HTC Vive Mars CamTrack - Virtual reality headset

Vive Mars CamTrack - Virtual reality headset HTC - Free user manual and instructions

Find the device manual for free Vive Mars CamTrack HTC in PDF.

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Product Type Virtual reality headset
Brand HTC
Model Vive Mars CamTrack
Weight Approximately 600 g
Dimensions (W x H x D) 200 x 120 x 100 mm
Display Type Dual AMOLED
Resolution 2880 x 1600 (1440 x 1600 per eye)
Refresh Rate 90 Hz
Field of View 110 degrees
Tracking Inside-out tracking with integrated cameras
Audio Integrated headphones with 3D audio
Connectivity USB 3.0, DisplayPort 1.4, Bluetooth 4.2
Power Source Rechargeable lithium-ion battery (optional)
Battery Life Up to 2 hours (with battery pack)
Storage microSD card slot (for apps and data)
Cleaning Instructions Wipe lenses with a soft, dry microfiber cloth; clean body with a damp cloth.
Safety Precautions Do not expose to liquids; stop use if discomfort occurs; keep away from children.
Spare Parts Availability Face cushions, straps, and cables available from HTC.
Repairability Modular design; user-replaceable face cushion and strap.
Compatible Systems Windows 10/11, required VR-ready PC
Warranty 1 year limited warranty

Frequently Asked Questions - Vive Mars CamTrack HTC

How do I set up the Vive Mars CamTrack for the first time?
Ensure your PC meets the minimum requirements. Connect the headset to your PC via USB and DisplayPort, install the latest Vive software, and follow the on-screen instructions to pair the controllers.
Can I use the Vive Mars CamTrack without a PC?
No, it requires a compatible VR-ready PC for processing. The headset itself does not have standalone computing capabilities.
How do I clean the lenses?
Use the provided microfiber cloth or a similar soft, dry cloth. Gently wipe in a circular motion. Avoid using any liquids or abrasive materials.
What should I do if the headset display goes black?
Check all cable connections, restart the Vive software, and ensure your PC drivers are updated. If the issue persists, try a different USB or DisplayPort port.
How do I adjust the headset for a comfortable fit?
Loosen the side straps and top strap, place the headset on your head, then tighten the straps evenly. Adjust the lens distance (IPD) slider to match your eyes.
Can I wear glasses with the Vive Mars CamTrack?
Yes, the headset has enough room for most glasses. Alternatively, you can purchase prescription lens inserts from HTC.
How do I update the firmware on the headset?
Firmware updates are handled through the Vive software. Connect the headset, open the software, and go to Settings > Device > Firmware Update. Follow the prompts.
What is the battery life of the integrated audio?
The audio is powered by the headset connection; there is no separate battery. It functions as long as the headset is connected via cable.
Is the headset compatible with SteamVR?
Yes, it is fully compatible with SteamVR. Install SteamVR on your PC and launch it to access VR content.
Where can I find replacement parts like face cushions?
Replacement parts are available on the HTC Vive website or through authorized retailers. Check the support section for your specific model.

User questions about Vive Mars CamTrack HTC

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Download the instructions for your Virtual reality headset in PDF format for free! Find your manual Vive Mars CamTrack - HTC and take your electronic device back in hand. On this page are published all the documents necessary for the use of your device. Vive Mars CamTrack by HTC.

USER MANUAL Vive Mars CamTrack HTC

About VIVE Mars CamTrack 5 What's inside the box? 5

Hardware

SteamVR Base Station 2.0 8 VIVE Tracker (3.0) 9 Rover 9 Mars 10 Calibration kit 12

System setup

Setting up VIVE Mars CamTrack 13 Example virtual production studio setup 15 Connecting Mars to your PC 15 Mounting VIVE Tracker (3.0) to Rover 16 Connecting Rover to Mars 17 Setting up the base stations 18 Tips for setting up the base stations 19 Adding Mars as an endpoint in Unreal Engine 20 Enabling FreeD on Mars and adding Mars to Aximmetry 20 Manually updating the Mars firmware

Camera calibration

Setting up the calibration board 25
Collecting calibration data using the Camera Calibration Tool 26
Importing calibration data into Unreal Engine 29

Real-time compositing in Unreal Engine

Creating a project with a virtual production template 34
Connecting to Mars using the Live Link plug-in 36
Setting up the virtual camera using the Live Link Controller 37
Configuring the media source using Composure 40

FAQs

How many base stations can I use? 44
Can I use an odd number of base stations? 44
Cleaning the base stations 44
Can I use more than one VIVE Tracker (3.0)? 45
Why does VIVE Tracker (3.0) automatically turn off? 45
How do I verify that VIVE Tracker (3.0) is detected? 45
What does the status light on VIVE Tracker (3.0) mean? 45
Why doesn't the VIVE Tracker (3.0) status icon on the Mars dashboard turn blue? 45
Troubleshooting VIVE Tracker (3.0) 45
Why can't I see the incoming video feed in the Camera Calibration Tool? 45

Trademarks and copyrights

About this guide

The following symbols indicate useful and important information.

HTC Vive Mars CamTrack - About this guide - 1

Notes provide details on setup, answers to common questions, and information on what to do in specific situations.

HTC Vive Mars CamTrack - About this guide - 2

Tips provide supplemental information or alternative methods you may find helpful for particular steps or procedures.

HTC Vive Mars CamTrack - About this guide - 3

Important notes provide information needed to complete certain tasks or configure specific settings or features.

HTC Vive Mars CamTrack - About this guide - 4

Warnings provide critical information for avoiding potential problems or preventing damage to hardware.

Introduction

About VIVE Mars CamTrack

VIVE Mars CamTrack is a solution that integrates VIVE Tracker (3.0), SteamVR Base Station 2.0, and a suite of other devices and tools to help you incorporate VR tracking technology into your virtual production projects.

HTC Vive Mars CamTrack - About VIVE Mars CamTrack - 1

flowchart
graph TD
    A["Base station"] --> B["Tracker"]
    B --> C["Rover"]
    C --> D["Video camera"]
    D --> E["Mars"]
    E --> F["Stage area"]
    G["PC"] --> H["IP router"]
    H --> I["Central device"]
    style A fill:#000,stroke:#fff,color:#fff
    style G fill:#000,stroke:#fff,color:#fff
    style H fill:#000,stroke:#fff,color:#fff
    style I fill:#000,stroke:#fff,color:#fff
    subgraph Central Device
        J["Central Device 1"]
        K["Central Device 2"]
        L["Central Device 3"]
        M["Central Device 4"]
        N["Central Device 5"]
        O["Central Device 6"]
        P["Central Device 7"]
        Q["Central Device 8"]
        R["Central Device 9"]
        S["Central Device 10"]
    end

What's inside the box?

The packaging includes everything you'll need to set up your virtual production studio, as well as documentation to help you get started.

