: what works for one person may not please another. So you may have to tweak the curves to your personal taste.
By starting the tracker, you can see in the curve-screen which output the specific axis will be in-game. It is best to tweak the curves "one at a time": first do the yaw, then the pitch and finally Roll. Some users don't like Roll at all, so they make the output very low.
The user can define the curve, by which actual head-movement (horizontal axis) is translated into in-game movement (vertical axis). The curve can be changed by 'grabbing' a circular handle and dragging it (within the light-blue area). A circular handle can be added by clicking somewhere in the graph. There are two tabs: one for rotations and one for translations.
The curves can be changed while the tracker is running.
At the request of several users, the pitch axis (looking up/down) was split into two curves. Since it is impossible to look 'through your seat' the down axis is limited to 90 degrees. The Up axis can go to 180 degrees, but some games (like DCS-A10C) don't like this and the curve should be limited by the user.
While tracking is ACTIVE, the red circular indicators show the current values used. This makes tweaking the curve(s) easier.
When you are in a dogfight it is often vital to have a good rear-view. To improve this, we have implemented the "peek around the headrest" feature.
Using the listbox, you can select which axis you want to use to override the specific translation axis (X = left/right etc.). Typically you will assign the Yaw axis to X. So if you are looking over your shoulder (large yaw), your X-position will also be bigger (you will lean to the side you are looking).