#ik-2
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Or the steamVR plugin for that version
(i.e very old version, 2019)
But the limit is there
I've set the tracker as my L-controller but still runs into the issue where steamvr bindings (L-Stick, L-Trigger-Click) doesn't register on the R-controller. Could not test if FBT is possible with only one controller. Any advice would be appreciated.
Did the latest mini patch change anything about the way FBT works? It seems kinda wonky now compared to before ._.
I use a lot of the popular models that a lot of the playerbase tend to use.
And they worked just fine before the latest patch, and to be clear, I don't use mods either*
Pasted it in here, didn't know there was an IK2 section
I use an index with knuckles and 3 trackers as of now, I have my tundras but I gotta get the better straps for them so I only use 3
Define wonky
So basically the neck / stomach area collapses unless I use that lock system on both things but if I use that then suddenly the height seems way off.
I've played around with plenty of settings but no luck
Everything was completely fine for me prior to the update, idk what might've happened, I've not changed the setup or anything like that either
head lock is the equivalent from before i think (maybe)
if you want to use lock all then the avatar has to have perfect proportions basically
i.e. exactly your proportions
old one was equivalent to lock hip no?
i remember people complaining about viewpoint drift
how to discover you have irl posture issues:
Stand completely straight, then wonder why the trackers aint lining up
ik aint fixing that one lol
Yup, IK 1.0 is / was always lock hip
using 11pt i have my elbow trackers pointing outwards to my sides, pushed as close to my elbows as comfortable. when i calibrate like that, I cant push my elbows onto my avatars sides unless I rotate the trackers (after calibration) to slightly under my elbows which works fine after that. am I doing something wrong with calibration? happens with every avatar i've tried.
Make sure the rotation of your arm matches the character when calibrating
Palms facing down, elbows facing more towards the back
the little tracker balls for my elbows in calibrate mode are always ~6 inches behind me
what is your setup? that doesnt sound right
quest 2 + trackers? vive + trackers?
index + 6 tundra + 2 vive 3.0
π€
are they like
in steamvr itself, if you put the controller besides it
in the correct spot?
or with some weird offset
6 inch is a lot, my trackers are always smack dab on my arm...
Funny enough, I have the same issue but only with my left elbow. My right elbow works perfectly fine.
Inb4 your left elbow is just REALLY thick
On the contrary actually. And my rig is mirrored exactly
i also have the same problem where my left elbow doesn't get as close to my body as my right one does no matter how i calibrate
hello today my knee trackers wont seem to track on vrc even when the balls are aligned on the body(7 trackers) elbows work though. any ideas?
in the off chance you use unofficial modifications, have you tried without the modifications and get the same issue?
This has been an issue for a while now.
If you don't have elbow trackers, you can keep your arms at your side to ensure the controllers are "equal" on both side of your body, but, if you do normal T-pose, it's usually always off.
gamers
how do you strap to your thigh
i got some kiwis and the only one that fits is the waist belt lol, the small strap aint is way too small for it
tundra limb straps with other straps connecting the hip and thigh straps in the front and back.
5/10 kinda crappy but it works
exactly, although significantly more jank
i know this is a old message now, but the device limit for steamvr is 64
at least as far as i'm aware
it got upped to 64 some time in either 2019 or 2020
I'm hoping we see a solution for elbows and knees that's much like the EOZ foot straps
because those are a nearly perfect design
light, comfortable, and incredibly stable
Something like this, but oriented for mounting a tracker would be great
kiwi ankle straps just barely work for my elbows
i had to resort to the garter belt meta for the knees lol
helps the belt not ride up, helps the knee not slide down, pretty good
This guy has a really cool setup for his trackers: https://www.youtube.com/watch?v=8_Lrw0S9JJk&list=WL
Okay! So the basic stretchy straps that the Tundra Trackers come with are kinda meh, especially for the elbows and knees. If you wear pants or longers shirts it's not a big deal, but honestly I don't do either of those things when playing Beat Saber! Scandalous, I know!