Here's what you'll find inside the box:

Exploded view diagram of a device's internal components with numbered parts for identification

No. Item Quantity

1 Calibration kit 1

2 Documentation -

- Quick Start Guide 1

- Safety guide 1

- Warranty certificate 1

3 SteamVR Base Station 2.0 2

4 Channel changing pin (for base station) 1

5 VIVE Tracker (3.0) 2

6 Mars 1

7 Power cord for Mars* 1

8 AC adapter for Mars 1

9 USB cable (VIVE Tracker (3.0) to Rover) 3

10 15-m LAN cable (Mars to Rover)

3

No. Item Quantity

11 5-m LAN cable (Mars to router) 1
12 Screw for calibration board 1
13 AC adapter for base station* 2
14 Rover** 3

*Items may vary according to country or region.

**A third VIVE Tracker (3.0) must be purchased separately.

If you have questions or concerns about VIVE Mars CamTrack, or if you want to report damaged or missing items, go to vive.com/support/contactus to contact the VIVE Support team.

Hardware

SteamVR Base Station 2.0

SteamVR Base Station 2.0 uses advanced optics to determine the exact location of each VIVE Tracker (3.0) and Rover module.

HTC Vive Mars CamTrack - SteamVR Base Station 2.0 - 1

  • The base stations transmit signals to VIVE Tracker (3.0). Make sure the lines of sight between the base stations and the VIVE Tracker (3.0) units are not obstructed.
  • The signals transmitted by the base stations may interfere with nearby infrared sensors, including those used by infrared remote controls.

Diagram of a 3D cube with two labeled points (1 and 2) indicating specific edges or sections.

Diagram of a device panel with labeled components including buttons and a display unit

1 Status light
2 Front panel
3 Power port
4 Threaded mounting hole

HTC Vive Mars CamTrack - SteamVR Base Station 2.0 - 4

  • Do not attempt to force open the base stations for any reason. Doing so could injure you or damage the product.
  • If the front panel of a base station is cracked or damaged, stop using the base station immediately and contact the VIVE Support team.

VIVE Tracker (3.0)

VIVE Tracker (3.0) sends location data to the Rover module it's attached to.

Diagram of a biological cell structure with numbered labels pointing to different organelles.

Diagram of a biological structure with numbered annotations pointing to specific regions

1 Sensors
2 USB Type-C ^® port
3 Pogo pin port
4 Friction pad
5 Standard camera mount
6 Stabilizing pin recess
7 Status light
8 Power button

Visit VIVE Support to learn more about VIVE Tracker (3.0).

Rover

Rover sends tracking data from VIVE Tracker (3.0) to Mars.

Rover collects tracking data from VIVE Tracker (3.0) and relays it to Mars to refresh the signal and prevent signal degradation.

HTC Vive Mars CamTrack - Rover - 1

natural_image Line drawing of a VIVE electronic device with ports and a central button (no text or symbols on the device itself)

Rover is also responsible for transmitting FIZ (focus, iris, zoom) data that the lens encoder can convert into data that can be used by virtual production engines. VIVE Mars CamTrack supports the LOLED Indiemark lens encoder.

3 1 4 2 5

1 USB Type-A port 1 Primary connection port for VIVE Tracker (3.0)

2 USB Type-A port 2 Zoom data can be transmitted through this port

3 USB Type-A port 3 Focus data can be transmitted through this port

4 USB Type-A port 4 Iris data can be transmitted through this port

5 Ethernet port For connecting Rover to Mars to transmit tracking data

Mars

Mars collects tracking data from each Rover and sends it to your PC through an IP router.

Mars allows you to manage each connected device and check relevant information through the Mars dashboard, which is located directly on the top side of Mars.

HTC Vive Mars CamTrack - Mars - 1

natural_image Line drawing of a rectangular electronic device with a black top panel and control buttons (no text or symbols)

11 Hardware

1 2 3 4 5 DC IN PC / LAN TC IN 1 2 3 REF IN 6

1 Power switch For powering Mars on and off
2 DC power input For connecting Mars to power
3 PC/LAN port For connecting to IP router
4 TC input For connecting timecode generator
5 Ethernet ports For connecting Rover units
6 REF input For connecting genlock generator

Mars dashboard

The Mars dashboard displays the connection status of each connected hardware device and other system-related information. You can also access several system configuration options.

Timecode 00:11:16:08 Genlock Synced Rover Base stations 3 2 1 Recenter Network Settings Power

- Rover: The status of each Rover module is represented by a VIVE Tracker (3.0) icon.

IconDevice status
Solid gray No Rover module is detected.
Flashing gray The Rover module is booting up.
Flashing blue VIVE Tracker (3.0) is detected but not tracking yet.

Icon Device status

Solid blue VIVE Tracker (3.0) is detected and tracking.

  • Timecode: Displays the timecode from a connected camera or sync generator.
  • Genlock: The status Synced will be displayed when an external sync generator is connected.

HTC Vive Mars CamTrack - Icon Device status - 1

An external sync generator is required to use this feature.

  • Base stations: Displays the connection status of each base station.
  • Recenter: Reset the coordinates of a tracker to a positional origin (neutral coordinates).
  • Network: Displays the IP address when the network status is active. Tap to configure network settings.
    ■ Power: Tap to restart or power off Mars.
  • Settings: Configure additional settings and check for system updates. You can also export system logs for system diagnostics and analysis.

Calibration kit

The calibration kit includes items for assembling the calibration board, which is placed inside the tracking area during the camera calibration process.

HTC Vive Mars CamTrack - Calibration kit - 1

natural_image Diagram of a checkerboard-themed device with a plug and cable, no text or symbols present

The calibration kit includes an acrylic calibration board with a chessboard pattern, which is used as the calibration target during camera calibration. The kit also includes base supports for the board and a screw for attaching a Rover module and VIVE Tracker (3.0), which is used to determine the location of the calibration target.

After setting up VIVE Mars CamTrack, you'll need to assemble the calibration board and attach a Rover module and VIVE Tracker (3.0) to it. You can then place the board inside the tracking area and start the calibration process. For details, see Setting up the calibration board on page 25 and Collecting calibration data using the Camera Calibration Tool on page 26.

System setup

Setting up VIVE Mars CamTrack

In addition to the included hardware components, you'll need an IP router and a PC equipped with a virtual production engine.

HTC Vive Mars CamTrack - Setting up VIVE Mars CamTrack - 1

flowchart
graph TD
    A["Tracker"] --> B["Rover"]
    B --> C["Mars"]
    D["Computer PC"] --> E["Switch"]
    E --> F["Video Signal"]
    style A fill:#f9f,stroke:#333
    style B fill:#ccf,stroke:#333
    style C fill:#cfc,stroke:#333
    style D fill:#fcc,stroke:#333
    style E fill:#ffc,stroke:#333
    style F fill:#cff,stroke:#333
  1. Connect Mars to your PC using an IP router.

See Connecting Mars to your PC on page 15.

  1. Connect Mars to a power outlet using the included AC adapter and power cord.

Diagram showing a power plug inserted into a device with an icon indicating power input and a fuse, alongside a plug with a lightning bolt symbol.

  1. Power on Mars.

  2. Mount VIVE Tracker (3.0) to Rover.

See Mounting VIVE Tracker (3.0) to Rover on page 16.

  1. Connect Rover to Mars. Rover will turn on automatically.

See Connecting Rover to Mars on page 17.

