#ik-2
1 messages · Page 5 of 1
I mean, Kung is the IK master so filling his head with idea's isn't a bad idea 😉
As far as I know, the original IK2 Beta and suggestions for chest and shoulders is the reason we have those features today 🙂
I'm wondering, does lock all approximate when standing vs sitting, or when legs are straight vs bent?
It just forces head and hips to the tracker positions IIRC
Legs are not affected by it from my testing, Head only adjusts legs as it can force the hip position to be different.
I was thinking in relative to standing vs sitting to have the viewpoint not drift when sitting but attempting to keep it as accurate as possible. But another thing that would be worth considering would be for manual tweaking options via the SDK but that would have to be fine tuned in order to get a satisfactory result
and i mean really tuned
but Kung is only one person so I say let them cook
hmm tbh i'm not really a fan of the the local tracker jitter "smoothing" as it is now. It looks good but "feels wrong". i'm quite sensitive to delay and it just feels off having my legs dragging behind the trackers a bit. It feels a little like walking on clouds or in a dream... it's a bit immersion breaking for me.
When laying down everything feels numbed down while doing subtle movements.
For some reason it doesnt feel as bad for the hand controllers as it does for feet, knee and elbows (i dont have a chest tracker).
It would be amazing if would be possible without the delay or if there could be a slider for how much we want it to fight the jitter and that we can turn it off completely. I prefer responsiveness and precise little movements and dont really want to sacrifice it for less local jitter.
If all the ingame settings would be too much of a hassle, it would be great if there could be a launch argument to disable it. As it is now, i wouldn't like to use it.
Not everything is effected by the change btw. you will mostly see it on your feet.
Kung talked about it earlier:
#ik-2 message
glad that Kung is already aware of everything. I hope i didnt sound too rude. I'm sure there is a lot work behind everything and i am glad that there is a lot testing and communication going on before realeasing stuff
Thought I'd give my 2 cents too.
I used the beta for hours on Saturday with 11 point tracking, including some dances. After these changes, I cannot go back to the old IK. So much better.
The smoothing is so nice, before when I would stomp my foot when shuffling, it would jitter like mad. Now it looks way more accurate to what I do irl.
I have to say it's quite interesting to see the different opinions about the "smoothing" (non predicted tracking data).
There are people who love, people who really hate it and a few people who would want some what of a middle ground.
Yeah, I'm surprised at the negitive feedback given how positive my experience was.
Like this Saturday was the first time I could disassociate with my real body and associate with my avatar given how accurate the tracking was.
Everyone has different opinions / priorities when it comes to tracking
it certainly looks great. for me it's just the feel that isnt right as i am sensitive so slight delay. i feel like i would fall over my feet because they drag behind. some kind of motion sickness? xD idk
True, for me I want accuracy and no jitter given my use cases. Others may have different issues.
It's definitely more accurate, but sadly you also have a bigger delay due to it
I don't mind, I don't even notice it tbh
i guess i have other priorities too because i dont dance xD
I've seen dancers who prefer it without the "smoothing"
Even not dancing, I was just sitting and it was WAY more accurate.
It was a wild experience for me given I would always notice issues previously
as you said. the differences between what people prefer is interesting ^^ it's pretty hard to make everyone happy xD
yep
Man your experience is so similar to mine lmao
I've even opted out of the ik beta for now b/cuz I'm sick of it
I stated before this really needs a toggle to turn off. It makes little sense to force smoothing like that when not everyone even experiences jitter. on top of most tracker set ups have this already built in these days. it just further compounds delays on delays and feels terrible. it is AWFUL for dancers.
You might find it awfully, but please don't generalize your opinion as the one every dancer has. I've seen quite a few who really like it
Is there going to be a guide for how best to set up the hips->spine->chest ratio going forward to best make use of the spine compression? Cause I've noticed a number of my avatars noticeably crumple at the chest now since that's the new 'crumple zone' instead of the neck. Not a deal breaker but it's definitely noticable sometimes.
There was feedback on that, and that behavior will be reduced in a future build
Neat, I do like that I can finally experience lock all without my avatar fully going hunchback. Made me notice that lock all lets you use the chest trackers pitch and not just the yaw like in the other two modes
Yeah, new in ik beta is using pitch and roll of the chest tracker, before it used yaw to twist the spine as it does now, but now it will also use the tracker's full orientation data to help with chest isolation type moves (while also matching the position)
Isolation style dance (or any movement style where as much 1:1 tracking as possible is required) is the main target use case for lock-both
Was wondering if there could be an option in the future for how much of the pitch/roll is used from the chest tracker to influence the chest. Cause I've found that it sometimes feels like too much movement. Though that's probably pretty niche and also likely more of an issue w/ the avis I was using more than anything.
For hands I’m in team “predict it”
Kung is doing the lord’s work 🙏
Finally got into non-desktop mode over the weekend. Didn't expect to feel how good the new beta ik is.
Could not find any issues even when trying to break it. lol.
Glad it's working well for you! There's always gonna be ways to break it, but hopefully it breaks more gracefully than in the past. For example if you take all your trackers off and lump them in a pile on the floor, the avatar's probably gonna have a bad time
it would definitely be nice to have a slider for chest/spine max angle bend stuff
but i understand not doing it because having even more fbt tweaking options just adds complexity to a non-power user happening to scroll to that spot
i might like to see less side to side chest movement, its kind of funny seeing my chest sway side to side by tilting my head. i like it a lot as it is for forward movement though
Oh yeah for sure that would brake it. I mean more doing funny situps and aerobics to put the body in a weird state lol.
None of my tests, even on the non-standard bone config (the base avatar came with) broke at all.
Nice!
IK-Beta is temporarily not live compatible. I'm working on getting a 2023.2.4 compatible version out to everyone ASAP
yaaay, hard to play without it
thanks bestie
Umm by chance anybody have a problem with where apparently some servers have the wrong client?
most dope 👌
Well that was quick, thanks Kung!
That's a fucking amazing change log!
Love it!
Well, he is testing few hours as per as branch log...
Live compatible again!
Oh god, not that again 
Info here: #open-beta-announcements message
Could you add what the default is?
The default is 0% (prioritizing better looking poses is usually the default when possible)
So no change for current IK-Beta users unless you go mess with the setting
I expected AT LEAST a few hours
Bless you
Also that slider won't have a tooltip still. I may or may not be able to bug the localization people to get that supported, but it's known that it doesn't show up
Thanks! I had been preparing, was running some final testing before setting it live
I love how you just said that to prevent me from making another canny xD
Haha! Too slow!
:c
(j/k ofc, I appreciate all the beta testing help you provide!)
You can't just give me nothing to make a canny about! I'll always find something 
There's gotta be something. I only had time for basic testing of the scaling interactions
The slider for motion prediction seems logically backwards or am I thinking about this wrong?
time to give it the ultimate test with AufioShrink
0% is no future prediction (remember it's not and never was smoothing)
It's a little confusing but doing otherwise would have to set it up as "technically incorrect" which is the worst kind of incorrect haha 🤓 ☝️
So 0% has no smoothing and 100% is maximum
Announcement makes it sound like 0% is 100% smoothing enabled
It's the percent of motion prediction that is in use
People mistakenly think it's applying smoothing and it would be incorrect to perpetuate that I think by having that be a higher percentage of something, becuse the raw "real" poses have "nothing" applied to them, so better match with a 0% on a slider
So the announcement is just backwards?
0% is the previous IK-Beta behavior
Would mean it's on
and 100% is the same as live.
And now motion smoothing would be off
uhm

Let me double check. It's built on the 2023.2.4 rc 
that's just me starting my game btw xD
Is your home world a public?
no, Invite+
0% is the same as the IK beta build before this, we removed motion prediction, so it had 0% motion prediction. On live (or with the slider at 100%) motion prediction is fully active
You may be confused if you'd believed we were applying smoothing, but actually in the ik beta before this we had been removing prediction that SteamVR was applying
happening to me as well
Same

Wait its already live compatable again? lol
Made sure to restart steam?, I gotta check and not be chatting in here
Gotta use the turn based servers
My vrc did not update, might be incompatible with live?
What's going on...
OHHH. Yep I was.
It's possible that people having trouble didn't get the new update downloaded yet
I'm sure kung will have it sorted by tomorrow, for now just use prod
restarting steam rn see if it just didn't update
checking myself now
I'm pretty sure ive gotten the update (steam downloaded it)
Works for me
Restarted PC and will now check again
Oh Kung, before I go off. The new IK with the neck is MILES better than before. Almost all the weird neck squashing is completely gone 👍
huhh....yeah? it is not network compatible
Nice!
weird, now it works
validating game files fixed the not updating issue for me
You may have been joining an instance created on the previous version
Ok it works now
👆
I saw it updating, but it still needed a Steam restart
Yeah steam reboot then validate seams to make steam pull down the right files
also working for me now, after 1 error trying to log into my home world
Ok cool seems like it's just the gradual update process 
Why is the slider design different? xD
To take up less space, you don't need as much fine tuning as an angle right?
The other ones have extremely fine-tune interactions with spatial behavior
true
Same design as calibration range below
aaaa, no slider snapping qwq
oh true
Well there you go! And you were worried there'd be nothing to make a Canny for
It's giving the same error again when i got in VR
hm
It would depend on the instance you're joining I think
it worked before on desktop
Do you have a public instance set as your home world, or one set with launch option or something?
nope
I love it
May be worth verifying files again, and possibly restarting PC or something, since it appears to work for some people it seems like it's not the build itself
(other people are in on the build in VR right?)