I also was not a fan of the lack of contact patch on the body so the tracke...
This is really great. This is exactly the kind of solution I'd like to see----only for Vive 3.0's
You could probably hack together something similar with velcro and zipties for 3.0s
I made a little harness for my vives 3.0 to be able to tie it up to whatever
it was surprisingly convenient even after my straps arrived, so i havent undone it lol
like deez (nuts)
man, those elbow straps look good as hell. I should try doing that
What's that under your sole
There seems to be something in-between your shoes and the floow
its the sole
What
its one of those springy shoes
i dont have the shoe here, but think like the back of this one
Another upside: they make you taller :p
irl? π
What the
xD
running? idk, i just wore em
might've been a fad on springy running shoes, havent seem them these years
That's nice! I like what you did with the battery. Might try that instead of the stick-brick-in-sock method I've always used
do you really need the extra battery for the 3.0s? From what I know they should last as long as the Index Controllers 
uhhhh fancy
Ahhh nice
They do yeah
You don't need extra battery unless your planning to spend a veeeeery long time in VR, at which point you're going to have to charge the controllers too
Yeah that's what I thought as well
On the weekends... Yes lol
Controllers don't run out cuz touch controllers
ahhh
They last a week
Of continuous us
I recharge before they run out
e?
A week of heavy use, more if i don't play every day
Besides, they run on double As so even if they run out i just pop new batteries in lol
Not bad
They might as well "not run out", per se
Been meaning to find a way to juice up my elbow 3.0s, but can't really figure out how to work a battery into the kiwi straps lol
A plastic flap, some string and velcro. xD
did you cut the plastic yourself? that's big brain
do you slide it into the screw, then pass the velcro on the slots?
oh nice
just a string through the smaller holes to keep it from rotating.
takes barely 15 minutes to print too!
i'll try to find a plastic sheet of sorts
btw the battery will slide if you don't put an adhesive velcro bit onto it. π
that's why I have the velcro loop instead of some random fabric.
Hey so, are there IK updates still in the pipeline? Just wondering since there were still a few things people would like to get improved. ^^
Would be interesting if knees can be still improved if trackers are on the feet in 6 point tracking
Were trackers ever not supposed to be on the foot?
But kinda impossible i think
Many also put them above the ankle
Yeah ik about ankles, but the main way is feet right?
Yeah atleast i feel weird not beeing able to wiggle my feet
Ankles are more comfortable but yeah, feet
Also dislike the slidy feet when you do ankles, feels like youre on stilts lol
Main gripe with it tbh
Thinking about it, you'd be able to skip knees if you do ankles huh
Gonna give it a try again later
But knees clipping through the floor is still a bit of an issue even in good scaled avis, so potentially using the floor collider to help knee positioning would be interesting
While kneeing down and sitting on your heels for example
Ah true, kneeling and seiza is still bad
Just hope that this will still be looked in to, it's currently the most voted post on the IK-2 canny board:
https://feedback.vrchat.com/vrchat-ik-20/p/chest-bone-gets-moved-back-when-its-not-directly-above-spine-tilted-a-bit
My mans looking like the did the maddest reps in the gym
Feeling pumped
lmao
As far as I know the Japanese community has a bit of a problem because of this as well.
VRChat dev pipeline has been ultra quiet since like late May/early June
Yeah ik, I would whish for just some sort of Update about what is going on / what is planed next
I mean there also isn't that much happening on SteamDB currently as well, so maybe a summer break?
probably part of it.
also who knows what's in the pipeline for VR, in general. Meta is getting ready to switch to/use Meta accounts, Cambria is on the verge of release, Apple's HMD is still slated to be announced some time at the end of this year---lot of uncertainty and things coming up too
PSVR is gonna create a lot of competition, especially with eye tracking
@oak pendant Sorry for ping, but what would happen if two trackers were placed next to the same calibration point? (e.g. two trackers on the right foot)
Would it fight between the two over and over post-calibration?
