#ik-2

1 messages · Page 6 of 1

hot fulcrum
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try on live also and see if it on both or not.

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also try other avatar (maybe public one) to see any local issue theory

floral turret
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And no it doesn't work for any avatars

hot fulcrum
hot fulcrum
timber grove
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Tracking and ik section in big menu

floral turret
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Were can I find it in the big menu @timber grove

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It's not there @timber grove

timber grove
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what about the ik section in quick menu

floral turret
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Ya doesn't work @timber grove

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Hey @stoic jetty could you help me please 🙏

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No one can help me out please 🙏

timber grove
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Those settings will only appear if your trackers are on

hot fulcrum
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(Also don't spam mention people .... you need to be patient)

floral turret
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My tracker is on. I can click the button where it says locomotion animation but it just doesn't work for me

stoic jetty
floral turret
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It's fine I was just wondering if you could help all good sorry @stoic jetty

stoic jetty
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No worries! I hope you'll find a solution. Good luck!

floral turret
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I hope so I love vrchat

crimson mountain
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There's still a toggle in Unity on your avatar's descriptor for force locomotion animations. I'm not sure how that syncs with the FBT locomotion toggle but I suspect if that's toggled on in Unity that'll be what's causing you to still have those animations even if it's toggled off in-game

left locust
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did the osc query update not get pushed to ik beta?

final raven
left locust
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ah ok

stiff light
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swag

past spruce
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woah, those are some big updates👀

oak pendant
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Yeah, I'm very glad to be able to get that network rotation jitter fix in sippspeen

vestal ridge
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👀 yo is that the immobilisation thing

lean zodiac
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really really, THANK you for that jitter fix its been in the game so long now

oak pendant
vestal ridge
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yooo

honest apex
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Mitigation to the turning jitter~ able to share how it was accomplished?
Does the player root still rotate?

lyric shore
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late night ik beta 👀

oak pendant
lean zodiac
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kung needs a pay raise frfr so much work

hot fulcrum
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nice one Kung

mossy tendon
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oo, will look forward to testing that

oak pendant
honest apex
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Great way to do that!

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What I was hoping for honestly 🙏

oak pendant
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One thing to note, there's also handling for networking tweening when you were facing the wrong way and started locomoting, but for live users to see that they'll need to wait for full live release of the ik-beta changes

hot fulcrum
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understandable

honest apex
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So they could see you snap for a few frames if drastically changing directions?

oak pendant
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It's a very minor thing that doesn't really break "live compatibility" but it means if you locomote, turn 180 in playspace and then locomote again, the live users will see a quick turn as the player root aligns with locomotion

honest apex
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survivable quirk

oak pendant
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But live will still see the effect of not always rotating the player root in all other circumstances, so the fix largely carries over for viewers on live

honest apex
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Understandable
Though I think 95% of the friends I visit in VRC will be on IK beta now anyway vrcTupCheers

devout current
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Wait what?! Network IK jitter has been fixed?!

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I didn't expect to see that in this beta

hot fulcrum
tawdry hound
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rejoice now, for the wiggles have been vanquished at long last

devout current
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How does this work? Can we just calibrate with one controller by pulling the trigger on said controller?

final raven
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I assume it's just pulling the trigger of the controller that's currently active.

wheat river
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new build aaaa

oak pendant
devout current
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Ahh

wheat river
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Kung, would you mind explaining how you reduced the jitter over the network? Is it the "stopping locomotion" fix?

oak pendant
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However if an Udon script does GetRotation on the player object it will still give the rotation as if it had rotated with the head's facing direction

devout current
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👍

lethal bridge
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Kung doing the work of the heavens

deft spruce
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Perfect

sullen bloom
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Will the one handed calibration only occur when you only have one controller active or will it also be a toggle in the menu?

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Edit: I can't scroll up and read apparently

empty root
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(the trigger sucks)

north lagoon
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hey guys just double checking does the latest IK beta include the fixes to the camera

hot fulcrum
north lagoon
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👍

timber grove
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what was wrong with the camera? I don't think I saw anything weird

devout current
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Look At Me & Auto Level didn't work as people wanted them to anymore.
It originally kept the camera leveled while still following the player on the yaw axis. Recently it got changed to where it just ignores that Auto Level was enabled and would just normally follow the player.
This change got reverted in the last open beta though.

robust tangle
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Woo! Freeze tracker fixed

pulsar pelican
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Very happy for the one handed calibration <3

grand lynx
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the no more foot wiggle with head move is amazing

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kung is doing work

deft spruce
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I noticed that when one Tracker gets occluded from a Base Station’s visibility, it doesn’t drift off for a few seconds before freezing anymore. It just stays at the last known position.