Scaling works flawlessly btw :p
If you're in VR could you cover up a tracker and see how it behaves when occluded?
Ok yeah that's about expected. It won't fly totally across the room. We'd probably have to cache poses to do better than that
ah
It's not desired but I'd have to know why your tracker is doing that to know if it's avoidable. Poses will not update if they're not bPoseIsValid or not Running_OK
I’m going to bust a peanut in half. This looks so good!
And "not update" means they'll remain in place relative to playspace. If somehow it returns an bPoseIsValid and Running_OK pose in the floor, then there's not much we can do about that
Thanks for checking it!
No problem ^^
I don't understand your remediation strategy
Ah that could be a bug maybe! Can you set Tracker Motion Prediction to 0% and try it on a foot tracker?
It might be that the hybrid handling of the hip is messing it up, if so should be an easy fix
Yep, it's bugged then. Thanks for the quick catch ( @tawdry nymph too!)
Same with with prediction at 100%
Yeah, it's only the hybrid handling that might still be active
Controllers still fly away btw
Oh yeah, not messing with those. Controllers touch UI and other really core stuff, so I want to avoid messing around there as much as possible
during my testing on RVR of the behaviour between Running_OK and Calibrating_OutOfRange, I've noticed that sometimes during frenetic movement and dances, the tracker has "temporary occlusions" that lasts like a few milliseconds, but the IMU looked pretty capable at filling these temporary gaps
btw, is the hip also effected by tfe slider?
have you noticed something similar during your trials?
not yet, but if that's the case we may have to add our own timer if it's really that short
If you're able observe and document it happening with this new behavior in VRC please let me know
it's like micro-occlusions that the trackers just seamlessly completes. to illustrate, it's like if you attached a trail renderer pen on all the data that is Running_OK, and another on all the data that is Calibrating_OutOfRange, the pen from the Calibrating_OutOfRange fills the missing gaps on the Running_OK in a non-degenerate way
sure, I'll keep an eye out
Yeah that makes sense. We'd likely be able to fill it with a very short grace period if it causes problems then
Just wondering is the ik beta updated with scaling or is that being kept out of it till IK2 gets pushed out of beta?
It's updated now
Oh lmao I just kinda glossed over that sorry. I read it like 10 times and just never saw it
Hey Kung where is it that you place the viewpoint on your avatar? Since ive noticed that viewpoint positions plays a noticeable effect on FBT; from my testing ive noticed that having it further into the head causes your legs to bend more when looking at your feet, and having it further towards the outside of your head makes that happen less
It depends on the entire model. So trial and error is probably the best bet here. If you imagine your real head wearing your real HMD rotating around, it's pivoting in a complex way that you could maybe abstract an average-ish center of rotation for around your real neck.
So you have that relationship between your real HMD and real neck pivot, and there's a relationship between the avatar's viewpoint and the base of the avatar's head, connecting to the avatar's neck
But beyon that the avatar's torso and shoulders may not be as far front-back as you IRL body, so the effect the HMD has on dragging the avatar around may vary becaues of that
So rather than a "correct location", it's probably best to adjust with trial and error per avatar
side-topic, does OSC trackers have a way to tell VRChat that it's lost tracking, so that VRChat tries to run these same remediation strategies as a non-Running_OK tracker?
Ah okie thank you, gonna play around with some stuff later and different rigs
Not currently, though that's an interesting idea
In theory the sending app if it knows its own tracking fidelity could actively* send unmoving data for when fidelity fails
you don't do any unusual remediation like solving in avatar space/head space rather than playspace or something?
How about sending (0, 0, 0) pos
OSC trackers should currently allow 0,0,0
If you send the head data, it will try to align that with the player but if you don't it should be starting out aligned the same as your SteamVR playspace (if you're combining with that) and if you need to align you can either send a single pulse of head data to align with that, or have users use the Auto Center OSC Trackers button
so....more like earlier "failed to authenticate" issue more likely IX side issue and not need to verify game or restart steam anymore.
Ah, good to know. Thanks!
Ah I should add that the Auto Center OSC Trackers button works based on having two OSC trackers lowest on the playspace y axis, and assuming they're feet. If for example your hybrid hip tool is only sending a single tracker then you wouldn't be able to use that
oh, settings reseted? because of the new menu? avatar measurement to arm span and to lock hip
New update?

comes
Thanks for the near instant bug reporting on that issue @tawdry nymph & @devout current the fix is out now
If possible, please give this a try in the latest build, it may be improved a bit
is there a one handed calibration?
kind of, you need to press space to calibrate
basically anyone who owns a valve index product is aware that valve hardware is made out of glass and can barely make it 3 months on a shelf without breaking
and losing 1 controller invalidates every single tracker you own in vrchat
and IK beta actually has a feature regression
?
closing/opening a menu no longer exits T pose, which doesnt go away after respawns or exits, meaning you are locked in T pose forever
especially since this spacebar thing i am about to try isnt documented anywhere
wont the act of pressing spacebar literally require you to move, resulting in your calibration being ruined?
this is way worse than the years old problem of the avatar debug menu requiring you to press pgup/pgdn
Yeah, it's not ideal as the only alternative. This is good feedback thanks
That's out of scope for the ik beta I think, though if there's a Canny for it I'd reccomend voting on it so the people who would work on it could see
Is " Shoulder Width Compensation" option be removed ok ik beta?
(just to be sure)
No, is it gone!?
simple button of "exit calibration" will suffice
it's still there for me?
I didn't see around IK include inside advaced option so.
Can you post pic where it is?
second button of "apply calibration" to replace double trigger click will work for people with a broken controller, and those people are highly unlikely to have elbow trackers, so button should be sufficient
It's in the Tracking & IK main menu page
it was never there lol
Is it....oh, then my bad
Though this update does move a lot of stuff from the QM into the MM
yeah
xd yeah
(2023.2.4 update I mean)
indeed, my friend crying on change as JP tutorial world need to update.....as UI be changed.
i solved this design flaw by hitting my spacebar with the far end of a meterstick
spread the word
Haha that's one way to do it. Probably best possible work-around right now is like one of those voice command programs to do a keystroke for you. Also very much not ideal.
also vrc kinda has arm length multiplier in a hacky kind of way
but having worked with IK a lot it is really surprising how few applications have implemented both an arm length multiplier and a leg length multiplier
it's a really big deal to be able to match spine length correctly
Wait, space bar can calibrate FBT?
Been that way for a very long time
i'm gonna tell everyone that has an index
it's really important for when one of the controller design flaws make them one handed
and then they have to "wait for the warehouse" for a month
I would just purchase a new set if one of mine go oof lol
I’ve hit some things pretty darn hard and no damage had been from that thankfully lol
arent they like $350 though?
1 set is $280 usd
bro not everyone made out of money
good point
As a person with money to spend I have no huge issues with that, although the index controllers should be a bit more durable.
Left joystick touch sensor went out about a month ago.
fact of the matter is that vrchat has one handed index users and people with disabilities and need to be accommodating the disabled
Good idea. Make a canny for that.
Oh yeah, you need to be able to calibrate with one arm. You can hit spacebar to confirm but that's not a solution.
use the force
use xsoverlay
did vrcat escape again From the quick meu? >.>
idrk whats change in past few updates since initial beta release but at first it was just slightly better for me but after some testing just now its very noticably better!
anyone else on this ik beta having trouble loading other peoples avis? they stay stuck at "queued" for about a minute
im the only one in my lobby on the beta and only one having the issue, and i tested my internet speed and its fine, other things are loading well
restarted once and its still happening so thought i'd ask here
"put VRCat back on the menu" is VRChat's "removed herobrine"
I was gonna talk about issues I had with some Avatar Setups using Lock All on various Furry Avatars I frequently use due to the Spines on them... BUT after the latest Build, I think it's so much better now. No more crunching when sitting down! Thank you @oak pendant! Don’t change a thing and please keep it this way from this point on. 🙌
IDk if this is just an issue with the IK beta just yet but when I scale up some constraints on my avatar don't scale correctly with my causing my chest to invert in on itself
Is the ik beta updated with the new update aswell? Or included?
yes latest ik-beta build has same features as newest vrchat update
the latest changes are fantastic. I love Lock Head now and will probably use that from now on, since the Lock Both chest movement has always looked comically rubberbandy for me.
the prediction slider is nice too. now that I can compare 0% vs 100% with passthrough, I see that foot tracking looks more accurate with 0%, and now I realize that the prediction made my legs move faster than they actually were, which might be why some people feel that 0% is delayed. I think 0% feels pretty close to irl, and it's definitely faster than the equivalent SmoothTracking setup I have to use to eliminate stompy foot jitter.
I can't talk in open beta for some reason? so this is gonna go here. I don't know if this is the latest patch or the new IK beta but I can't auto-level and follow my face at the same time. nor can i turn on smoothed camera and auto level.
smoothed and follow me override auto-level and autolevel doesnt level at all
Oh heck. The "freeze relative to playspace" is actually an amazing change
No longer need to freeze locomotion if planning to turn off your trackers and get under a blanket. Body wont rotate widly if you turn onto your side.
yesss had same problems
https://feedback.vrchat.com/vrchat-ik-20/p/f7ad-wrist-at-extreme-angle-causes-elbow-to-go-wild
this is probably not new but i just happened to notice it now
I am really liking the ik beta as of last night except for one thing I've noticed my spine collapsing a lot more easily
Definitely more than I would like due to the model I use
Would there ever be any chance of adjustment slider for this?
hey @oak pendant is it possible to still have rotational imu tracking working if a tracker (eg hip) is occluded? the work you and the team are doing is awesome. This update fixes many annoyances and problems. Having rotational tracking still work would be the cherry on top. Also network jitter fix when?
