#ik-2

1 messages · Page 3 of 1

oak pendant
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That's a doable thing, just on a list of lots of things, if someone else doesn't get to it I likely would

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^

digital grove
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Solved by having full body tracking also

oak pendant
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Yeah, tbh in spirit of open communication, I didn't think it'd take quite this long for me to get a slot open to work on it

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But on the other hand I'm happy that the other things I'm working on are slotted in. Those aren't announced yet. But if they're done before end of year you should be hearing about them soon 😉

oak pendant
maiden rock
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🗒️

oak pendant
# digital grove Solved by having full body tracking also

It's an issue related to the player's root being rotated with the head as would normally happen when you joystick turn (but you're doing a head-turn) even when you're not moving, and then any slight mismatch between the absolute position of the feet (amplified when they're further from center of rotation / head) resulting from the tweened full body pose, and the tweened player root causes a slight jiggle there

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Having the player root just not turn would fix it, which is a doable thing in FBT (not so much in 3pt)

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The issue there is just properly handling tweening when you do finally move and the player root needs to rotate once again

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So it's just something that needs working through, but not actively on someone's plate at the moment

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It bugs me too though and I'd like to do it if nobody else fixes, when I have time

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Actually I should probably mark that Canny as "interested"

narrow yew
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why is it that it doesn't seem to be the same for everyone though? i have couple of friends who jerk around a lot but then some others don't at all

oak pendant
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If someone sets immobile via the animation state behavior, or if they open their main menu they'll also lock the player root in place

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so you can prevent it by doing those things

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otherwise, tweening could be affected by the network situation

narrow yew
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oh, i have been doing that by pure chance then if you mean disabling the locomotion controller so you don't with joysticks? i at least almost always toggle that on when laying down so i don't move if i accidentally bump my joysticks

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this thing, right?

oak pendant
# narrow yew this thing, right?

yep, so if you have that toggled to "disable" when you lay down other people are likely seeing your legs and feet look stable even as you turn your head

narrow yew
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great, thanks for the info. that works as a workaround at least until you guys have time to implement a proper fix

oak pendant
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But it's very inconvenient as a workaround, so that should happen automatically if you're in FBT and not actively doing a joystick move, just also need to crack open the network tweening stuff too which makes it more than a 5-min fix

maiden rock
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Video made but bloody hell I forgot to apply the RNNoise filter to the microphone, you'll get the raw mic

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so far better results, the head tilts more now

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I'll link it once the HD processing finishes

digital grove
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Is it a video of you rapping

maiden rock
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the classic rickroll

oak pendant
# maiden rock https://www.youtube.com/watch?v=1oceLqdIclg

Cool, yeah looks like it helped. So now you're running in to the issue of if it's just at the threshold of needing to crunch the spine or not a small amount of length contraction can make a relatively big angle change, so the neck sometimes flops just a bit

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Looks like you're using legacy mode so you can't do the look-down trick, but you should be able to get a similar result by space-dragging yourself up slightly when you calibrate

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That'll also offset the relative position of your arms etc vs the trackers so you might have to assume a slightly different pose there IRL with your arms to align them again

maiden rock
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👍

oak pendant
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To see the effect you could try to space drag yourself so your IRL eyes are 3~4 cm higher than your avatar's eyes when you calibrate

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in essence, looking down (non legacy) sinks the avatar relative to you when you calibrate, so in legacy mode you can raise yourself relative to the avatar for the same effect

maiden rock
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yeah that makes sense

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aka the more trackers I have the less anime girl I can be? :D

oak pendant
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You can actually still be pretty non proportional and the IK should handle things like the arms and shoulders

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it's just if you want them to line up with your body the same way they did before you were offsetting during calibration

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you might have to lower your arms IRL a bit, including at the shoulders, so try to lower it as one thing, slumping the shoulders a bit and lowering your hands too

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(while still in tpose)

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(and for lurkers, this is brainstorming workarounds, this isn't like some new recommended official way) vrcKungLurk

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I'm gonna have to go to sleep here pretty soon, but thanks for taking the time to capture the video with all the details testing from different angles etc

maiden rock
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np anything I can to assist and provide more samples for this use case

oak pendant
digital grove
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legacy mode vrpill

maiden rock
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yeah just never been a fan of my head tilt affecting my avatar's playspace position

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especially as I use lock to hips

fiery plinth
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I was excited to use the knee angle in lastnights patch to finally be able to sit on my knees again, but the ik seems to work perfectly at the default setting now so yay improvements

timber grove
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What does the arms vs height ratio do in the IK settings?

devout current
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Basically when you have your FBT Calibration Mode set to arm wingspan, the arm to height ratio will define at what multiplier your height is converted to the arm wingspan. (which is then used to define how the Avatar is scaled to your IRL body)

devout current
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That's also why the slider does nothing if you have your FBT Calibration set to height based. There it just takes the height you have given to it and tries to match the Avatar to it.

clever hawk
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Does anyone know if there is a way to disable a tracker in vrchat but keep it in steamvr
Im using a tracker on quest 2 to sync the playspaces, but vrchat keeps recognizing my headset track as a chest tracker

rustic berry
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there is an option within it to hide it from being used by other apps

clever hawk
clever hawk
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Hell yeah. Ive been using the continuous version for a couple weeks and its been great. Do you use it as well

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I didnt think to look in spacecalibrator. Thank you

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Saves me the headache of having a tracker in my face everytime I open a menu

rustic berry
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I did use it briefly and it worked quite well

timber grove
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This would make a GREAT improvement on top of the already awesome angle adjusters.

arctic shell
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For anyone who wants better looking full body tracking

narrow yew
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unlucky, my left thumb stick touch detection is broken

rustic berry
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same lmao

raw wadi
marsh elm
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Deadzone that bitch and touch the stick i guess

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But i don't understand the issue here, is the author implying that people see FBT users like the top gif then they look around?

raw wadi
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it does that yea

narrow yew
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oh i should have read the full docs

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looks nice

arctic shell
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@rustic berry @narrow yew @raw wadi works with movement too, says that on the post

arctic shell
# marsh elm

oh thanks i didnt scroll down this chat enough lol ty

arctic shell
oak pendant
# arctic shell https://github.com/SouljaVR/AutoImmobilizeOSC

Thanks for setting this up! Another drawback you might want to list in your git readme is that if you turn 180 in playspace and then locomote, remote users will see a quick springing of the player root catching up to the new orientation while tweening. In local view it won't be visible that this happens. That's the main reason we haven't yet taken the time to do this natively. (Not that it can't be done, just that it's a few extra steps so more than a super quick fix)

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But this is great because users are much more likely to accept that something like that happens when using a workaround like the one you've prepared here, than if a native implementation had that issue. So thanks for your efforts setting this up 🙏

arctic shell
arctic shell
bronze nest
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Yo I need a admin pls there is a user named chibi_frogs something and they being mean and crashing severs pls help man

digital grove
rustic berry
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do we have an updated version of this?

devout current
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It's still the same for the most part, you could add an upper chest bone though if you want.

arctic shell
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is there any advantage/disadvantages to upper chest in vrc?

rustic berry
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yes, it allows for better spine bending and more chest mobility if you have a chest tracker

tall dagger
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Hello, im making an avatar for vrchat and i keep having issues with my avatars chest bulging upwards in fbt, if i im sitting on a couch and laying in an angle that is about 45 degrees

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How should i lay out my head/neck/chest/spine bones to minimize odd behaviour?

digital grove
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Wait what's special about 45 degrees

devout current
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Also, are you in lock hip, head or both / all?

tall dagger
tall dagger
rustic berry
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also, make sure your User real height either matches your real height or is very close to it

tall dagger
rustic berry
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it should be almost perfectly straight

raw wadi
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maybe not

midnight mist
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Is there any way to play with fbt when i have only 1 controller (and 3 trackers of course)?

raw wadi
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no

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or maybe if you emulate a controller

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you can calibrate with space bar I think

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i made a canner some time ago

silk crow
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im sorry but how does the arms vs hight ratio slider work?

devout current
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Oh hey that's me!

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XD

small void
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in fbt when i look down my avatars knees starts to bend in is there a fix for that?

devout current
small void
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was wondering if theres a fix without having to use lock hip

digital grove
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Probably an avatar that has your exact proportions I guess

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Other than that, lock hip, or just bend the knee emoji

mighty crescent
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rreeee

winged crescent
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i used to be able to use just 2 trackers for lower body tracking (just the legs) but now one automatically sets itself to hips

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both active trackers are set to their respective position

raw wadi
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Change the range in ik setting maybe

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I couldn't have only the elbow since one was binding with the hip as well

past token
# midnight mist Is there any way to play with fbt when i have only 1 controller (and 3 trackers ...