Just another welcoming change I noticed with the latest IK Betas.

golden yacht
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Super happy about the one handed calibration!

vital inlet
mystic urchin
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No

vital inlet
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4 Minutes until your bedtime.

lean zodiac
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For some reason (I think it's the head jitter fix), other desktop users have this weird janky animation when locomotioning.

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we are both on ik beta

oak pendant
lean zodiac
oak pendant
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Note that for FBT users, some very small period of not tweening the animation is needed to not counter-rotate with the entire root as it aligns for locomotion, and this is expected

deep forge
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Kung doing god's work

oak pendant
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But the bug was it was affecting all users (3pt, desktop etc)

lean zodiac
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Just a little compared to the desktop users before lol

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and 3pt

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It was pretty funny not gonna lie

oak pendant
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Yeah, it could look particularly bad on desktop

lean zodiac
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Especially if they’re spamming their ASWD keys

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glad it’s good now tho I’ll check it out in a bit

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by the way, when I lay down in 6pt, my hips look a little weird like my tummy is folding in a little bit compared to lock head, is that normal/expected behavior?

oak pendant
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I'd need a screenshot to know if it was expected, but it sounds plausible. If your TPose has a forward bend (like hero-pose puffed out chest) baked into the spine, because the default TPose orientations of the bones are now carried through the IK solving, it will have influence there as well

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So unless you're laying plank-flat I assume there's some curve towards your tummy which would be possibly fighting against the baked in TPose curve (if your avatar as that) causing it to max out quickly on the compression fail state

lean zodiac
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The avatar uses the “Selestia” booth base if you are familiar with it

oak pendant
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That's just a guess without seeing what's going on though

lean zodiac
oak pendant
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Yeah I can't view from the booth page

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you'd be able to see how it behaves when you calibrate

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A screenshot of the calibration TPose (from the side) and also of the offending pose when lying down would probably be enough to know what's going on

lean zodiac
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Okok

oak pendant
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There will be some avatars that still don't work well with lock-both though

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But at least I might be able to see why if that's the case

lean zodiac
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I do love lock both now ngl

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I always used lock head before

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I’ll take those screenshots when I get back to my pc

lean zodiac
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Left is Head, Right is Both

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Left is Both, Right is Head

finite basin
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Thank you for fixing the avatar thrashing when laying down and rotating the head issue!

I did some testing last night with some friends also on the ik beta and it's reduced so much now.

oak pendant
# lean zodiac

Hmm yeah I think the bones are moving as expected. And actually doesn't look all that bad to me. There's a bit that could be improved with the weight painting at the bottom of the ribcage area maybe. You could also lower he hip bone to elongate the spine for compression over a wider area. But yeah I think this appears to be working as intended

devout current
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Btw what do you plan on changing / implementing before pushing this beta to live? @oak pendant

hot fulcrum
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roadmap....what would be like

oak pendant
hot fulcrum
nimble turtle
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Wasn't that also the case in live?

raw wadi
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the TrackingType was changing since freeze tracking is not in live

raw wadi
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Well now thinking about it, it should stay the same as we it does

nimble turtle
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I've defiantly seen the reported behaviour on live (with freeze trackers on disconnect set), Funnily enough I noticed it because of gogo

lean zodiac
charred pulsar
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launched vrchat for the first time after the new ik2 beta update and my pc bluescreened ☹️

oak pendant
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I really hope you're able to get the issue sorted out. I'm glad the ik-beta boosted your interest in vrc apoi_cheer

charred pulsar
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not sure if i can replicate it but i can still put a support ticket if that helps you guys out!

oak pendant
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Support is for helping people solve their individual issues, so sounds like it's solved for you for now at least. But if it occurs again then you could contact them. Then on the other side there's the Canny board: https://feedback.vrchat.com/ which is where bug reports etc go, which is the place for helping out with info on categorizing issues and replication steps

charred pulsar
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sounds good ^^b thanks for all your hard work on the ik2 beta!

raw wadi
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If we get trackers to freeze, what about the entire ik. No need to have those expensive constraints clone mesh

devout current
honest apex
mystic basalt
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I think this channel isn't added right in the new discord channels and roles thing

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I had ik beta selected but still couldn't see this channel till I searched for post and then clicked add channel at the prompt that popped up

honest apex
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It only adds the IK beta role, yeah~

