#ik-2

1 messages · Page 2 of 1

river storm
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@vital heart A chance here to talk about your pucks! 😄

oak pendant
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But after getting Tundra trackers I don't need the added battery now

clever thicket
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how long do tundras last for?

coral cairn
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8 hours

clever thicket
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sonuva

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virgin 3.0 user here only has 7.5 hours

coral cairn
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give or take. Basically everything is 8 hours or so now, so to extend your playtime you need to extend everything and it just becomes impractical

devout current
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Tundras last for more then 8h

oak pendant
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Yeah or maybe 9hrs

devout current
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Yeah around 9h

river storm
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I am not going to last 9 hours on my feet. XD

devout current
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You can sit down

clever thicket
coral cairn
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🤔
yeah I'm never in vrc for more than like 6 hours
and in personal experience my tundras die at about the same rate as my 3.0's and knucks

oak pendant
# oak pendant Yeah or maybe 9hrs

I haven't done a stopwatch test on them though, but have had them die more than 3hrs into a second day without charging after using up my wireless adapter battery that dies at 6hrs+ the day before

devout current
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On some days I'm online for like 7 - 8h that mostly only happens when I'm waiting for a Dev Update or a new beta to come out xD

oak pendant
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Oh wow, new mental image while we get stuff together, DrBlackRat just pacing in circles for 8hrs waiting for update

devout current
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Basically that yeah xD

marsh elm
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Release the update or the rat gets it (somewhere in the next 8 hours) 🔫

devout current
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Sometimes I also go downstairs and make some food xD

oak pendant
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What are you gonna do now that Tupper's updates are twice a week?

river storm
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8 hour play time is vital for roleplaying a full shift at virtual K-mart.

marsh elm
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LOL

devout current
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I've already written like 3 or 4 today xD

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Now I just need to somehow earn money from doing that xD

oak pendant
marsh elm
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Only glory yo be had is from closing cannys 😂

clever thicket
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blackrat 4 QA

oak pendant
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Also https://jobs.lever.co/vrchat/4e159b5d-0e5d-4d9e-b89f-4b465906226a may be kinda related. I think that's more about organizing and keeping track of tasks. But a frequent Canny poster would be kinda familiar with that.

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But I think you post to Canny less from organizing things and more because you found an issue, so then QA is more about finding issues

devout current
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Idk I have to see, I'll probably apply in a few weeks / months and see what happens ^^

vital heart
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Yoo it's my website! That's cool to see linked here!

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I spend up to 10+ hours in vr between multiple platforms so I ended up making the power pucks cuz there was nothing else on the market 6 years ago

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Ye passthrough screw with trypod on the bottom uses the contacts a new pro set adds 12 hours of life

rustic berry
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about the tundra battery life, I found it's more like 10-11hr with the latest firmware (manually updated via their tool)

narrow yew
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last time i actually checked my tundra tracker died at 10.5 hour mark. they were less than a month old at the time

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but i'm also still having issues with the dongles so it's not all great. there's at least 2 or 3 receivers on my 2 sw4 dongles that just don't work properly

maiden rock
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still not a fan of that chest tracker strap setup

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there's good reason all the tightening action is presented to the front of the chest

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and way too much material on the back section = overheating

jovial shadow
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Or i am just blind and overlooked it

rustic berry
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it's not really stated anywhere

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most likely because it's still in beta

unreal sorrel
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I usually try to update firmware on everything, but it's everywhere. A new bios update for motherboard, graphics card. Upgrade firmware for tv, TV remote, my Xbox controller.

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It's easy to forget which devices need updating

loud patio
rustic berry
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@jovial shadow @loud patio it's on their GitHub, it's called the HWID checker I believe. just be warned that if you don't follow the instructions properly, you can brick other devices like your controllers and headset

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there should not be any VR related devices plugged in besides one tracker when you run the tool

loud patio
crude bobcat
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Does anybody know how to get head bobbing to work in IK 2.0? I tried checking the box to animate Hip in the locomotion controller but it didn't seem to do anything

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💀

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@zenith glacier

zenith glacier
crude bobcat
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Really? When my avatars run their body seems stiff, like it's just the legs moving

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Back in IK 1.0, there would be more overall movement, but then it changed to look more like half-body locomotion

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I really appreciate the response nonetheless, though

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#ik-2 message
Kung — 04/26/2022 You should be able to get headbob back if you have tracking control apply animate hip to your locomotion state in your animator
@oak pendant Is this still true?

maiden rock
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Tundra's HWID tool is only for the kickstarter devices

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if you have the newer chips its not compatible

zenith glacier
zenith glacier
grim haven
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Are they still working on IK at all? It feels so broken still.

digital grove
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it feels quite decent in my opinion

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except for the issues with the neck when there is chest tracking maybe

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but yes they are continuously working on it

devout current
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Well, Kung would like to improve a lot of things still (especially the spine in Lock Hip and Lock All), right now he is just busy with other stuff on his task list.

vapid geyser
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I'm still getting the weird knees inverting issue. I posted a vid before. May make another demonstrating with alternative settings and avis. To summarize my findings: it occurs regardless of ik settings and avi propertions/rigging.

vital inlet
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So umm this is still a bit of an issue. it makes it really hard to sleep with a partner. Whenever i turn my head im flashing the other person with the rest of my body. An option to freeze body would be great, or am i just missing something?
#ik-2 message

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After ik2.0 came out i was using the immobilize mod to get around the problem but now mods are disallowed, this has become a problem once more.

harsh lagoon
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there are locomotion controllers available that are able to lock rotation and movement of your body, i believe gogoloco miiiiggght be able to do that?

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i have a custom one i got from a nice japanese player but i dont think its publicly available

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@vital inlet ping in case you forget to look

vital inlet
narrow yew
# vital inlet Oh thank you, i will look into that. I'm not a very technical player tho

https://docs.vrchat.com/docs/state-behaviors#animator-locomotion-control specifically this is the thing you want. when you disable locomotion control your joysticks don't do anything anymore. in half body that means your feet are locked in to place and turning your headset will still move your hips and upper body a little but it won't rotate you

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you are going to have to upload your own avatars or find one that already has a toggle like that in it though. easiest way to modify an avatar you are uploading yourself is probably by changing your locomotion layer to gogoloco like the other person said. https://booth.pm/ja/items/3290806 you download it here and read through the tutorials, it's not too difficult

You can use it on models you're selling, but keep the main icon in the menu. This locomotion prefab was created to improve the default controller. On top of that, you have multiple toggle to turn off legs movement or jump animation as example. You can cycle between multiple pose to simulate that you

ruby musk
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does anyone know why after calibrating for a second time, my avatar is stuck calibrating on its tippy-toes?

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makes me have to restart if i ever try recalibrating ;~;

worn bobcat
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Hey Kung, just wondering if the issue with weird tracker serial numbers and apparently mixing things like real vive trackers with something like owo track(i don't have any experience with the latter myself though) to crash vrc on startup was ever fixed?
I'm just wondering since it has been a while since the launch of ik 2.0

Sorry about the horrible punctuation and formatting, on mobile at the moment

marsh elm
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I think it doesnt crash, but its not an issue anymore

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Only some stuff now doesnt work sort of on purpose, namely using vive wands without flashing them as trackers

worn bobcat
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alright cool, however i am a bit interested in what the cause was

marsh elm
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Probably just not expecting nonstandard device names

worn bobcat
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as far as i'm aware ATT has nonstandard serial numbers and that worked at the time

marsh elm
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And im talking about device name not serial numbers

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not LHR-69696969, but "VIVE Tracker Pro MV" (name for vive tracker 2.0) for example

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Fbt solutions that didnt comform to the expected device names for trackers and controllers borkes out

worn bobcat
worn bobcat
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it was the serial number that was causing it, at least for touchlink

marsh elm
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Pretty sure the issue was device names

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Especially on touchlink, they even made a branch for updating it

worn bobcat
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nope

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i was the one who made the or for the fix

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the device names might have caused issues, but at least that wasn't the case with touchlink

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it took me too long to figure out what was causing it :(

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(as a side note, it was also the serial numbers that caused the vrobject to not show up in neos, because it had a duplicate serial number. but that's unrelated)

worn bobcat
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sorry, if my tone comes across wrong or stuff doesn't read right. my brain's kinda like mush at the moment

digital grove
worn bobcat
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you know.. that's a really good question

digital grove
worn bobcat
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i think i lost my train of thought in the middle of that haha

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like i said, mush

digital grove
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So what did you make then

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Were you hallucinating everything

worn bobcat
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i fixed a bug in oculus touch link that was caused by the vrc ik 2.0 update

marsh elm
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it was all in your head

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ik2 never happened

worn bobcat
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was eac in my head too?