Would it only pick the first one that was connected, ignoring the second, as it's out of range of the second nearest calibration point?
Or would it pick one at random, also ignoring the other?
From my experience, assuming that both trackers have a SteamVR index within the top 15, vrchat will choose the one closer to the bone
Fight to the death, they will
So yeah if they're in the same spot and both valid it'll be random
someone claimed to me they were using both apriltags and kinect on the same foot
and that when apriltags lost track of the markers, kinect would take over
Crazy, they are
-yoda
that's probably some external software that handles them before sending in to steamvr
Like, after recalibration? 
like during tracking
Real time?
That's not vrchat if it does do that
since neither are native to steamvr, you need an external program anyway. You can build whatever features you want into that and hotswapping is totally within the realm of possibility
Tfw you boot up neos accidentally
I know apriltag most likely flags trackers as untracked when it loses sight of the markers
Is it possible they think their leg is still tracked but it's just vrchat's IK autostep kicking in for that leg?
most likely yes
Chance its... Just kinect? Always?
Apriltags untracked... Okay it wasnt ever used
Something like that
Honestly though, the revert to animation for any part that is no longer tracked is really good. Experienced a few times others getting confused why their tracking seemed a bit weird when in fact one of their trackers had turned off
I just wish the "flying away into the sunset" thing trackers like to do when they shit themselves could be mitigated
Like cmon steam ... This could be a bit more graceful lol, the quest 2 loses tracking as soon as the controllers go behind you back and it never looks unnatural
Ole valve could learn something from that π
It is quite annoying yeah lol
Steamvr basestation devices in general should make more use of imu data or include in next gen one a better one to cross reference both data point, this would iron out flyaways or jitter
Afaik stuff flying away is due to some kind of interference
It can happen with oculus, wmr, steamvr etc, but seems more likely to happen with trackers
It usually happens when the trackers aren't visible
Or rather, when the trackers can't see a base station
You do know that they do use imu data primarily right?β¦
Primarily they use the data collected by the lighthouse sensors
Imu is bare used by them
Quest 2 controllers are a lot better switching to imu and motion prediction to not just freak out or snap into the next tracked position
Flyaway is mostly due to reflection or in case of quest kombi with fbt trakcers on 1.0 basestations, the sync light flashes from them can be confused by the tracking ring flashing from quest controllers
Also the main reason why mainly the hip flys away since the hand can often come close to the hip
nah the lighthouse doesnt sync fast enough, its mostly IMU
the problem is that steamvr has rubbish prediction compared to oculus
they bet too hard on the lighthouse sweeps so the instant it doesnt work the tracker goes brr
-cries in lost tracking on oculus because it can't track the controller if it moves too fast-
Then yours is f'd lol, mine goes through beat saber e+ just fine
It's a known issue with Oculus Touch
Using Unity 2017.1 with OVRPlugin 1.18.1 I observe that the reported speed and acceleration of the Oculus Touch controllers are reported as 0 once the controller speed exceeds 10 meters/second. Β I obtain the velocity using OVRInput.GetLocalControllerVelocity. Β The acceleration reported just before t...
So a cv1?
CV-1 or Rift S confirmed afaik. Not sure how Quest's tracking compares even though I own 2 Quest 2s
I guess they improved it
People keep saying cv1 is good for bsaber... It aint
Guess they dont swing hard enough
I play to sweat and it doesnt keep up lol
Now all that's left is for them to improve their god awful software
The software doesn't even work on my PC no matter what I did
There must be some reason taichi played with it exclusively though 
It tracks good if you wrist saber
I do seizure monkey saber
Unfun
I have not but I also would never want to
Missing out
Floor notes for feet, medium/high notes for hands
Feels like dance dance revolution lol
Has anyone else had issues with fingers that are longer than average kinda stabbing the palm when gestures get triggered? Using an index controller if I bend one finger all the way, it looks normal, but as soon as a bend another all the way to the point a gesture gets triggered, both fingers rotate further than expected and stab my palm. Tried looking at how to fix in unity and blender without changing my finger length, to no avail.