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If you ever can't find a channel, you can right click id:customize and select "show all channels" or visit there, check the browse channels tab, and add whatever you might be missing.

mystic basalt
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Discord has been making some weird decisions recently

vital inlet
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hi, how do you do one handed callibration?

oak pendant
livid skiff
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Really liking the current ik beta and didnt run into issues so far. The spine behaves way better for me and it keeps my viewpoint a lot more accurrate. Still a little shifting wenn sitting like a caveman but not much.
People tell me the body shaking when wiggling my head around is a lot less too.
The motion prediction slider is great too. I turned it up quite a bit to reduce the delay but still getting decent local jitter reduction.
Such great work. Thank you so much Kung! Fbt is way more enjoyable for me now.
Hopefully there wont be too many buggy surprises anymore so it can go live soon ^-^

oak pendant
livid skiff
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Oh i still need to check if the sudden Neck and Chest angle change is still there when reaching a certain distance to the floor. Forgot about that.

oak pendant
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If it's due to the default animations then it probably still would be. Redoing the default anim set has been out of scope for the ik-beta (was mostly targeting the spine behavior but slightly branched out with improved tracker behavior)

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That issue is due to the crouch animation being active underneath your FBT pose. Which can be solved by either turning off the locomotion animations (it turns off the whole base layer animator) or by making your own base layer that doesn't do that

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It might be sliightly improved actually, the changes of* making sure the default TPose bone orientations carry through to the FBT IK result could actually lead to an improvement there now that I think about it. But the fundamental issue of the default animation set not having a lot of FBT specific handling still remains

livid skiff
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I dont know tbh, it was a thing i noticed since forever. Especially when laying fown and when i got closer to the floor my neck and chest where kinda snapping a little and making my back basically quite C shaped xD so i tended to pull myself up a bit and float a bit higher to avoid that. But yeah maybe the beta made that better too. I Need to pay attention when i get on later

oak pendant
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It would change when the base animation changes from standing to crouched, and again from crouched to prone. And that base animation would be feeding in under the IK

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So anything you do to either remove (locomotion disabled) or swap out (custom base layer) the default animation set would improve it

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But the spine (including the neck) may be more stabilized now with the recent changes, so it might be worth a look to see if it behaves better for you in ik-beta

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only lock head and lock both modes would have potential improvement though. Lock-hip has been left mostly unchanged

livid skiff
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Oohh i see. Never really touched locomotion stuff because i'm lazy and always in fbt anyways xD
Very curious now if i'll notice improvement when i'm on. But Overall all the changes improved so many things that where bothering me in fbt for a long time. So i'm already very happy

oak pendant
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If it does turn out to still be an issue, the most surefire way to suppress the behavior is to turn off* FBT locomotion animations in the quick menu. Though then you'll be sliding around everywhere when you locomote

livid skiff
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I'm not a fan of the sliding but if i'm just chilling and only slightly change my position i guess i just turn off locomotion to avoid avatar back pain if it's still that present in the ik beta xD

oak pendant
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Yeah that could work, the alternative would be to set up your own base animation set that handles it better. It's not totally simple though, because if you were low to the ground you'd probably want it to be blending to a crouch-like pose when you move

mystic basalt
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is there going to be time between ik beta and live? or will ik beta be available up till it is pushed? i don't want to go back to normal ik lol

raw wadi
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Beta stays up until it's live

kindred acorn
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It should transition directly into a normal open beta

rancid glen
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last night after the latest update i noticed that shifting (or stepping) from side to side causes some weird viewpoint "snapping" and a short freeze as if my avatar object got repositioned if i moved too far away, i need to do some further testing and make sure it wasn't just the world or other avatars that were simply randomly destroying my framerate

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apart from that i'm very happy with the changes, its a massive improvement over live

empty root
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what id like to see is some improvements to knee tracking tho, even with a tracker it feels a bit off

devout current
kindred acorn
devout current
tardy dune
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Considering there are some bugs that can't be fixed without making it no longer network compatibility

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So I'd see at least a week windows between ik beta -> beta -> live

kindred acorn
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It would be network compatible. No definitive answer here to be clear, also it's Sunday, but going into a normal open-beta before live just better matches the way changes are shipped currently.

empty root
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osc trackers are always visible

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not sure if its something caused by real and osc being used at the same time tho

oak pendant
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By design, if you use the "system" option for the tracker display, the OSC Trackers will remain visible

empty root
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i dont think that makes sense

oak pendant
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They should go away like others if you choose a tracker model other than "system" (if they don't then that's a bug tho)

empty root
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i have it set to system but the other systejm devices arent visible, but the osc one is