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have i gone insane?

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oh no

digital grove
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yes

maiden rock
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kung too powerful

digital grove
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whoah

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how to get the skills to create that kind of stuff

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study industrial design maybe

marsh elm
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actually very cool design

maiden rock
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There's alread an updated STL to make the bottom bracket curved

marsh elm
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how does it look in the back? Y shape design like the front?

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or does the shoulder straps reach down to the horizontal strap

maiden rock
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It reversed the GoPro mount system

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So it connects in an upside down 4 way

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Where the bottom strap is

digital grove
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yeah this woman knows too much

marsh elm
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oh shit

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too powerful

digital grove
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Imma say she probably did study industrial design

maiden rock
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Cat is an engineer by trade

static beacon
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If I had one

carmine gate
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The issue was never the "model" or the "serial number"

the issue was the trackeddeviceclass not being generic_tracker

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Touchlink gets confusing, because between all the forks, I can only confirm that my, aeroscripts' and hekky's forks use "proper" trackers

worn bobcat
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touchlink always used generic_trackers

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what do you mean?

marsh elm
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aurora's right, i mixed up tracker type and device name

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but basically that

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it works fine if you use touchlink for controllers

worn bobcat
marsh elm
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borked if you use it as trackers before update

worn bobcat
marsh elm
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before touchlink was fixed or whatever

worn bobcat
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i'm not sure if you noticed or not.. but i'm the one who "fixed" it

marsh elm
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¯_(ツ)_/¯

worn bobcat
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you can go confirm yourself that is was the serial number

worn bobcat
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should be line 488ish

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i mean obviously it looks like both were issues but with touchlink it was the serial numbers causing it

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i mean, you were there when we figured out what was causing it..

marsh elm
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im probably mixing it up with something else

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i just had kung's message on my head

worn bobcat
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yeah, that's fair. it looks like the issue with serial numbers was not as common as the not using generic_trackers.

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which i didn't even know was an issue

rotund citrus
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with ik 2 theres a bug when whenever i switch avatars or world im thrown into the pc walkaround stance and mirrors and cameras cant see me so im confused

harsh lagoon
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that kind of reminds me of a thing that happens with playspace mover when you're way way too far from your original point, maaayyybe that? I doubt it though

oak pendant
raw wadi
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Am still having my sole in the ground on FBT and never got rid of that issue. I fix the floor with ovr since it's always offset when starting steam VR and the user height match me.

jovial shadow
oak pendant
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The "Set Standing Height" button that's part of the Horizon Adjust row could also help if you don't have something like OVRAS to correct your floor height

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It'll do something similar to what happens when you toggle seated play and it sets your arbitrary height as full on standing, but works in standing play as well.

chrome furnace
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Hey I’m looking for someone named ALEX OB or something

digital grove
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What's that got to do with inverse kinematics

gilded dawn
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anyone know if its possible to use index controllers as knee/elbow trackers, as far as i know it should be possible but i cant seem to get it working, they show up as trackers but when i calibratethey dont actually do anything

rustic berry
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used to be possible, but no longer due to how IK2 works

oak pendant
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The "GenericTracker" restriction is now lifted in the current open beta. Also serial number handling is a bit different. It'd be great if anyone who had issues with non standard tracking setups could test it out in the open beta and see how that goes.

gilded dawn
oak pendant
gilded dawn
oak pendant
gilded dawn
oak pendant
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Thanks for the details btw! It's really useful to know under what conditions it worked in case it doesn't work for other people.

marsh elm
oak pendant
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Hopefully 🙏

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or "in theory" but it had issues before without the generic tracker restriction, so I'm very interested in how testing that goes for everyone

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(this is in the current open beta btw)

gilded dawn
marsh elm
oak pendant
gilded dawn
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np ^-^

digital grove
marsh elm
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calibration caltrops are great, but maybe can we do something about this fuckin thing on my face (tracker on hmd)? lol

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this really doesnt have to be visible every time we open the menu

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or be visible in first person

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every time i open the menu it be like

oak pendant
marsh elm
oak pendant
marsh elm
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funny mixed tracking shenanigans

oak pendant
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Ok thanks for info. Yeah, makes sense why this is happening. I'm getting a lot of useful feedback in that canny there, so will likely be some changes once I collect info on all the issues everyone has

marsh elm
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but maybe making the ones near the viewpoint not show first person, idk

oak pendant
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Yeah SteamVR rendermodel isn't feasible probably. I can only imagine all the new issues non-standard tracking setups would have if we tried to force that

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There will likely need to be some kind of option not to have large/spikey models in some way because users are having phantom sense issues with them

marsh elm
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individual tracker options would be messy, so it'd probably have to be something automatic, but i dont have any ideas

oak pendant
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In your case you'd likely need to use that option. And also maybe separating out the auto show on menu open into its own toggle to display or hide trackers at any given time

marsh elm
oak pendant
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and not have the menu force display

marsh elm
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oh yeah, probably a toggle to show/hide trackers on menu would do it for me

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havent ever found it to be all that useful tbh

oak pendant
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That would also allow you to close the menu and have them shown whenever you want

marsh elm
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ill drop my comments on the canny later

oak pendant
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thanks 🙏

worn bobcat
oak pendant
marsh elm
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there, added my feedback

narrow yew
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why are my knee trackers trying to bind to my shoulders and arms?

marsh elm
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😂

narrow yew
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💪

marsh elm
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Did you increase the calibration range on the startup commands?

narrow yew
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i think i might have it 1.0 actually but isn't that the default now?

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i'll take it off next time i restart

marsh elm
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Though it was 0.6

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Or 0.4 something like that

narrow yew
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but this wasn't an issue before this new beta

marsh elm
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You got swoler

oak pendant
# narrow yew why are my knee trackers trying to bind to my shoulders and arms?

Yeah that's not the default calibration range. For now you should remove the calibration range customization you added to your launch options. In general the zones check nearby zones to see if their tracker is being eaten by the wrong zone. But elbows and knees are far enough apart that it doesn't do that currently

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Of course all zones could check all other zones, but the ranges need to be calculated each frame, so for now they only check nearby ones

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I might need to either implement a different maximum range, or have them start checking further zones depending on the range configured

narrow yew
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i removed the launch parameter and it's working fine now 👍

umbral forge
ashen stirrup
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is there a way to make the knee trackers follow tracker position instead of rotation?

ashen stirrup
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i mean currently from what i noticed the knees are following tracker rotation which is innacurate for my setup can i make it try to follow the position?

oak pendant
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Or do you mean without knee tracker?

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In that case you may want to mess around with the AV3 IKPose to change how that avatar's knee aligns relative to the foot

devout current
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and they were never seen again

digital grove
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Classic

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But as usual, when you feel the knee doesn't accurately follow your actual knees, what you need is knee trackers, i.k. is not magic it can only do so much

silk olive
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So this is a complaint with ik 2 but I wish I could customize my ik settings per avatar. Kind of like a certain thing people used to use but can't do to EAC now. It involved tweaking the IK and i would love to see something like that implemented officially for the VRchat enthusiasts. IK 2.0 is fine for most people but there are also people with non humanoid avatars who used said thing to help their avatars look correct.

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which is why i'd love to see something like that implemented officially

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Maybe kind of like a special settings page in the avatars menu where you could access the settings like spine bending angle?