A thing that we can do is rotating bone in the avatar definition
You can adjust muscle limits too.
@oak pendant when you say that the higher the better in regards to the chest tracker placement across the chest, do you have anywhere specifically in mind to target? i.e. the manubrium bone?
Ideally you'd want it mounted someplace that moves mostly rigidly with the ribcage area and minimally affected by* motion that you don't intend to track such as horizontal ribcage expansion when breathing or scapula motion if mounting on the back.
Most of the sternum including up to the manubrium should be good. For ladies there might be occlusion if lower so the manubrium is a good idea, though you might have occlusion due to the chin when looking down. Also the upper thoracic spine is good if high enough and centered well enough that the scapula doesn't interfere.
It doesn't necessarily need to be absolutely as high as possible, but that's a simple way to say "avoid tracking confounding motion"
The avatar's chest bone is what will most directly receive the chest tracker's data but that position depends on avatar and in some cases trying to match that height might position the tracker where it gets too much influence from confounding motion around the belly.
Post calibration, nothing will fight. Trackers are locked in by their serial number at calibration time and will continue to use the same tracker until calibrating again. When calibrating it will select whichever is closest to the calibration point.
Still stuff in the pipeline yeah, last couple weeks have been not the usual schedule though.
So, my observations and deductions were right all along.
not like the person I would forward this info to would ever listen
but thanks for clearing it up!
Thank you for the explanation!
Feature suggestion here that is related to the IK 2.0
I'm interested in having an A-pose FBT calibration setting. This would be helpful for people, I made a canny post here:
How would it be helpful
read canny post
Cant you technically already do that with a custom calibration pose?
Also you can technically stand in an A-Pose for calibration without any issue (unless you use elbow trackers) that's what I do most of the time for example
That's my point. It may be easier for elbow tracker users to not have to put their hands all the way up in some instances
It's just an idea
Ah okay ^^
I did, but I don't really have complaints about the current pose
It would be interesting to know if there are studies around different poses for calibration
A pose is just more relaxed way to do it, and it helps people that might not have enough space to spread their wings wide
Isn't the T-pose calibration just using the animator controller in the T-pose (or was it IK pose?) slot?
Dunno if you could change that to achieve A-pose calibration.
humanoid is put in t pose by default. You can try bind pose but last time I try that I got some gimbal lock issue.
Random question. I've noticed that in lock head my neck bone is completely static compared to lock hip. Is that intended or a bug?
Lock Head:
Lock Hip:
i wonder, would it be possible to make like
a rewind feature for when trqckers shit the bed?
like if they fly off at mach 5 then disappear, vrchat just puts them back where it was like 2 seconds ago, then feezes until the tracker figures itself out
instead of making your character freeze on the most massive hip thrusts known to man
but vrchat can't know you weren't truly flying away at mach 5
maybe you were, who knows
some people are very flexible
gib speed threshold
vrchat has no right to prevent the flash from playing vrchat
but also when dancing you do move quite fast
just a rewind after disconnects/disappearances/unreliable tracking
its not smoothing so its not gonna catch sudden movements nor delay movement
but sometimes you just lay down wrong and an elbow pretzels out lol
it's a yoga pose
the pretzel dog
True. Funnily enough Valve had to rewrite how the SteamVR tracking works because it had limits on max speed to prevent tracking issues and increase accuracy, but beat saber players started moving their wrists faster than what was thought to be humanly possible.
When was this?