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id expect it to follow the same behaviour as other system trackers

oak pendant
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There isn't any inherent behavior for OSC system trackers because we were creating a new thing, there are no render models for example supplied via SteamVR or anything like that, so we took the opportunity to use it to help OSC Tracker app devs visualize the tracker position by keeping it always on in OSC system mode

empty root
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as i prefer seeing the actual devices positions when the menus open, but not in game

oak pendant
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Does the existing tracker model option not solve your use case?

empty root
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and some of my avis have an exposed waist (where thr osc tracker is), which makes it quite annoying locally

empty root
oak pendant
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Yeah

empty root
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if so, id say not really

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tho its a super niche usecase i have

oak pendant
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If the setting is anything other than system the OSC trackers will be hidden. So I suppose it's that you'd need to see the SteamVR rendermodels and simultanously have OSC trackers hidden?

oak pendant
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Ah I guess I'm not understanding how you're trying to use the tracker model displays then, what's your use case?

empty root
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the osc tracker persists even when the menus closed

oak pendant
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If you select a model type other than system the OSC trackers will appear when the menu is open and be hidden otherwise

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(or they should, so if they aren't then thant's a bug)

empty root
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yes thats what i mean, but its always shown when system is selected which is odd behaviour inwasnt expecting

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it doesnt really follow the logic of the other displays or even devices also being shown under system

oak pendant
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I see, so the issue wasn't so much lack of use case support but just that it was unexpected?

oak pendant
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Ah ok, yeah good point on that. It could at least be documented in our osc trackers docs page. I don't think it is.

empty root
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dont bother if its too niche tho

oak pendant
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Yeah, that was the reason for consolidating the behavior into the model select for the previously undefined "system" model for OSC trackers

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Like, it'd be pretty useful for osc tracker app devs, but outside that pretty niche so not enough to take up an option slot. By consolidating into the undefined system model option it doesn't need to take up an option slot and the behavior is still configurable.

empty root
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thats fair

tardy dune
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I wonder if it would be possible to allow osc tracking to have custom body parts

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So I could use my phones camera to track objects such as a bottle, or prop and have it display on my avatar

honest apex
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I like lock both but feel like it's too extreme on certain avatars still. How impossible would it be for the IK options to instead be a slider?
0.0 Lock Hips <-> 0.5 Lock Both <-> 1.0 Lock Head

Would be interesting to be able to go to a middle ground~ EG at .75 you'd have a 50/50 mix between lock both and head.

Edit: Made a canny for this.
https://feedback.vrchat.com/vrchat-ik-20/p/1335-lock-mode-sliders

modern lynx
# oak pendant However if an Udon script does GetRotation on the player object it will still gi...

I use a system where players are permanent attached to stations (own station is set to mobile, other ones to immobilized). The position and rotation of stations are synced (PlayerApi.GetPosition, PlayerApi.GetRotation). I use this system to be able to walk around planets. This worked fine before ik-2.

In this scene, my feet points to a mirror and I turn my head to the tiger. When I turn my head from tigers perspective, my feet slaps to its body and my head points in another direction. I seems like the rotation will be applied twice (root + head).

It is the same behavior, when I turn with my controller. When I move slighly forward or backward, I will suddenly rotate back in the right position.

As I understand from previous posts, this is the new expected behavior. How can I sync stations with ik-2, so that there are no rotation offsets/jumps?

My world is not public yet. But there is a world, which uses the same principle and where the behavior can be reproduced: https://vrchat.com/home/launch?worldId=wrld_bff9dcbd-d43a-4815-8dea-ef0d9455feba

Welcome to The Sphereǃ The only place where you can explore the contents of a sphereǃ No more boxes․ Only Spheres․

empty root
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let me wear twice the amount of trackers‼️

icy crescent
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I'm using my index controllers and my fingers aren't moving in game, only the thumb moves
the grip sensor does work properly when I use the test controller thing in SteamVR

icy crescent
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turns out it switched to legacy bindings
so by switching it back everything worked again

robust tangle
modern lynx
modern lynx
# robust tangle Anyone else getting this on only the beta? https://feedback.vrchat.com/vrchat-ik...

The issue in the mentioned world related to stations - not to 3pt tracking "seated/standing" mode. So, please forget this part.
But I have tested your described behavior in 3pt tracking in live and in ik-2 beta and I can confirm that in ik-2 beta it switches back to "standing", but the button stays on "seated".
Additionally I remarked another issue, that when FBT will be disabled and re-enabled again, the button is stll labeled with "seated/standing" instead of "calibrate".

frozen smelt
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@oak pendant is this true?