You can set a tracker to act as a controller. But it requires some setup (flashing the tracker with controller firmware etc). The beat saber community is the leading experts on it afaik because they make tracker sabers (saw like a whole tutorial on how to do it). Then you could use your phone with OwOTracker to temporarily replace one of your trackers. (It’s also possible that you could use OwO track as a controller? But I would ask in the OwOTracker or slime discord about that)

zenith glacier
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Is there a way i could have the standing in desktop mode have less hip rotation when hip&feet are set to animation? Sort of trying to give my avatar a couple of desktop poses which are not "auto footstep" friendly, but rotating or better said stopping out of a strafe movement sort of has a biiiit to much rotation freedom

raw wadi
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No

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You can delay the hip animation but it will create a little snap.

zenith glacier
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guess i will live with a slight snap then xD

silent mural
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alright, I'm going to need to ask since this is becoming an issue again:

Before, when IK 2.0 was being introduced,. FBT allowed me to calibrate just two trackers, one for each elbow, without having to wear my Hip Tracker, now it keeps trying to put one to the hip, even if my arms are WAY over my head/hip area. This is very frustrating. Anyone know how to deal with this? I just want to use my leg trackers for my arms right now, I do NOT need to be in 6 point right now and I know it was supposed to allow us to do this.

marsh elm
silent mural
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I did, it does not help, one keeps going straight to the hips.

marsh elm
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then you havent lowered enough

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unless you're fucking up the calibration, the elbow trackers should be way out of range of the waist if you T pose

silent mural
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so if I lower them low enough, they don't get detected by the elbow area at all

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I have them on my elbow, and if I raise them up, one just gets auto locked to the hips, I don't know what to tell you

timber grove
silent mural
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That would be around my waist? I managed to get it though

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it was a hard to define sweet spot, but I got it

oak pendant
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There's a built in added hip range to account for trackers being far from a center-point when they're somewhere on a belt around the waist, which means the hip zone can't get as small as the other zones

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We should probably scale it so that the hip reacts to the slider a bit differently so you can get the hip zone to shrink more

narrow yew
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i can't remember if i have the default calibration range atm but the range is crazy. i noticed when i forgot to turn on my hip tracker that if i look down just a little bit my feet tracker will try to bind to my hip

digital grove
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So change it

narrow yew
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what's the default then? mine is at 0.40m

digital grove
narrow yew
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oh, i guess the button would have resetted the value but i already closed vr 🤔

prisma meadow
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When neck fix

devout current
narrow yew
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that's what i said myself =) i think it's 0.40m anyway

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the default

minor rampart
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@oak pendant if you don't mind me asking you about the mocopi system---is it possible to utilize the wrist and head trackers elsewhere? All three of those are redundant for Quest and PCVR users---would it be possible to use them, for say, the feet, or knees?

I believe, for IMU solutions, you need 6 trackers to roughly act as the equivalent to 3 vive trackers (correct me if I'm wrong!) if you're going the standard 6-point solution.

devout current
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Yeah that's what I was wondering as well, it would be nice if the wrist / hand trackers could be used for shoulders for example.

digital grove
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Sony would have to implement it innit

digital grove
oak pendant
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But yeah as to the main point of your question, as testdostres mentioned, that would have to be a request to Sony to implement different configurations. It's still helpful to hear about it here though. It's good to have some "our users have asked for this" for the next time I talk with them.

minor rampart
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yeah---it'd definitely be nice to have a configuration sold that's effectively equivalent to 3 vive trackers/6-point---and another configuration for the equivalent of 8 vive trackers/11-point.

Realize that you're not Sony---reason I asked is it seemed you guys had some contact with them.

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IMU solutions are great for battery life and occlusionless, but the main issue I have with them at the moment is it just doesn't look very natural yet compared to vive's---mostly because you need a lot of IMU's, I believe to get that much positional data.

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still exciting to see stuff like this come up---they're so small

oak pendant
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On the topic of more and more high fidelity tracking points, one issue that might arise is limitation on simultaneous Bluetooth connections to a single smartphone

minor rampart
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of course! I do hope they offer a more complete experience, to be sure; I'm definitely excited for there to be competition in the FBT space.

While the product isn't even out yet, some hallmarks of IMU tracking are immediately obvious; the feet are completely fixed; the legs behave like movable cylinders as opposed to a ball and socket joint that vive/tundra's behaves like....I do think you can get this behavior with IMUs, but you have to have one on the ankle and the foot.

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yeah, that makes a lot of sense.

oak pendant
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iPhones and Xperia phones support a pretty high number. But many modern Android phones only support 7 simultaneous connections. That's enough for the 6 trackers in the mocopi set, so as far as I know most modern phones should be ok. But (I think) they only list Xperia and iPhone due to being confident in their Bluetooth compatibility.

minor rampart
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Question for ya---if HMD position was exported to an app like this, would that negate the need for a head tracker? If so, do you guys plan on doing that in the future for future solutions to be crafted that don't need the head tracker?

Sorry for the 50,000 questions. Just--you're very approachable and this directly relates to your expertise---I tend to be an information sponge at times x3

maiden rock
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I'd buy an iPhone but I'm waiting for the usb c support

minor rampart
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@maiden rock rumor is the highest end iPhone for next year will have USB-C

maiden rock
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🙏

oak pendant
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So if you want a sense of the behavior you can look at the promo videos.

minor rampart
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didn't think it was--it just looks like what IMU's usually do; no foot movement or rotation

digital grove
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There is no foot tracking, correct

oak pendant
minor rampart
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bummer! Still, your work is a huge leap forward.

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Especially for Quest users

oak pendant
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And thanks! I'm excited to see more and more people get the chance to try FBT!

digital grove
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Next year kung will be personally sponsoring vive trackers for every vrchat user

devout current
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I don't think VRChat pays him enough to do that xD

timber grove
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Let’s go more trackers!

narrow yew
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so is the sony tracking going to look like this 3 slimevr example https://youtu.be/6F1bK-udyrw?t=5 ?

A quick (35 seconds!) guide to how many SlimeVR trackers are needed when going for full body tracking.

My personal recommendation is at least 6 trackers - you really want the leaning, sitting and laying down to be perfect!

Thanks for watching and sub if you're liking the SlimeVR content!

Join the SlimeVR Discord to find out more about this in...

▶ Play video
robust tangle
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@oak pendant Thinking about mocopi + quest controllerless finger tracking. If it could help maintain the hands position when out of view of the finger tracking cone? Instead of dropping to the sides

oak pendant
oak pendant
minor rampart
oak pendant
# minor rampart <@153868400282566656> so, if wrist position isn’t accepted….what do the two wris...

For mocopi it would be for general pose completeness in their AI model I think. Even though for the most part the upper body will be controlled by the VR hardware. mocopi is a multi purpose solution that includes full body capture without having a headset and hands, like just running around outdoors. But the best way to integrate that into VRC was to let the vr system controllers handle the arms.

minor rampart
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Hm.

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That’s a bit unfortunate.

marsh elm
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Would be nice if they let vrchat users repurpose wrist trackers for knees

oak pendant
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mocopi is outputting virtual hip and feet trackers over OSC Trackers so it's equivalent to using 6pt tracking

marsh elm
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Its IMU based, i cant figure out how the hell they handle knee bending

oak pendant
marsh elm
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Without 2x leg trackers

minor rampart
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I’ll wait until I see more demo’s, but for the footage they published, it didn’t seem like there was foot rotation, sadly.

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I’ve seen what slime VR does with a virtual hip and it’s generally pretty good. Bit wiggly, but decent.

oak pendant
# marsh elm Its IMU based, i cant figure out how the hell they handle knee bending

IMUs capture acceleration too, so it will know when the foot is picked up, even without having a direct sensor on thigh rotation. But it requires a good AI model to also integrate all the data coming in in a way that corresponds accurately with the pose because simply integrating position from acceleration algorithmically will lead to exponential drift.

devout current
minor rampart
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Yeah. I know. It’s just that I figured if they’re making virtual feet trackers…I would have expected to see some rotation.

devout current
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It assumes where the foot would be

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But yeah, it would be nice if the hand / wrist trackers could also be used for the elbow or the knees.

oak pendant
minor rampart
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Yeah. Kinda figured.

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Would be nice if you could repurpose the wrist for knees, elbows, or feet, but…I’m guessing each of those would really mess with their model

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Especially feet

devout current
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I have to say for people who would want to use them for only FBT in VRChat they are a bit expensive. But considering the whole package it's okay I would say.

minor rampart
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I mean.

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If you’re starting with a quest

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You’re going to pay around d $700

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Just to get 2 lighthouses and 3 trackers.

oak pendant
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Yeah I totally can't speak for them or their plans, but they seemed receptive at least to the suggestion of repurposing for thighs.

minor rampart
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So the price doesn’t seem too bad TBH.

oak pendant
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The pose solving is all software so there's always the possibility of updates for different modes etc maybe

devout current
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I wonder how much it will drain the battery of the phone vrcCatThink

minor rampart
oak pendant
minor rampart
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Alright—-an obvious question.

devout current
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That's good to know

minor rampart
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Are these going to be released in the US

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Or EU?

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And if they aren’t, would VRC consider a partnership to get them to more countries—-acting as a middleman, as it were.

devout current
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IIRC for now they will only launch them in Japan

oak pendant
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Again standard disclaimers, I don't speak for them etc etc, but I'm pretty sure they want to release outside of Japan later on, but the Japan release would come first.

minor rampart
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Right.

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Was going to say. Not releasing outside Japan would be mind boggling.

devout current
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Well, releasing in multiple countries is a lot of work

minor rampart
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NA seems to encompass the vast majority of VR users, with the western EU as a second place.

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Sure

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But it’s Sony

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x3

oak pendant
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I think it's really a multipurpose device, so it's not just for VR but also virtual content creators, like if you were a Vtuber you can now go on location and film something and take like a background plate for the video and then in post you can plop* avatars in

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But all you need to go out and shoot an on-location Vtuber AR type video would just be the mocopi system and I guess whatever you wanna use to film the background plate

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And who knows what other uses will emerge too, but easy mobile FBT is also a good one, just one of many

devout current
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It's always good to have more competition ^^

digital grove
oak pendant
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Lack of thigh sensors is a challenge, that can be partially overcome by determining position from acceleration, which isn't a simple thing and would cause drift usually

digital grove
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I tried doing that in university, the result was.... Not very good lmao. Although there was no gyroscope, but I could see how with better hardware and other information it could be improved

marsh elm
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😂

oak pendant
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Yeah, I think people's impression when they try it, who actually understand the limitations based on the sensor data available to it would be slightly impressed, while still being able to detect those limitations if they go out of their way trying to trick the AI.

