Don't get me wrong - I really dig your work, and I'm beyond happy someone in the VaM community is paving the way in terms of DIY-(body)tracking, but ... I really liked your PhoneController app, and I was hoping you'd further explore the possible improvements you mentioned when you published it? (IIRC, you pondered using some custom libraries (SENSORS_6DOF?) to help with drift correction).
For background: I'd wager many people in the community can manage to save up the dough for a Quest or similar at some point, but there's only very, very few peeps that can afford dedicated commercial fullbody-tracking solutions. Afaik, it's rare even amongst the semi-professional scene creators.
Granted, there's Driver4VR, which offers various DIY-solutions for lowerbody-tracking - but my impression is that they're more focussed on precise foot-tracking for action games & VRchat? (I haven't tried it yet, but I would wager that, say, a kinnect would have trouble correctly tracking at least one coordinate of the hip, since the sensors all face in one direction)
TL;DR - I think there'd be a lot of demand in the VaM community for a good, reasonably accurate DIY-hiptracking solution. Full lowerbody-tracking would be more awesome yet, but I think the hiptracking is going to be most critical, since so much of animation & posture is influenced by that atom/controller.
I have tried to do similar in VaM and it does not look any immersive without that mesh forming a well. You need a specially designed scene to have that effect :(
As of now, Z-axis detection is very imprecise. Relying on it causes very unpleasant in-and-out shaking. In my experiments I had to override with z=0.8 meters.
The HeadTracking6DoF.exe sensor actually detects and transmits both head rotation and position relative to camera.