Good luck, given VRC's IK itself is built off of FinalIK which is the reason *why* it's a whitelisted component.

oak pendant
frozen smelt
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Forgot to give context my bad

oak pendant
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Ah, it's hard to be concrete about "might" and the indefinite future, but it's not out of the question I suppose. There's no current plan to disallow it though. If we did need to go that route I think it'd be nicer if we could have the component incur a very strict performance rank cost or something rather than totally disallow, but this is all hypothetical.

oak pendant
timber willow
oak pendant
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Oop thanks, hadn't updated the status there yet

timber willow
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I'm glad it got worked on 🙂

empty solar
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I honestly feel this is IK 2.5

dusk anvil
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hi kung

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great work on the beta

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im enjoying it

lean zodiac
robust tangle
round vale
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When will the IK beta be updated to match the new live changes?

devout current
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As soon as Kung has time I would suggest :p

final raven
strong nova
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Interpolating Kaleidoscopes 2.0

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Kung, if you're reading this, hi.

tardy dune
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Anyone else constantly being spammed "Your being rate limited. 30 seconds remaining" and it won't go away

chrome ore
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It still updates the chat box tho, even with that message up

tardy dune
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I don't even know why I'm getting rate limited. 🤔

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I'm using osc, but it's not spamming values

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So no reason to be rate limited

chrome ore
# tardy dune So no reason to be rate limited

Yeah, it's weird. But didn't they change some osc stuff lately? Maybe some access points or whatever you call em got changed and now it's spamming it, just without being obvious?

deft spruce
deft spruce
tardy dune
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And also, this msg doesn't even go away

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So I have no idea why I'm spamming the api-

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Even with VRCOSC off

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Despite this msg, I can still use vrcosc, chats, change avatars, get invites, you name it

deft spruce
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Could be a bug then, but test with the live branch and see if the same thing happens. Then report a bug to the Canny.

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The updated Creator Guidelines outline what the API usage rules are and what can be the reason to get rate limited.

crimson mountain
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It's affecting the ChatBox as well, it may be a separate issue but it seems linked

tardy dune
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VRChat really broken right now lol

empty solar
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Am i the only one noticing the snapping behavior when people turn in VRChat

elfin relic
empty solar
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Like when people turn it's like as though they have snap turning on even though they dont

sharp ore
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Suggestion: I and a couple of others that I know prefer the headbobbing animation when having locomotion animation enabled, but we don't have that unless we put either WetCat's Locomotion Fix or GoLoco on our avatars while using the 2.0 IK rather than the legacy. I personally don't like having to go back into my Unity projects just to put a locofix on all of my avatars, and if there was a way to have an option to toggle the headbobbing animation while running in the 2.0 IK, that'd be absolutely amazing.

elfin relic
sharp ore
robust tangle
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The head is always gyroscopically stable for me

rancid glen
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turning the hiptracking off while running will give you a better version of the old IK1 running animation

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which also allows your head and hips to move around

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just like on desktop, except you can still move your hands and rotate your head

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its sad that most people in FBT seem to turn off locomotion tho, i hate the slidey slide everyone does

robust tangle
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In fullbody when running I’m always hunched forward awkwardly is this what you are referring to

rancid glen
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yes

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while running in full body in IK2 by default you get the 3pt running animation, aka your hip and head are super stiff and locked into position and just kinda "slide" around. That is unless the latest few IK changes did change that, you had to turn hip tracking off in your Avatar Tracking Component while running to get back the "hunched over" IK1 like FBT running animation

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i vastly prefer the hunched over running (although you only hunch over as much as your underlying animation makes you)

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if you want less hunch you should finetune the locomotion layer and running animations, specifically you want to make sure the sprinting animation is never used, it bows you down very far resulting in an extremely hunched over running animation, the running animation itself should be much better and sufficient

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you could also replace the forward running animation with a custom one that doesn't bend your chest/spine/head forward although last time i tried that it broke the locomotion layer because it didn't like mixing proxy and full animations

dusk anvil
rancid glen
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it could, if people used it for that, they dont however

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they just stand there, slide around awkwardly while looking everywhere around them

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breaks immersion

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i'll have to check if the current IK beta does have the old running animation without turning hip tracking off

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or if lock modes make a difference

naive karma
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wonder where redirected walking users are on the scale of immersion

rancid glen
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redirected walking?

