FREED Tracker replaces external motion-tracking hardware with an iPhone or iPad. Stream real-time X/Y/Z position and yaw, pitch and roll over UDP in the industry-standard FreeD format at up to 60 FPS. Connect directly to Unreal Engine, Unity or any FreeD-compatible receiver. Includes ARKit tracking, LiDAR support, zeroing, offsets, smoothing, axis presets and remapping, per-axis output, diagnostics, test mode and project files. Tracking stays on your device and local network.
FreeD Trigger bridges broadcast camera tracking and lighting control. It receives FreeD packets over UDP, monitors position and orientation, evaluates configurable rules, then sends DMX through Art-Net or sACN. Build location-aware lighting cues, automated follow-spot logic and virtual production triggers with fades, hold times, edge detection, channel-conflict checks, diagnostics and reusable project files.
I m testing a workflow where a Mac camera recognizes a hand or body pose locally and turns it into OSC, Art-Net/sACN, or FreeD data for the rest of a live-production system.
The most useful mappings so far seem to be simple and reversible: launching a spare clip, toggling an effect bypass, changing a dashboard control, or triggering a safe lighting look. For reliability I m using a restricted recognition zone, separate ON/OFF thresholds, a short hold time, and a cooldown so one pose cannot fire repeatedly.
I m curious how other VJs, lighting operators, and virtual-production teams would use this kind of control. Would you prefer momentary cues, toggles, or continuous values? And what safeguards would you consider essential before using gestures during a real show?