It's possible, would you be able to share the avatar id for the model you're having problems with? Also a way you could confirm on your end is to check if you see the problem you're having on a variety of avatars or just that one you tested on
That may be possible during the small fly-away window when position is bad but it still sends rotation. I'll do some experimenting with it if I have time
Still if it turns out it's only one avatar I'd be interested in the id to see if it's something we can fix or not since others may have a similar situation
I use maya (booth) here is one of mine avtr_974fa956-e547-48c7-95fe-574bcd3366dd
Thanks! Do you have any sceenshots of that failing pose?
I think it's an issue for models by kyubi because of how he tends to weight paint and position his armatures
No sorry I am at work
Ah no worries. I'll take a look
Putting into lock both on the non beta ik will give a very good extreme example of what the issue is
But I am finding it's crunching up in that area a bit more since last night
Do you use a chest tracker?
Hmm as far as I can see that avatar is working properly in Lock-Head
intensives note taking noises
kung noises
Heh, I wonder what that noise would be
good question xD
"ik....bone rotation....avatar"
Ah yeah, I can see it, with the Minecraft villager "hmm" in between each word 😆

But fr, this newest IK beta is a 10/10. Slider makes it 100% positive. Thanks for the hard work
Dunno if you saw my message, but it still stands. Your fixes to Lock All yesterday made my Avatars perform leagues better when sitting down now. No more crunching!
I might need a video to try exactly what you're doing with it later on, once you're free if you have time and able to record one. So far so good with the avatar on my end. Another thing to check is your settings in the quickemenu. The latest release had a rework and your saved settings there may have changed for the spine lock mode
(Spine Mode got reset, yes)
I Will Check over everything tonight
I spend about 125 hours a week in fbt so maybe problems seem worse to me
I did! I'm really happy it's working that well for you. "Don't change a thing" is pretty rare feedback. It's like looting a rare item or something. Thanks for continuing to test the different versions!
I know I was in lock head though because I have tried lock both every update to see how it is
Yeah I'm also pretty happy with the current lock head and lock both
Haven't tried chest tracking yet though (in lock head)
I would love to try chest tracking but I have not seen a solution yet which would be comfortable enough with booba to wear as much as I do
Ah so you just manually switched during the session? If so probably not settings reset then. Yeah on this end I'm not seeing any crumple or odd behavior in lock head, so I'll probably need a video when you have time 🙏
Yeah, most chest straps aren't really good at that
It's alright to attach it to your back, but you might have more occlusion issues with hair or something
and no laying down
Tundra Labs made a new version of their EOZ Chest Strap that aims to be more comfortable?
Has anyone tried the new lock-head positional chest tracking support? I haven't heard any feedback on that yet, which is probably meaning there aren't problems. But I'm curious what people think
If I find a way to magically make a 4th tracker appear I would love to try it out xD
My bf has a chest tracker though, I'll ask him later what he thinks about it ^^
Yeah, personally I think EOZ stuff is really great. I've talked with the staff on multiple occasions and they genuinely care about getting more people into FBT more comfortably
You can per-tracker-ik it but not so easy if you don't have a strap for it
(like borrow from a foot I mean)
yeah I know, I did that before. Without a strap for it is kinda janky though xD
Yeah, I guess not a real test situation
I'll hopefully be able to get more trackers in a few months when I have the money for it
For sure
I have spent 5 digits of hours in fbt and have tried every strap that existed before eoz and eoz blows them all out of the water
Especially the upgraded vrchat editions
They actually seem to care about making comfortable quality products unlike some (Rebuff)
perfect time to do it now that you don't have to shut off base stations every steamvr start up to use everything you own 😅 i had been waiting for that fix ever since buying way too many controllers and trackers
I have had random generic straps that were better quality than rebuff lol
especially with this damn steamvr bug being around where it's like 10% chance of crashing each time i playspace move
I have 3 Vive Trackers 2.0 and the Rebuf Track Straps+... I'm never going to buy a Rebuff product again
That is the product that made me hate rebuff
They made it obvious how much they cared by using usb cables instead of pogo pins
🙃
Tried it out a bit last night. Mostly felt like lock all. Didn't notice anything weird in the time I tried it. I think I'll default to it for now compared to lock all as it felt like it didn't stretch/compress the spine as much as lock all which was bothering me a bit on some avis
only lock all does the stretching / compressing of the spine
So yeah, it makes sense you didn't saw it in Lock Head xD
Hm, maybe it was just the rotation of the chest I was seeing then. Cause it def felt like the chest of my avis was getting compressed/stretched sometimes
Potentially dumb question; is chest tracking any different if you don’t have feet trackers? Just hips and chest?
It shouldn't be (or if it is, then that would be a bug)
OK that’s exactly what I needed!
Double checking it appears not to have any bugs, so yeah you should be able to expect it to be the same
I used to use that same setup two years ago. Then Tundra entered the fray with the EOZ Straps, and I never went back to using Rebuff’s products since then.
I love it, will prob be using Lock Head from now on. Lock All's chest movement always felt comically rubberbandy to me, and with the old IK, I used to calibrate with the chest tracker lower before moving it up to dampen the chest effects. meanwhile, Lock Head feels like it affects the chest just right.
Search for middnighttech if u want a nice charging solution with your eozs
Uses pogo pins very pog
To me lock head and lock both are basically like:
Lock Head: more stable, but doesn't respect tracking data as much (stable ik > accuracy)
Lock Both: not as stable, but respects tracking data as much as it can while still looking good (accuracy > stable ik)
That doesn't mean that Lock Both is unstable, but as it tries to respect the trackers position / rotation as much as it can, it sometimes wont look as perfect / stable from the outside as lock head does.
The pog pins
Yes
pretty sure Towneh designed a strap that was made to accommodate booba, requires some 3d printed pieces though
what's happening with my knees when trying to calibrate? they are moving when i move my head forwards and backwards 🤔
Yeah, that's no good. May be related to the issues with scaled small avatars feet being broken after 2023.2.4 merge
Are you aware of this happening when we were on 2023.2.3p3? (before avatar scaling was merged in)
never seen it before but i didn't use my extra trackers much
I sit up and my chest sways. I don't think it should be. This happens in the "All lock" mode, and in the "Lock-head" mode. On all my avatars. There is no tracker on the chest.
That is normal, without losing chest / spine flexibility there can't be much done about it.
There is already some compensation for it when standing straight (when your hip is in line with your head)
Yeah, there was a lot of iteration there during the closed beta and a bit during open ik beta too. It's currently in a tradeoff of allowing a curve in the spine and looking good in motion. The more directly above the hip (relative to tracked hip's current orientation) it is the less it will do that, but when you recline you'll want a curved spine and so it does to some extent
Beyond that, lock hip is the mode for someone who really has issues with that behavior.
This may not be on topic but I spotted it when testing - is there a reason temp pose space doesn’t activate in FBT? Not new behavior, it never has since it’s inclusion. Just means I can’t test fbt + sitting
Yes, "Lock hip" doesn't have that problem. The latest version of the beta works best for "All lock". Although the early versions of the beta did not have "chest swing".
There was feedback to slightly increase the amount the spine curves, which is what's causing this. The earlier version would have had it too, but to a lesser extent
Yeah, the current behaviour is fine imo
Compare to before, when I do head pat, my chest not shake widely. so I'm happy with current too.
Yeah changes to pose space would be out of scope for ik beta unless it's a new bug or something. I'd have to investigate more to have a good answer there, but can't at the moment
So the spine is ment to curve when seated like that? cause then i think i'm having a strange issue my spine will shrink up and down depending on what way i'm looking, i haven't looked through everything here, but is that ment to happen?
almost like the spin is being scaled
If looking up and down is causing a lot of compression / extension there and you're using Lock-Both mode, then that's the intended fail-state for the introduced compression/extension. Some avatars will be less suited to it because of the way the viewpoint and head-root on the avatar sweeps with rotation of the user's real headset. In that case using one of the other two modes is best
The best behavior of an avatar is when it matches your skeleton (proportions) as closely as possible. I make avatars myself. And I use the "Legacy" calibration to accurately set the trackers.
One of the benefits on non-legacy calibration is it ensures that the viewpoint is also matching when you bind in. Because if using legacy you're not calibrating an offset to the viewpoint and it will snap to the viewpoint there, so for example distance from viewpoint to hip tracker may not match what you're trying to calibrate for. If you stand very carefully though the discrepancy would be minor
I completely forgot about legacy existing ngl xD
I have no problems with the head (descriptor) with legacy calibration. The avatar's head snaps onto my descriptor perfectly. The descriptor distance is chosen by me to exactly match my face.
Question. Why does the chest not turn after the head and arms? She always follows the hip. My arms and head are out to the side and my chest is straight (following my hips).
body still sems to move a lot from horisontal head rotation for remote players
these two are straight for me
That issue isn't being addressed in the current ik beta. It's in-progress as a task for our networking engineer but is somewhat stalled because it conflicts with requirements for Udon behavior
ah was hoping imobilise would fix that
If you're in lock head or lock both modes it will very slightly follow the head, but following more strongly would look bad in motion
In general twisting against the hip at the center of the spine (base of ribcage) is pretty limited for most humans
at least compared with neck range of motion
Yes, about 5%.