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This canny actually already exists and it's like part of the top 4

worn bobcat
oak pendant
oak pendant
# silk olive This canny actually already exists and it's like part of the top 4

Yeah moving on that has been held back mostly because it would need to be in the new main menu. After the main menu update is released then steps can start to be taken there, starting from lowest hanging fruit like the launch options that were always kind of a temporary thing to get stuff available during ik-beta. I'm also aware that people want* wrist and knee angle offset configuration.

worn bobcat
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i tested a few other serial numbers and they all seemed to work, except duplicates (that'd cause steamvr to crash)

gloomy phoenix
marsh elm
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The advanced calibration visualization available on beta shows you

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Or you can, you know

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Calibrate and see what moves with each tracker

devout current
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Yup the Calibration view is great!

marsh elm
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People say its noisy but i love it

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Really got me to understand how the binding works

devout current
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Well it's a lot of info, but that's what people want I suppose.

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Honestly I also got kinda used to the "spikes" I wasn't a fan of them at first but now I don't really have a problem with them.

marsh elm
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It never really mattered to me

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You see it for 10s when you calibrate once a session

devout current
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(And when opening your Menu)

marsh elm
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Only issue i had was my hmd tracker putting a caltrop in front of my eyes lol

marsh elm
devout current
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Well Kung is good to replace them anyway.

marsh elm
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Lol

devout current
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XD

marsh elm
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I just want them gone in the menu

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Voilà

devout current
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IIRC that's also something Kung wants to do.

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Anyway @oak pendant do you already know what you are going to replace the spikes with etc?

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(Would be nice if we could give some feedback before it goes into a beta)

coral marsh
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hip lock

marsh elm
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... ok?

raw wadi
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Any way to fix the slight body offset when moving that happen when locomotion is desactivate in the quick menu.

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I try to do it myself by changing the idle animation but nothing has change.

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Whatever is use, quick menu or custom controller. The results are the same.

devout current
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That happens because when locomoting you are basically in lock head mode

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So when you for example are in lock head mode you won't notice it

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In lock hip mode you do though

tulip ledge
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Any news regarding the ability to tweak the IK like a certain modification that used to exist?

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Cus the way the legs bend in lock head is so starting to get on my nerves and the viewpoint drift is heavy in lock hips

devout current
devout current
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That was already planned, not sure if an extra canny for it was needed :p

oak pendant
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Yep, that's on my radar. But it's more of an "after MM is out" thing than trying to do at the same time, otherwise this beta could end up delayed

devout current
oak pendant
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I think that one is meant to be a request in the current open beta canny rather than IK2 but yeah, it's being considered more for after this open beta is out to release rather than simultaneously. I'll merge it in to the proper canny for you @rose beacon

rose beacon
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ah alright, thankyou

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sorry for my misunderstanding

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didn't see a planed tag on the original post so i figured i should bring it up again

oak pendant
worn bobcat
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@oak pendant Let me use full body while i'm RMAing my other controller :(

fiery plinth
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set trackers role to disabled

worn bobcat
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?

tulip ledge
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Ayo why tf my legs bend when I look down in lock head?

worn bobcat
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because you're locking your head position, so if your view isn't in the right place on your avatar, it'll still lock to your head by bending your legs

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probably explained that horribly, but at least you should get the gist of it

devout current
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Your view ball is either to far in or outside of your head.

tulip ledge
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Hmm, never had this issue with ik tweeks, and the viewpoint is fine, happens with 99% of avis.

empty root
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my video should explain why quite well wiothout words

raw wadi
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Don't see it

raw wadi
# empty root

I think that cause by the distribution of the spine length

grand field
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and lock both does the weird spine bend for most of VRChat models

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(speaking of which whats the proper way to set up the spine for " lock both")

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my current spine setup

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It's nearly straight but I believe vaguely seeing an image that said it had to be perfectly straight to function properly

tulip ledge
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I don't think a teeny tiny bit of leeway makes a difference

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Think its to do with the spine solver. never happened with a certain IK mod that existed

oak pendant
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Looking down slightly while binding in with lock-both mode (not using legacy calibration) will get people behavior that's closest to what they seem to be looking for here. The overall behavior of the spine solving still needs a deeper polish pass similar to what the arm direction got a few patches back.

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Separate topic: If anyone is on the open beta and using unique / non standard setups with emulated tracker drivers, vive wands as trackers, flashed vive wands to behave as trackers, etc etc... and you can check out how the new tracker model option behaves when set to Tracker: System (in the quick menu settings page) I'd be interested to hear about it. You can reply to this message with @ turned on.

unborn whale
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Would it ever be a possibility to add the "look down about x degrees to give the neck some leeway" a menu option somewhere, so it's not as much of a guess each time (so we can save/set the offset. I usually need to calibrate 2-3 times and test it before hitting the sweet spot (per avatar)

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Make it more of a science and less of an art.

oak pendant
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The looking down method is kind of a workaround that has its own drawbacks, rather than further integrate it as a kind of native option, better separate handling of the spine solving would be the way to go I think.

marsh elm
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I can get a cursed setup here depending on what you want to see lol

oak pendant
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For example "I tried vive wands as trackers (unflashed) and THIS happened! -clickbait- 😁

marsh elm
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Top 10 flashed wand moments

oak pendant
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for things like vive wands unflashed / flashed, the LIV camera as a tracker thing, maybe some of the kinect setups, the various IMU tracker systems like SlimeVR / HaritoraX or anything else like that

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no need to do them all comprehensively, but if anyone has any setup like that or other setup that's not just a HTC or Tundra tracker, I'd like to hear how it goes with the rendermodels

marsh elm
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Ill see how much shit i can mix at once then

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Will report back with results

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Kinect + vive wands (both flashed/unflashed)+cv1 (both converted and unconverted) + slime tracker

oak pendant
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thanks!

marsh elm
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I'll even convert my vive hmd as a tracker as a bonus

oak pendant
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Ooo, yeah no need to break stuff for my sake if it's risky but if you have the time and motivation to test all that I'd be happy to hear how it goes 🙏

marsh elm
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Dont tell anyone but ive done it before 😅

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Biggest waist tracker in the market

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"You wouldn't believe the battery life and occlusion on THIS tracker! (clickbait)"

oak pendant
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It would have superb occlusion resistance

devout current
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Yeah that's sadly one downside of small trackers like the Tundra.

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I've seen a few people using the Vive 3.0s for the waist and Tundras for the feet

marsh elm
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Tracker so big you can leave the room and it keeps tracking

devout current
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Btw how does the system handle different trackers at the same time? Will it use one model for all or will each tracker have its own model?

desert cape
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ive been havin an issue lately where my neck and chest snaps. and doesnt actually bend at the hips. its almost like the game detects it as 2 feet and chest tracker

marsh elm
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@oak pendant this cursed enough? 😂

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lol

timber grove
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That’s a lotta devices

marsh elm
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lighthouse alright on vrc

marsh elm
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cv1 good too

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and it works good fellas

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ignore shoddy calibration i was holding all of them by hand 😂

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kinect and owo show up as trackers just normal

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i briefly had an issue where my character was rapidly vibrating in between the hmd i was wearing, and the cv1 on the floor but a restart fixed it lol

acoustic snow
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presuming you're actually using it as a tracker, how are you attaching it to yourself???

marsh elm
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i used it for a week before i got a waist tracker lol

acoustic snow
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i respect doing it for the sake of trying it. how did you attach it to your waist?

marsh elm
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i tied up the side handle bits with string and tape onto a belt

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then just wore the belt

worn bobcat
midnight turret
marsh elm
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😂

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i dont use everything at the same time btw, the picture is just a meme haha

worn bobcat
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why aren't you?

#

i think you should

marsh elm
#

me using all my 20 tracking points on my waist

#

for superior occlusion resistance

worn bobcat
#

hell yeah

#

you'll never lose tracking then

oak pendant
mild nimbus
oak pendant
#

Yeah indeed. No particular reason it wouldn't work, but so much room for untested stuff when we just support any and all SteamVR rendermodels. So glad it got some heavy testing thanks to Venom

grave hatch
#

What's this channel for exactly? Can I post my IK issues here? I'm confused as there's no channel description. :s

From past comments looks like it's a dev testing channel.

marsh elm
#

it was used for the ik beta before it went live

#

kung keeps an eye here every now and then, so if its something down to IK he'll probably have something to say

oak pendant
#

I can see your issue is about knee bending, if you could post screenshots or especially a video, that helps a lot

grave hatch
#

Thanks I'll post a video as soon as I can.

harsh lagoon
devout current
raw wadi
#

You're a wizard teH

buoyant geyser
#

You can go to war with this clubs...

silver geyser
#

don't post the same exact post to literally every channel

timber grove
#

Wait, knee and elbow angle adjustment??