Quite a while ago
Read an article about it somewhere
Beat saber players just became too fucking fast
I only know of Oculus Rift having max tracking speeds, which is entirely unrelated to SteamVR
It had to do with Oculus though, not SteamVR. It still would do it now if you had an OG Rift
I've seen tests done within Oculus' API completely outside of SteamVR showing that limit
"rewrite" is a bit extreme, they had to change a threshold value. xD
nothing to do with oculus
oculus most likely can't track that fast i.e. hardware limitation
cv1 shits itself on hard arm swings already
cant even imagine it handling crazy ass wrist turns
Yeah CV1 has some horrible movement limits where it's impossible to FC many Beat Saber songs
yup, its like its just giving up on prediction if you move too fast
not even my quest 2 is so crap
Which is sad because the CV1 was the best Oculus headset in terms of build quality and software. Everything after is pretty badly made
It has the best controllers
no
it does
Definitely best controllers.
Still the most durable controller, is well balanced in hand and the ring both protects your hand and doesn't get in the way at all.
"build quality"
Controllers, sure.
The headset however has a ribbon cable in the strap that breaks over time.
Plus it's impossible to clean due to the fabric.
Quest 1 and 2 HMD is definitely more durable than the CV1.
The Quest 1 controllers were kinda junk though. :I
The real gamer move is to use the cv1 controllers on some other shit
which was exactly what oculus touch link as made for, that guy is a chad
I had a used CV1 and had 0 issues with it over the 8 or so months I had it. If you take care of your electronics they won't break over time. I've had an Index for almost 1 and a half years and have never needed to replace a single thing on it
The headset ribbon cable had nothing to do with being careful really.
The strap was designed with a spring so you could put it on without wearing out the velcro every time, the ribbon cable is in the same place.
Folding that cable over and over will break the connection after enough use.
It's not about taking care of it, you'd have to just not use it.
My CV1 ribbon cable still works, but I did a preventative fix by just taping the spring in place, but yea not ideal.
P.S. thumbsticks wear out, period.
Ya, CV1 is a design flaw
Nothing about being careful when normal use will inevitably break that ribbon
The Index controller thumbstick capacitive touch has the same ribbon cable flaw as the CV1 HMD strap, funnily enough.
Yeah I put the headset on and took it off without touching that velcro. Never had issues. Take care of your electronics
Literally nothing to do with the velcro
that's what breaks the ribbon cable, the spring in the strap moving because the velcro doesn't give way
Know how you can pull the strap on the springs to put it on your face?
That motion wears out the ribbon
How come mine didn't wear out then with daily use? Did I get a godly unit?
I used it daily
It was so bad to the point Palmer Luckey personally was giving a little wire passthrough thing to people.
People complained 1~2 years after release
VRChat, Beat Saber. I used the CV1 when I started VR and I was so crazy about VR I literally played Beat Saber daily for about 4 hours
π€·ββοΈ
And mind you, I had a used unit
Everything is perfect until it isnt
It never wasn't for me
π
Either way, it's not something you can just "take care" of.
It most definitely is. Any piece of electronic is
Lol
I'll tell you that next time I have a lithium cell explode on me.
My index cable is still going strong while most people complain it breaks within months
Index controllers have design flaws on the sticks like mad. xD
My first pair was broken from the factory.
Right now I'm on my 5th RMA'd controller, needs 50% deadzone not to drift around. :I
I've got some replacement sticks I can solder on though, but I can't fix the capacitive touch ribbon cable flaw.
Need special parts for that.
I'm on my 0th RMA because I take care of my electronics =P
*don't use your electronics
Yeah I guess my 3k hours in VRC aren't me using it you're right
Playstation 5 controller thumbsticks are rated for 400-ish hours of use.
Index sticks definitely aren't any more.
Yeah jeez that's crazy that I got the 3k hour model
that's flinging the sticks around for 400 hours, not sitting around for 400 hours.