Ok
There's a 3rd party OSC tool that does this, but we can't implement similar 1st party until the Udon issues are sorted out
so this is when i lock in normally with head and hips locked. i'm only moving my head here, the rest of my body is perfectly still.
The spine of your avatar is in the center of the body. Your real spine is in the back))) (chest pulls down 😆 )
Yeah, there isn't anything the IK can do about that if we're to respect the tracking data of your HMD and align it with the avatars viewpoint. You need to adjust the viewpoint (in this case probably bringing it forward)
This might help you understand the issue: 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)
oh dang, i didn't think that mattered to much, will look into it
I have noticed that if i lock into my avatar while looking down, the spine will stop doing that, but instead the legs will bend as i look up and down.
so it is something to do with the viewball as well. 
Making a good skeleton avatar and weight paint is not easy..
the positon is fine lol
When you look up while calibrating it will raise up the avatar, so you're binding the lower body trackers with the avatar higher up relative to them, in other words the lower body trackers will be trying to push the avatar up once you lock in, which will bake in some compression to the spine, but that constant compression would cause other issues. It's best to figure out the relationship between your HMD and IRL neck pivot when compared to the avatar's viewball and headbone root
yep, moving the view point forward seems to have fixed the issue quite a bit 😅
I love the new tracker occluded stuff btw, it's great just being able to use a blanket
i still want IR transparent blankets
yeah xD
time to reupload every single one of my avatars >.>
also i can't tell if it's just in my head but the new IK feels slightly less responsive, but like... i can't tell when i try to move my legs really quick. i guess this is related to smoothing bit?
like it's something i would 100% not notice if i didn't already have so many hours in fbt lol
is there toggle for it or would i need to switch in and out of beta to a/b test?
just set the tracker motion prediction to something other than 0 if you don't like it lol
I felt that way until looking at my irl legs with passthrough. it was more like prediction made my legs move faster in game than they really were irl, making the new behavior feel delayed, so I guess I'll get used to it eventually
Seen things like this pop up often with the beta about spine curves and rigidity. Some avatars seem to need more or less. Why not just add a slider to adjust it in game?
If I'm not mistaken I think there was an unofficial way that did it that per avatar to improve tracking.
not to speak for the devs (kung specifically here, really), but they've talked a few times about needing to maintain a good balance of useful options without cluttering the menu with options
i'd love to see an "advanced" menu that really lets you tweak shit, but until that's possible the provided options need to be as simple as possible for VRC's less technical users (and there's nothing wrong with being less technical)
While true, the fact that external ways did this in the past and were used by most the fbt community also shows this was heavily needed and utilized, I do agree with keeping it simple tho. An advanced ik tab has been requested for a really long time to adjust things like rigidity and twist. Just the current iteration might be too limiting for user experience if half the avatars are folding like pancakes around their middle. I'd almost opt for current neck failure point over what it's doing in some of these cases with lock all.
like i said, i strongly agree. i also used said external ways, and i'd like to see the "advanced menu" or something as a middle ground.
Do you have examples of avatars that fold like pancakes with lock all in the current build?
(I could be misunderstanding folding with compression though)
in the current IK beta I've seen avis work perfectly unlike non beta where it folds your spine over
Actually one of my main avatars did it. It's related to tracker positions im pretty sure, I have a shorter torso being more petite, and the spine seems to crunch in around the stomach when it didn't in the past before the beta. It is compression. Not actually folding.
Ah ok, yeah that's expected then. The failure mode for lock-both has been changed to compress the spine rather than extreme folding, so I was concerned there was a bug there
You might prefer lock head then, it's received a lot of improvements as well
I have 11 point tracking tho. I like the fluidity of lock all for dancing.
Ah, then that'll likely be best yeah. Though lock-head now has positional chest tacking support as well
Oh does it? I'll experiment with it. I still think a slider at some point to loosen/tighten constraints on the spine would be highly useful. That reminds me, I was happy to see that a slider for prediction was added for latancy. Tho the wording is a bit confusing. Shouldn't it be flipped? 100% be the new behavior and 0% be no filtering?
I.E. 0% be live behavior
Some info there
There never was filtering, so it'd be incorrect (even if intuitive)
a tooltip is badly needed here
Yeah, it exists but isn't set up through localization thing yet
Sets how much latency compensating motion prediction to use on body trackers. Only works for SteamVR trackers.
is what it'll be
Ah I see. Yeah definitly that one sentence you said is plenty I think.
"Percent of motion prediction in use"
Then maybe add higher values may increase latency
aha, thanks, wasn't sure if it was just a brand new thing or an adjustable thing
it's both :p
I think the planned tool top might be too wordy and confusing tbh.
Latency compensation is already a mouthful for people who don't fully understand it.
Assuming the ik-beta branch will also be brought up to parity with the latest open-beta?
Probably better not to, to keep changes isolated
FYI to IK testers as well as Kung-- I just added the <@&1136085996254003260> role, which you can add to yourself via the "Channels and Roles" section of Discord at the top of the channel stack:
Thanks!
Yeah, I'll do that going forward
Awesome, thanks Tupper!
(You should probably mention that the next time you post something in #open-beta-announcements , so that people know where to get it from)
Yep, that's what I was thinking I'd do
Don’t forget to hit that “Publish” button so that subscribers get your message in their Discord servers ^^
#ik-2 Doesn't appear (disappears) if you select all these but not the last one
It's weird but I got it to work
On Legacy IK doesnt work Lock hip, and Lock head. Doesnt matter what i chose, i still have like lock both.
With legacy you shouldn't even be able to choose?!
Its hard to trace the problem, i found out, that i'm flying about 5cm. Then i checked all the settings, and i cant even remember how it was set up. I see its not working now.
As I said with legacy you shouldn't even have any of these options
I really dont remember now. I see that my avatar after accepting calibration, avatar moves about 5cm above the ground, and it looks like it have lock both option.
I cant even check how it was on previous version, because vrchat doesnt allow it...
will have them test this today and check it out
they had the most extreme example which was useful
Not sure if this was asked but the IK beta doesn't have Open Beta features and vice versa right? That means I have to switch builds back and forth?
Indeed
oh i think i found a substantial bug related to the tracker locking issue.
the new IK seems to break on worlds without scaling enabled.
the trackers seem to shift all around with the occlusion bug.
what's the occlusion bug
actually nvm <.< my trackers were just being dumb and not shutting off properly.
loving the chest tracker improvements to lock-head 🙏
I have not been able to “block avatar globally” on the IK beta. Is this known or is it a setting I’ve done
The icon for it is disabled
Similarly, I’ve not been able to unblock things globally
Have you tried clicking it?
That's also an issue on live IIRC
afaik it looks disabled but it still works
At least the button being greyed out
yeah
I hate how unorganised the QM User Profile is btw
can we refer to new ik as ik 2.1?
It would be more like 2.2
Since we already had the arm rework between the original release and now
thats 2.0.1 
I would assume the button should never look disabled - since that means unclickable
but it's not ik-specifc bug so my bad
yeah, it's a bit weird
any chance the tracking freeze could apply to controllers too, not just trackers? would be great for sleeping
there is this kind of related tracked canny post, but i'm just thinking now would be a good time to do that given the fixes/improvements to tracking freeze for trackers in the current beta
(that's a different issue)
it is, but freezing the controller in place is one of the suggested "fixes" by users in the comments
kind of I guess?
I'm not sure if there is an actual canny specifically just for freezing controllers
That canny specifically is about controllers being treated as if they are disconnected if they lay still for a moment.
(Which was actually done on purpose cause Meta stopped telling VRChat if controllers are actually disconnected)
I know, I read the canny post. Might have focussed too much on the latest comment:
😅
but yeah, either way it would be nice if the freeze behaviour was consistent between devices. Controllers and trackers
Actually, this one be more techny.
not meta, openxr
ah, I got what you meant by
Anyway, I do think that being able to set controllers to remain in the same spot when turned off is a good idea
yeah, actually.
also prediction method used for tracker may works.
I dunno if this is just me but my knees seem to bend inward
like an ungodly amount more then it used to
while on beta
Double check the knee angle slider in the Tracking & IK main menu page. It's possible you set it to an extreme value while dragging the menu to scroll or something
Last I checked it was at 0 but hmm
I dunno it might be an issue with me using my tundras on my feet?
and not like ankles?
I use them on my feet, and that's a supported position. The other thing I could think of is if you're calibrating while your avatar is scaled below default scale with the new avatar scaling feature, foot calibration can break (which affects knee angle too)
But seems most likely the knee angle slider might have an accidental value set, so that'd be the first thing I'd double check
The knee slider was kinda wonky for me yesterday
(I assume you don't use knee trackers)
Wonky how?
Basically no matter if I've set it to plus or minus, the legs bent in the same direction
It fixed it self after moving the slider a bit
I haven't reported it before as I haven't done any testing yet
Hmm, I wonder if there's an issue with the menu rework causing settings to get set improperly. I feel like we'd hear more about it if that was the case though
I guess if you discover it's a repeatable issue, let me know / make a canny if you're able at that time
only canny I saw be UX related so just design...
https://feedback.vrchat.com/feature-requests/p/uiux-issue-simplicity-does-not-mean-easy-to-understand
Yeah... For the parts that I have some influence over I requested that icons can remain present where possible in the Tracking & IK section of the QM, so we still have it for Calibrate FBT and Recenter OSC trackers as well as the auto measure ruler button and grab to adjust.
yeap
works fine for me currently so yeah
Wait no one else tested shin tracking?