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On the other hand people who see 11pt tracking with vive/tundra and then think this is a drop in replacement for that, who don't quite understand the limitations of the sensors it has to work with might feel it wasn't what they expected

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But yeah it's very impressive for what it does with the sensor data it has. Would be pretty cool though if they had another operation mode where wrists could become thighs for when you have VR controllers

marsh elm
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Drop the head to the chest and the wrist trackers to the knees

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Bam

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Decent lower body kit

fiery plinth
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if anything id want them for feet and shrug detectors

marsh elm
oak pendant
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Head sensor is used for continuous yaw alignment of the OSC Trackers reference frame with VRCs spatial reference frame

fiery plinth
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as a more auxiliary part to a normal 6pt setup

marsh elm
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How do they align the tracker in a positional way?

oak pendant
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But it can be done without, SlimeVR does very well without it. They make the assumption that the user is facing straight forward during IMU calibration and we implemented a feature due to their feedback that lets you assign the yaw offset at that moment

marsh elm
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I see

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Slimes just assume the user is taking one stance during calibration

oak pendant
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So they don't do continuous yaw alignment but only once when they IMUs are recalibrated

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But it's mostly good enough because if they IMUs are drifting, then the accuracy of the head look direction from the head sensor would be compromised anyway probably

marsh elm
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Yeah

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I was thinking how useful a head tracker would be once things drift

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And well, if they manage to change functionality to focus more in VR they could start using the hmd as head/wrist trackers, for their IK internal model

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But it aint anything we can do about it i guess

oak pendant
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This part of our specification was implemented in response from request from SlimeVR:

marsh elm
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And would require vrchat to submit tracking data back to the OSC app

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Im sure the smart sony engineers can figure it out 😄

oak pendant
oak pendant
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Or at least don't currently plan to

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Buuut /avatar/parameters/Upright exists 😉

marsh elm
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From the way you guys have worded how you've worked together and suggested some existing VR features for them

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It makes me feel like they straight up didn't really consider VR at all lol

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Like "oops, thats true, i guess our product also kinda works for those guys"

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"Someone make it work" 😆

oak pendant
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So it's intended for use outside of VR as well

marsh elm
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I meant that it just never occurred to them until vrchat poked them about it lol

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But yeah, i suppose something like that was always planned

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Nice to hear they're open to suggestions though

oak pendant
marsh elm
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Oh nice

oak pendant
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Some of their team members that I met are actually recreational VRC users as well

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But yeah, it's multipurpose, for Vtubers / content creators too

marsh elm
digital grove
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that's insane

marsh elm
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Besides pissing the user off when they lay down

robust tangle
digital grove
maiden rock
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The small of the back has always been one of the worst places for a tracker

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Mostly because you can't get a stable placement with any kind of strap

devout current
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Yup

marsh elm
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I put my tracker on my back when i want zero wobble 😂

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But i have a thick strap

whole glacier
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The back is the best place to put a tracker for accuracy lol

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That's literally were professional mocap solutions put it

digital grove
# whole glacier That's literally were professional mocap solutions put it

Optitrack has both front and back https://youtu.be/aK1cpr6ShPE

This video is designed to help first time users set up an OptiTrack motion capture system—from unboxing your cameras to capturing precision data in Motive.

If you have requests or suggestions for future content, let us know in the comments!

Section Guide
0:00 - Intro & Hardware
00:44 - Setup Capture Area
00:55 - Plug in Cables
01:10 - Licensin...

▶ Play video
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But it's 2 on each side

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So that the cameras never miss them

whole glacier
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Like you said
"So that the cameras never miss them"

digital grove
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That is correct

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Obviously you don't want the cameras to miss them

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That's a professional mocap solution is my point

acoustic python
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Shouldn't be much effort to put in, and it'd be really appreciated :D

winter iron
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Hey I have been having a problem where my vrchat hands laging behind my steam vr controllers by a large amount, this doesn't just seem like a vrchat thing but just wondering if anyone knows what is causing it? (Also sorry if this is the wrong channel, I don't know which one It should be under)

digital grove
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if your fps are super slow then that might be the cause

winter iron
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im running 60 fps average in vrc

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so I don't think that is the issue

digital grove
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Are you using ovr smoothing plugin or whatever it's name is

harsh lagoon
winter iron
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I’m not using any plugins and I use index controllers

harsh lagoon
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oh heck hmmm

winter iron
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I’m starting to think it maybe is a firmware issue

harsh lagoon
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does it happen in steam vr home too?

winter iron
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Haven’t tried the home but every vr game has the issue just vrchat is the worst for it

harsh lagoon
winter iron
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Yeah I have tried all the basic stuff I can do but it still is happened

winter iron
harsh lagoon
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oh well for them it was reinstalling oculus drivers

#

so i'm not sure if it'll work

winter iron
#

Well that does line up with what I think the issue is so I’ll see if I can do an equivalent with valve hardware

gilded rivet
#

For the purposes of making an avatar with correct proportions, what is the game using to determine height exactly? ground to head bone / ground to view point / something else?
Then in addition to that, what is being measured to determine the "wingspan"? wrist root/tip of fingers and from what point?

hot vessel
#

What is needed to have Quest Pro eye and facial tracking work? Any special avatars? OSC? Does it work with AirLink?

hot vessel
#

Do you have any links on how to set it up?

rustic berry
#

1: avatars need to have the required blendshapes aswell as the logic in their FX controller to drive said blendshapes.
2: you need the VRCFT application (for quest pro I think it's a specific build) running to get the FT/ET data and send the values to VRChat via OSC.
3: you have to use either a custom build of ALXR, or you can use Airlink and enable the options in the developer menu to forward the ET/FT data to the PC

#

the wiki should have basically all the info for avatars and the setup

#

for Quest pro specifics, go to their discord

#

before trying to set up your own avatar, make sure everything else works using a public avatar from the Jerry's mod world

hot vessel
#

Yikes, it isn't very straightforward then

rustic berry
#

no, there is no official support for face tracking. it all has to be done through community made software and packages and sent to VRC using OSC

hot vessel
#

Makes sense

rustic berry
#

if your avatar doesn't already have the required blendshapes, you'll either need to make them or pay someone to do it

#

if your avatar is a common base, there is a channel in the VRCFT discord for avatar bases that have had FT blendshapes made for them

#

@hot vessel the VRCFT discord link is at the top of the github readme page btw

olive tulip
devout current
#

I feel like your knee trackers are in a weird spot btw xD

rustic berry
#

yeaa that's a little odd

#

the knee trackers should be on the upper leg, preferably closer to the knee

olive tulip
#

They're raised higher so they don't interfere with me dancing on the pole

rustic berry
#

ensure it's not "held in hand" or anything

#

and also, if you've ever used OVR Space calibrator, specifically the Continuous calibration version, it has a button to hide the tracker from other apps

olive tulip
olive tulip
#

LOL

#

Just installing this program solved my problem xD
Most likely because of activateMultipleDrivers: true

THX!

rustic berry
#

lmao interesting

#

not the expected results but if it works it works ¯_(ツ)_/¯

narrow yew
#

im pretty sure that that is exactly what happens when you have more than 16 devices in steamvr. your tracker will track in steamvr environment but will be stuck on the floor in vrchat. but clearly there are only 16 things in your steamvr panel so i dunno

lethal bridge
#

(But also, why do you have 5 base stations)

marsh elm
#

(yes, why)
(also i thought the limit was 16 devices?)

lethal bridge
rustic berry
#

any given SteamVR tracked device can only use up to 4 base stations at a time. I get that there's time where one will be occluded and there would still be 4 in view, but even if you "only" had 4, there would still be 3 in view. have you tried only using 4?

lethal bridge
olive tulip
#

Yes, but the tracking was sometimes lost
Buying the 5th station solved the problem completely

Remember that pole is a reflective surface

mild nimbus
#

because the handoff system for setups with more than 4 Base Stations is built around multi-room type setups

#

I've run both 5 and 6 Base Stations setup and in my specific base it was a disaster with my entire playspace being flipped on a 90 degree angle

#

but again this is my personal experience and is heavily dependent on your room's configuration and other factors such as a pole

rustic berry
olive tulip
#

At the top in 4 opposite corners
The fifth now stands at the bottom

lethal bridge
#

That would explain it lol

rustic berry
#

yea, so 2 near the ceiling and 2 near the floor should be perfect then

#

and then you wouldn't have the max device limit issue

#

put 5th one in kitchen so you can walk to the fridge kekw

olive tulip
marsh elm
devout current
#

There would still be an offset

rustic berry
#

there's ways

timber grove
#

How do you get the ice in your pfp?

rustic berry
#

you can use a vive tracker on the pole and use OSC to sync its position, but that will be quite jittery. you could in theory create a system that uses it to figure out the position of it initially, and then locks in place and uses a world constraint.

#

you could also use the Synced world constraint prefab to make sure it's synced to late joiners

#

alternatively, you could skip the tracker part and just align it manually at first, then locking it to the world and use the synced world constraint

rustic berry
timber grove
rustic berry
#

kek

#

ideally you'd probably just grab the pole and align the one in VRC using your hand

#

position constrain the X and Z position of the pole to an empty target on the hand

#

the vertical offset could be determined by the floor

#

the method I described would work fine unless you accidentally hit your joystick and move

#

so then perhaps a tracker would be best in that case

devout current
timber grove
#

I assumed it was with nitro.

devout current
#

It is

timber grove
#

I would get VRC+ before nitro.

devout current
#

That's the right thing to do!

#

Maybe they can afford to hire me for QA then xD

timber grove
#

hehe

#

Send in a job application!

#

You would do amazing.

devout current
#

I will once they are looking for QA people again

timber grove
#

Wonder if you would still play VRChat if you get hired.

timber grove
#

I wanna save cash.

little quest
#

Does anyone know how to fix the neck bend when you are in fullbody and you are tracking your head and hip?

raw wadi
#

not happening. but you can look down a little when calibrating

coral cairn
#

wouldn't that have the same effect as raising the viewpoint?

raw wadi
#

Try it and come back here to give us a report.

#

Post a canny as well.

#

But those hack might break in the future.

drowsy locust
#

how do i download this?