#

KUNG I LOVE YOU this will make my experience so much betterrrrrr

marsh elm
#

finally

oak pendant
#

Did tupper phrase it differently? I had better go read the post

#

Ok cool yeah Tupper got it right. So yeah that would be the wrist rotation when you grip the controller (that whole issue people gave a bunch of feedback on about how the index controller feels wrong for some people)

timber grove
#

Omg, I’m so excited for those new features.

#

Many, many, many others and I really appreciate all the work that goes into VRChat. Keep it up!

oak pendant
#

Thanks! I didn't mean to dunk on you for phrasing, I was just worried there was telephone game going on between me and Tupper or something

jovial shadow
#

Any new on, when the calibration scaling issue with high heels will be improved?

#

Since currently it is still measuring the length of the heel as body hight causing the calibration to be not really usable

#

Only other option is to rig the foot bone straight and causing the heels to be in the floor so you always need to use playspace mover to move yourself back up

timber grove
#

I like how the new SteamVR tracker rendermodel looks in calibration mode. Great work!

#

also I did wonder why there was no texture on the tracker model

devout current
#

At least Kung found a way for the textures to be used :p

lean badger
#

seems in open bet you get stuck when switching avatars or changin certain options when legacybcalibration is on

#

btw, I have found more avatars it happens for if it helps. seems to affect mainly small avatars

#

would getting IK debug logs and taking pictures in the world that shows bones help debugging that? I have quite a few avatars affected, and I still can't get used to the new calibration system (can't line up my body correctly, with the avatar body often being "behind" my actual body

zenith linden
#

Is it possible to fix body freezing when going trough walls and objects? In fullbody, you can playspace in the ground and ceiling without issues, but its so annoying getting stuck when trying to dance or simply walk around and get stuck on a prop, like a table

marsh elm
#

Not right now, no

#

I'm sure there's a canny for it though

zenith linden
#

Such an obvious feature, i dont get why they never tried to fix it

#

Its litterally the only reason i was using 3rd party software before eac

raw wadi
#

Try to use a ghost type avatar

burnt wagon
#

@oak pendant I have been doing some IK experiments in VRChat. In your 2020 fbt tutorial you have the hip bone above the thigh. In mine I have it below the thigh. Seing how you work on IK for fbt I would like some insight on why this works for me.

devout current
#

Who said it wouldn't work?

burnt wagon
raw wadi
#

we are in 2022

#

thing have change

oak pendant
# burnt wagon <@153868400282566656> I have been doing some IK experiments in VRChat. In your 2...

But yeah, my awareness of all those issues back in 2020 was on my mind when working on the IK2.0 project. Part of the goal was to make things just break less often / make the IK less sensitive to a specific rig setup. So for now it should work with the hip in the position you have it. (Though it's still best to follow a generally normal rig setup because future changes could still break it, but that's mostly down to not doing things like zero-length bones etc)

#

That whole guide a made back then (and still now) was intended to be used more as "if you have issue X then you can do this solution. If you don't have the issue no need to change anything" I think a lot of people wanted to apply every single fix whether they were having issues or not though

#

These days pretty much all of those IK related fixes are no longer needed, and the only relevant part of my old guide is the proportional scaling guide because that still walks you through from a zero Blender knowledge starting point

raw wadi
#

That weight paint on that orc face. Not sure I can ever achieve that zucc

marsh elm
#

Great face rigging 🤣

lean badger
#

@oak pendant Remember the issue I found that causes certain avatars (particularly small ones) to float when doing legacy calibration?

Seems like the workaround I used to do (toggling avatar measurement after pressing calibrate) no longer works... So I'd like to help out with finding what causes the underlying issue to get it fixed. FWIW I have found a few more avatars that exhibit the same symptom

#

My only working workaround at the moment is to calibrate with another avatar then switch, or to use non-legacy calibration (at least it can be toggled at runtime now though, which is nice)

oak pendant
lean badger
#

I forgot to mention that open beta was what caused the workaround to stop workinf

oak pendant
#

One of the changes when getting legacy calibration into the MM was that it needed to be able to dynamically apply at different times than it could previously, so it makes sense that a previous workaround might stop working because it's handled slightly differently now

#

Hmm interesting

lean badger
#

IIRC the workaround stopped working in open beta prior to the legacy calibrate toggle being added to MM even

oak pendant
#

Hmm yeah I still don't know what the cause is*. In your Canny you mentioned that it happens in SDK2 avatars, if you upload the same avatar rig as SDK3 does the issue persist?

lean badger
#

no, the SDK2 thing was another bug that has long since been fixed. the floating issue happens on both SDK2 and SDK3. Just that the sample avatar that was publically available is SDK2

#

I have found some other avatars that are publically available and SDK3 which also has the floating in elgacy calibration

#

Here's video of the floaty calibration with toggling legacy calibrate, plus showing workatound not working + showing absence of the problem on legacy IK

#

I'll try with another avatar next

oak pendant
#

If you can an avatar ID for an SDK3 avatar to your canny that would be good

#

I'd expect legacy IK to not have an issues since the code there is mostly just in stasis as much as possible

lean badger
#

also video ended up showing the bug where the MM gets stuck tilted sometimes heh

oak pendant
#

What happens if you set avatar measurement to "Measure by Height" mode and then click the new auto set height button, and then see if it floats or not in legacy calibration

#

this auto set button I mean

lean badger
#

ID avtr_e85cd98d-c4b2-4dcf-8430-8bed0791b036

#

going to try auto set height

oak pendant
#

After you use the auto set height, to set your user real height, without modifying your user real height, start a new calibration and then toggle on and off legacy and see if the avatar shifts

lean badger
#

should i start with legacy on or off?

oak pendant
#

That doesn't really matter, just use the user real height setting that the auto-set provides, and be in avatar by-height scaling mode

#

then start up a calibration and toggle on and off legacy to see if the avatar shifts vertically or not

lean badger
#

ok

oak pendant
#

this is specifically ruling out a user real height / playspace setup reason for the issue, since it'll measure and set the user real height given whatever your current floor height and standing height is

lean badger
#

oh.. should I run w/o OVR advanced settings?

#

i usually calibrate floor height with that...

oak pendant
#

legacy mode aligns to the floor while new calibration aligns to headset. So these steps will remove any head-to-floor distance discrepancy

#

If following those steps I listed it won't matter for this test

lean badger
#

seems no different

#

auto is only abput 2-3 cm off from my actual height

#

floating is more 20 cm or so

oak pendant
#

Ok cool that rules out one cause, thanks for testing

lean badger
#

i can fit my controller under the feet of the avatar when floating

#

with ,argin

#

margin

oak pendant
#

Yeah, it appears it's not a user height / playspace setup issue

lean badger
#

all affected avatars I have found have been small

#

less than 1 m

#

did you get the ID of this nanachi?

oak pendant
#

I don't think I have it, it'd be good to post in your canny

#

oh you posted above as well too

lean badger
#

i'll add it to canny too

#

small avatars affected, but interestingly not all small avatars

oak pendant
#

Yeah I'm still not sure of the root cause

lean badger
#

maybe something scaling related?

oak pendant
#

Seems like that would affect similarly sized avatars the same

#

I wonder if the root transform on upload of those avatars is 1,1,1 scale or not

lean badger
#

if it's small in the FBX vs small through scaling down in unity

oak pendant
#

ah yeah I see you were thinking the same thing I was then, that kind of scaling

#

yeah could be a reason

lean badger
#

i have other avatars that are huge in the FBX then scaled down to sensible size in unity, and those have some interesting quirks at least (but calibration works just fine)

oak pendant
#

Hmm, is it only on avatar with digitigrade legs?

lean badger
#

might be

#

depends on how they've set the bones up of course

#

no fancy constraints based solutions here at least

oak pendant
#

Yeah, pretty mysterious. I might have time to poke at it a bit later on today

#

Thanks for testing all the stuff I mentioned above, that rules out a bunch of other things.