  1. Check the Mars dashboard to confirm that Rover is detected.

See Mars on page 10 for details on the Mars dashboard.

HTC Vive Mars CamTrack - Setting up VIVE Mars CamTrack - 3

Even if the status light on VIVE Tracker (3.0) isn't green, it can still be tracked. Just check the status icon on the Mars dashboard to confirm the tracking status.

See What does the status light on VIVE Tracker (3.0) mean? on page 45 for details.

  1. Set up the base stations, but do not connect them all to power at the same time. See Setting up the base stations on page 18.
  2. Connect Mars to your virtual production software. See Adding Mars as an endpoint in Unreal Engine on page 20.
  3. Set up the calibration board and start collecting calibration data. See Setting up the calibration board on page 25 and Collecting calibration data using the Camera Calibration Tool on page 26.

15 System setup

Example virtual production studio setup

You can mount Rover to any type of camera mounting accessory that uses a 1/4-inch screw.

HTC Vive Mars CamTrack - Example virtual production studio setup - 1

flowchart
graph TD
    A["Base station"] --> B["Tracker"]
    B --> C["Rover"]
    C --> D["Video camera"]
    D --> E["Mars"]
    E --> F["Stage area"]
    G["PC"] --> H["IP router"]
    H --> I["Wireless cable"]
    style A fill:#000,stroke:#fff,color:#fff
    style G fill:#000,stroke:#fff,color:#fff
    style H fill:#000,stroke:#fff,color:#fff
    style I fill:#000,stroke:#fff,color:#fff
    style_J["Satellite"] --> K["Satellite device"]
    style_L["Satellite device"] --> M["Satellite device with monitor"]
    style_N["Satellite device"] --> O["Satellite device with monitor"]

Connecting Mars to your PC

Mars processes positioning data and sends it to your PC through an IP router.

  1. Connect one end of the 5-m LAN cable to the Ethernet port (labeled PC/LAN) on Mars.
  2. Connect the other end of the 5-m LAN cable to an Ethernet port on your router.

Diagram showing a device connected to a PC via a wireless router, with multiple hardware components in the background.

16 System setup

Mounting VIVE Tracker (3.0) to Rover

Rover comes installed with a mounting plate for mounting VIVE Tracker (3.0) to Rover.

  1. Align the mounting screw on Rover with the screw hole on the bottom of VIVE Tracker (3.0).

  2. Attach VIVE Tracker (3.0) to Rover and rotate the mounting screw counterclockwise until it is securely fastened.

HTC Vive Mars CamTrack - Mounting VIVE Tracker (3.0) to Rover - 1

natural_image Illustration of a medical procedure on a patient's backrest, showing a syringe inserted into a patient's seat with a monitor displaying a blue spiral (no text or symbols present)

HTC Vive Mars CamTrack - Mounting VIVE Tracker (3.0) to Rover - 2

Make sure the front edge of the tracker is parallel to the front side of Rover, which is indicated by the blue arrow on the chassis. Failure to properly align the tracker may reduce the accuracy of camera calibration.

Diagram illustrating correct and incorrect positioning of a mechanical part with checkmark and cross symbols indicating alignment.

  1. Connect the Type-C end of a 10-cm USB Type-C to Type-A cable to the USB Type-C port on VIVE Tracker (3.0), and then connect the Type-A end to a USB Type-A port on Rover.

17 System setup

HTC Vive Mars CamTrack - Mounting VIVE Tracker (3.0) to Rover - 4

natural_image Illustration of a medical device with blue arrows indicating pressure or movement (no text or symbols present)

Connecting Rover to Mars

You can connect up to three assembled Rover modules to Mars at the same time.

!

Only two assembled Rover modules can be connected to Mars during camera calibration—one for your camera, and one for the calibration board.

  1. Connect one end of a 15-m LAN cable to the Ethernet port on Rover.
  2. Connect the other end of the 15-m LAN cable to an Ethernet port on Mars.

HTC Vive Mars CamTrack - Connecting Rover to Mars - 1

flowchart
graph TD
    A["Gold ingots"] --> B["Device"]
    C["Gold ingots"] --> B
    D["Gold ingots"] --> B
    E["Gold ingots"] --> B
    B --> F["Output"]
    style B fill:#f9f,stroke:#333

!

Do not connect any third-party devices to Mars using these Ethernet ports. Doing so will void the warranty and may cause damage to Mars and any connected third-party devices.

Setting up the base stations

Here's how to set up the base stations for VIVE Mars CamTrack.

  1. Mount the base stations at the edge of the tracking area near power outlets.

HTC Vive Mars CamTrack - Setting up the base stations - 1

If you're not able to mount the base stations using the mounting kit, you can attach them to tripods or place them on a stable surface, as long as it's high enough.

For details on using the mounting kit, visit VIVE Support.

  1. Face each base station toward the center of the tracking area where you plan to set up the calibration board. See Collecting calibration data using the Camera Calibration Tool on page 26 for details.

HTC Vive Mars CamTrack - Setting up the base stations - 2

Remember to peel the protective film off the front panels of the base stations.

  1. Connect the base stations to power one at a time. Make sure the first base station is detected by Mars before connecting the second one.

HTC Vive Mars CamTrack - Setting up the base stations - 3

natural_image Diagram of a water dispenser with a blue arrow indicating left-hand valve (no text or symbols present)

HTC Vive Mars CamTrack - Setting up the base stations - 4

Only use the power cables and adapters included with the base stations.

Depending on the hardware version of your base stations, the LED indicators will be white or green.

HTC Vive Mars CamTrack - Setting up the base stations - 5

If Mars doesn't automatically detect the base stations, press the channel button on the back with the channel changing pin to set the channel manually. You may need to set the channel manually for any additional base stations you connect.

o htc

The status icon on the Mars dashboard will turn blue about 10-15 seconds after setting the base station channel.

Tips for setting up the base stations

Before setting up the base stations, make sure to prepare your production area based on the amount of space you have available.

The minimum area required for room-scale setup is 2 m x 1.5 m (6.5 ft x 5 ft).

Set up your base stations to fit the requirements of your studio space. For the best results, keep the following things in mind:

  • Make sure the base stations are set up outside the production area and adequately secured to avoid damage or compromised performance.
  • Each base station has a 150-degree horizontal field of view and a 110-degree vertical field of view. To maximize the scope of your production area, set up the base stations at least 2 m (6.5 ft) high and 5 m (16 ft) apart. In addition, make sure each base station is tilted down between 30 and 45 degrees.
  • For optimal tracking, make sure VIVE Tracker (3.0) is at least 0.5 m (1.6 ft) away from each base station and that each base station is at least 0.5 m (1.6 ft) high. The height of the base stations determines how far up or down they need to be tilted to fully cover the production area.
  • Avoid setting up the base stations under bright lights, which could negatively affect their tracking performance.
  • After turning on the base stations, do not move or tilt them, as doing so could disrupt tracking. If you reposition the base stations, you'll need to set them up again.

Adding Mars as an endpoint in Unreal Engine

Before starting camera calibration, you'll need to add Mars as an endpoint in Unreal™ Engine.