#

theres no betas on steam for me

digital grove
drowsy locust
#

oh

digital grove
#

It's part of the game normally

drowsy locust
#

how do i use just 2 trackers then for fbt

#

cause i heard it had it

digital grove
#

Just use them

#

Should work

drowsy locust
#

it didnt work for me

digital grove
#

Gonna be a bit weird because it's only two tho

drowsy locust
#

for me it still needs a hip tracker

digital grove
#

What makes you say that

drowsy locust
#

because i tried it and it didnt work with just 2 and when i put a fake hip tracker then it worked but the fake hip tracker sucks so i cant use it

rustic berry
#

if your foot tracker is auto binding to the hip, try reducing the calibration range in the settings

drowsy locust
#

i turned my vive wands into vive trackers for feet tracking and it works really well but is there any way at all to turn a valve index controller into a vive tracker for a hip tracker i tried to but the config file is different from the vive wands and i tried to do it but it didnt work and i cant find any videos at all of anyone trying to do it

rustic berry
#

do you have more than 2 index controllers? and how would you pair it?

pliant quarry
#

what should a newcomer to fullbody must know aka me

woven fable
#

I have a hip tracker, chest tracker and two feet trackers, but VRC's IK seems to be locking the forward/backward pitch of my chest bone. How do I turn that off?

#

It looks really weird trying to sit or lay down and attempting to pitch my chest tracker forward or backward during calibration doesn't fix it. It's like the game is completely ignoring one axis of rotation.

#

It happens on all avatars and changing the head/hip/all lock doesn't fix it either.

red mica
#

Hellooooo, if anyone can help me fix my problem that would be great. I'm having this problem with the htc vive 2 trackers and how they are repositioning themselves when i turn around to face my 2nd base station. In the professional drawing i did, the left stick figure shows where the trackers are positioned facing my default direction and the right shows me facing my 2nd base station. You can see a change in were the trackers are position, anyway to fix this?

digital grove
#

Maybe you need to recalibrate your playspace

marsh elm
#

i'll guess you have a quest 2

#

and didnt calibrate properly

red mica
#

Please elaborate

#

I setup my playspace and calibrate before playing.

red mica
kindred vault
naive karma
# red mica Hellooooo, if anyone can help me fix my problem that would be great. I'm having ...

This isn't always a third party playspace calibration issue, this is actually a problem with lighthouse tracking in general, especially with the original vive base stations, though even with index/vive pro base stations it can happen, and yes it does affect controllers annoyingly enough, if I'm not mistaken it's caused by the base stations being slightly incorrect with their positioning relative to eachother, which they re-calibrate their positions relative to eachother every time steamVR is started, so one potential cause is the base stations moving slightly during play (but not enough for them to shut off from it), another could be interference causing the base stations to see eachother in slightly different positions from where they actually are.

This is if the desync between trackers is relative to which base station you're facing and it sometimes snaps when turning towards a specific base station, if this doesn't sound like your issue it could very well be playspace calibration being playspace calibration, or who knows maybe it's both and the playspace calibration is making it worse.

flat sparrow
#

ok please for the love of god. i'm literally touching my toes here and everything was fine before the new menu dropped. since then everything is fucked and everytime i bend over and touch my toes it looks like im white girl twerking. before the update everything was fine. idk anymore how to fix it, this occurs with every avatar i have that all of them got different rigging etc. even with the official vrc ones it does that. pls someone help i have no motivation to play vrc like thatvrcCrying

#

this is in fullbody btw

#

index with vive trackers

harsh lagoon
#

this looks like your measurement method is set to your armspan right now since you're not able to reach legs, given that avatar has a bit of a long leg

flat sparrow
harsh lagoon
#

hmmm heck i'm not too sure then, i don't personally have fbt so usually that fixes things for me

next walrus
flat sparrow
#

with all locked my avatar goes full spasm mode

timber grove
#

Also check your SteamVR or OVR Advanced Settings, something might be causing unwanted behavior like this. Also you can adjust the arms vs height ratio for your avatars in the big menu under "tracking and IK" in the settings cog wheel.

flat sparrow
flat sparrow
timber grove
#

I would also check your headset room setup again.

flat sparrow
#

but tried with all of the options

flat sparrow
#

like it doesnt matter what im putting in the settings and it doesnt help

jovial bay
#

Its caused by different proportions to your IRL limbs, you can try using lock hip mode, but keep in mind it will move your head above your view point to compensate. Using lock both will only work properly if you got very consistent proportions.

#

I highly recommend getting measurements done if your to get a custom avatar, or want to adjust one you already bought. Getting it exact is tough though, and even with 11 point tracking, and my own scratch avatar, getting the exact proportions is a quite finnicky.

#

Proportionally there is an addon for Blender, you can do it yourself. Just keep in mind, on import to your Unity, you will need to copy many things over, which some tools will help with that too. I am unsure if there is any tutorials on making edits. https://github.com/triazo/immersive_scaler < This is the tool if you want to try it yourself. Make a backup of your project and export the FBX out, and you will be fine to play around as much as you like.

GitHub

VRChat correct proportions, made easy in blender. Contribute to triazo/immersive_scaler development by creating an account on GitHub.

#

No problem.

#

Generally I have noticed that is not as much of an issue, I like to wear mine lower too to avoid to much rotation when laying down.

Mostly its just your height settings, and how your calibrating, in the meantime, try not to fully stand straight and do a more neutral pose, as long as your height is correct, your legs shouldn't lock when standing normally, but they will still bend a lot.

raw wadi
#

But you want hip rotation or the neck will do it

jovial bay
jovial bay
#

Sadly that's a by product of lock hip mode, I am unsure why it happens, someone else may know.

Lock both requires good proportions otherwise it will crunch in all the wrong areas. I personally use lock head because I got my avatar to mostly good measurements, I can use lock both as well, but not while sitting down.

#

I believe it's completely local.

zenith glacier
#

If i remember correctly its visible remote as well, just not that much.

If memory servers right, it has something to do with where your "origin" is when you begin moving using controllers. In hip lock your tracking rightfully sees its origin in your hip, while controller based movements have said "origin" more towards your head. You basically see that snapping a lot more if you have a bigger disalignment with your head in hip lock.

#

I suffer for example a bit more with that, since i usually use avatars with different heel heights, so I am running a sort of "compatibility " solution with my setup (meaning real height is set to slightly smaller, dont want to recalibrate and readjust values for each avi), increasing that effect. No issues as soon as i switch over to head lock

red mica
#

So I've setup mix reality with Quest 2, I have Quest 2 headset connected to pc wirelessly through virtual desktop, i got 2 2.0 basestations and 3 2.0 trackers, and 2 index controllers, and 2 USB VIVE dongles. I setup everything correctly from my knowledge, everything is working perfectly but 1 thing, every now and then either my left or right index controller would suddenly freeze in a position, when its frozen in game i tabbed into my steamvr home and see if it's tracking there, and it is, it only freezes in vrchat, i think try and use the buttons on that controller however it doesnt work either. I've never had a problem where both index controllers freeze at once, it only happens to my right one, in order for it to home back i either wait a really long time or restart steamvr completely.

green walrus
#

Kung, would it be possible to have value adjust for the chest,neck and spine limit/ bending priority value? Even the pure amature itself is almost. 1:1 still wont get a good result on the neck bend or leg bend problem

green walrus
#

Also one point is that even with chest tracker it still not preventing the neck ik going for gamer hunch

oak pendant
#

Ideally we wouldn't need manual adjustment, but if there were to be manual adjustment in the menu that would have to come after the second rework to spine solving which should be coming up pretty soon. I had OSC Trackers on my plate before that so spine rework had been pushed back a bit. In any case, addressing the problems that you're mentioning would go in the order of lock-all spine rework (adding stomach area compression), making lock-head spine bend more appealing (less pulled straight), and then seeing what pain points remain that may or may not need manual adjustment via the menu.

#

For now lock hip is most likely to give an appealing looking result, which is why it's the default

#

If you want to use lock-all you can try the trick of looking down while calibrating (not legacy calibration) which will reallocate spine compression away from the neck to the legs and feet.

rancid glen
#

So Kung, now that i have full body i finally got to dive deep into the differences. Something i've always been eyeballing closely is the differences in IK while moving. Generally speaking Full Body always had much more appealing IK while moving (hips have more impact and are allowed to move up and down slightly compared to half body which is just your hip in rails). But since IK2 i'm quite dissatisfied with how the default running animations look, they are kind of a downgrade to the legacy IK ones.

The problem seems to be compared to legacy IK hip and head movement is severly nerfed, so unlike legacy IK you won't bend all the way forward and essentially have the baseline animations running with your hand tracking haphazardly overwriting their transforms. Due to the lesser impact though my avatar always starts hovering while running because the running animation pulls the hips back bending the avatar forward but expects to lower the hip to come back onto the floor, which is not happening in IK2, the head completely and fully overwrites the head position while running at all times, regardless of lock mode. This seems kinda unintentional, considering that the lock modes are designed to allow or disallow drift depending on the selected mode but don't allow any drift of the head even if i choose hip lock, whereas the hip will always drift.

I'd like to see the lock mode actually having an effect on this, from what i can tell initially that was the case, choosing to lock both would result in full body essentially getting half-body movement tracking where the hip stays in place, thus straightening the body stature and resulting in the same look as half body has. Even better yet an option to change the magnitude of hip drift during movement would be nice.

oak pendant
# rancid glen So Kung, now that i have full body i finally got to dive deep into the differenc...

Yeah, rather than IK actually the issue here is the default animations for the locomotion layer. 3pt respected the animator's tracking control state behaviors (setting hip to tracking or animation) while legacy FBT IK didn't and had the hip animation pull the head around. During the IK beta for IK2, this went through a couple of iterations, and ultimately landed on respecting the animator tracking control behavior (the two reasons were that 1, that's the logical conclusion and 2, when hip animation can pull the body, the hands can lose alignment while running)

#

The issue now is less one of IK behavior and more one of if the default locomotion animations are desirable or not. People can make their own custom locomotion animator controller for their avatar, and the tracking state behaviors will now be respected properly, so if you want to get that head-bob back you could either make your own or use a community created locomotion animator controller.

#

I kind of agree that the headbob looks better especially from a third person view, but redoing the animation sets was outside the scope of the ik rework

#

If the lock mode for spine behavior had an effect on the tracking control state of the locomotion animator, then custom locomotion layers would lose that control. But yeah, I think the issue is less one of how moving overrides the animator's control over IK and more of if the default locomotion animator is what we want or not.

zenith glacier
#

@oak pendant little outside question. Would it be possible to include something like a "blend duration" to the pose space feature? Currently you can enter or exit it with an delay, but the moment the pose spacing actually happens it snaps within a frame. Being able to blend it with something like 0.2 secs (just to name a number) could potentially help a lot

rancid glen
# oak pendant The issue now is less one of IK behavior and more one of if the default locomoti...