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you mean the walking in your room, playspace turning and continuing to walk in a circle thing?

naive karma
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ye, though that's just one method of doing it

empty root
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i only use it when index controllers are being index controllers and cant do fine adjustments

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(valve cant make reliable hardware)

naive karma
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Something related to VR is a dumb gimmick? wow what a suprise I am shocked

robust tangle
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Seeing it from third person when others do it just looks like a glitch/bug

marsh elm
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because you have to be extremely aware of the real world

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otherwise you bonk into the wall lol

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its fun though

naive karma
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I'd say that depends on the size of your playspace

marsh elm
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unless you play on a plane hangar, not really

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you gotta turn around somewhere

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guy in the other server got too immersed into it, and managed to bonk the walls with a 9x4m space lol

hot fulcrum
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ahh, IK beta update

oak pendant
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Just a little one 🤏

deft spruce
honest apex
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quick early morning update lurkrat

crisp socket
oak pendant
# hot fulcrum ahh, IK beta update

Oh yeah, but you're always keeping the Japanese community up to date with the ik-beta patch notes. I'm always really thankful for your efforts on that! 🙏

latent knot
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goood..

honest apex
oak pendant
honest apex
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Understandable. Also some UI work load too.

sullen bloom
primal valve
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Have you tried Mocopi on the Android build yet Kung?

sullen bloom
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Random question, how much does the head in 'lock head' influence other parts of the avatar. I was lying down yesterday and was bobbing my head back and forth and noticed one of my knees was rotating quite a bit. I did notice my hips were moving slightly, as they should in that mode, so I'm just assuming I was just in some position where the ik solving was just causing the knee to move more than usual

oak pendant
primal valve
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Dang

oak pendant
viscid goblet
#

Wanted to ask. Would it be possible to take into account an avatars leg angles (when not flat straight, like most anthromorphic avatars) and make it so angle 0 for IK legs is the starting avatar leg angles, while IK angle 90 for the calves are also angle 90 for the avatars calves, kind of averaging it out so that it looks more natural and prevent calves from going into the thighs. I thought muscle settings could prevent this, but it's ignored with full body.

rustic berry
viscid goblet
#

Odd. I tested it and muscled settings didn't work for me. Only worked while in half body or desktop.

rustic berry
#

it's possible some settings are ignored or overritten if they're asking for something impossible

oak pendant
#

You could actually play around with approximating this using constraints to rotation copy from proportional humanoid legs to extra bones with the mesh on them

viscid goblet
#

Sorry, just been thinking about IK solutions for anthro avatars without using constraints that could be interesting.

oak pendant
#

Because for the tracked hip and tracked foot positions to both match, given the length of the leg bones, there's a particular trigonometric solution to keep both positionally aligned. You basically fit a triangle with two set side lengths (the bone lengths) and one more side length (the distance between the calibrated trackers) and then plug in the three side lengths to get angles. What is sounds like you're suggesting is taking the nice looking angles that result from human proportioned bone lengths and applying those angles to different bone lengths. If you apply the same angles (or even blend to those angles) to a triangle with different side lengths, then the positions of the corners need to slide around, which is why the foot would have to drift freely

sharp wing
#

just wondering is it intended that when you freeze tracker (like obscuring it) and playspace moving it keeps the tracker position in the world.
sorry im bad at explaing it.

oak pendant
sharp wing
#

ahh fair enough. its a lil annoying but not like mega bad issue.
i feel like there is a way you could change it to not do that but would posibly be more work then is worthwile

oak pendant
#

There may be possible workarounds, but VRC doesn't know if you have moved within the playspace or you've dragged your playspace. So it'd be similar to how it was before (making it relative to the head or something like that) which people didn't prefer

#

For now it's probably best to move around via joystick if you have frozen trackers

marsh elm
sullen bloom
#

That and "dudes living in a warehouse, look at hom go"

hot fulcrum
devout current
oak pendant
# hot fulcrum

Just cleaning up some canny statuses that I should have updated sooner

dusty dew
#

Kung, do you intend to keep improving the network jitter or did you stop there?

tranquil cipher
dusty dew
#

So, for me there is still this jitter, it has not completely disappeared

tranquil cipher
#

can you explain or show a video?