Play 3k of pavlov then we'll see
^
Or just don't click your joysticks in. Rebind stuff
I managed to get stick drift on my CV1 controllers by playing Echo Combat to the point I was in an ESL tournament. xD
Can't rotate and jump at the same time with that.
There's more buttons
no more thumbs. 
Wait why would you even need to rotate and jump, you're in VR. Lust look left or right
I do because I will never understand competitive
skill issue
But yea, using a component that wears out from use will wear it out. π€·ββοΈ
Can't "take care" of it in any other way than not using it.
Not trying to sweat while in VR unless I'm playing beat saber
Too bad controllers aren't designed with repairability in mind.
Quest 2s are pretty easy to open and replace, the parts just ain't for sale last time i saw
To any chat mods reading this: heh, totally on topic, don't worry about it.
Especially the joystick
lol
Controllers are just fbt for the hands, so it falls under IK π
I used Quest 2 controllers as elbow trackers, now we can talk about them! xD
my wrists are non-existent.
I cant even pass my hand through the ring π
Advantage of being a 1.68m (5'6") twink. xD
Lol ya that explains it
Wouldn't call them very comfortable though.
I used the wrist strap to anchor it better.
My arms were turning blue after a few hours. xD
Nowadays I have Tundra trackers instead, but my t-shirt keeps occluding the elbows, so I don't really use them.
if only Lighthouse devices used their IMU data better
If only
It'd be sick if slime could comandeer trackers and use that imu data in their skeleton
Or something of the sort
Hello π Question, I am trying to use a vive tracker mounted on my quest 2 to provide tracking for the headset which works fine, however vr chat does not understand that the head tracker ( assigned as camera in the trackers settings ) is not a body tracker but infact the head/camera tracker. is there any way to help vrchat understand that the camera tracker is tracking the head?
@slow depot the tracker shouldn't bind to anything if it's too far from another tracking point like the chest
you can set the calibration range in a launch option
Ok but why the fuck do controllers not show up in mirrors anymore
The tracker points still do thank god
But they do
Skill issue
They donβt
Itβs extremely difficult to correctly calibrate my elbow tracking when I canβt see where the controllers are on the tpose
Cuz 8 hours ago they did
It hasnβt for a few days
They only show up on 2d mirrors as fas as Iβve seen, and those arenβt technically mirrors, theyβre render textures from a camera
The mirror on my world works just fine
What controllers you using
Well index controllers donβt show up in the mirror during calibration
One of my friends using quest controllers noticed theirs donβt show up either though
brilliant - thank you so much
π€¨
They also donβt show up on cameras with UI masking enabled, but the tracking points do
Just dont have a short neck π
stretches .....
So the only way I can get an accurate calibration is to go to a world like the old vrchat hub which has a 2d mirror or hold an object in my hand so the controller renders
You ingame rn?
is VRchatβs server status up for east players?
wrong channel
He posted in every channel
Eat pant
They already do most likely. Why else would they post in every channel about something that literally has a dedicated channel for
me mirror controller good
Most people that had issues with index controllers were because they were using them as designed before reports came out about the stick
Its easy to have a left controller not start drifting once you have the knowledge that you shouldn't click in the joystick
That's why my replacement left controller is still going strong
The 2 previous index cables were mostly due to 10 hour dancing sessions abusing them during lockdown
Current cable has now been going strong since early 2021 due to lighter use
But cables seem to be a bit of a lottery as well
once you have the knowledge that you shouldn't click in the joystick It has the button there for a reason, it's a design flaw of the controller that using it as intended can cause problems.
Yes and once you know not to use the button it's fine
But it's a fallacy to claim it's a user problem, whilst having prior knowledge of something, when those of us in 2019 were pushing down the joystick with abandon.
"My controller doesn't break because i dont use it" π₯΄
Yeah that's what I meant, if you can't use it as intended because it breaks if you do, then it's still a flaw in it's design.
I mean you can use the joystick button, just don't use it often.