I made my own locomotion layer but i fail to see how i would have any control over this.

As i said, currently the animation will pull back the hips (which is fine) this is what i want, but because it is not allowed to pull down the head and is not allowed to stretch the body it will have to decide what is more important, in IK2 it is ALWAYS your head, your head will always 100% match your tracked position regardless of your settings or animator and its used animations. I haven't experimented with turning the tracking partly off in the locomotion layer while in FBT (i did some extensive testing while i was in 3pt) but i assume it will have similarly bad results as it did with 3pt and will absolutely not achieve what i want. Turning off head tracking will (if anything) prevent head rotation to take any effect, making it look super stiff (but would allow the head to be pulled down for the animation, thus bringing the feet back to the ground while running) but i do not want to lose the head rotation. Also turning tracking on/off has had incredibly weird effects on how the IK handles it, sometimes getting the IK stuck, rotating the body weirdly (such as while strafing like the legacy IK does), flipping the hips (again like legacy does) and other weird shenanigans that seem to boil down to "it is accumulating rotation".

What i want is the running animation to actually respect my locking settings (in addition to tracking) or at the very least actually and fully respect my tracking options. However you want to put it, currently while running (or using any animation while moving that requires your head to be lowered to keep your feet on the ground) simply do not work as intended due to either the locking option not being respected (e.g the hip allowing to drift freely despite locking the hip and/or my head never drifting despite not being in head lock mode) or the tracking options not being respected (once again the hip drifting despite the hip being tracked)

#

An alternative to that would be a simple option that allows me to enable my head from drifting away from my viewpoint during running (like legacy did), essentially allowing the animation to have more effect on our running stance. (but again that is technically what the locking options are for)

oak pendant
oak pendant
#

I've tested that it works on some Gogo-loco avatars previously but haven't checked recently. I can test that again myself shortly as I'm doing some other work that has me in and out of vr testing

zenith glacier
oak pendant
rancid glen
#

Alright, i'll see if that works then, previously i had other animation issues if i used animation for hips (like the mentioned hip rotation accumulation resulting in over-rotation). I'll see how it goes.

#

It is still weird though (and kinda badly documented) that in order for the head to be dragged around, hips need to be set to animation

#

Something else i noticed (maybe it was just random) was when i put in a custom (non proxy) running animation (in order to get a straighter running pose) it broke all animations completely. I can't confirm it right now but it might be that mixing proxy and normal animations might break animations

#

i never noticed this in 3pt

#

but i also haven't done any of this since IK2 except for FBT now

rancid glen
#

Alright, this is indeed my desired behavior, the transition between tracking being enabled and disabled is a bit jank (since it just instantly snaps into position) but it ok for now. In that case i wish the transition wasn't as... harsh, a soft 0.25 sec interpolation would be nice

#

to further elaborate, what i did is set up a second layer that toggles the tracking off as soon as movement is detected and on again when i come to a stand still

raw wadi
#

I only want the ik to behave the same way as upright below 0.65 when both feet are set to animate.

#

hip drag behind went upright is above 0.65

polar blade
#

when I'm in fbt I can't fully extend my arm does anyone know what might the reason be?

timber grove
polar blade
#

viewball

raw wadi
#

Move the view point more forward a little. And change your real height

#

How wide the shoulder compaire to your can play a role

oak pendant
# polar blade I tried both. Same issue. This is how my armature looks like

For the best solution, you should use scale-by-height mode and shorten your avatar's arms in Blender. But if you don't want to alter your avatar and just want direct control over how the arms fit, then use scale-by-arms mode, and in the main menu's Tracking & IK section reduce the Arm vs Height Ratio setting to tighten the arms. In all cases you should be using your actual real height for your User Real Height setting.

polar blade
#

btw does your youtube tutorial still hold up to today's vrik? I'd like to make my avatar as proportionally accurate as possible so I'm wondering if I should follow that tutorial again or if now there's a better solution like trying to match proportions from ybot or some other model

oak pendant
devout current
#

You can also use an upper chest bone now :p

oak pendant
#

The stuff about height scaling and floor height is still sorta relevant if you want to understand how scale-by-arms mode works, but that whole complexity can be skipped by using the new scale-by-height mode

polar blade
devout current
#

It just allows for more movement in the chest area, you don't need it, but it's nice to have.

oak pendant
#

I mean the real human ribcage area*

devout current
#

Tbh I still wonder why people agreed on another chest bone as it's normally a relatively stiff area. I personally would have wished for another spine bone.

oak pendant
#

I wouldn't really recommend doing it either, because later on when we can have compressible spines to help with spine crunch gamer-neck a very low chest bone would limit the rage of compression of the spine bone

devout current
#

Yeah, I've seen people do the same. Sadly Unitys Humanoid Rig doesn't provide any way to add more than one spine bone by default.

devout current
oak pendant
#

I don't think it would be active outside of lock-all mode anyway

dark glacier
#

Alright so idk where to put this but I use a gaming laptop for VRChat on VR and my connection is usually full of lag spikes and everything. Any tips on how to make it better? An Ethernet cable is out of the question due to the router being downstairs sadly.

digital grove
#

you can use powerline ethernet adaptors to go through walls

zenith glacier
oak pendant
zenith glacier
devout current
#

Yeah I would not want lock head to have it

zenith glacier
harsh lagoon
#

bone compression would be pretty neat if i'm thinking of it the way you're talking about, only thing i'd be concerned about is how it may affect child bones, like if my neck were able to compress would it cause the bell on my avatars collar to also squish and become an oval?

#

though i'm not sure if the neck is even being concidered for the compression thing lol

devout current
#

The only bone being considered for now is the spine IIRC

zenith glacier
#

Childbone question remains i think, since some avis may have something parented to their spine which is not Chest. Guess thats a difficult one to answer?

harsh lagoon
#

oki oki

torpid heart
#

Hey! I was looking into the possibility of getting finger tracking gloves that are supported by steam VR and was wondering if it is possibly supported by vrchat just how quest 2 finger tracking is?

#

The gloves I'm looking at works for games like half life Alex and bone works

marsh elm
#

There is no hand tracking support for pc yet

torpid heart
#

Some people are using OSC and ALVR with quest 2 hand tracking for full hand tracking in vrchat via pc

#

Maybe something similar can be done through OSC?

#

I have a link to a YouTube video of someone doing the hand tracking using OSC and Quest 2 hand tracking

digital grove
#

What is OST

#

Maybe you mean OSC

marsh elm
#

Anything can be done via OSC, doesn't meant it is supported

rancid glen
#

So i've noticed whenver i join a new instance, my avatars legs are turned ~90°, this only happens in FBT, could the rotation of trackers be at fault for this? (does VRChat align them to their original internal rotation whenever joining an instance), after resetting or changing avatars it fixes itself

marsh elm
rancid glen
#

It shouldn't yes. It doesn't on calibration

marsh elm
#

🤔

rancid glen
#

but it breaks on all avatars after joining a different instance

marsh elm
#

Does it just randomly snap to the side after a bit?

rancid glen
#

nope

#

only on join

#

it remains completely fixed for the entire instance session and breaks once i switch worlds

#

after which i have to switch avatars to fix it again

jovial shadow
#

avatar to real life size scaling zones
one messured feet to hip, the second one hip to headset, the last one for arm length

#

often avatars are only a tiny bit out of scale for you to get the best tracking results, with scaling zones this might get it even closer resulting in better tracking results

#

(if it is possible to make in unity)

oak pendant
rancid glen
#

i do, haven't tested turning it off yet

rancid glen
#

@oak pendant nope, doesnt fix it

orchid moss
#

I have a question about full body tracking whenever I calibrate everything and then go sit down or lay down my torso is twisted to the right when in person im sitting up straight and it messes my whole thing up and i need to re calibrate to fix my twisted torso is there any fix for that problem?

tranquil cipher
marsh elm
#

probably the waist tracker riding up when sitting down

#

or the legs knocking it around if they keep it in front

timber nexus
#

hello im trying tocalibrate in vrc, but i don't have a calibration option in my menu, even though my fbt is activated on me right now
i restarted vrc multiples times already

#

how do i get the calibration t-pose?

#

normally im supposed to have calibrate button here

timber nexus
#

I use a single controller, and so that's the reason i don't have the option to use full body tracking

#

is there a way to force it?

timber willow
#

pretty sure you'll need to have that controller, my friend was having this issue too, there's a Canny about it but it's not really answered

raw wadi
#

Need 2 controller for fbt

robust tangle
# oak pendant Ah, then it might not be working as intended. It's possible that the latest chan...

I was conveniently on a 2 month vacation away from my index when my most wanted index bug got fixed, so I wasn't able to actually test it until I got home this week.

I don't think root motion is fully fixed! At least, I'm going to public MMD worlds and still seeing group dances where some people have their hips locked at the center of the stage. Going to do more research before sounding all the alarms on the canny, though.

mortal lagoon
# timber nexus I use a single controller, and so that's the reason i don't have the option to u...