#

also are you seeing this on other people? If they're not on the IK beta then you'll still see jitter. The fix only applies to seeing people who are on the IK beta

dusty dew
#

Oh then i think this is the case

rancid glen
#

given others should see the same it should look fine

robust tangle
#

I've seen it on stream cameras as they run around and it looks pretty unrealistic! Maybe we aren't talking about the same thing. either way it's not beta behavoir

sonic briar
#

So, ever since I've opted into the new Ik-beta, I've noticed that a lot of avatars I work on just look incredibly stiff.
When I bend forward/back, most of the rotation ends up happening at the spine bone with the rest of the bones above that (chest, chest2 and neck) being effectively stiff. This ends up making the upper body look incredibly stiff.
After testing and changing up the spine on my main creature, trying to alleviate things, I tried out a handful of different avatars to check if things like a second chest bone or an inverted hip made any difference.
The only way I got any sort of significant forward/back rotation out of chest1 was when I used one of my foot trackers as an impromptu chest tracker.

Idk if this is a question or a report, but is there anything I could do to get the spine to just...bend more? xD I know that the point of the update is getting less of a bent-spine by dynamically changing the distance of the bones as needed. But now I feel like a lot of avatars have the opposite problem, as they end up "squishing" too much, rather than bending. Especially when they could be making use of chestBone(s).

rancid glen
#

Might be because you are in head lock mode, try lock-both if that makes it better, maybe your hip and head just don't match well with your rl body

oak pendant
# sonic briar So, ever since I've opted into the new Ik-beta, I've noticed that a lot of avata...

It looks to me like you're expecting a lot of forward rotation of the chest bone which is already back-rotated quite a bit in your default pose. One of the new changes is that the TPose of the avatar will have an effect on the result of the IK. It's hard to know exactly what your TPose looks like without seeing you during calibration, but based on the standing straight angle of the chest bone in your video, it appears to be pretty back-rotated vs the spine. So as you bend forward it does rotate a decent amount, but it's taking into account the default pose as well, so as it rotates forward it* ends up roughly straight

#

Here's a picture to illustrate:

#

The orange arrow drawn on the second picture on the right is about what the chest bone would have been relative to the spine bone's rotation if it hadn't rotated against it at all. But it has rotated down to the current blue arrow.

#

One solution would be to not have a baked* in backwards tilt at the chest bone if you'd like it to be able to bend forward more (you could either do this by editing the model in blender, or uploading it with a custom TPose with the chest bone not rotated so much against the spine). Another solution as you've found is to use a chest tracker to feed data in more directly

#

A difference with the old IK is that it would have pre-straightend your spine, basically throwing out the TPose angles of the spine bones. But users didn't like this because if the spine was posed like yours is in the TPose it has the effect of kind of caving in the chest when it brings the bone from puffed forward into a straighter alignment. To get a better idea of what's going on and why it acts the way it does currently, here's the Canny with feedback that lead to the current behavior of respecting the TPose bone orientations: https://feedback.vrchat.com/vrchat-ik-20/p/chest-bone-gets-moved-back-when-its-not-directly-above-spine-tilted-a-bit

sonic briar
dusky robin
mystic urchin
frozen smelt
#

I usually work with Blender models made for the Blender’s many IK system addons.

#

Some of em are titled forward/backward.

#

Never sideways

oak pendant
uncut kettle
#

Hey just a question but does anybody know why whenever i'm calibrating my leg trackers the little spheres are just below the knee instead of being around the foot, any way to fix this? (It also causes unrealistic tracking such as tapping your feet.

agile arrow
#

Set your floor height in steamvr

#

When you set your controllers on the ground they should match the in game floor

uncut kettle
#

They do before I callibrate on vrchat

#

I've got a base station that isn't mounted so it's about waist level on my drawer

olive badger
#

does smoothing wotk with osc tracking?

acoustic snow
raw wadi
#

emoji dont seen to appear

#

should be instant like in live

honest apex
#

Whoever made the example animators just out here for chaos

oak pendant
honest apex
#

alright

oak pendant
#

So if you're doing it custom the example ones shouldn't matter, but yeah there may be something off with the examples in the SDK

#

I've somewhat recently checked that the actual state of an avatar with the default animations is correct for when the IKPose and TPose are being activated, so it might just be a naming thing in the SDK examples, I'll have to look into it more to confirm

honest apex
#

Ive got a baked in backwards tilt and my spine crunches a lot
Could I get away literally moving it like the 2nd image or would that cause issues?

rustic berry
honest apex
#

The weighting really doesnt like that unfortunately

#

vrcTupDead gotta find a tradeoff somewhere

rustic berry
#

could probably tweak weights a little bit

#

either that or use Pose mode to move the spine bone back

#

so that the mesh goes with it

honest apex
#

Straight aiming hip to neck or 0'd on the y axis from hip to neck?