I vaguely had an idea of this issue but didn't think much about it when playing zenith; where by default sprint is left click and you do it a lot. Sure enough ended up with drift a month or so later.
These days they have a plethora of other big problems and I'm currently going through RMA but that was the beginning of the end for my poor knuckles
Don't click joysticks kids
And donβt press to hard, especially while moving the joystick and clicking
There are many times I wish the index controllers had a physical grip button because I end up death gripping them when holding objects for a long period of time, but other times Iβm glad they donβt
Me to my index controller
Yup. I rebound clicking in the stick to toggle gestures
In a matter of a month it killed the capacitive ability of the stick and made it constantly stuck βonβ.
Yeah same, though mine is stuck at off
Probably, I assume they use what they have learned with the Index and now SteamDeck to improve on them.
Mood tbh. I was tempted to do some things to the lucasvr prototypes and add buttons for grip and a/b/etc.
....
Maybe after octopod.
Sorry for the necro, but I found this in a search.
I'm having an issue getting an exoskeleton-like-structure to work with FinalIK on an avatar I'm creating. FinalIK only seems to IK properly in desktop mode - it refused to follow my avatar's limbs in VR. Any idea what I could do to fix it, or of any good resources I could look at to troubleshoot it?
If not, I'm happy to open up a ticket for it.
You cannot have Final IK scripts reference, target, or influence VRC IK bones. You need to use constraints as middlemen
So, having a constraint that points at the VRC bone, then FinalIK-ing to the contrained bone?
Yeah, Final IK cannot also be a child of the humanoid. All FIK should be a non-descendant of the humanoid armature. Then use constraints sourced to humanoid bones as targets
Holy smokes, that's incredibly helpful. God bless.
So i found that with this IK when i point somewhere, my index finger (or rather the entire wrist) is ~10Β° more pointed to the outside than my actual irl one, and i somehow can't figure out how to change the rig to adjust this.. i tried rotating the wrist bones in blender, rotating them in unity in the humanoid configuration, but never seemed to do anything at all
Iβm late to the βindex good but bad but goodβ but Iβve had a weird issue with my left joysticks lately. When I got my first pair I had the drifting issues but after a couple pairs it seemed to be fixed but now I got a whole new wacky break. My left controller joystick (only left) now spins. Like 360Β° can spin the joystick in its casing type spin. Last controller and this one both do it now. But no drift!
Has anyone else experienced this or am I doing something to it lmao
Oh yeah basically that, i said outward because my palm was facing downwards, not upwards
So its a common thing and not depending on my rig..
What's the best place for the spine, chest and upper chest bones?
Should we still go by this?
Got another FinalIK question - is it possible to get the FinalIK-d bones to return to a default "rest pose," or to just generally favor transforms closest to that pose?
Honestly don't know
We need guidelines from vrc rather than an avatar creator
Have the spine straight, the chest/ neck don't seen to matter that much, hunched neck you will have when locking both. Maybe descriptor position could be test.
Tried playing with descriptor position, seems to only make the difference to where you see from, doesn't appear to affect the behaviour of the IK.
But again, this is just anecdotal, would be useful to have a description of what it does and mechanics it affects
I really hope Kung or someone can put out a rig that we can orientate us on.
Hi there!Here is a set up rig in blender ready to go for fitting your modelling to for IK 2.0. This rig supports up to 11 points of tracking. All bones are placed to maximize the model's compatibility with the new IK.Please note: Fingers can be moved easily into position of your models hands and do not reflect the IK needed for 11 point. Major b...