You will have to emulate a second VR controller. I don't know if this works but you could try this https://github.com/matzman666/OpenVR-InputEmulator

GitHub

An OpenVR driver that allows to create virtual controllers, emulate controller input, manipulate poses of existing controllers and remap buttons. A client-side library that communicates with the dr...

timber willow
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ooh

rancid glen
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@oak pendant so after switching worlds in 3pt it happens even without FBT, my legs (and now feet) are turned 90°, regardless of options and regardless of FBT

raw wadi
rancid glen
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happens in all avatars still

oak pendant
oak pendant
oak pendant
rancid glen
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lemme hop on real quick, i'ma do a couple more tests

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It's also networked to others

oak pendant
rancid glen
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It's weird it started somewhat recently (shortly after i got FBT)

oak pendant
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Hmm, it could be that your custom locomotion layer is interacting poorly with the trackingtype parameter, but still it should behave the same when the world loads and when the avatar reloads I think

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But yeah would be good to test it on some of the default public avatars with the default locomotion layer

rancid glen
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Which would be weird since my locomotion layer doesn't touch/use that parameter at all (just like the default)

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all it does is just reduce the amount of different "states" it has and compacts it all into one large motion field

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But i could imagine the init animation (which is used for the preview) doing some whacky stuff.

oak pendant
#

If it doesn't occur on default avatars but does occur on yours, you could also try disabling locomotion with the button in the quickmenu IK settings area (the one that looks like footsteps)

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That completely swaps out the base layer of the avatar, so can be used to see if that's what's causing the issue. (You need to be in FBT mode for that button to appear)

rancid glen
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Doing a couple dry joins and rejoins in FBT so far and couldnt repro with my own avatars, all worlds were empty, lets see if its depending on other players

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First try, immediately broke. Rejoining the world fixes it. Rejoining again breaks it again.

oak pendant
#

Interesting, so it's breaking only in worlds with other players?

rancid glen
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Seemingly, that would explain why i dont get it in my homeworld and instances i join first

oak pendant
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Were you able to test on default avatars?

rancid glen
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doing a couple more rejoins in the same world without people confirmed this

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thats coming now

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Publics dont seem to do this, neither do my slightly older avatars pre-preview animation

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i have an idea...

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Okay. So it seems like when an animation state uses Foot IK and Write Defaults, it borks the legs on joining others whenever it isnt already broken, in which case it fixes it.

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I forgot to uncheck those, not that they should do anything to begin with because there is always an animation overriding the defaults and foot IK only works while in said state

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but since all animations are proxies and the switch to normal loco happens immediately it could get stuck causing this weird issue

oak pendant
#

Can you share some screenshots of the animation state that causes this?

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And your transition conditions to normal locomotion as well?

rancid glen
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if Preview has both enabled it breaks

oak pendant
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How will Spawn get set to true?

rancid glen
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Its initially true, as i use it for my spawn in effect to trigger

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since it a condition that allows immediate skipping the preview anim state its also useful for this

oak pendant
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Ah ok. Thanks for the added testing, I think that's enough info for me to file this as a bug internally. In the meantime are you able to get the desired behavior on your avatar by removing write defaults on that state?

rancid glen
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yes

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updated all my avatars to fix this

oak pendant
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Ok cool. I think this will end up being a kind of low priority bug because it's such a specific case, but it's definitely not intended behavior that the avatar load processes can be interfered with like that so it's very good to know about. Thanks for all that extra testing to chase down the root cause 🙏

rancid glen
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Alright

oak pendant
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(low priority, but I'm filing it as an internal task right now)

fast gust
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I'm not sure if i should be posting this in #avatar-rigging or here but when using FBT my avatar's arms are straight in t-pose and arms down, but will bend when pointing straight forward unless i have lock-all on. Is this still a proportions issue? My controllers seem to line up with the palms in calibration.

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Otherwise they straighten when I tilt my head back

fast gust
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I reset the bone rolls before exporting from blender and it still does it 😦

zenith glacier
pulsar gulch
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Anyone has a link to a textual form tutorial for full body avatar fixe instead of a video

marsh elm
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nope

raw wadi
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There is not full body fix

marsh elm
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Reverse is asking if kung's rig troubleshooting video has a text transcript

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Which it doesn't, (that i know of)

oak pendant
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Yeah, you'd have to rely on automatic subtitles. But a lot of the issues I went over in that old video are things that I set out to fix during the IK2.0 update. That whole section on arm scaling isn't needed now if you use scale-by-height for example.

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I think the only part really still relevant is how to edit proportions in pose-mode

pulsar gulch
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I am mostly trying to have an avatar respect my irl proportion and someone actually recommended that video to me. I am thinking of maybe just doing it an other way instead.

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And I have more ease to follow information on paper then in video format, mostly why I asked if a textual form existed.

maiden rock
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Going through the process with an extremely simple rigged avatar as an example, based on a user's real life limb lengths as a guide, and works with 11pt tracking

timber grove
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@oak pendant Sorry for the ping, but I just wanted to quickly say thanks for adding in the calibration positioning tweaking. It's absolutely amazing and works extremely well. Keep up the good work!

oak pendant
timber grove
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Hehe you're welcome

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and that's not me dancing

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(I would break every bone)

oak pendant
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Ah hehe, well thanks for the encouragement still. Means a lot to hear that kind of thing 😁

timber grove
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Kind words and appreciation to the team

oak pendant
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I'll pass it along! poi_yay

maiden rock
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can we use the calibration tweaking to extend other limbs of the body including the head position offset?

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as to use it as a better alternative with the look down/spine extension work arounds

devout current
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I think time would be spent better working on the spine it self instead of implementing that.

maiden rock
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it would but I was asking if that was in scope of the recent patch

marsh elm
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I mean, you could probably push the waist and legs up/down manually to get a similar result

marsh elm
harsh lagoon
#

I think i'll ask this question here since it's more likely to be seen by people that know about full body tracking stuff, but it's just a random thought i had, not anything serious
Do people using full body tracking affect performance at all? Like if we had 2 identical lobbies with the same avatars in them, but all of one lobby was in full body, and all of the other lobby was in half body, does that matter?

strong sundial
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I would assume it shouldn't with networked ik.
Since your ik is processed locally then it sends over the pose of your humanoid rig over the network multiple times a second.
Both half-body and FBT use networked IK and send over the same amount of data iirc. And you only calculate your own ik.

devout current
harsh lagoon
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Ooohhhh okay that makes sense nice to know!

devout current
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I'm not 100% sure on that though, so yeah

oak pendant
#

Yes it's correct that whether or not other users are in FBT has no effect on your performance.

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The only thing close to having a performance impact depending on other users' IK would be if other users are using whitelisted FinalIK scripts (for example spider avatars) or tons of constraints.

stoic geyser
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Hello, I am new to fullbody tracking and I was having an issue where IK 2.0 causes my avatar to appear hunched at the shoulders/neck and I can't figure out what is going on D:

naive iron
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That could be bacause you may have lock all on in the IK settings

pulsar gulch
timber grove
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Hehe

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If I were to try that I would break all my bones.

zinc plank
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finger tracking does not work?
my apologies
I am at am impasse here
I have no I dea whats going on.

marsh elm
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This mf really did go: \o/

marsh elm
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Also check on the steamvr controller test to see if your sensors are registering your fingers at all

zinc plank
wicked fog
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Could I get help as to why in fbt my knees are so far apart? I can be sitting with my feet and knees touching, yet my legs are still making a 'v' shape

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Height is fine, floor is fine, using tundra, trackers are on my hip and top of feet

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Calibrating so my limbs line up with my avatar, height is my irl height

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I've tried many models, even ones with very similar proportions to me irl, issue persists

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Had a friend with full body try some of my avatars and he does not have that issue

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I tried messing with knee angle but it messes up how other things look that I don't like, and also every time I calibrate or try another model I need to readjust the knee angle setting

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Also if I walk it looks bow-legged

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If anyone knows any fixes please let me know, it's really bugging me.

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Also please ping as I'm in a lot of servers so I may forget to check this one every so often

wicked fog
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reference picture as to what i mean

digital grove
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but also check your height settings

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and don't use lock all if the model doesn't have good proportions

wicked fog
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I've tried all the lock options and messed with height a lot

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@digital grove

digital grove
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what are you using for tracking

marsh elm
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eyeballing the coordinates on a 3d space and quickly inputting it onto steamvr

digital grove
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Yeah that'll do it

boreal current
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Anyone have any recommendations for a chest tracker strap? (Other than the tundra)

maiden rock
boreal current
maiden rock
prisma meadow
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is there a good way to limit shoulder sag with elbow trackers?

oak pendant
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Sidenote: shoulder tracking may behave oddly if you don't set your User-Real-Height accurately, so that might be the first thing to try if it's not set to your IRL height at the moment.

marsh elm
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My shrugging always calibrate in a way that has too little motion

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Didn't even think of that

green walrus
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Does anyone know how to fix this problem when just turning the hand up? It's definitely just VRChat IK problem that haven't taking care of for years, or the rig has to be fixed?

marsh elm
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looks like a twistbones moment

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I believe there is a setting in the unity humanoid rig options that let you choose how much the arm twists when doing that

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You could try messing with it

vestal oriole
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clear rolls in blender , its in discord here somewhere how to unmess that (had one like it too)

green walrus
green walrus
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Added that happens when you have your hand extended out which fits the model. Not sure it's the IK settings for Vive, I realise that VRChat has different default IK profile for Vive/Index/Quest(Oculus VR)

west bane
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If you want a more involved solution, look into adding twist bones on your forearm. It will require adding bones and shifting weight paints in Blender.

green walrus
empty root
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the rotation happens in the elbow, and in the wrist

#

the elbows being scuffed is probably a poor rig

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you can be lazy like me and just buy elbow trackers for it, or remove any twist bones

green walrus
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: /

celest forum
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Anyone else having weird FBT calibration issues since last update? my legs dont feel quite right

sharp pawn
zinc plank
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yes, the issue is the bindings in steam vr

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disable xsoverlay and ovradvanced settings and restart with no overlays and start up aps

digital grove
sharp pawn
zinc plank
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Steam vr settings

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turn all the overlay apps off on launch

sharp pawn
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Oh this one, all this off for me , like all the time

zinc plank
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hmmmm, okay. what worked for me was uninstalling and reinstalling vrc

sharp pawn
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I just reinstall my game, but nothing work.. F

smoky ermine
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Hi anyone know a way to save calibration between game sessions so I can open the game and not have to calibrate matsix

naive iron
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I don't think it's possible atm, and probably won't get added. Calibration only takes a couple seconds anyways, so I fail to see the point.

raw wadi
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I don't think you place the tracker at the exact place every session so no

steady ice
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clip

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ree, wrong chat

empty solar
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I want to know why a Lock to Chest Option isn't available yet?

iron hamlet
raw wadi
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Change the lock option

iron hamlet
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srsly?