#

Interesting, looks like a sword art online refence. But yeah I dunno

#

Probably wrong channel for that question tho

lean badger
oak pendant
lean badger
lean badger
oak pendant
lean badger
#

it's a private upload, but it's downloadable ^

#

added it to the canny as a new comment

#

maybe i could make my upload public as well

#

depends on how you read the license, which doesn't allow secondary distribution (but does that apply to making it public?)

oak pendant
#

I can't give official advice on that but seems like the kind of thing it would be good to ask the creator about

#

It's ok not to set it public, I got the package from vket

lean badger
#

cool

oak pendant
#

I wanted to check the scaling in the setup scene, looks like it's 1,1,1

echo lily
#

any info on how to setup a wrist twist bone?

#

or examples of avatars for sale that have it so i may look

rustic berry
#

set the weight to 0.5, disable X and Z, add the wrist bone as the source, and click Activate

pulsar pelican
wide grove
#

There a way to tweak any values for the chest tracker? I'm getting an issue where any kind of bending forward makes my upper torso dislocate if both hips and head are locked. This is happening on all of my avis. Both properly proportioned ones and not.

#

I did read somewhere that you can make slight adjustments either in launch settings or elsewhere but I'm not sure what those commands are.

weary oasis
wide grove
pulsar pelican
wide grove
#

are we talking the legacy calibrate you can enable in launch options or the one in the quick menu? Cause using the QM one doesn't seem to detect them at all.

pulsar pelican
#

Ok, to clear this up. Legacy calibrate was the launch option. It's now moved to settings -> IK. That one supports elbows and knees. Legacy IK is set in QM. That is using the old IK that didn't have support for more trackers.

wide grove
#

okay, so enabling the legacy calibrate in the launch options allows for more tracker.

pulsar pelican
#

Yes. But as mentioned it's not a launch option any more. It's in main menu > settings > IK

wide grove
#

ah

devout current
#

Lagacy Calibration changes nothing about IK, the only thing it does it to change the way you calibrate, that's it.

marsh elm
devout current
#

Lmao

#

@wide grove How does the rig of your Avatar look? Also, do Lock Head or Lock Hip work better?

#

Lock All is known to uhm not be perfect

marsh elm
#

Ya

pulsar pelican
#

Lock all gives me that perfect gaming posture

marsh elm
#

The avatar's gotta be pretty much hand adjusted to you

maiden rock
#

I'm not touching lock both ever again

#

Until it gets some love

marsh elm
#

Because humans tend to be a little squishy, and our current rig system doesn't account for that

maiden rock
#

It's like working with toe tracking flex sensors, they don't just bend and keep their positions, they have to slide up and down

marsh elm
#

Yeehaw

#

Works even better woth a chest tracker, but strapping a chest tracker is a bit logistically annoying

pulsar pelican
#

I'm kinda close to a good match. But I have no problem with hip lock.

maiden rock
#

My avatar works perfectly in LIV and Neos with 11pt tracking, because I can tune the tracker offset

#

One day

marsh elm
#

Would be interesting to have a... Lock neither

#

LOL

#

Where it tries to lock both, but shares the drifting between both head and waist to minimize buckling

pulsar pelican
#

Isn't that technically like a lock both but with a 50:50 ratio?

#

Or I might just be stupid now

marsh elm
#

Yeah, i edited the comment

pulsar pelican
#

:)

marsh elm
#

But current lock both has no ratio

#

None drift, so the rest of the rig has to take up the slack

pulsar pelican
#

I remembered it to favour one over the other in extreme stuff. Like if you pull the headset away from your tracker.

marsh elm
#

Ah well yeah, it cant make the rig do beyond what its able to

#

I think it favors the head

#

When my waist drifts, my character stays in place (pretzelled) anchored to the face

pulsar pelican
#

Yeah. So a 50:50 would result your rig to be hanging somewhere in the middle I guess. Or if we just allow stretching of the spine :3

marsh elm
#

Im sure there's some technical reason the lock neither isnt viable, i just think its a funny idea

pulsar pelican
#

It's worth the thought experiment at least

marsh elm
#

im baiting kung into dropping some knowledge for us

devout current
#

I would be nice if we had a "Lock Custom" mode

marsh elm
#

Lock deez

#

No, wait-

devout current
#

With slider wich control the weight of how strong they try to stick to a tracker.

#

So you could have mixture between lock head and lock hip

pulsar pelican
#

Chest lock. For that in the middle approach.

devout current
marsh elm
#

I believe it was good bait

#

Widgey has been writing up the hottest take there

devout current
#

We could also just ping Kung a lot and annoy them xD

marsh elm
#

For a few minutes already

devout current
#

Nah

#

That would be mean

wide grove
#

This is consistent across avis, though it's better on my main, which is specifically proportioned to me.

Lock all is the only one that that allows for any kind of significant movement w/ the chest tracker, which is kind of important if you want to translate chest isolations in game. Though it still gives a hunch if the armature isn't perfect.

Though looking down while calibrating seems to help w/ the neck silliness.

marsh elm
#

At the cost of knee silliness

wide grove
#

Legacy calibration works better against the hunch but half the time my shoulders lock in off-kilter

marsh elm
#

Your legs straighten easier so they lock faster than they should

#

Cuz of looking down

#

Better than gamer neck though, i guess

wide grove
#

I've just learned to accept the leg situation and try not to look too far down.

#

Thinking legacy might be better cause it's just doing the same thing looking down does.

marsh elm
#

It makes me look weird when walking lol, i just adjusted the rig and look forward now 😎

wide grove
#

Also that doesn't change the fact that for me if you hitch your hips forward enough, the neck just starts to rubberband.

#

full on chicken bobbing type stuff

devout current
#

I just don't really recomend anyone to use lock all. It's known to not be good and Kung wants to improve it. Though atm they are sadly busy with other stuff.

wide grove
#

I just wanna do my chest pops *maaaaan *🥹 *

knotty acorn
#

I have piss poor posture and the other lock modes hide it while lock all makes it super easy to see, it’s kind of immersive yet annoying

marsh elm
#

Lol

#

11pt certainly makes me more aware of my posture

white grail
#

I had an avatar particle system break when using the mirrors and camera because it is SDK 2.0. I have posted in Canny 3 times already and no response. I know the 2.0 worlds are going away, but does this affect avatars too.

#

I'm posting here, because this update is where the problem occurred.

#

Example

marsh elm
#

Excellent opportunity to update that shit

devout current
#

SDK 2 Worlds and Avatars are depricated. They will only ever get occasional maintance updates.

#

Also how is this IK related?

white grail
#

I don't have the package from the person who created the avatar for me. But the IK 2.0 update is where the particles went missing in the mirrors and cameras for those who use the avatar. I did make it a public model, and can see the particles in the mirrors and others' streams and recordings.

#

I will have to find someone who can rebuild the avatar to 3.0 then

#

@marsh elm @devout current Thank you for your insight and knowledge.

marsh elm
#

Yeah, i wouldn't expect too much importance to be put on fixing this

white grail
#

I'm recently just learning to upload avatars to Blender and Unity myself.

devout current
#

Together with the old UI

white grail
#

If the square particles on Quest SDK can be gone, I would be glad as I use both Quest and PC.

marsh elm
#

Square particles?

#

Transparency ain't happening, if that's it

white grail
#

When being on Quest a user will spit black squares for smoke, but on the PC side it is fire. The Megatron T-Rex has that feature for particles.

devout current
#

Yeah that's because on Quest you can't have transparency

marsh elm
#

Ya, transparency

#

Its a performance hog so its blocked on the quest, so the fix is to just remove or adapt the particles to not use any transparent parts

devout current
#

Yeah the Quest GPU does not handle it

white grail
#

Oh, so that is what is happening. Thank you again.

grand lynx
#

Hey its been a while since I adjusted it, but the custom arm ratio, a higher number moves the controllers further out from the body, correct?

#

and a smaller number moves it closer

lean badger
lean badger
# devout current Yeah the Quest GPU does not handle it

Except the menu uses transparency anyway. I can imagine that being a problem on original Quest (I don't have an OG Quest, but the transparencies in the 1.5 UI menu made the VRC on Vive Focus Plus even more unusable than it was before. Vive Focus Plus uses the same chip as original Quest, but it's much much shittier).