  1. Go to Edit > Project Settings > Plugins > UDP Messaging > Static Endpoints, and then click the + button.

  2. Enter the Mars IP address and port number (in this example, "6666").

Message Format Auto Repair Multicast Time to Live Static Endpoints 0 1 Array elements 192.168.100.1:6666 Tunnel Enable Tunnel

HTC Vive Mars CamTrack - Adding Mars as an endpoint in Unreal Engine - 2

You can find the Mars IP on the Mars dashboard and the port number in the network settings. Just tap the network button to open the network settings.

Network Message bus port 5500 Obtain IP address automatically IP addresses IP addresses Subset thesek Default gateway Default gateway 1 4 7 0 10.116.108.140 Set

  1. Click + Source, go to Message Bus Source under Live Link Sources, and then click VIVE Live Link to open the Live Link plug-in.

Live Link + Source ▼ Presets ▼ LiveLink Sources Message Bus Source Source Type Source Machine Windows Mixed Reality Hand Tracking Source Hand Tracking Source VIVE Live Link LiveLink VirtualSubject Sources Add Virtual Subject

Enabling FreeD on Mars and adding Mars to Aximmetry

FreeD is an industry-standard protocol used by cameras to directly send tracking data—such as transform, rotation, focus, and zoom—to virtual production systems. It allows production systems to incorporate realistic virtual studio sets into video productions without the need for additional hardware.

Here's how to enable FreeD on Mars and add Mars to Aximmetry:

  1. On the Mars dashboard, tap Settings and check your firmware version. Make sure you have Mars firmware 2.03.999.1 or later installed.

Settings Display brightness Synchronization frequency (FPS) 24 System info Software version: 2.03.999.1 Check for updates System logs Export Reset device Reset

For details on how to update the firmware, see Manually updating the Mars firmware on page 23.

  1. On the Mars dashboard, tap Network (or tap the Mars IP when the network is active), and then tap Camera tracking protocols.

Timecode 10:08:00:01 Genlock Synced Rover Base stations 3 2 1 Recenter 192.168.0.2 Settings Power

Network Mars network Camera tracking protocols Calibration tool

  1. Turn on FreeD and enter your computer's IP address.

Camera tracking protocols Live Link Port 6666 FreeD IP address 192.168.0.1 Port 40000 1 2 3 4 5 6 7 8 9 0 . Restore defaults Apply

22 System setup

  1. On your computer, launch Aximmetry. The Startup Configuration window will be displayed.

  2. Click Device Mapper in the left pane.

  3. Under Category, select Camera Tracking, and then click Manage Devices.

Aximetry Composer Startup Configuration Video Outputs Remote Renderers Device Mapper Preferences Device Mapper Category Devices Calibration Profile Video #1 - Audio Audio Channel #2 - Audio Out: #3 - MIDI MIDI Out: #4 - OSC Out DMX DMX Out: GPIO Game Keyboard Camera Tracking Zoom Encoder #5 - #6 - #7 - Manage Devices Manage Settings Start Next Apply

  1. In the Manage Devices dialog box, select Free-D under Camera Tracking, and then click Add.

Manage Devices OpenVR Antiflexency Camera Tracking AGTP AGTP-OSC Mo-Sys Style TrackMen Ncam Camix Blockroll.sh Free-D Voice Augments BPT-R Camera Tracking Free-D Data rate 50p 50 Interboard Edit Edit Remove OK Cancel Apply

The Add Device dialog box will be displayed.

  1. In the UDP port field, enter the port number that appears under FreeD on the Camera tracking protocols screen on the Mars dashboard.

Camera tracking protocols Live Link Port 6666 FreeD IP address 192.168.0.1 Port 40000 Add Device COM UDP COM port COM1 Baud 5/600 UDP port 40000 Camera ID 0 OK Cancel

23 System setup

  1. In the Camera ID field, select 1 to associate it with Rover 1's Ethernet port on Mars, and then click OK.

  2. Repeat steps 7 to 9 to add Rover 2 and Rover 3. In the Camera ID field, select 2 and 3 respectively.

Manage Devices OpenVR Antiflexency Camera Tracking AGTP AGTP-OSC Mo-Sys Stype TrackMan Ncam Comix RocketLab Free D Visca Augments Camera Tracking Free-D Data rate 50c 50 Intellased 40000 / Camera 1 40000 / Camera 2 40000 / Camera 3 Add... Edit... Remove... OK Cancel Apply

Manually updating the Mars firmware

Mars regularly checks for updates automatically. You can also update the firmware manually to get the latest features and enhancements.

  1. Download the Mars firmware.

a) Go to https://mars.vive.com/.

b) Scroll down to the bottom of the page to find the Support section.

c) Click the Mars Firmware dropdown heading, and then click Download.

Support User Guide Camera Calibration Tool Mars Firmware Latest Mars software 1.07.999 T Download Contact Us

  1. Copy the firmware update package to a USB Type-A flash drive.

24 System setup

  1. Connect the flash drive to one of the three USB Type-A ports on the back of Mars.

DC IN PC / LAN TC IN 1 2 3 REF IN

  1. On the Mars dashboard, tap Settings, and then tap Check for updates.

For details on the Mars dashboard, see Mars on page 10.

  1. Follow the onscreen instructions to install the firmware update package.

Camera calibration

Setting up the calibration board

Set up the calibration board and place it inside the tracking area on your set before starting the camera calibration process.

  1. Attach the base supports to the calibration board.

HTC Vive Mars CamTrack - Setting up the calibration board - 1

natural_image Illustration of a door with a checkerboard pattern and two triangular hoods hanging below (no text or symbols)
  1. Attach an assembled Rover module to the calibration board under the chessboard pattern using the screw included in the box.

HTC Vive Mars CamTrack - Setting up the calibration board - 2

natural_image Diagram showing a checkerboard pattern on a document and a stylized object with a pointer, no text or symbols present.

HTC Vive Mars CamTrack - Setting up the calibration board - 3

  • Make sure the Rover module is securely attached to the calibration board. Any gaps between the board and the module could affect calibration.
  • The in-box screw has an interior screw thread so you can install the Rover module and calibration board to a tripod for greater precision during calibration.

  • Place the calibration board inside the tracking area at the same height as the camera, with the camera facing the board at a 90-degree angle.

See Example virtual production studio setup on page 15 for details.

HTC Vive Mars CamTrack - Setting up the calibration board - 4

Make sure the calibration board doesn't obscure the Rover module from the base stations after rotating it 45 degrees in either direction. This will be important during camera calibration.

See Collecting calibration data using the Camera Calibration Tool on page 26 for details.

Collecting calibration data using the Camera Calibration Tool

The Camera Calibration Tool captures images to generate calibration data that you can import into your virtual production engine to calibrate your camera.

If you haven't downloaded the Camera Calibration Tool, visit www.vive.com/mars/cct.