I do shins because my straps are not floor/carpet friendly
wdym?
Wearing foot trackers above the ankle is also supported
ahhh
It should work fine, but with the Tracker Motion Prediction option, one of the main reasons to do so would be reduced. There are still other reasons though like the one Smash-ter mentions
Someone earlier saying, we could use these prediction and freeze trick to avoid controller idle issue, maybe?
#ik-2 message
Possibly, though I need to be careful with trying to mess with controllers. The main focus of this ik beta is still for improving the spine behavior. Messing around with controllers, and any issue that could occur is much riskier and more severe than a FBT issue because it could prevent you from using the menus altogether.
Maybe separating out he hand IK behavior from the controller and menu behavior is one way to reduce that issue, which would be pretty nice, but I don't know if I'd be able to get to it in context of ik beta because it's kinda technically out of scope
time for another beta in 6 months xD
xd
Arm Rework V2 xD
(Personally thinking, Kung knows what's could be better so maybe person who got idea of how to avoid from vrc team be kung)
A change regarding controller disconnect behavior would probably just be part of regular patch and release cycle unless all IK beta issues are solved and I somehow still have time for that as well as part of this (kind of unlikely though). The main point of doing ik beta as we do is because it affects avatar behavior for everyone in a very subjective way on a wide variety of avatars, so giving a longer window for heads up, testing, and feedback is ideal.
Issues still remain with calibration and avatar scaling, as well as binding OSC trackers with SteamVR needing a 2nd try to get the binding people want.
yeah...
How would wearing knee trackers below the knee impact tracking?
I wear my knee trackers below the knee to use my calf muscles to prevent slipping.
Before ik rework I didn't see a difference before and after, now I see knees are a bit less responsive. Wondering if knee position is the reason
Does the world you joined scale you down below default size while joining?
no idea
That's probably because we removed the SteamVR tracker motion prediction by default to help remove tracker jitter from things like stomping. You can turn the motion prediction back up with a slider in the Tracking & IK main menu page called "Tracker Motion Prediction" you can play around with it, 100% is what the behavior is like on live.
0% is the new changes then right?
No steamvr motion prediction?
Yep. Need to get the tooltip in with our localization stuff to show up properly, which I haven't done yet, but tooltip will be:
Sets how much latency compensating motion prediction to use on body trackers. Only works for SteamVR trackers.
ah kk it was kinda confusing what it did
So higher values will predict more into the future and feel like less delay at the cost of more shaking due to inaccuracy in prediction.
What value would you say is the best of both?
That really depends on the person. I like 0% because that represents closest possible sample to last "real" data from the tracker IMUs running at 250Hz
Anything above 0% starts to introduce "fabricated" data, but it'll become more severe the more you add. So if all you want is it to be a bit more snappy you can add a bit of prediction
Now after few tests.
Legacy IK ON, legacy calibration ON.
First calibration when joining vrc looks fine, but every next one, makes like lock head and hips. Some avatars are above the ground, some have bended knees.
When i change the world, everything starts working fine, till i calibrate again. Then it breaks.

thanks for the explanation
you can't use lock head etc with legacy ik
was about to say that
the menu is probably just bugged
So why they are locked? I see how avatar acts.
On build 1313 i didnt notice any IK issue
@oak pendant when using Legacy IK all the IK 2 options are still in the QM
Just tested it my self
Ah, ok yeah would be good for those not to appear probably when in legacy IK
yeah
But still, legacy ik breaks always after calibration. It looks fine after changing the world.
Is there a way to toggle between ik2 and beta-ik2 other than changing participation in the beta?
nope
Ok, I'll give this some investigation after I try to address the general scaling related calibration issues, because they're likely related anyway
It may be the case that at some point we start to depricate legacy IK though. I don't know if now is the time (probably not quite yet?) but if it starts to slow development to keep it around we'll eventually have to
For me, it will be enough, if there will be no scaling for legacy ik or any other extra options. As long as it will work.
Does anyone else here wear their hip tracker to the side? Like 10 or 2 o'clock?
lots of people. But i prefer on my back.
I do sometimes yeah
I definitely prefer it over 12 o'clock due to occlusion. But beta-ik2 makes it feel weird, I can't really describe. I'd like to A/B test
At some point the legacy IK solving will be fully depricated and removed though, so it might be good to start getting used to the new system sooner rather than later, or if there's a specific reason why you're unable to use the new system provide feedback on that. Of course can't promise to implement everything but it'd be good to know why you can't switch over. As far as I know the only behavior in legacy IK that we don't and probably won't have is having the arms pull the torso in different directions
(But separate from that point, thanks for reporting bugs as you find them!)
damn, people really still using ik1?
looks like it 😅
Yep. I can lift my elbows enough. On ik2 it is imposible without trackers. (by moving my wrists)
Ah yeah, the elbow behavior in legacy FBT is different and is able to move upward more
I think this is the only reason.
And dumb reason is, i have tracker on my back. I can't lie on my back. I can't lie on a side, because of the chest turns. and i cant lie on my stomach, because of my ribs hurts after few minutes XD
So i'm not typical FBT user.
why is it avatars reload when ever you press the quick menu? after switching from full/half body.
it tends to bug out sometimes and load an error bot at times. then you have to change avatars to fix it.
forgot to post this
It sure looks better than it did last time
Ah yes, a friend was pointing out to me the good ol' jitter issue, https://feedback.vrchat.com/bug-reports/p/full-body-jittering-when-turning-head
It looks like its pretty severe with the ik2 beta. What would be the cause for this issue?
This looks the same as on live to me, unfortunately it's probably not something I can address in the ik beta because it's blocked by requirements from our world creator support that Udon's GetRotation on the player object still provides the pointing direction of the head (or a viable alternative is made available). This really bothers me too and I've been pushing for the fix internally but yeah, that's the current status of it.
I'm assuming it's refreshing the avatar after making some changes to the animator. It does the same thing when switching between fbt locomotion vs non-locomotion (i.e the walking animation when moving) iirc
"gamer neck" is usually caused by spine length problems, mainly hip bone being too high
being able to adjust avatar spine length would be really helpful
With chest tracker + lock head it feels like spine isnt bending enough it almost looks like theres just the hip and chest bone moving until a certain threshold and then spine will bend a slight amount, with chest tracker disabled the spine seems to bend throughout the motion i was doing, idk if theres any rig adjustments i could be doing to make spine be bending more. without chest tracker it seems like chest is the main thing bending still and spine only slight amount compared
IK Beta is working great for me. I'm using lock both with the looking-down during calibration and 6point. Spine and neck aren't crooked like they used to be, very nice!
I'm using lock both with the looking-down during calibration and 6point.
By the way, this is no longer necessary to do. It just works now without having to use that workaround.
I second this xD i have a shorter torso, some many avi's don't fit exactly right. also this is something i was just thinking about today. it wasn't an issue long ago with IK1.0 but was especially after updating to 2.0. it still happens in the beta now. Personally haven't tried with the lock hip as this post suggested since it wasn't too big of a deal to me.
https://www.reddit.com/r/VRchat/comments/xv70w6/fix_knee_bend_when_bending_down/
i have tried both, and both have problems, especially when you are doing hip related activities
with 11 point tracking i'm usually in lock both mode at all times. i think my main complaint tho so far is spine rigidity and length needed vary pretty widely from avatar to avatar. but that has also always kinda been the case. i still think it would be nice to add those 2 options as sliders to the menu. I'm aware that clutter is a thing to worry about, but these seem important enough to address. even if hidden under an "advanced" drop down like the new chat box settings among other things.
If certain ratios look better with some settings it could be adjusted automatically instead of being user-facing, at least if there’s a consensus on what looks best for a given avatar
but why make a general pass when individual preferences are different? isn't VRChat about freedom of expression? there is absolutely no way to test what looks best on the hundreds of thousands of avatars in game. that is just the nature of being able to upload your own content to a platform like VRC. even just user body to avatar differences changes how things look drastically with tracking. a optional tweak i don't feel would negatively affect anything. especially since there are already similar IK settings like it. like arm ratio.
honestly ratios for spine, arm, and legs would be nice for a perfect fit drastically increasing immersion. and likely could easily replace the more finicky options like tracker dragging in the settings. too hard and tedious to eyeball rotation and position perfectly especially since they don't persist on calibration. I think the IK settings menu as a whole could probably be drastically reduced and simplified.
I kinda wonder if there is any data on the use of those settings.
has anybody noticed the weirdly high latency to a tracker moving in steamvr to the ik moving?
its like a solid 1/3 of a second
cant tell if its the tracking being overly smoothed from the anti jitter thing or if its cuz of mixed osc and tracker setup i have going on
That's actually a new feature!
Foot Trackers will now use the latest actually tracked IMU data instead of the latest predicted data. This results in less shakiness and your feet not going into the ground when you stamp on the floor.
This sadly also increases the latency though. Which is why a slider was added so you are able to adjust if you prefer lower latency or more accuracy.
can i turn it off
You can find it in:
Main Menu > Settings > Tracking & IK the slider is called Tracker Motion Prediction.