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well... testing in a minute

iron hamlet
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or in hours... just went from gogoloco to vrcfury... yay! down that rabbithole I go! 🤣 🤣 🤣

whole glacier
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It would be cool to have toggles for FBT locking instead of separate selections.
Tho, I wonder how only having lock chest toggled would look. emoji

vital inlet
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When you are in fbt, and you move your head left and right, your body jitters insanely hard, i really hope this gets fixed soon, since it really degrades immersion sometimes and overall is a pretty annoying thing for remote players

past spruce
# vital inlet When you are in fbt, and you move your head left and right, your body jitters in...

I am pretty sure Kung talked about this issue somewhere in here at some point. There is a user-created fix for this that you can apply to your avatar: https://github.com/SouljaVR/AutoImmobilizeOSC

GitHub

Fixes remote IK jitter issue in VRChat when using half-body/full-body tracking. - GitHub - SouljaVR/AutoImmobilizeOSC: Fixes remote IK jitter issue in VRChat when using half-body/full-body tracking.

rancid glen
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is a major dealbreaker for me

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i fail to see why it wouldn't work with locomotion animations enabled but if thats the case then its no good

vital inlet
vital inlet
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Like, relying on the community to make workarounds for a million dollar company is cheap

timber grove
vital inlet
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This

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1 local, 2 remote

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Why does this even extrapolate

timber grove
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I think @dreamy pawn has this problem.

vital inlet
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We all do

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if you don't turn off locomotion in the FX layer while laying down, remotes will always see you jitter like that

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Which has an issue, cause then you can't move around anymore

timber grove
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Interesting

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But he has it while standing up

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idk if that makes a difference

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but it comes and goes

vital inlet
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Guess its global

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Doesnt matter if laying down or sitting up

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Its tracked internally, but hasnt gotten any love

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actually, its interested

spring patrol
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Is there any way to translate my hands, be it in game or in SteamVR? My left hand is always lower down than my right hand when my arms are at my sides and it causes problems. FBT Move and Rotate only goes down to my elbow trackers so that doesn't work

raw wadi
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Restart steam VR maybe

split bobcat
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Wonder if theres a way to adjust the strength of the chest tracking. When I lock hips only the chest barely moves but if I lock check and hips the chest moves TOO much and results in bad postures. I wonder if theres an inbetween.

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or if theres any advice to fix bad postures

devout current
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The "bad postures" might just be due to how Lock All works in general. It can look quite broke sometimes, but Kung still plans to work on that in the future.

jade wyvern
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my workaround for that in Lock All is to calibrate with the chest tracker lower down the body first, and then move it up after. I don't know why, but it seems to reduce the chest movement and make you look less like a wacky waving inflatable tube

split bobcat
jade wyvern
oak pendant
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Been pretty busy recently with the eye tracking stuff and related XR backend so haven't been as active as I'd like to be in this channel. Sorry bout that!

oak pendant
# green walrus https://feedback.vrchat.com/open-beta/p/201832-bugfbt-issues-elbow-now-twists-in...

Yeah, that canny could probably be marked as "fixed". It was tracked as of 2018. After IK2.0 the behavior there is different and to see the severity of issues in there you'd have to enable legacy IK mode in FBT I think.

In general the issue you're talking about though is the reason that the concept of twist bones exist, and it's not easily totally solvable without them. If the bone weighting without a twist bone is smoothed across the entire forearm, when you bend your wrist up and down or bend your elbow the arm would bend smoothly towards it like a noodle, so usually an avatar is rigged with vertex weights that change more quickly near those joints. Given that situation, the twist needs to be relaxed somewhere. It's biased a bit towards the elbow and the current behavior is intended. Without twist bones the "candy wrapper" effect appearing somewhere is kind of unavoidable so the question is do you want candy wrapper wrists or elbows. I consider it a win if the odd behavior appears near painful poses (so trying to rotate your thumb to point behind you). If this was manifesting more at common poses (like in that Canny) then things should be adjust if possible to conceal it towards less likely poses.

oak pendant
oak pendant
# empty solar I want to know why a Lock to Chest Option isn't available yet?

It would break even more than lock-all does. The lock head, lock hip and lock all options are there because people prioritize those alignments a lot. For the head it's the alignment for looking people in the eyes, for the hip it affects how the knees bend. Lock all allows spatial positional control of the chest, but it can be affected by the hip and head position as well. I guess it depends on how you'd expect it to function, but currently lock all is pretty close to a lock chest kind of behavior already.

oak pendant
# past spruce I am pretty sure Kung talked about this issue somewhere in here at some point. T...

Yeah that OSC tool is a good interim solution. The only thing really keeping that from being implemented natively right now is extra handling for tweening coming out of a locked rotation when locomotion engages can have people doing quick spins every time they locomote. I'd like to have a more complete solution for this. Tupper brought this back up to me recently and asked for more priority on this. It pains me to see the jitter in stuff like video content people create. So yeah wanna fix, should fix, (probably) will fix. Lots on my plate at the moment though.

oak pendant
oak pendant
devout current
#

wow thats one big wall of text 😅

oak pendant
oak pendant
empty solar
oak pendant
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Yeah, I'm making progress with a dynamic spine length. It allows the crunch that collects at the neck to have someplace else to go. I don't think a reference rig could really solve the issue because you'd have to adjust it to yourself anyway. The depth and position of the descriptor viewball can have a lot of impact on how much head pitch rotation imparts a compression on the spine etc.

devout current
oak pendant
devout current
oak pendant
#

Oh that thread is kinda long actually, this is what I was referring to: https://twitter.com/Kung_VR/status/1619137610223607814

@VRCSpooky Viewball is where you will be IRL relative to the avatar. Viewball far in front means avatar far behind. And reverse if the viewball is deep in the avatar's face. When you tilt your head (for example) down IRL things attached behind go up and things in front go down. (see image)

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pulling on the spine in lock-all isn't too bad because even though it's lock all it does allow the hip to slide towards the head, but pushing on it in compression forces the bones to get out of the way somehow, making the hunched back

empty solar
oak pendant
#

I agree that the solution should probably be to not try to rotate the character controller when it's not necessary to be able to sidestep the problem altogether

timber grove
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That was a discussion with m.o.o.n and another guy about that

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I know ColeFreezer had this really bad, like way more than a lot of people.

oak pendant
timber grove
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I’m referring to the jitter problem.

empty solar
timber grove
# timber grove I’m referring to the jitter problem.

https://youtu.be/wCQ8VZ5e3PY seen in this video at 0:33

A new trend in VRChat has emerged! Everyone is putting Rotating Green Cubes onto their avatar. Our protagonist tries to join the trend, but things go very wrong...

This was my submission for the VRChat Entertainment Network which was played on New Years 2023 before the Japan stage.

Featuring:
Linnylin as herself
Mightybeans as herself
DAG-XR a...

▶ Play video
oak pendant
green walrus
empty solar
green walrus
oak pendant
devout current
devout current
#

In real life your forearm has to bones, when you rotate your wrist these two cross

green walrus
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but the calculation took place at the elbow bone

oak pendant
#

The twist is biased to follow the wrist more than the elbow, but it's not locked to either one completely

empty solar
devout current
devout current
oak pendant
#

You could rig it with two bones with look constraints to have them cross like IRL too, dunno how hard it would be to have that look good but could be a fun project

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But yeah personally I use twist bones on my avatar

devout current
devout current
oak pendant
# timber grove There is I believe

Interesting, I took the description provided in that canny to mean the rotation counter rotation. But maybe "shaking side to side" is a positional movement.

oak pendant
timber grove
#

@dreamy pawn sorry for ping but do you have any information on this?

oak pendant
#

Yeah I know exactly what's happening with the rotation issue, but I don't know about that positional snapping. That looks like tweening is like, totally not even occurring

devout current
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I wish Unity's Humanoid Rig would support twist bones by default....

oak pendant
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If I can reproduce the issue myself I could get a sense for what's going on. It looks like in Sipp's video only they are experiencing it, and no other users, so it appears to be less of a degree of failure but more of something unique happening in that case

empty solar
oak pendant
#

That appears to be the rotation issue

timber grove
#

Ok

vital inlet
#

My issue is easy to reproduce

oak pendant
#

In Sipp's video at 0:33 there's no yaw rotation, only sideways translation, and it appears as though it causes an issue with the position and the issue is snappy and not tweening either. The rotation issue has to do with the accuracy of absolute position of the limbs when two tweens are combined (head rotation and body rotation)

vital inlet
#

Litterally just sit in fbt and move your head left and right

oak pendant
#

look to the left, look to the right etc?

vital inlet
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Yeah like in that example video

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Ye

devout current
#

Yeah

oak pendant
#

Ok yeah, that issue I understand and can reproduce

devout current
#

That's just the normal IK jitter

oak pendant
#

In Sipp's video at 0:33 something else is occurring

vital inlet
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Temporary fix is to turn off locomotion, but that wont make us able to move

green walrus
#

I would also like to point out that if using different controller the IK will be different, which is strange when its not based on the headset I use

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In general Index IK is better than Vive

devout current
vital inlet
#

I wonder if the client can just immitate that for remote and that fixes it

green walrus
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The IK in FBT is slightly different, I feel the Index is more accurate

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Both using Head lock

oak pendant
vital inlet
#

So is it cause your head rotation makes the "actual player" rotate too?

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Thus interpolation happens on remote?

green walrus
oak pendant
green walrus
#

Can't this share the same IK profile?

oak pendant
#

It would be much more stable if the character controller didn't rotate

oak pendant
#

But if this is an experience you had long ago (like a year +) there was a difference back then

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currently the Vive behavior has been changed to match Index though

green walrus
#

Could be placebo effect? but still I think there are some difference, just need more than me to have a test run

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I wish to the controller offset sometimes, since we already have rotation, and profile for types of controllers.