Quest 2 though? It can handle it fine. Quest 2 is a lot more powerful than people give it credit for. I feel a lot of restrictions for Quest comes from the OG Quest days.

oak pendant
# lean badger Did you manage to figure anything out, why some avatars float in legacy calibrat...

I had a chance to test it out with some extra diagnostics and could get as far as to see that the player root transform was still in the correct spot even though the avatar was stuck up high. I could confirm that it was happening on some of my example smaller avatars as well. And that's as far as I've gotten on diagnosing that issue. At the moment though I'm actually using some PTO until end of next week. I've got a medium stack of stuff waiting for when I'm back on the clock so it could be a little while until I can poke at it more. But I could confirm that it's an issue on my end as well.

#

Also reading back a bit, on the other topic about legacy calibrate and lock-all, it can do a similar thing to the looking down while calibrating trick. Using legacy calibrate doesn't lock in the accurate instantaneous distance between head and hips when calibrating because your viewpoint isn't aligned, and neither* does looking down because the avatar sinks and then the hips aren't aligned. In the case where the misalignment tightens the spine you might see better results with lock all. In other words, the looking down trick and legacy calibrate would work for the same reasons.

marsh elm
#

The problem is unoptimized user content stacking transparency on top of transparency, and that cost adds up hard

#

Its like audio, its blocked

#

Obviously the quest has speakers so it supports it, the only problem is giving that freedom to users

marsh elm
oak pendant
# marsh elm Kuuung what's your opinion on the nock neither thing, an adjustable drift weight...

I've thought about doing that, but it would mostly only be visible when pulling too far rather than during spine compression. I think when pulling too far people would prefer to be stuck to the head rather than hip in most cases, in case of hip tracker occlusion. During spine compression it's possible to lock in both because they're within range of each other. When working on further spine improvements though I now have space in the main menu to stick options if it seems like some kind of slider to config something there would give the best behavior.

#

My first plan for addressing the spine compression issues though is to allow for actual length compression of the spine bone (length between spine and chest bone, usually weighted to the belly area)

marsh elm
#

I love sliders, hell yeah

marsh elm
#

Compressible bones would be very pog indeed

oak pendant
#

That should allow for actual retention of locking both, so no view drift and no knee bending, in theory of course. I didn't do it back in old ik-beta dev because it needs a change to the netcode to sync the compression

#

so it wouldn't have been live compatible

marsh elm
#

But i can imagine how such a thing would have to be dictated by the avatar creator though

#

Or maybe strongly encouraged, with an user override of sorts

#

Nearclip distance warning style

oak pendant
#

Yeah, I'll have to see how it goes and test on various avatars. Bone length vary a lot at the hip, but the spine bone tends to be pretty uniform on most avatars I've seen

marsh elm
#

Yeah, its common for it to be somewhat the size of the belly

oak pendant
#

Wrist and knee angle config is coming next up though. I have that working on my end already, but didn't push it out just yet because of my vacation time and the live release

#

If it turned out something had gone wrong the timing would have been bad. But that config is pretty much done so should be coming pretty soon.

marsh elm
#

Neat

lean badger
lean badger
#

Most of the time I end up using lock hip, even in 11 point though.

devout current
#

I always use Lock Head personally

lean badger
#

i switch to that sometimes. depends on avatar and pose. some avatars the viewpoint drift while sitting down is bad enough to warrant lock head

#

kind of wish there was a shortcut for it, hah

devout current
#

I mean it's already in the Quick Menu what do you want? XD

lean badger
#

Binding it to a button on my controller or so?

harsh lagoon
#

actual bone compression for tracking would be super duper pog i think

#

i think as long as they're not being stretched or compressed huge amounts, nobody will notice them squeezing but will notice the spine looks normal!

marble blade
vital inlet
digital grove
#

it's still a species from made in abyss so...

vital inlet
#

They're called hollows.

#

If you wanna fight about it, find me and Nanachi Saisho in Duviri Wastes.

digital grove
#

nah

marsh elm
#

What a good nanachos

marble blade
marsh elm
#

Nanacheese

vital inlet
#

Nanachi Saisho does it better.

#

Not you.

#

Then again, we specialize in combat.

#

You know what, yeah, 1v1 me, right fkn now

#

Besides, you're just slightly above average.

#

My Hollow avatar is vastly superior.

tulip ledge
#

Please keep Cringe in general chat

vital inlet
#

Cringe my ass, vrcpvp is a thing.

marsh elm
#

Yes, cringe

vital inlet
#

No.

#

It's a very organized community, unlike this server.

dusk jacinth
#

hey guys! i recently got my tundra trackers and valve base stations and pretty much have everything set up, but when i go to calibrate in vrchat my hips and leg trackers seem to be like half a meter away from where they really are, while my head and hands are fine, does anyone know a fix?

raw wadi
#

Remap your play area maybe

#

I saw a video saying that you need to sync hybrid setup. Go watch that

digital grove
#

Ovrspace calibrator

#

For more details check out the tutorials that get posted constantly in the #full-body-tracking channel

marsh elm
twilit prism
#

Do we have any updates or planned fixes for the funky spine and neck behaviour caused by chest tracking using the lock both option.
(other than looking down slightly while calibrating)

#

I really do love the expressiveness and movement I get from chest tracking in locking both but lord it can really mangle your spine if you sit down and give you gamer neck

marsh elm
#

so ik stuff took a back seat

twilit prism
#

That's completely fair! Thank you!

worn bobcat
#

is the an actual reason for fullbody not working when only a single controller is connected?
or is it just an arbitrary restriction?

marsh elm
worn bobcat
#

kung i beg, i need my almost full body

mortal lagoon
#

Most likely it's up to the Final IK devs to fix that, I believe that's what VRChat uses to solve avatar IKs

vagrant vector
#

Doesn't matter if FIK fixes anything because VRC is 3 updates behind

#

But yes IIRC FBBIK needs both hands, though you could always supply a fake if there is no user input

marsh elm
#

😂

digital grove
#

Lmaooo

#

Looks like a problem with avatar proportions and maybe the height settings tho

marsh elm
#

no, i think the issue is that the knee is TOO straight

#

IK doesnt know which way to bend unless you give it a slight bend in the armature

#

same thing with the elbows

#

if it's not pre-bent then it'll bend however the fuck IK feels like at the time

digital grove
#

Ah Right, gotta read the official armature requirements

#

Check the vrchat docs

devout current
#

Yup the knee bones should be slightly bend and not completely straight xD

harsh lagoon
#

yeah it needs a tiny tiny tiny bit of an offset

devout current
#

I mean you could also just provide a custom IK pose that does this but I feel like it would be easier to just bent them a bit in blender xD

oak pendant
#

I'm guessing that it's causing trouble for the default IKPose animation retargeting to it. You could check by applying the default IKPose animation in the SDK to your avatar.

arctic shell
marsh elm
#

No shit the ik freaks out

devout current
#

Lmao I didn't even noticed that xD

digital basalt
#

Here is an avatar with the same problem, this one has a second one with a modified bone structure, but sometimes the left leg is poorly defined.
If it is only both legs, I can discount it as a bone structure problem, but only the left leg seems to be a problem with the retargeting algorithm.

raw wadi
#

look fine to me

#

the thing is, the default idle have the left leg kind of strait. ok

#

but the additive controller give the body a little of wiggle.