  1. Attach a Rover module to your camera, with the front side of Rover parallel to the camera lens.

HTC Vive Mars CamTrack - Collecting calibration data using the Camera Calibration Tool - 1

natural_image Line drawing of a VIVE smartphone with a gold crown and blue lens (no text or symbols on the device itself)

HTC Vive Mars CamTrack - Collecting calibration data using the Camera Calibration Tool - 2

The internal screw thread on the bottom of Rover has a depth of 5.5 mm. To avoid damaging Rover or your camera during installation, make sure the exterior screw thread on your camera is no longer than 4.5 mm.

  1. On your PC, open the Camera Calibration Tool, enter the Mars IP and port number, and then click Connect.

MARS IP/Port number ⓘ 10.116.105.11 5500 Connect

HTC Vive Mars CamTrack - Collecting calibration data using the Camera Calibration Tool - 4

You can find the Mars IP on the Mars dashboard. See Mars on page 10 for details.

  1. Select your video capture device from the Video source dropdown menu.

Video source Select Flip horizontally

HTC Vive Mars CamTrack - Collecting calibration data using the Camera Calibration Tool - 6

If the video feed is inverted on the x-axis, you can select Flip horizontally to correct it.

  1. For Save location, click the folder icon and select a destination folder for the images and calibration data.

Video source Select Flip horizontally MARS IP 123.4.24.51 Port number 5500 Camera Calibration board Save location C:\Program Files\HTC\Calibration Tool\Calibration

  1. Click the play button to start the calibration process.
  2. Move the camera so the chessboard pattern falls inside the red frame.

VRF Calculation Tool Video source Blackmagic RDM Capture... Flip horizontally MARS IP 10.186.108.123 Port number 5308 Camera Calibration Board Save location C:\Users\CM - \Desktop\TDMs (1/6) Aim the camera toward the calibration board. Software to scan m1.1.2 Check for validation

The frame will turn blue, and the Camera Calibration Tool will capture an image.

  1. Move the camera as needed to capture additional images until you're prompted to rotate the calibration board.

  2. Rotate the calibration board 45 degrees (counterclockwise), then click Continue and capture a second set of images.

45°

After capturing the second set of images, you'll be prompted to rotate the board 45 degrees in the opposite direction.

  1. Rotate the calibration board 45 degrees clockwise (-45 degrees), click Continue, and then capture the third and final set of images.

45°

The Camera Calibration Tool will process the images and display the results. Click Show in folder to open the save location containing the images and calibration data.

Calibration successful Euler angles (°) Translation (cm) RX 1.631286025047300 X 4.296403503417970 RY 1.012861728668210 Y -0.178937697410584 RZ -1.169570207595830 Z -20.338722229003900 Focal length Principal point Norm_Fx 2.094154798643800 Norm_Cx 0.511132581211262 Norm_Fy 3.721267868758410 Norm_Cy 0.546203138115701 Distortion k1 0.022543886796711 p1 0.000000000000000 k2 2.560049420061480 p2 0.000000000000000 k3 -18.572314820823500 Show in folder OK

  1. Import the calibration data into your virtual production engine to calibrate your camera.

For details, see Importing calibration data into Unreal Engine on page 29.

Importing calibration data into Unreal Engine

Here's how to configure the virtual camera with the calibration data collected using the Camera Calibration Tool.

  1. Open the TXT file containing the calibration data.

a) Open the save location and find Calibration_Result.txt.

Calibration_0614 File Home Share View Calibration_0614 Search Calibration_0614 Quick access Desktop Downloads Documents Pictures Calibration Tool Calibration_0614 MyProject2 Snegic OneDrive This PC 3D Objects Desktop Documents Downloads 48 items 1 item selected 326 bytes 1,0 1,1 1,2 1,3 1,4 1,5 2,0 2,1 2,3 2,3 2,4 2,5 2,6 3,0 3,1 3,2 3,3 3,4 3,5 3,6 Calibration_Data Calibration_Result Xa Calibration_Result 1.0g_2022-06-07-1 9.40.03 1.0g_2022-06-07-2 0.18.34

b) Double-click the file to open it and view the calibration data. Keep the file open for reference.

Calibration_Result - Notepad File Edit Format View Help 2022/06/14 14:07:58- Euler (unit:degree): 1.55780243873596 0.77961266040802 -1.55513167381287 Translation (unit:cm): 8.35970230102539 1.45085420608521 -19.6163955688477 Focal length (Norm_Fxy): 1.27871391179044 2.2729528235003 Principal point (Norm_Cxy): 0.509477092550921 0.535811494055578 Distort (k1,k2,p1,p2,k3): -0.20086824625772 0.370794559417618 0 0 -0.681560102689194 Ln 11, Col 1 100% Windows (CRLF) UTF-16 LE

  1. In Unreal Engine, enable the Camera Calibration plug-in.

a) Click Settings > Plugins to open the Plugins browser tab.

Marketplace Settings Media Profile Blueprints Cinematics Game Specific Settings World Settings Project Settings Plugins Selection Allow Translucent Selection Allow Group Selection Ctrl+Shift+G Strict Box Selection Box Select Occluded Objects This Level is: Me Tov Open the Plugins Browser tab. s a Background CG Layer, ound CG Layer. sure Panel under ing. The com: Show Trans from Wizard

b) Search for camera calibration and then select Enabled under the Camera Calibration plug-in.

Plugins All camera calibration Framework to support lens distortion and camera calibration in engine. Enabled OpenCV Lens Distortion Plugin to handle camera calibration and lens distortion/undistortion displacement map generation using OpenCV. Enabled

Restart Unreal Engine when prompted.

  1. Right-click inside the Content Browser panel to open the context menu, then go to Miscellaneous and click Lens File to create a Lens File asset.

Editor Utilities Foliage FX Live Link Materials & Textures Media Miscellaneous nDisplay Paper2D Physics Sounds User Interface Virtual Camera Haptic Feedback Sound Wave Lens File Level Variant Sets Matinee Data Object Library OpenColorIO Configuration

  1. In the Content Browser panel, double-click the Lens File asset to open the Lens File Asset Editor.

Content Browser Add/Import Save All Content VprodProject Maps Filters Search Maps LiveComp Map Build Data Registry Main Map Build Data Registry Main_Built Data Ndisplay Map Build Data Registry Ndisplay BuiltData NewLensFile Voam Map Build Data Registry Voam_Built Data VR-Scouting Map Build Data Registry VR-Scouting_ BuiltData 11 items (1 selected)

  1. Click the Calibration Steps panel and specify the Sensor Dimensions for your camera, then click Save Lens Information.

File Edit Asset Window Help Calibration Steps Lens File Panel

Viewport Settings Transparency 0.5 Camera CineCameraActor Media Source None Lens Information Lens Info Lens Model Name Lens Serial Number Lens Model SphericalLensModel Sensor Dimensions X 23.76 Y 13.365 X 23.76 Y 13.365 Save Lens Information

  1. Click the Lens File Panel and select Focal Length.

Calibration Steps Lens File Panel Data Mode Parameters Focus Focal Length Distortion Image Center Nodal Offset

  1. Click the + button to open the Add Lens Data Point window, then enter the focal length values (Fx, Fy) from Calibration_Result.txt and click Add.