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The center of Index is not the same of Vive of course

oak pendant
#

Yeah it's possible there would be a difference for the controllers since they're different tracked objects. For the hip though there shouldn't be a difference

green walrus
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I can try get some video if possible

oak pendant
#

Yeah if you find out something more concrete that's on VRChat's end (so like the SteamVR overlay doesn't show the difference but VRC does) then I'd be interested because if it's the case it sounds like unexpected behavior

vital inlet
#

Any idea why the avatar is shifted to the left?

devout current
# vital inlet

idk why but to me it looks like one arm is longer than the other one

raw wadi
# vital inlet

One arm is maybe longer. Or, your view point is not 0, or, you have have multiple avatar enable in the scene, or tell us more info, that's not normal but you might have to adjust you PlaySpace hehe haha.

zenith linden
#

Will we ever be able to go through walls or props in fbt and not freeze the body?

shrewd phoenix
zenith linden
#

Yea but some avis dont have gogo. I shouldnt have to use third party to do it

digital grove
#

You should be able to do the same gogoloco does in your own avatar and upload it like that. Gogoloco only uses what you can already do with the SDK.

raw wadi
#

@zenith linden you can open the main menu and walk or PlaySpace

west bane
# vital inlet

are you using a non-lighthouse tracked headset? I get that sort of shift between my windows headset and index controllers/trackers because the tracking "universes" drift apart over time. I just have to run the space calibrator to get things to line back up.

grand delta
#

When I calibrate in FBT and extend my arms out to match the t-pose, my avatar's arms line up perfectly. But when I put my arms down to my side, or forwards, they are extremely stiff and my IRL arms reach further than the avatar's. Help?

#

Issue is the same without FBT

raw wadi
#

Depend how wide the shoulder of the model vs yours are. That will happen

empty solar
#

I have to readjust my shoulder bones

devout current
#

Yeah that really just sounds like the body proportions are just wrong

obtuse dock
#

my avatar has kinda chibi proportions, and his hands are not reaching his hips when they are put down (they're moreso just curling) this is without fbt btw

digital grove
#

fix your avatar then

mortal lagoon
obtuse dock
#

thank u broo

hybrid iris
#

Has the toggle off full body tracking button been removed from the UI? Trying to get 3PT tracking back is now a nightmare when my trackers turn off

sonic briar
#

Ive been using an inverted hip bone for years and I never questioned whether or not its just an outdated standard.
Are there any advantages to flipping it to the standard upright orientation? I know that Id have to fix things like tail animations. It just isnt something that I thought about

mortal lagoon
#

Inverted hip bone is a very, very outdated standard, yeah. Several years ago it was basically necessary for FBT so that's why people were doing it, but that reason is no more and it's just bad practice in todays time.

twilit prism
#

Hi! I've been wracking my head over trying to fix a specific issue regarding leg bending if you have your tracker on the foot.
TLDR: Avatar is scaled to my proportions, correct height in VRC, tried all lock modes, tried with and without chest, elbows and knees.

An example I guess, would be at 22 seconds

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The knee or leg isn't being moved in real life, just the ankle being bent up and down slightly

I'm just guessing that it's an unwanted side effect of having the tracker on your feet as opposed to lower leg.
Maybe having an option that allows priority for leg bending to follow the knee tracker stricter? especially if the leg is straight?

cedar umbra
vapid pond
raw wadi
#

You are touching the heart, the core

torpid heart
#

hello. i am wondering if the max amount of tracked vive trackers is 9?

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i currently am using 10 trackers. 1 head, 2 hands, 2 elbows, 1 waist, 2 knees, 2 feet. issue is that only one of me knees track and the other is stuck atbone spot in the ground. the tracker itself is perfectly tracked within steamvr

tranquil cipher
#

it sounds like the limit you're running into is more about general connectivity issues, and one of your dongles doesn't have a good enough connection

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even if you had more than 8 trackers, they would still all be detected by VRChat correctly, and VRChat would only use the ones that are closest to the points during calibration

torpid heart
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this isnt the case

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whichever of the 10 trackers turned on

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last is the tracker vrchat ignores and wont use

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im using 12 tracked devices

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i have a workaround however

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thank you

narrow yew
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so the actual reason is some old steamvr unity plugin that vrchat is still using. steamvr supports 64 tracked devices but that plugin has a limit of 16. the issue is that base stations also count as devices even if they aren't tracked.

so the 16 first things in that small steamvr window will track in game. the workaround you probably have is to shut off your base stations, start steamvr, turn on all trackers once so that they populate the list first, turn on the base stations

digital grove
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Yeah probably one of the main reasons why I really want vrchat to finally update the dead unity version

torpid heart
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My work around instead is to just not turn on my right hand tracker till I fully launch vrchat. I don't need vrchat to even recognize my hand trackers as they are for tracking overrides with my controllers so I can put my controllers down when breakdancing

tranquil cipher
somber scaffold
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why is it trying to get trackers assigned to the arm

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trackers that don't exist, I should add

tranquil cipher
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if they don't exist, then what happens when you move away from them?

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do they follow you? Are they attached to something?

somber scaffold
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when I lean towards them while in the calibration mode, they swap to the other arm

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the green circles swap, I mean

tranquil cipher
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it's pretty hard to tell with just an image

somber scaffold
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I'm only using 6 trackers though

safe leaf
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did u press reset

coral nymph
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I got a question but I'm not 100% sure if this is where I should ask.

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It involves ik I believe idk I'm a bit dumb but it's the arm vs height ratio does anyone know how I can calibrate this so my arms won't bend when at the sides of my body and actually look as accurate as possible when I move them? It's starting to annoy me lol its only really noticeable with certain avatars and it sucks cause I like to use a lot of the avatars that do it.

west bane
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You could switch to armspan mode instead of the default height based mode. This might cause a little weirdness with FBT on the lower body, but that mostly happens when your height or arm/height ratio is off from the model.

coral nymph
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i think i figured it out thanks for the advice tho i don't have FBT yet but i should be getting it in October hopefully

jade wyvern
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twilit prism
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Ohh holy shitt

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lets go boys, we're popping the biggest bottles for this

strong sundial
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That spine movement looks so much better, I'm super excited for it

oak pendant
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Looking forward to getting it out to everyone as an ik-beta!

timber grove
raw wadi
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@frosty loom I lost my long kung skull pls post

frosty loom
raw wadi
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No the long one

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You said you save it 😦

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Find it

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Big brain time

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Here long

digital grove
oak pendant
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kek Oh god...

raw wadi
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@@@@@@@@

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Anyway plz fix the 0.65

oak pendant
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Is that a bug that persists with the Locomotion Animation QM option set to disabled?

raw wadi
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It's been an issue since 3.0, we have multiple canny.

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Search 0.65

fiery plinth
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Ik 2.0.1 lets goooo being able to sit on my knees again

devout current
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There have been quite a few changes since IK2 originally came out, so calling it IK2.0.1 wouldn't be really fair xD

marsh elm
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sorry, you're right

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IK2.0.2

raw wadi
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If they fix what I want. 2.65 update.

devout current
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IK2.1 imo was the elbow / arm overhaul we got, so IK2.2 would be the spine overhaul

empty solar
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So I'm realizing something with how the lock options work.
Lock Hip: the "old" system where everything is aligned properly but viewpoint drift when sitting and laying down is present
Lock Head: aligns IK to view point, trade off is it straightens your armature, which can result in bent knees.
Lock All: supposed to combine the best of both worlds, no bent knees and all, but sitting down gives us the neck hunch.
From reading the devblog these should be resolved soon in the new beta

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hopefully the new IK beta is coming very soon

azure path
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as for one using a Occulus CV1 .... its broken on the hands.... its twitching left and right =,=

livid finch
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Cause so far I have only this as a fix to that issue but its not efficient at all, cause you'd have to apply that to all of your avatars.

In VRchat, there is a common problem where the viewpoint (what you see) is set at the avatar's nose, causing discomfort or unnatural body movements when looking up or down. This can result in bent knees or standing on tiptoes in the virtual world.

Solution: To fix this issue, it is recommended to adjust the viewpoint by moving it inside the head and aligning it with the spine and hip bone. This alignment reduces sensitivity to rotation, resulting in smoother movements and preventing the entire body from shifting when looking up or down.

To summarise: Move the viewpoint inside the head and align it with the spine and hip bone to prevent discomfort and unnatural body movements caused by looking up or down in VR.

Although moving the viewpoint in the head makes it hard to see your toes if your avi has got boobies.

raw wadi
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Go flat

rancid glen
strong nova
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family guy

inner stump
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is my controller broke or is it js dead bc when i turn it on it doesnt vibrate the light however comes on what do i do?

digital grove
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wrong channel innit

marsh elm
hot fulcrum
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wow, IK beta

lean zodiac
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yayy

timber grove
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I’ll very much be testing it out later!

lean zodiac
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I wonder if this will fix the one issue where if other people move their head in FBT, their whole body jitters for a moment.

hot fulcrum
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can you add version number, build number info?
(just to make sure you are in correct branch)

rocky crypt
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Also maybe mention its live-compatible 😅 ?

oak pendant
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Get in there and test it out! Also please keep feedback here and in the ik2 canny (so as not to make the normal open beta fill up with info about multiple builds)

devout current
rocky crypt
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Oh god

devout current
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Maybe move the #ik-2 channel in the open beta category during the beta preriod btw

rocky crypt
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I¨m blind

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I need to sleep

tawny oyster
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I will definitely test it in that case

rugged trench
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:O

rocky crypt
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Kung does not have Admin role awhoknows AnimuThinku

rugged trench
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really looking forward to testing the neck/spine/chest IK improvement out, that was/is the only major thing that just didn't look right

rotund vessel
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I wonder how this'll affect my usage of the Standable "fake" FBT simulator for SteamVR

oak pendant
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Yeah, will have to poke Tupper about that. I'd probably break something if I had that role tbh

rocky crypt
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😆 fair fair

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Tupper, Sach or Spark have that role awhoknows

wooden lion
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Connecting too many SteamVR devices should no longer prevent the last few devices from being usable (unless you have 64 devices!). Note: this doesn't mean 64-point tracking! This is addressing setups where having many base stations or other devices caused some trackers to not be recognized.
um i want all 33 vertebrae in my spine tracked thanks

devout current
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poof the entire server is gone