0% = No Prediction
100% = Full Prediction (similar to live)
As I said, 0% = no prediction which results in more accuracy but also higher latency. If you don't want that you need to set the predcition to 100%.
i see thing called smoothing with no description on 0% and i assume smoothing is off
It's not smoothing though
or estimation or whatever
100% does estimation / prediction, while 0% is just the raw tracking data :p
id expect 0 to be off, 100 to be on, make me feel like im a big flag on the moon
technically 0% is of since you are turning down the motion prediction 😅
what im saying is the slider should have a proper description
cause honestly i had no idea what it did
Yeah, the tooltip is currently missing
It will look like this once it gets added:
Sets how much latency compensating motion prediction to use on body trackers. Only works for SteamVR trackers.
i think specifying "does not work with osc trackers" or something is clearer
even tho it does appear to effect osc trackers
Technically speaking it can't even effect OSC Trackers.
As the way they send data to VRChat is completely different than what SteamVR does.
mayhaps its some funky shit going on with extrapolating real trackers into a single osc tracker
Btw @oak pendant is the Tracker Motion Prediction slider disabled / removed on Quest? If not you could probably do that since on Quest / Android the only way to get tracking data is through OSC.
suddenly a blanket!
I really like “Freeze Trackers on Disconnect” option in the beta! I think it's a great solution to the problem rather than having them drift off!
I do have a concern about it though. In some situations, the only way I realized I lost tracking is by noticing the tracker fly off into space.
Would it be possible to implement something to alert a player to tracker drift? Maybe a hud element that appears when you lose tracking for example!
I really like the changes in the beta, you're doing a great job!
Yeah, that's currently not handled. Since OSC trackers are they only kind usable on Quest it would make sense not to show that.
Yeah, I can see that it'd be harder to notice now. Adding hud notifications would in theory be possible but is also very niche and could get bothersome so would probably need an option to disable as well, and then we're in niche-option territory... If you'd like you could set up a Canny for it and see how it does.
True! It could be too niche to be useful, but I suppose it's hard to say. It should definitely be something that isn't bothersome and opted into. Either way, I put a canny together for it! https://vrchat.canny.io/vrchat-ik-20/p/hud-icon-to-alert-when-tracking-is-lost
could something like ovr toolkit implement that? it already has some low battery warnings i think
Ah, yes it could indeed! The same info is available to anything that's interfacing with SteamVR
i'll drop a suggestion there. the dev is very active and often implements suggestions from users
hai just wondering if this fix will be added to the ik beta at all?
The next update to ik beta will have 2023.2.4p1 merged with it. I'm trying to get a few more fixes in with it before updating though so it may be a little while.
excellent
Upvoted, I want more HUD. I've actually considered implementing a thing with avi dynamics contact senders to check if my trackers have moved from a reasonable position, but between that system sounding rly dumb to setup and config and needing to rebuild my HUD, it's never happened.
Huh, guess I need to look into that, could probably hook onto it and send the data I need with OSC at that point
amazing thankyou~
um @oak pendant just curious with the new ik would you say twist bones are no longer necesarry? or are they still worth setting up, I tried uploading a version without them and I honestly dont know if I saw a difference
The stuff in the ik beta doesn't do anything to affect how much you'd need twist bones. The way they work (rigging an extra bone to allow rotation that looks good with a soft weight gradient on the mesh to only affect the rotation axis it looks good on) isn't something that could easily be solved with changes to the IK on the normal humanoid bones as far as I know.
hmmmmmm gotcha okay thankyou very much ^-^
btw amazing job on this IK update, this is genuinely one of the best updates in awhile I feel so so much more immersed it feels so good~
Thanks! I'm really glad to hear it's working well for you! 
one thing though is with the new ik I have found I can finally solve the legs bending down when I look down at my feet issue that has plague so many for such a long time, however I always have to increase my height by 2, calibrate then go back down by 2 again for it to be perfectly fixed, I was just curious if there was potentually anything that could be done so i'd no longer have to adjust the height each time?
I'm assuming you're using lock-head mode. The tradeoff that height change technique is adding is tightening the spine when you calibrate with a larger avatar and then adjust your height setting to wear it as smaller, which would introduce some sliding in the lower body joints when it goes beyond and returns to the binding points. If you want an easier way to quickly "bake in" a bit of tightness to the lower body binding points, you can experiment with how much you look up and down while calibrating (not legacy calibration). That's not really recommended... but that's what it'd do. If you don't mind the dynamic spine length though, you might wanna give Lock-Both a try, since that won't allow the hip to slide out of position (which is what causes the knees to bend)
hmmmmmm interesting i'll give that a shot thanks
lock both actually doesn't help with this. neither does offsetting height by calibrating while looking up and down. I was actually just talking about this earlier. it was an issue that started with ik2.0 I haven't tried it yet myself but intended to tonight, but it was mentioned lock hip fixes that in this thread on reddit:
https://www.reddit.com/r/VRchat/comments/xv70w6/fix_knee_bend_when_bending_down/
I might be misunderstanding the association with "bending down" and knee bending. I assumed you meant what happens when in lock head looking downward you're tilting the HMD down and lowering the positioning of the tracking allowing the hip to sink slightly which allows the knees to bend slightly
This wouldn't be happening in lock-both mode because the hip doesn't move down unless the hip tracker does
Do you have any video example or the motion that's causing the knees to bend?
is the ik beta going to be updated with todays patch
I'm not sure. Still fighting with issues for scaled down avatars and calibration. I'd hoped to have that fixed when doing the next patch but it isn't quite yet.
ah ok
im having significant fps lost vs last week in heavy worlds with high player count
x3d cpu and 4090
i think the patch might help but i am enjoying ik beta lol
I'm glad you're enjoying it! If not today then I think I'd want to at least get the p1 patch merged in tomorrow, if this calibration fix keeps taking too long
(continuing to work on it as we speak)
u hav been working fast thank u :>
I don't have a video sadly, its kinda hard for me to record in VR. basically when bending over at the waist like if you were going to touch the floor your legs will bend slightly instead of staying straight (while your irl legs are straight ofc). its been a thing for some time now, not specifically about the beta. I also think it specifically affects knee tracking if i'm not mistaken. i can experiment in a moment when i get on for more information.
It would be good to test in ik beta if possible, live has a bug with calibration that would affect something intricate like that. What you might also be noticing vs legacy IK is that legacy had inaccuracy around the binding point of the hip, which caused lots of issues with small offsets. It may just be the case that the offset was helping you previously
In order to successfully carry out that motion without any change in knee bend, you'd either need leeway introduced by some tightning offset, or extremely accurate positioning on the thigh bones on the avatar so the pivot matches IRL
yeah i've been exclusively using the IK beta so far it feels really nice. ^^ I intended to test in beta
Probably the best way to introduce some tightening leeway in your specific case, now that I understand it better, would be to very slightly bend your knees during calibration. That would give some extra room for them if the issue you're experiencing is slight when you're bending over
If it worked in legacy IK but doesn't in IK2 it's likely you only need a few cm because that's around the range of possible offset with the old legacy IK binding issues
i see i'll try that now, i was just about to log on. i'll report back anything i find ^^
Here's an extremely rough drawing illustrating the pivot point challenge for making the avatar (red legs are the avatar's legs being too long in this example)
So if the tracking is perfect this still has to happen, but if you've baked in some tightness to the legs for any various reason / with any various technique, it can be alleviated
probably a combination of trial and error with the thigh pivot points, and then binding in a very small amount of leeway by very slightly bending your knees (during calibration*) would be best in your situation. I don't think reintroducing the imperfect binding of legacy IK is a good idea.
Ah that makes sense, i mentioned something earlier i wonder if would be considered. its already available with wingspan. but could ratios be added for arms/legs/spine legnth? there are so many different avatars its impossible to test them all for perfect tracking. currently there is the grab and rotate trackes that can fix this kinda thing too. but its a bit frustrating to do it that way since you need to perfectly eyeball it. and it also resets on any kinda avatar reload making it ineffective for long use. i can easily see it replacing those. I kinda feel it would also alleviate a lot of the complaints i've seen with spine bend acting odd on a few avatars.
The height vs armspan toggle (and the ratio slider that's active in armspan mode) doesn't actually change any proportions on the avatar, it just allows you to pick what measurement is used to match it with your IRL body. So the concept wouldn't apply for something like leg/spine length
For for armspan mode the arm vs height ratio slider allow adjusting the relationship between the arms and height that's used to find an arm length to match the avatar based on the user input User Real Height setting
For measuring by height mode that doesn't do anything because there is no ratio, because we directly match the avatar's height to the user's User Real Height
The same concept doesn't really apply to sub-parts of an avatar like spine/legs etc
I think I do understand the request though, dynamically rescaling proportions of the avatar via settings of some kind. But it's unlike anything we're currently doing, and would likely add a similar amount of complexity that the recent scaling update did 😅
thats fair, likely well outside the scope of the beta. that also reminds me i need to try elbow tracking out. I haven't yet on beta.
what an illustration
out of curiosity were physbones affected by the scaling update? i can't tell if the changes are from the live or IK beta yet. i know they pushed some kinda fix for constraints and some things which isn't live for us yet.
i only recently noticed one of my avatars broke, seems to be due to gravity parameters? perhaps?i'll have to do more testing tomorrow
disabling the "tracker motion prediction" sounds like a great idea, but... why is their motion (looking like) smoothed out now? they lag behind the actual limbs significantly, and it's not because SteamVR doesn't know where the trackers are - their position in the overlay is accurate.
is SteamVR using some kind of motion prediction too?