I was talking about official documentation
that's just someone's guess at it, not official
I mean the or someone in that statement implied to me that even an unofficial solution would have been fine, but okay.
its a bit crazy that we still dont have any official docs on how best to setup 2.0
just wanna thanks so much for posting this here, even though its not official this is a massive help
I have a lot of non standardly proportioned characters so having proper proportion reference helps me at least shimmy the bones inside a little LOL
FYI the current IK2.0 issues, such as neck bend in lock both mode, still affect this armature
but yeah considering this game has such a huge focus on UGC, it can be a bit disheartening when there's missing guidelines for content creation.
and the answer is not to tell people to edit the docs site and submit it themselves, that's only good for making corrections
Alease did come to me for comment on her rig, and it looks good to me. It may suffer from the spine crimping that can happen in lock-all, but any rig can, depending on how you stand during calibration. I think it's unlikely that we'd want to publish a specific "official rig" though because that could lead to sameness among avatar creators. One of the goals with IK2 is that it supports a wider range of rigs than before. I know a lot of the VRoid rigs work now when they didn't before...
Also especially right now, the lock-all behavior is still in flux, so trying to provide guidance about avatar creation there would frustrate people when it changes later on. The goal will be to tend towards appealing results on a wider range of avatars.
There's also the feedback about incorporating more of the rest pose into the solving in regards to bends in the spine like the puffed forward hero-pose kinds of things. Which is still under consideration. So trying to create some strict rig specifications might cause frustration as changes come.
What's more likely is that if we specifically decide not to support something, that would be in the documents. Things like an upside-down hip etc
Maybe it'd be good to have like 3-5 different rigs where you say "that works pretty alright, similar things will work too", and then the people creating content can check if their rig is somewhat similar or may realize what sticks out whats causing them issues
then its not like "this is official, all use this thing now", but more likely a guideline to find issues or special cases with their own rig
I think in avatar Optimization tips/shaders documentation you mention like 3 shaders that are lightweight and work, that was pretty nice i think
index moment?
Itβs been impossible for me to get an accurate calibration for a few weeks now
One of my friends uses quest controllers and this apparently affects them too
Not yet
well
Still worth a bug report
can you check this mirror? i only calibrate here pretty much
https://vrchat.com/home/world/wrld_83b15387-9413-4c16-bc7f-4e4981a0535f
its my home world
Iβve checked all types of mirrors
nuthin? damn
Not even the 2d mirror in the vrchat lobby
Longer bone chains tend to collapse onto themselves or bend strangely if you don't set rotation limiters. If it's a chain of 3 bones, limb ik is the most stable. They should favor the rest pose generally, but the target is always #1 priority.
i actually also get this problem occasionally and have for a long time but it didn't seem prominent at the time. i'm not sure what causes it. but it is prominent now i suppose with elbow tracking and stuff.
it doesn't happen every single time i start the game, but it happens often enough to be notable
we are the documentation hehe
impossible, perhaps the archives are incomplete?
My hip moves with my head if I set my hip to Animation in 3-point. In 4-point the issue is gone and it behaves normally.
Behavior does not change between Legacy and IK2.0, which is odd, as I am sure that this issue didn't exist before. (ive been away for roughly a month)
I think that's the normal behaviour isn't it?
definitely not, i can flip my spine almost 180 degrees by tilting my head
it behaves "normally", the way it was before the recent 2 patches, if you have a hip tracker
If you have a hip tracker yes
But if you don't have a hip tracker well it doesn't know where your hip is
my hip tracker was actually on my elbow, it just kept getting mapped to my hip
and Hips were set to Animation via state behavior
it shouldnt need to track anything while set as Animation
3 point tracking would be head and 2 hands, how do you have a hip with that
Or do you mean 6 point tracking as in hands, head, feet and hip
itll just be easier to get an example huh
better clip https://youtu.be/RefCvoJg3hs
[1207][Bug] Setting Hips to Animation in 3-point provides weird results.
https://feedback.vrchat.com/vrchat-ik-20/p/1207bug-setting-hips-to-animation-in-3-point-provides-weird-results
better clip cough
when Hips is set to Animation in 3-point, the hips are greatly affected by head movement
but in 4-point, having Hips set to Animation works as expected, even when shaking the tracker around