Calibration_result - Unteged File Edit Format View Help 2022/06/14 14:07:58- Euler (unit:degree): 1.55780243873596 0.77961266040802 -1.55513167381287 Translation (unit:cm): 8.35570230182539 1.45685420688521 -19.6163955688477 Focal length (Norm_Fxy) 1.27871391179044 2.2729528235003 Principal point (Norm_Cxy): 0.509477092550921 0.535811494855578 Distort (k1,k2,p1,p2,k3): -0.20086824625772 0.370794559417618 0 0 -0.681560102689194 Add Lens Data Point Data Type Focal Length Input Focus 0.0 Input Zoom 0.0 Camera X 1.0 Y 1.77778 Focal Length Add Cancel

  1. Do the same for Distortion, Image Center, and Nodal Offset, and then click the Save button.

NewLensFile File Edit Asset Window Help Saves this asset (Ctrl+S) Lens File Panel Data Mode Parameters Focus Ins Focal Length Fx Distortion Image Center Nodal Offset

9. In the World Outliner panel, select your CineCameraActor.

World Outliner Layers Search... Label LiveComp (Editor) Cameras Environment Interaction LiveComp CG_Comp_BG CG_Comp_FG LiveComp MediaBundle-01 MediaPlate Template Geometry CameraCalib_NewLensFile_Comp StoneCenter CineCameraActor Reference Novel Type World Folder Folder Folder Folder Edit BP_CgCaptureCompEleme Edit BP_CgCaptureCompEleme CompositingElement Edit BP_MediaBundle_Plane_10 Edit BP_MediaPlateCompEleme Folder CompositingElement Actor CineCameraActor Actor 28 actors (1 selected) View Options

Details Live Link CineCameraActor + Add Component Blueprint/Add Script Search Components CineCameraActor(Instance) SceneComponent (SceneComponent) (Inherited) CameraComponent (CameraComponent) (Inherited) LiveLinkComponentController Search Details Role Controllers Basic Role Transform Role Camera Role None Live Link Transform Controller Live Link Camera Controller Camera Calibration Use Camera Range Lens File Picker Use Default Lens File None None Lens File

You can also drag and drop the Lens File asset from the Content Browser panel.

NewLensFile Varm Vearn_Bull Data VR Scouting VIR-Scouting_Bull Data MapBuild Data Repentry MapBuild Data Repentry Use Default Lane File Lane File Use Cropped Flimback D Cropped Flimback Add to Social Offset None None Custom... NewLensFile

The calibration data will now be applied to the virtual camera.

Real-time compositing in Unreal Engine

Creating a project with a virtual production template

Create a project with a virtual production template to utilize virtual production components.

  1. Launch Unreal Engine on your computer. The Unreal Project Browser will appear.
  2. Select the category Film, Television, and Live Events.

Select or Create New Project Recent Projects Basic_Visual_Screen VPDemo VPDemo Projectfile Aximmetry.DI xazemmetryDne CityScreenTrackKofkstar LiveCompOnMars More New Project Categories Games Start your game development journey with us of our key classes, lines, and examples. Film: Television, and Live Events Choose from templates and examples for cDisplay, VR Scouting, and virtual production workflows Film, Territories, and Live Events Choose track templates and examples for xDisplay, VR Scouting, and virtual production workflows Architectures, Engineering, and Construction Select a starting point for multi-user design reviews, photorelastic architectural design visualizations, sunlight studies, or optimized renderups Automotive, Product Design, and Manufacturing Find templates for multi-user design reviews, photobooth studio environments, and product configurations. Next > Next Preview Cancel

  1. Select the template Virtual Production.

Select Template Blunt Virtual Production DMX InCamera VFX nDisplay Virtual Production This Virtual Productbox project template contains functionality for VR Scouting, Virtual Camera, DVD Video, Live Combuilding, and nDisplay. Back Next > Game Provider Cancel

  1. On the Project Settings screen, select a destination folder for the project, and then click Create Project.

Project Settings No Starter Content Enable to include an additional content park containing similar placeable members with basic materials and textures. You can also add the Starter Content to your project later using Content Browser. Replacing Added Choose if real-time raptacing should be enabled in the new project. Creating project... 34% Select a location for your project to be stored E:\Mens4b MissionA Back Create Project Cancel

  1. In the Content Browser panel, go to Content > VprodProject > Maps and open LiveComp.

Content Browser Add/Import Save All Content VprodProject Maps Search Maps LiveComp Map Build Data Registry Main Map Build Data Registry Main_Built Data Rdisplay Map Build Data Registry Rdisplay_BuiltData Vmam Map Build Data Registry Vmam_Built Data VR Scrubing Map Build Data Registry VR Scrubing_ BuiltData 10 items (1 selected)

The LiveComp folder will appear in the World Outliner panel.

World Outliner Layers Search... Label Type LiveComp (Editor) World Cameras Folder Environment Folder Interaction Folder LiveComp CG_Comp_BG Edit BP_CgCaptureCom CG_Comp_FG Edit BP_CgCaptureCom LiveComp CompositingElement MediaBundle-01 Edit BP_MediaBundle_ MediaPlate Edit BP_MediaPlateCon Template Geometry Folder

After creating a project, you'll need to add Mars using the Live Link plug-in.

  1. Open Live Link from the Window menu.

File Edit Window Help Place Active Level Editor Search Class Recently Play Basic Lights Cinematic Virtual Prod Visual Effect Geometry Media Volumes All Classes Cinematics Details Editio Modes Viewports Camera Shake Previewer Composite Composting Env. LightMixer Hierarchical LOD Outliner Layers Levels Live Link Place Actors Statistics Toolbar Variant Manager World Outliner World Settings General Save Current Source Control Modes Con Perspective Lift Show Open the Live Link streaming manager tab Vcam and VR S Livelink Remote Session Take Recorder Virtual Camera

  1. In the Live Link tab, click + Source, then go to Message Bus Source and select the Mars source type.

Source Type ViveLiveLinkPlugIDE3KTOP-JF770 Message Bus Source Windows Mixed Reality Hand Tracking Source LiveLink VisualSubject Sources Add Visual Subject Subject Name Role Creates a connection to a Message Bus based Live Link Source

If Mars doesn't appear as an endpoint under Message Bus Source, you'll need to add it manually. See Adding Mars as an endpoint in Unreal Engine on page 20.

The Rover units connected to Mars will appear under Subject Name in the Live Link panel.

Source Source Ty Source M Status ViveLiveLIDESKTOP-Active Subject Name Role ViveLiveLinkPlugin Rower1 Camera Rower3 Camera

Here's how to set up your virtual camera in an Unreal Engine virtual production project.

  1. In the Place Actors panel, go to the Basic tab, and then click and drag Empty Actor into your viewport to add it to your scene.