The motion prediction isn't something VRChat invented, normally every SteamVR device has motion prediction applied to it.
Turning it down results in higher accuracy but sadly also in higher latency
I am having a really weird issue on my avatar, and only this one. with lock both the avatar kinda acts like lock hip, but the avatar dynamics stuff follows what lock both would do, aka squish the spine. also the avatar hands get offset from where my actual hands are, the av dynamics debug matches my real pose. any ideas what could potentially cause this?
in the video I kinda squish myself to try to get the spine squish to apply to my avatar if it wasn't clear. and it works on the sample avatar of the model
Yeah I've noticed that on other Avatars as well
where it looks like the hands etc move away from the controller when the spine get's compressed

Do you happen to have any constraints on humanoid bones on that avatar?
I believe the avatars you previously noticed it on should be mostly fixed
I do have a constraint to see my hair in first person and that was also my intuition for an issue. I uploaded several versions including one without any constraints on it and that is also broken
I'll try it out later (if I haven't forgot about it by that point 😅 )
(the bone-only one has a very small amount of wiggle remaining but that appears to be an artifact of humanoid muscle stuff, there was previously an issue that caused more wiggle that's now fixed)
If you'd be willing to share an avatar id of the broken one and the working one I can take a look
I'll dm, check friend requests
I would love to see the ability to crudely adjust the length of the legs/leg bones in game. Obviously super long/short legged avatars would look jank, but i have many avatars that only need small leg length adjustments to fit perfectly. I think that would be cool 🙂
Thanks! For anyone reading along, it was resolved. In this case it was a physbone that was trying to move the humanoid chest bone
don't be lazy like me, make actual root bones 😔
😂

if only the number of bones didn't affect the avatar rank...
im not going to ping but thank u kung for fast update
bro with 477 hair bones be like
very nice lol
that popup is probably ancient by now
Yeah, they gotta update that eventually.
That popup is old enough to vote
The fix for this is also gonna be part of this beta?
https://feedback.vrchat.com/vrchat-ik-20/p/network-jitter-with-ik
joke
Sorry i guess?
An actual answer: #ik-2 message
Unrelated to ik beta specifically, but hopefully it can get fixed in the beta or something
I'm noticing repeated random crashes, no freezing or anything, just straight up poof as if I just closed VRChat type crashes.
It tends to happen without warning, or signs leading up to the crash and it's very quick.
I'm noticing this same crash happens on the IK beta. 🤔
Is it hardware specific, is it just me? Is it something wrong on my end? Are others having this issue/experience? These are questions I want to know the answers too before I create a canny.
no idea unless you check output log
I'll have a look at those when I get home
If one or two bones is what's gonna put you over the edge then idk what to say
assuming the screenshot below is the thing that caused the issue, and assuming it had the default multi-child behaviour of "ignore", why wasn't it ignored completely?
It's been happening to me since the scaling update
Not too often but it went from like zero crashes for months to a few this week
Kung, any possibility of an in-game toggle for beta and non-beta IK2?
Yes, like a legacy toggle just for beta testing reasons
It should be removed for live tho
I'm not Kung but that is in my opinion very unlikely to happen, as it would cost exta dev time etc and could result in more issues.
So I have a technical question, just to clear something up.
Is OnAvatarChanged() intentionally run before IK is finalized/active?
Because if you wanted to measure the bone lengths of an avatar, to use as a hash, then with the new spine stretching this beta introduces, it wouldn't work at runtime anymore. However, the IK stretching, or IK in general, doesn't seem to be active when OnAvatarChanged() is triggered so it would be good to know if that was intentional, or if it needs to be planned around some day changing.
if you use my avatar optimizer only bones with non 0 weight will still be bones
Can confirm, this is completely fine ^^
@oak pendant your a damn wizard man, after last update and tweaking things a bit I can now actually do full hiprolls and belly dancing in vr, this looks amazing, thank you so much ❤️
Nice! I'm really glad it's working well for you! 
btw my bf tested the chest tracking in lock head and it looks great!
Is there a way to make covered trackers still move with play space mover?
Not really
Sad but understandable
There would be potential workarounds but it would get real hacky real fast. "Stay where they are relative to your playspace" I think is a good way to have it behave by design
playspace moving is external to VRC and as far as we're concerned you've moved through your playspace when you do it
Yeah I know, that's also why I didn't really expect there to be a solution. Just wanted to ask anyway in case there would be ^^
could be a suggestion to ovr advanced settings devs instead maybe, though i dont know where youd do that
Hehe worlds colliding! I'm also a dev on the OVRAS project, working on playspace movement and rotation. But I gotta keep a separation between that and my VRC work.
Settle in the middle with an OSC endpoint which moves the play space
If you disable locomotion in the animator then it works.

But how would it improve this situation?
As VRChat just puts the trackers down into those specific spots
It moves the trackers with you
hu, weird
Notably not the movement animations, but using the locomotion component in the animator that turns off your ability to move.
Typically, your Avatar will be visibly “frozen” in the last pose when your Head goes through a collider.
Which it doesn't when locomotion is turned off.
if there is a better place to put this pls let me know
This is unrelated to any issues with the ik system. I noticed last night the social tab and groups tab weren't being updated to show new friends/group instances that started up. Restarting VRChat fixed it. Is this a problem in live or only in the IK beta?
with the new Ik beta can we have a neck/chest balance slider for Head/hips lock? head/hip works amazing now with the neck not collapsing like it use too, but now the chest/spine feels alittle too squishy
on a side note, using just head lock, leaning forwards causes the hips to lift cause legs to straighten out eve when leaning forward to a crouch
eg pics of how the chest/spine squeeze (also head tilt causes chest to shift sideways due to neck stiffness)
having a slider to fine tune that per avi would be amazing
@split plinth your viewpoint might be too far forward, causing the entire spine to be pulled up when you look down
oh no thats when i lean forwards while lead down or slouching while stood
so when im dropping my head but keeping my spine straight irl it conresses the whole spine
Hmm, isn't that kinda expected when using Lock Both?
Lock Both locks, as the name suggests, both the Head and Hip position / rotation, so it kinda has to do some squishing etc to achieve that.
You just use lock head if you don't like that. It would have the same effect as turning the squishing down, as the spine behaviour of lock both and lock head is pretty similar.
The biggest difference between them is that in lock head the spine wouldn't compress and instead the hip would just drift away from it's tracked position, which looks pretty okay for the most part.
btw idk what version of the Rex you are using, but in newer versions the weight painting of the chest isn't as great imo and can look a bit weird with lock both (or even just lock head), it looks fine on your avatar for the most part though
i think there may be a sync issue with the beta and live atm. noticed battle disc doesn't spawn abilities in the instance. anyone able to confirm? xcross discs r4
works fine for everyone else in the instance i'm the only one on beta
Running into an issue where none of my avatars show up in mirrors locally after a bit in an instance on the ik2 branch. anyideas what i could do to fix/get more info?
something i noticed, if i hold my controller steady in place while holding an object spawned by the world, then shake my head left and right
The object shakes left/right too even if my hand is steady in place in game
If this a beta thing? I never noticed it before
Yeah that's normal

IIRC that's due to the same issue as the jittering on remote when turning your head
(not 100% sure though)
I'm noticing with a chest tracker that "Lock both" occationally lifts my feet off the ground when I lean forward but just "Lock hip" does not - something about spine compression is lifting my feet off the ground!
I'd assume lower body shouldn't change since hip is locked in either mode
The hip is technically allowed to move away from its tracked position in lock both if the stretch is already maxed out
Which is probably what is happening here
In lock hip that will never happen though as there the hip is always locked
Is there a canny for that?
at least I think that they are related lol
I am noticing the floating point issues from being too far from origin are way worse now I don't know if that is from the scaling update or if it is from the ik beta
Has anyone else seen this
I'm curious, does that happen only when there high FPS or does it happen even when the framerate of the world is below 60 fps
no idea
I was at a solid 90 fps
what I'm asking is if people notice that stuttering when the world is at a high frame rate, or would it be noticable in low frame rate situations
Just want to bump this again.
Is OnAvatarChanged() intentionally run before IK is finalized/active?
Asking so it can be assumed to continue working as it currently does.
Pretty sure it doesn't matter, it's happened at both low fps and high fps
Think it depends how fast remote avatars move their head? idk
i believe this is the canny for it specifically
“Smh”
I am not super knowledgeable but from my understanding of unity this is floating point errors
i've been testing with the world creator and can give more info if needed
float issue be something which also happen by multi reason.
*like not clean numbers. (ak like 1234.1234...., up to 3 degit each way, unity be ok...but more...they are become not)
*hierarchy structure (basically don't put too far/ smaller object under root object, make it root if it too far each other)
anyway....so many thing can think as cause.
we tested it with and without ik beta
it was fine without
and they should not be happening at only a few hundred metres from origin
Yeah, few hundred metre be not something would expect.
(Avatar Scaling + IK beta is not yet spend that much time....so maybe float matter numeric be not yet clumped to account to exist together but yeah.....I believe will be better day by day.)