#

so in this case, we go in negative and maybe it's at that point that it break

marsh elm
#

the fuckin leg is straiiiightttt

digital basalt
digital grove
#

Warned by who

marsh elm
#

By god

digital grove
#

Their official docs say you need a bend

marsh elm
#

Lol

digital grove
#

Don't listen to god, bend the knee

marsh elm
#

You need a bend dude

marsh elm
#

Its not going to blow up your computer

#

Bend the knee just a liiiitleeeee bit

#

And test

digital grove
#

... or is itvrcKungLurk

marsh elm
#

Like this bro

#

Lil ondie bendy wendy at the knee behind the shed if you know what i mean

digital basalt
# raw wadi so in this case, we go in negative and maybe it's at that point that it break

I am using addative so perhaps that is the closest I can get.
I think the problem could be the addative spec, the default IK pose, and the pose with the straight left leg. (Annoyingly, the useful default poses and addative are embedded, given at upload time, and cannot be modified from the Unity side by playing with the files.)
Adding more sample IK poses for models with straight legs might alleviate this problem.

digital basalt
digital grove
#

Read the official rigging requirements lol

raw wadi
#

use gogo idk

marsh elm
#

Bend

digital grove
#

Now bend it

raw wadi
#

bend like tupper tell you so

marsh elm
#

Beeeeeeend

raw wadi
#

they can always put an empty controller in the additive

marsh elm
#

Or

#

Or or

#

They can bend the joint 0.1 degree forward

digital grove
#

Very easy and simple solution tbh

raw wadi
#

but that effort

#

they can just download gogo and read a 15 page documentation

marsh elm
#

I dont see how gogo will fix shit rigging

raw wadi
#

magic

marsh elm
#

I mean, please install gogo anyways lol its great

#

But bend the nee too

digital basalt
# marsh elm Beeeeeeend

The angle between pelvis and thigh bones should be close to 180 degrees.
I got this warning when I bent my knee per upperleg before.
I use FBT, so I follow these kinds of warnings pretty closely. (Some of the time when I use FBT I never had this problem)

fiery plinth
#

detach the shin bone, move the head slightly forward

raw wadi
#

don't bend your hip to no one

marsh elm
#

Keep the hips above the pelvis

#

Make sure the top of the leg bones are not too forward or back compared to the hip bone, a straight 180° angle is the best

#

Thats the issue you're having

#

Then go bend the knee

#

Voila, shit rig fixed

raw wadi
#

are you sure about that

#

it's knee issue not hip

marsh elm
#

He has 2 issues

#

1 - the hip is too low
2 - the knee is not bent

raw wadi
#

don't seen 100% strait

#

but that a bad placement for ankle

#

deformation might look bad

marsh elm
#

lol

topaz elm
#

Did something changed in the ik recently, furry avatars need sigthly bend legs to create digitrade effect and just a few days ago, all my avatar legs are being force stretching making them look super awkward

#

Just a few days ago, bone position offset would be respected but as of recently, legs would be force stretching

oak pendant
topaz elm
#

Thanks for the answer, if im using digitrade legs (sightly bend bones), when calibrating legs are being force stretched, if i calibrate and turn off locomotion(or on, just change that setting) leg offset is now respected, but if i calibrate again, i have to do the same, i can record a video tomorrow night

oak pendant
#

Thanks, yeah a video would help. Also just thinking about what could change when VRC hasn't had an update, maybe your floor height calibration has drifted or something. Also if possibly you're not the uploader of the avatar, someone else may have updated the avatar. Otherwise, if it was more than 10 days ago, then it could be affected by a VRC update (also, just to be clear you're not talking about behavior in open beta right?)

#

Oh another thing, you may have clicked the Avatar Measurement button accidently

#

This will change how your avatar is scaled, and could maybe cause leg trackers to pull more tightly

devout current
#

How good does IK 2.0 handle digitrade legst btw?

#

Legs*

oak pendant
#

According to a Canny post user that wanted it, whom I advised to set up the IKPose with the feet rotated in reverse. It worked like that for them

#

It might get a lot easier once the knee angle slider is in the MM, but that's a user setting, so it would require altering when you swap to a non digitigrade avatar. So the ideal way is to bake it in to the avatar with IKPose

#

But that option could give another method for people who don't want to mess with IKPose

#

Hmm actually come to think of it, that was a bird avatar with totally inverted legs

#

digitigrade has an extra joint. That might still be best served with a constraint setup

devout current
#

Hmmm

topaz elm
#

My digitrade and mostof them is like an illusion, we keep same number of bones and relevant positions but just as recently, again, calibration has been force stretching legs

#

Can i send you one of my base avatars that i sell @oak pendant ?

oak pendant
#

I assume the undesired behavior is that the toes are curling downwards?

topaz elm
#

Yes

#

Due to force leg stretching

#

Sent friend request cause id is my personal avatar and other private bases i sell

#

Its 9 am, ill try to catch some sleep and do thst when i wake up

oak pendant
#

It's also Satuday night over here so I may not be able to to take a look super soon

oak pendant
#

Ended up doing testing with @topaz elm who helped out a lot (thanks!) We tracked down the issue. Turns out that if you have the freeze trackers on disconnect option checked during calibration it might do odd things to the foot angles. New bug discovered! Anyway posting back here for visibility for anyone who was lurking and curious.

topaz elm
#

Thank you!

timber grove
#

Ultra common W moment for Kung and Nimbat 😄

topaz elm
#

i have a question about foot placement, how is it decided what part of the avatar touch the floor? this is not related to the bug, but some of my avatars, the feet gets inside the floor, like, the floor is where this red line is aprox

marsh elm
#

i always assumed it was the tip of the foot bone

fiery plinth
#

given your user real height is accurate and your playspace floor is accurate it would be 0,0

marsh elm
#

i assumed nimbat meant that the foot clipped the game ground, which isnt related to the playspace

#

if its the irl floor then yeah, height setting and playspace floor

raw wadi
#

Check the humanoid window in unity

#

The default idle is a little in the floor. So anyways, lift the hip up in the humanoid to go flat on the floor (move the viewpoint if it's too far).

#

If you lift the idle animation you end up with bend knee. So lift the humanoid hip instead.

topaz elm
#

id preffer to not having to modify the animator because i upload the models as bases, so the more steps that are needed, the most likely people will break stuff when they edit the avatar, so id like to know what is the reference value en vrchat that is used for the floor and fix it directly in the fbx

topaz elm
marsh elm
#

Or the head of the toe bone if you do

#

Unity doesn't know the length of a bone after all, so no way to know where's the tip without a toe bone

topaz elm
#

i was actually thinking that

#

for unity, bones is just another transform

#

i actually lowered the toe bone and it fixed the offset, but the rotation is on a place i dont like

marsh elm
#

If you have the bone but not really use it, you can just throw them wherever to fix the clipping then, i guess

topaz elm
#

or, i can set the toe bone in there, and actually have the actual toes in other bones

#

in case i need them

#

but i think you are right

marsh elm
#

Since the foot... Paw? Looks kinda short for a whole foot/toe assembly 😆

topaz elm
#

i need to fix this in like, 3 avatars

#

but lowering the toe bone did fixed it, thank you!

marsh elm
#

Nice, good luck

topaz elm
#

ty

raw wadi
#

ok. what is the deal with that vulpix model. I got some post in the GGL discord about issue with that package.

something is not right in there

topaz elm
#

i have a discord for avatar support

raw wadi
#

Using pose send them in the sky or underground

topaz elm
#

Ah yes

#

I have no idea why

#

I can send you the unity package so we can see what is causing that

#

But i assume is because i used write defaults, im changing that currently

timber grove
#

Ayo, in the dev blog...

#

Wrist and knee angle adjustments?????????

#

KUNG

#

Thank youuuuuu

oak pendant
timber grove
#

I like it a lot. Been something that will definitely help us all out.

#

Can't wait to use it.

oak pendant
#

People can see the new pose as you play with the slider, so I suspect right when it comes out we'll see a few chicken-dancing 3pt people hehe

#

And yeah, took kind of a long time to get to it (MM had to be first) but it's straight from Canny feedback

oak pendant
#

There'll still be more options coming to that Tracking & IK section, but putting priority on getting stuff in there that enables something you couldn't do before (like toggle on the fly what was a launch option, or these angle settings)

timber grove
#

As a 6 point user, I can confirm I will indeed be chicken dancing for an hour when the patch comes out.

raw wadi
worn bobcat
devout current
#

That's intentional, Kung confirmed that. I'm also not a fan of it though.

worn bobcat
#

it is?

devout current
#

yup

worn bobcat
#

but why?