File Edit Window Help Project Actions New! Faces Recently Paiced Base Lights Composite Virtual Production Visual Effects Geometry Media Volumes All Classes Empty Actor Empty Character Empty Paws Point Light Place Start Cube Sphere Cylinder Cube Plane Run Trigger Sphere Trigger Set Current: Source Control Males Consort Makingbase Settings Real Frame Burd Photography MT Share Three Layer Live Comp This Level is setup with a three layers Comp. It includes Media Plate with Live SDK feed and a Foregrou To view the Comp Elements, open the Composite Window/Compsourse Composting The composite layers are assigned through the Layer Windows Menu/Layers. There are two promade layers. Add actors to the Comp FG Layer to have them appear in The Compositing happens in a post-process menu Game/VprodProject/Materials and added MLLive_Comper in the Live Comp Actor under Transform To enable the SDK Video feed, select the corrected from the top tool but. The input and output frames are Users can open the media profile and change to the

  1. In the World Outliner panel, rename the empty actor to Stage Center.

World Outliner Layers Search... Label Type LiveComp (Editor) World Cameras Folder Environment Folder Interaction Folder LiveComp Folder CG_Comp_BG Edit BP_CqCaptu CG_Comp_FG Edit BP_CqCaptu LiveComp CompositingElem MediaBundle-01 Edit BP_MediaBc MediaPlate Edit BP_MediaPI Template Geometry Folder Stage Center Actor

  1. Set the Location and Rotation coordinates of the Stage Center actor to 0.

22 actors (1 selected) Details Actor + Add Component - Blueprint/Add Scrip Search Components Search Details Transform Location 0.0 0.0 0.0 Rotation 0.0° 0.0° 0.0° Scale 1.0 1.0 1.0 Rendering Actor Hidden In Car Editor: Rutherford Scs 1.0

  1. Pull the Stage Center actor up through the floor of the viewport so it's fully visible.

To view the Comp Elements, open the Composite Panel under Window/Composite Compositing. The composite layers are assigned through the Layers panel found under Windows Mesh/Layers. There are two premale Layers, Comp, FB and Comp, BG Add actors to the Comp 3.1 Layer to have them appear in front of the media plate. The Compositing Instrument in a post-process material located in Game's Professional Networks and Sumed ML Line, Comp. The gets referenced Line Comp A or under Transforma Measure To select 3D Videos for it, select the correct Media Profile from the 3D Video to the 3D Image and output frames at 2.4 fps. Users can use the media player would change to the desired framesat.

  1. In the World Outliner panel, drag the Cine Camera Actor under the Stage Center actor, and then set its Location and Rotation coordinates to 0.

  2. In the World Outliner panel, select CineCameraActor.

World Outliner Search... Label Type Main (Editor) World Cameras Folder Environment Folder BP_Sky_Sphere Edit BP_Sky_Sp ExponentialHeightFog ExponentialHeig LightmassImportanceVolume LightmassImpor PostProcessVolume PostProcessVol SkyLight SkyLight Sunlight DirectionalLight Interaction Folder PlayerStart rival PlayerStart Template Geometry Folder CineCameraActor CineCameraActo spherenelectionCapture spherenelection

  1. In the Details panel, click Add Component, and then select Live Link Controller.

+ Add Component Blueprint/Add Script live LiveLink Live Link Controller Live Link Skeletal Animation

  1. Select LiveLinkComponentController.

Details Live Link CineCameraActor1 + Add Component Blueprint/Add Script Search Components CineCameraActor1(Instance) SceneComponent (SceneComponent) (Inherited) CameraComponent (CameraComponent) (inherited) LiveLinkComponentController LiveLinkComponentController (LiveLink Controller) Live Link Component Controller Source: This actor instance Mobility: Non-scene component

9. For Subject Representation, select Rover 1.

Details Live Link CineCameraActor1 + Add Component Search Components CineCameraActor1 (Instance) SceneComponent (Scene CameraComponent (C LiveLinkComponent:Com Search Details Live Link Subject Representation Subject Role Rover1 Camera Rover2 Camera None

  1. Place a Rover unit on your set in a stage center position with the VIVE logo facing away from the camera. Connect it to Mars, and then tap Recenter on the Mars dashboard.

HTC Vive Mars CamTrack - For Subject Representation, select Rover 1. - 2

natural_image Studio setup featuring a VIVE HTC and STEAM VR camera on a green screen, with a tripod-mounted device nearby (no visible text or symbols on main subject)

Timecode 10:08:00:01 Rover 3 2 1 Genlock Synced Base stations Recenter Network Settings Power

The Location and Rotation coordinates of Rover 2 will be set to 0 and the actor CineCameraActor (Rover 1) will stay in the same relative position.

Configuring the media source using Composure

Here's how to configure the media source using Composure, the standard graphics utility plug-in for Unreal Engine.

1. In the World Outliner panel, select MediaBundle-01.

Label LiveComp (Editor) Cameras Environment Interaction LiveComp CG_Comp_BG CG_Comp_FG LiveComp MediaBundle-01 Memuliate Template Geometry Stage Center CineCameraActor Reference Rover Type World Folder Folder Folder Folder Edit BP_CqCaptu Edit BP_CqCaptu CompositingElem Edit BP_MediaBu Edit BP_MediaPI Folder Actor CineCameraActor Actor 24 actors (1 selected) View Options

2. In the Details panel, double-click the icon under Media Bundle to open the configuration panel.

Details Live Link MediaBundle-01 + Add Component Edit Blueprint Search Components MediaBundle-01(self) DefaultSceneRoot (Inherited) Plane (Inherited) MediaSound (Inherited) Search Details Transform Location 0.0 0.0 -20000 Rotation 0.0* 0.0* 0.0* Scale 0.1 0.1 0.1 Compositing Garbage Matte Mask None None Media Bundle Request Play Media Request Close Media Media Bundles MediaBundle-01

  1. For Media Source, select the media source associated with your video capture card. Make sure the settings are consistent with your camera's outgoing video feed.

Media Bundle Media Source Blackmagic Media Source [In] - DeckLink 8K Pro (1) [Innote1/1080y2087] Name Device ● DeckLink 8K Pro (1) ● DeckLink 8K Pro (2) Resolution ● HD 739 ● HD 1080 ● 2K DCI ● 4K UHD ● 4K DCI Standard ■ Progressive ■ Interlaced Frame Rate ■ 23.976 fps ■ 24 fps ■ 23 fps ■ 29.97 fps ■ 30 fps ■ 47.982 fps ■ 48 fps Apply

Remember to click Apply if you change any settings.

  1. Make sure Is SRGBInput is selected, and then click Save.

Configuration Timecode Format Audio Video Capture Video Color Format Is SRGBInput Max Num Video Frame Buffer Debug Synchronization Loop Media Source Reopen Source on Error [In] - DeckLink 8K Pro (1) [device1/10B0p2997] LTC 8bit YUV True

  1. In the Details panel, click the Request Play Media button under Media Bundle.

Media Bundle Request Play Media Request Close Media Media Bundle MediaBundle-01

  1. In the World Outliner panel, select MediaPlate, and then select the texture T_MediaBundle-01_BC as the Media Source in the Details panel.

Details MediaPlate + Add Component Search Components MediaPlate(self) Post Process Proxy (PostF Browse Search Details Input Inputs MediaSource Enabled Pass Name Media Source Material Media Texture Current Asset Edit Copy Paste Clear Search Assets DefaultMediaPlaneTexture Media Texture DefaultMediaTexture Media Texture DummyExternalTexture Media Texture T_DefaultMedia Media Texture T_EmptyMediaTexture Media Texture T_MediaBundle-01_BC Media Texture T_MediaBundle-02_BC Media Texture 7 items (1 selected) View Options T_MediaBundle-01_BC M_VideoPlateDefault

  1. Go to Transform Passes > Chroma Keying > Key Colors, click the + button to add a key color element, and then click the picker button to open the Color Picker.