Hm, I compared Open Beta, IK Beta and Live with each other and they all seem to be the same in Desktop at least
it's not just me
Weird
Maybe try it in this world as there it's pretty easy to make a direct comparison:
https://vrchat.com/home/world/wrld_b9f80349-74af-4840-8ce9-a1b783436590
It could be a FBT only thing but that would be really weird
Make sure your Avatar has the same scale when comparing though, as that can also make a big difference
(smaler Avatars will notice floating point errors quicker than bigger Avatars)
I have to say, It's always funny to look at floating point errors though xD
lol
whops
you.....are superior finding issue...
there is a massive difference on the ik beta vs main
Are you in desktop or VR?
maybe take the same steps and get in vr if u want to recreate
I provided screenshots
maybe should not bury it in arguing and let the devs see it
Just tested it in VR in FBT and it's the same as live for me
clean
(ignore the "Live:" at the top left, I forgot to remove it)
xd
(It seems to be no matter of Live/Beta, some people got something weird at the moment. but at least it got fixed if you verify game files. then...maybe happen again after sometime...)
wdym?
like some breakage matter, there maybe something but it got fixed by just run verify game files on steam.
thats an sdk 2 world tho
u can try to discredit the issue as much as u want but maybe make the conditions the same
I'm not trying to "discredit" anything lol
I'm just trying to reproduce your issue
arent u a chat moderator
I'm a moderator for the Discord yes, that's about it. I don't have anything to do with VRChat it self.
Rat is famous for bug finder and canny maker.
(You can see they are making so many canny and debug vrchat)
I'm personal just really active when it comes to Open Beta etc and report a lot of issues.
these arent extreme distances
distances are as small as 400m from origin
there is some interaction between scaling and the ik beta
we tested it with and without
I know which is weird, cause normally you don't see issues unless you are like 10km away from spawn.
yeap
Scaling your Avatar smaller will make the issues appear faster, as all the calcualtions etc have to be done on a smaller scale
(Your menu etc will also be smaller in world space)
yes but i am having issues at even 1.3m
yes scaling to 5m tall makes the issues go away
but thats not an acceptable solution
There is no real solution to floating point errors sadly, unless Unity switches to 64bit floats soon 😅
maybe there is a 3rd factor at play but the ik beta is the difference between them having or not having issues in the world
u can try this world
Sure
both seem fine
hpw tall is your avatar
(I've set my eye height to 1.27m in both cases)
try around 1m
i wonder if it is affected by how long the game session is
the game does break more after a few hours
I mean yeah, I see a few menu elements becoming a bit wobbly, but I'm on live
Are you talking about floating-point errors? That's... not how that works.
How so?
everything is worse than on live
we tried both
and i really dont think any level of these issues is acceptable at only a few hundred metres from origin
Uhhh, question. Do you usually happen to have force near clip distance enabled?
nope
These are Unity limitations due to them using 32bit floats, that's totally expected to happen at that size & distance
i know that causes issues
Ah nevermind then
so it was disable
cant rly just make excuses for it
i think a world creator should be able to utilize at least 1000m of space
because it was not an issue before scaling update
before scaling i had a small and normal version of my avatar
and I am now having issues on the ik beta on that smaller version
not just at micro scales
If other user can reproduced: kkk...time to file bug report.
If other user cannot reproduced: what is your issue? why it happen.
he already has tho
I havent?
his menus are starting to wiggle at a few hundred metres
I didn't see that on his post.
Live and IK behave the exact same
Whatever it is, that isn't anywhere near as bad as the screenshot Kai's canny post
You can look at my videos in the canny where I compare them ^^
Was that picture from the lobby of the world you linked kai?
hm?
no that was in i think board game room
Yeah, those are just normal floating point precision issues
yeah that's where I was, in all my tests live and ik beta behaved exactly the same
The text looks fine in BlackRat's video
@plucky sluice
As I said before, I don't actually work for VRChat 😅
These kinds of issues are normal unity behaviour and they will be more president at smaller sizes. Unless Unity switches to 64bit floats this will be kinda expected.
The world I tested before explains it quite nicely ^^
https://vrchat.com/home/world/wrld_b9f80349-74af-4840-8ce9-a1b783436590
😂
this wasn't an issue before scaling tho at the very least
I don't think any difficulty using menus at 1m eye height around 500m from origin is just not an issue
it was never this big of an issue before unless u were many km away
I guess ill have to scale avatars if they are further than 500 m from origin xD
In the board game room, I have to shrink down to 0.2m or so to get text distortion as bad as this image
I was 0.9
I do see some wiggle at 1m, but not to the point I can see text distortion
What gpu do you use?
4090
I'm on a 2070, shouldn't make much of a difference for this issue I don't think
Given both are nv
I wondered if there ever was a thought put into a "lock feet" mode?
Currently i am kind of always moving the hip a little higher after i lock FBT in, so that my legs will be properly stretched through in VR, even if i IRL slack off sliiightly. But because of this the the feet get pulled up a little bit from the ground. It would be cool if i could add a little "buffer" so that my knees bend only when i actually go down in my knees, without my feet elevating slightly above the ground :D
I mean mostly its perfectly fine anyways, even without raising the hip after calibrating, but sometimes it just bends the knees slightly even if i feel like im standing up straight. And it just looks so much better when the legs are properly stretched through
Were you using the dynamic view distance toggle when testing? I've found that does tend to increase the amount of floating point wiggle even at standard heights
I think most of this might be fixed with playing around with your ik height. I know I have mine set slightly off from my normal height to offset some of this.
this happens when the avi legs are too long, particularly with lock head mode. using lock hip or lock both usually fixes this. you can kinda offset this by looking downward slightly while calibrating. or bending the knees a bit.
also serious question. anyone else noticing desync in beta? certain games and stuff are not synching up with live making them unplayable. "playhouse escape" and "battle discs r4" are two i've noticed this in. live plays fine so its definitely not the world. I imagine there are a lot more worlds out there too. so far i'm the only one that is on beta among my friends. So it's hard to test for feed back.
Can anyone check these 2 worlds to verify its not just me?
- In "Playhouse Escape" the gun doesn't reload properly after firing it. (caution this is a horror escape)
- In "Battle Discs R4" none of the power ups spawn into the game. (this i noticed was renamed to Xross Disc)
floating point error artifacts are precisely the same as they have been since... well, forever
i'm quite familiar with them as I spent a ton of time in flying worlds >_>
but they've always been around and probably will continue to be until (as BlackRat said) Unity swaps to 64 bit precision for floats, but considering that Quest already has to run with half-precision anyways, it's unlikely to occur
Riddle me this, if you can now use full body once a controller has died, why can't you confirm calibration with a single controller?
Tupper is a man of the skies
Why that way tho? I feel like that would mess up the position at which the trackers are set
plus be even harder for those who might be trying to use fbt, but are missing one of the two limbs
I'm not saying that is the ideal solution, obviously you just being able to use the Trigger on the one controller you have would be better.
That's just currently the only way to do it. (Being able to calibrate using the space bar is not new btw)
Oh yeah, I know you didn't mean it that way ^^ and oh?
Technically you can even have FBT without any arms if you really want to xD
Oh geez lol
yeah that works too but then the feet are also slightly floating. I'm not talking about a lot of distance, its like 1 cm or so, maybe even less. But its quite noticable to me
if you drag your hip slightly higher than what you calibrated, regardless of height or lock mode or avatar, or scale, your avatars feet will slightly float
and if the hip is slightly lower than what you calibrated, the knees will bend
i'd like this area of "feet are dead locked to the floor, and knees completely stretched through" to be slightly larger than 1cm height of the hip calibration
would still love a awnser to this
I just want to ensure this is intended behaviour and isnt planned to change, since if it does itd break a udon system more and make finding a solution really annoyingly complicated
Actually this makes me wonder if something like a dead zone could be added where knees won't bend or move until moved a certain threshold. Likely out of scope for the beta tho. And not sure it's not redundant since the above work arounds already do this to an extent.
interesting idea, haven't thought about this approach
Could those camera changes be reverted on the ik2 as well?
You would need to wait for the current open beta to go live
Seeing weird behavior with locked trackers - after turning all my trackers off I was unable to properly “exit” fullbody even though my calibration button became a disabled sit/stand button. Disabling FBT via menu did not help and I was still stuck in my last sent pose. Had to relog to fix.
try disabling freeze tracking
when u want to go half body
had a similiar case of the body points not unfreezing when toggling off fbt on live over a month ago
many times
I feel like that is undesirable behavior however - if fbt is disabled, the trackers should be totally ignored and body should revert to regular IK
yep
and i honestly don't think it has changed
I recall having similar issues on live a while back when trying to turn off fbt to show a friend something in half body so it's probably not a beta specific issue
I had this happen to me too. Also used to happen when just starting vrchat iirc, ik is frozen like when in full body (I have locomotion off). But I think a fix for it was patched a few months ago.
There is a new bug, it’s not just the sitting button stuck being disabled, as it’s related to locked trackers - even with fbt disabled my lower body was stuck sitting, even if I changed or reset avatars or changed worlds
10/10 open beta announcement post ||(are you ok do you need help aha)||
Will try to get it updated some time today (today being Japan timezone Thursday)
nice
is there any chance that hands will be added to motion prediction?
ohh, thanks for that @hot fulcrum
in VRchat how to disable animation for walking so I can not walk with full body tracking @clever thicket
Or someone answers
IIRC, there is toggle inside Main Menu Setting Section, IK and Tracking around
Is it the FBT locomotion animation in the ik and tracking because it doesn't work
And it used to work so idk what happened in the update @hot fulcrum
then test it again....
I did even restarted @hot fulcrum