#

what's the reason for it being intentional

devout current
#

Somewhere in this channel is the answer to that question, I probably wont find it anymore though.

worn bobcat
#

it just feels wrong

devout current
#

Oh wow I found it

digital grove
#

I agree with kung

devout current
#

In my opinion it should be something you can turn on / off

#

As I've also said here:

worn bobcat
devout current
#

yup

digital grove
#

I was always very frustrated I couldn't raise the arms all the way up it was quite annoying

devout current
#

That's why it should be an option :p

#

I know a few people, especially dancers, don't like it.

digital grove
#

I like it with dance

devout current
#

As I said the best thing to do would be to make it a setting

worn bobcat
#

the more customizability the better

devout current
#

Especially for IK stuff

digital grove
#

it looks really stupid when you're dancing

#

and you're supposed to raise your arms

#

and they don't go up

devout current
#

The problem is with a lot of Avatars you can naturally fully stretch them out. Which is why I said it should be optional.

#

I don't get why you are still fighting over this.

digital grove
#

I am not fighting just stating my opinion

maiden rock
#

All these workaround for ill-fitted avatars negatively impact fitted avatars

#

That is, avatars built around irl measurements

#

Ideally where there is any special logic, that overrides player movement to the avatar, perhaps it would benefit from a toggle

#

Anyway, I'm going to try and make a video sometime this week showcasing the issues around the neck IK with lock both mode

prisma meadow
#

frankly what would be good is a tutorial on how to properly fit avatars

knotty acorn
#

even if a tutorial like that existed, most users won't pay attention to them or won't actually be able to make use of them, because a sizeable percentage of vrchat don't make their own avatars 🤷

#

(also - there's plenty of tutorials to help with fitting avatars! Kung's FBT fixes video covers proportions!)

timber grove
#

I used Kung’s FBT video like the Bible for my avatar related work in Blender.

maiden rock
#

We're still guessing how it works and making fine adjustments until it looks good, rather than modeling towards any kind of logic

knotty acorn
#

Right, I forget chest tracking is a thing.

maiden rock
#

had planned a longer video but its getting late, wanted to show the scaling and accuracy

#

probably do that tomorrow

#

in the meantime, an example of how the neckbone collapses into the upperchest, rather than bending at the head bone

marsh elm
#

yeah, the neck really needs to stop pushing the upper chest around

#

not how people work kung 😔

timber grove
#

What do you mean? Kung is an alien so he functions differently than us human counterparts.

marsh elm
#

oh shit

timber grove
#

Also is there a canny post made about that?

marsh elm
#

what if ik2 is 100% accurate to kung's inner workings

timber grove
#

omg

#

good point

marsh elm
#

kung's a capital G gamer

timber grove
#

lmao

prisma meadow
#

seriously though. whats a fix for the neck doing that

marsh elm
#

place your gaming monitor higher up

#

stop slouching

maiden rock
marsh elm
# maiden rock

i wonder if tilting the upper chest slightly forward would help combat bucking?

maiden rock
#

I just think the IK solving is whack

marsh elm
#

well, yes

#

i mean until kung figures spines out

maiden rock
#

thats what not using lock both is for

#

👀

marsh elm
#

something like this

vestal oriole
#

wierd spine <> chest

marsh elm
#

like was recommended for ik1

maiden rock
#

ironically it used to be like that

#

i straightened it in an effort to make it less janky

#

before it followed a more natural spine contour

marsh elm
#

did it buckle back then?

maiden rock
#

yes

marsh elm
#

worse?

maiden rock
#

no worse or better

marsh elm
#

hmm

#

i forgot, does ik2 strech the fuck out of the spine assembly in game?

#

or does it maintain the rest pose curvature?

jade wyvern
maiden rock
#

yeah I have another video showing it going weird whilst not really moving and its not trackers losing tracking

#

but I need to reshoot it

marsh elm
#

neck does whatever the fuck neck wants

#

neck would be prime meat for when bone compression becomes a thing

maiden rock
timber grove
#

Ok I love this angle adjuster.

#

I'm simping so hard. It's so useful. Especially wrist angle adjuster

marsh elm
#

i wish we could change the hand position offset

#

now that we have wrist angle...

maiden rock
#

wrist adjustment was nice, I'm already using it myself

timber grove
#

Oh yeah!

torpid heart
#

hello. im currently having a problem where my chest's rotation is completely locked to my head. any help?

#

this is happening with all avatars

torpid heart
#

i use a quest 2

#

actually i figured it out.

#

ugh i hate that i always solve problems moments after asking for help

marsh elm
#

😏

torpid heart
#

yup

marsh elm
#

ya, lower the calibration range, and space cal's continuous calibration has an option to hide the tracker from the game

#

but that shit never worked for me

torpid heart
#

works very well for me

marsh elm
#

i mean, it calibrates nicely

#

just doesnt hide from the game properly

#

the game keeps this shit on my face 😂

torpid heart
#

yes haha

#

i changed it to spheres

raw wadi
#

You are a templar!

marsh elm
#

\[T]/

oak pendant
oak pendant
oak pendant
# marsh elm neck would be prime meat for when bone compression becomes a thing

The neck goes crazy because there has to be relative breaking points when the bending of the bones become too extreme, in these poses it looks like serious "gamer-neck" but mostly physically plausible, during ik2 dev, having the most extreme bend at other joints along the spine looked more like "unsurvivable" poses

oak pendant
#

With an actual "lock-all" mode, without changing bone lengths, current behavior* is about as good as it can get (namely that stuff will always be able to break if you don't let the ends slide). Of course the solution is to allow changing of bone lengths. IK2 didn't do that because we were keeping it network compatible

jovial shadow
#

is spine compression some that would need to added to the avatar or just the ik and supported by already existing avatars?

oak pendant
jovial shadow
#

and also can't imagine how you would weight paint a belly to be compressed a bit

oak pendant
#

A spine rework of IK2 with bone compression is very high up on my list. It's just stuck behind a stack of other features before I can get to it

jovial shadow
#

looking forward for further ik improvement

oak pendant
#

In the meantime this is probably the most concentrated chunk of info on the current status and what can be done if you want to use "lock-all" https://ask.vrchat.com/t/developer-update-5-august-2022/11836/35

maiden rock
#

so the fix is to find a better pivot point

#

and prevent the spine being compressed

oak pendant
# maiden rock so the fix is to find a better pivot point

I wouldn't call it "the fix" because there's also a small amount of real compression and extension between the vertebrae (not to mention so many more bones than the avatar has) in a real human, so even if you get the viewball pivot perfect there will still be some amount of real biological spine length change that's possible that the avatar can't follow along with

#

But adjusting the viewball z position could potentially improve stuff a bit if that part hasn't been dialed in yet

maiden rock
#

going to try some more Z placement

#

thanks

oak pendant
# maiden rock going to try some more Z placement

Good luck! I predict that if you find a z depth that alleviates the spine crunch enough to also counteract natural human spine compression and motion of the many vertebrae, that it would be too far forward to the point that it's less immersive because your avatar's head feels offset behind you a bit. So that's what it's not a fix/cure-all but worth a try for sure.

#

I'd be interested to hear about your results. They might be able to help others in the interim too.

#

I currently have two large-ish things on my work stack that are above a spine rework. I don't have a specific date for when I can get to it but hopefully that gives a sense for when

#

And then once I can get to it I expect it to take about as long as the polish pass on the arms did (for hand-near-shoulder issues etc)

#

By the way, you might notice that with shoulder tracking, hand-near-shoulder isn't optimal. There's an issue with a correction* that should only be applied with non-tracked shoulders happening there

maiden rock
#

I'll try it shortly, was waiting for NY to wake up so I could slack off work

oak pendant
#

Thanks! No pressure also. It probably won't be so long after that that I can get to the spine rework.

#

My two other tasks are things that I'd like to get done before the end of the year, but then we go on winter vacation, and then time after coming back is usually pretty busy, but after that is what I'm thinking for where it'd likely fit

digital grove
#

So how to avoid the hunchback neck

#

Or just wait for the update

oak pendant
#

But that's sounding too dangerously close* to a scheduled date, and I don't know what other high priority things might come up between then and now, so can't really say it like a set date

twilit prism
#

ATM its to slightly look down while calibrating in lock all

oak pendant
#

but trying to communicate as much as I can about when it would likely be

narrow yew
oak pendant
maiden rock
#

appreciate it's impossible to give dates, nice to get an idea of your current priorities though, and what we can do as creators to ready ourselves