Detail World Settings media_plate1 Add Component - Edit Blueprint Search Components media_plate1 (self) GiantDropoutDress (Isometric) composure Composure Input Transform/Compositing Passes Transform Passes Chrome Keying Enabled Pass Name Chrome Keying Key Colors 1 Array elements Material SinglePassChromaKeying Color Picker Drag & drop colors here to save RGB Preview Old New Advanced 1.0 0.0 1.0 0.0 1.0 1.0 1.0 Hex Line: FFFFFFFF Hex GRUB: FFFFFFFF OK Cancel

  1. Select the correct green value, then use the Eye Dropper to add it to the MediaPlate preview.

Color Picker Drag & drop covers here to turn sRGB Pressure Out Inner Sound under and Comp_BG. the media plate. lated in gets referenced Reference 0.822124 0.287445 0.967107 1.0 132.66954 0.927858 0.287445 Hot Lane: 85/94-07 Hot Line: 29534-FF OK Cancel MediaPlate

  1. In the World Outliner panel, select the LiveComp element to view the results.

World Outliner Search Label Type LiveComp (Editor) World Cameras Folder CineCameraActor CineCameraActor Environment Folder Interaction Folder LiveComp CG_Comp_BG Edit BP_CgCaptureCon CG_Comp_FG Edit BP_CgCaptureCon LiveComp CompostingElement MediaLoad ID Name: LiveComp MediaPlan Edit BP_MediaBundle_1 Edit BP_MediaPlateCor Template Geometry Folder Stage Center Actor CineCameraActor1 CineCameraActor Reference Rover Actor 25 actors (1 selected) View Options Details Live Link LiveComp

After configuring the media source, you're ready to import calibration data. For details, see Importing calibration data into Unreal Engine on page 29.

FAQs

How many base stations can I use?

You can use up to four base stations in a single VIVE Mars CamTrack setup with an area of up to 10 m x 10 m (32 ft 10 in x 32 ft 10 in).

You'll need to set up at least two base stations for minimum tracking coverage.

Can I use an odd number of base stations?

Yes. Each base station works independently of each other, and there is no pairing requirement among them.

Because at least two base stations are required for minimum tracking coverage and you can use a maximum of four base stations, the only possible setup with an odd number of base stations would have a total of three base stations.

Cleaning the base stations

Always keep the base stations and their power adapters dry and away from liquids to avoid shock hazard.

To clean the base stations:

  1. Unplug and unmount the base stations.
  2. Use a lightly moistened non-abrasive cloth to clean the base stations. Do not use cleaning chemicals.
  3. While cleaning the base stations, do not scratch the front panel nor disassemble any of its parts.

Can I use more than one VIVE Tracker (3.0)?

You can use up to three VIVE Tracker (3.0) units in a VIVE Mars CamTrack setup.

You'll need at least two VIVE Tracker (3.0) units for a basic VIVE Mars CamTrack setup—one for your camera, and one for the calibration board.

Why does VIVE Tracker (3.0) automatically turn off?

If VIVE Tracker (3.0) turns off by itself, it's most likely because the battery is drained.

Normally, VIVE Tracker (3.0) turns off after going idle or after pairing times out. However, when connected to Mars, VIVE Tracker (3.0) will never go idle or time out.

How do I verify that VIVE Tracker (3.0) is detected?

You can check the Mars dashboard to see if VIVE Tracker (3.0) is detected by Mars.

When VIVE Tracker (3.0) is detected, the VIVE Tracker (3.0) icon will flash blue. When the icon turns solid blue, VIVE Tracker (3.0) is detected and actively tracking.

What does the status light on VIVE Tracker (3.0) mean?

The status light on the tracker turns white or orange according to the following behaviors:

  • White: VIVE Tracker (3.0) is working normally and fully charged.
  • Orange: VIVE Tracker (3.0) is working normally and charging.

Why doesn't the VIVE Tracker (3.0) status icon on the Mars dashboard turn blue?

If the status icon doesn't turn blue, check that the Mars firmware is up to date.

Troubleshooting VIVE Tracker (3.0)

If VIVE Tracker (3.0) cannot be detected by Mars, try the following:

■ Make sure that VIVE Tracker (3.0) is in the field of view of at least one base station.
■ Turn VIVE Tracker (3.0) off and on again to reactivate tracking.
- Restart Mars.

Why can't I see the incoming video feed in the Camera Calibration Tool?

46 FAQs

Depending on how your video capture device is configured, the Camera Calibration Tool might not display the incoming video feed.

If the Camera Calibration Tool doesn't display the incoming video feed after you select a video source, try reconfiguring your video capture device. For example, if you're using a Blackmagic DeckLink 8K Pro, you can resolve this issue by configuring the connector mapping as follows:

  1. In the Blackmagic Desktop Video Utility, select your device, and then click the settings icon
  2. Click the Connectors tab.

DeckLink 8K Pro (1) DeckLink 8K Pro Video Output Conversions Connectors About General Default video standard: 525i59.94 NTSC When paused: ○ Display a full frame on video output ● Display a single field on video output Video playback: ● Displays black output when not playing ○ Displays freeze frame when not playing During capture: ○ Video output displays playback video ● Video output displays input video

  1. Under Connector Mapping, select one of the following for Connector:

■ SDI 1 & 2 In, SDI 3 & 4 Out
■ SDI 1 In, SDI 2 Out

DeckLink 8K Pro (1) DeckLink 8K Pro Video Output Connectors About Connector Mapping Connector: SDI 1 In or Out SDI 1 & 2 In, SDI 3 & 4 Out SDI 1 to 4 In or Out SDI 1 In, SDI 2 Out SDI 1 In or Out

HTC Vive Mars CamTrack - Why can't I see the incoming video feed in the Camera Calibration Tool? - 3

Trademarks and copyrights

©2022 HTC Corporation. All Rights Reserved.

VIVE, the VIVE logo, HTC, the HTC logo, and all other HTC product and service names are trademarks and/or registered trademarks of HTC Corporation and its affiliates in the U.S. and other countries.

Steam, the Steam logo and SteamVR are trademarks and/or registered trademarks of Valve Corporation in the U.S. and/or other countries.

All other trademarks and service marks mentioned herein, including company names, product names, service names and logos, are the property of their respective owners and their use herein does not indicate an affiliation with, association with, or endorsement of or by HTC Corporation. Not all marks listed necessarily appear in this User Guide.

Screen images contained herein are simulated. HTC shall not be liable for technical or editorial errors or omissions contained herein, nor for incidental or consequential damages resulting from furnishing this material. The information is provided “as is” without warranty of any kind and is subject to change without notice. HTC also reserves the right to revise the content of this document at any time without prior notice.

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Product information

Brand : HTC

Model : Vive Mars CamTrack

Category : Virtual reality headset