oak pendant
honest apex
#

noted, heck

oak pendant
#

This kinda illustrates the fundamental issue:

#

if you start with a bended back spine, and you bend forward IRL it takes a longer path (the bend) and scrunches it as it kinda unbends it into a shorter path "(straight-ish). If it started out without as much back-bend kinda baked in from the start, then as you bend forward it can take a longer path and thus less scrunching occurs

#

If the spine bone itself is longer, then it'll distribute the scrunch over a greater length (this would require tuning up the weight painting as well)

#

If you wanna get extra theoretical about it you'd adjust the forward/backward position of the bones causing the baked in curve so that the amount of scrunching roughly approximates the length change in an IRL spine when the curve of multiple vertebrae are lumped together into a single avatar bone:

#

(though it's kinda fruitless to chase that until after you've really locked in the viewball position of your avatar, because then you'd be inducing extra length change in the distance between the head tracking and hip tracking if that was off)

#

But it's something you can adjust by changing your rigging. Too much scrunch when leaning forward? -> adjust the TPose curve of the spine to bringing the bend forward rather than back. Too much stretch when leaning forward? -> do the opposite, adjusting the TPose curve of the spine to bend back rather than forward.

#

For the lurkers... this is a bit of a deep dive to answer ZenithVal's question, but it's good to keep in mind if this all seems complicated that it's not necessary to do any of these adjustments. Lock-both is designed to work such that the dynamic spine length is where any mismatch collects. It's fine to just let it collect there, or just use lock head instead. This is just going in depth on how changes in the rig may manifest in changes in resulting behavior.

honest apex
#

🙏 Bookmarking this for sure.
Going to attempt to straighten the overall spine as much as possible before messing with the Tpose.

oak pendant
#

Straigtening in blender pose mode, or straightening in the TPose animation should actually have a similar result. The default humanoid rig config applies a TPose based on the model's rest pose as exported from blender. So it might be quicker to experiment with changes in an animation rather than changes requireing re-export of the model

#

If you need to actually move the bone transforms relative to the mesh though (so like edit mode on armature, not pose mode) then that's a blender-only thing

honest apex
oak pendant
#

If the cause of the scrunch was the baked in spine curve at least. If it's due to a viewball offset then it might not help as much

narrow yew
#

speaking of tpose animation, there was discussion in one avatar creator's discord couple of months ago that you should place your viewpoint to be in correct position when you are in your tpose animation. tpose can move your head a lot compared to your model just chilling in unity. doing that apparently fixes legs bending when you look down with pandabase

honest apex
#

I understand the logic of an anime head issue. The bigger the head, the more the viewball travels with angle changes. Compared to a human anyway.

empty solar
#

so since we have jitter fixes for IK could those fixes be applied to Avatar Dynamic components?

honest apex
#

It's not the same problem/solution.

rancid glen
# empty solar so since we have jitter fixes for IK could those fixes be applied to Avatar Dyna...

Honestly when thinking about it, i can't really explain why physbones jitter so much when locomoting, i think it might be due to how locomotion works, moving around may actually not be smooth... or its simply too fast too handle for the way physbones update. Dynamic Bones had the same issue really. You can kinda help it by making your physbones "world immobile" to the point that they can just barely move around in the angle limit you have given them (if any), not allowing physbones to "smack" against the angle limits constantly seems to help the jittering a lot

empty solar
rancid glen
#

I haven't noticed any jittering on contacts (unless i did bork it up)

#

But i noticed physbones becoming increasingly more jittery and unstable as your framerate drops

#

which is KINDA expected

#

although could be completely circumvented by running them completely separate from the main rendering, which technically they should, they are multithreaded and run separate so regardless of your framerate, whenever a new frame update happens it should take the latest available data and use that, given that they are in separate threads they should also be able to update much faster than your framerate thus never getting into a situation where two frames use the same data (which wouldn't matter anyway and shouldn't cause jitter)

#

also on Desktop with 60 FPS i get 0 jitter

#

they are perfectly stable, on VR they aren't.

empty solar
#

the thing is they're not supposed to be framerate dependent, but I couldn't help but notice that when put on a higher FPS the stutter happens. The reason why VR could be like that is it's framerate is capped to whatever the headset can output and it varies on what is in each world.

rancid glen
#

but i can see them starting to occasionally jitter a tiny bit on 59 FPS... physbones are updated with 60hz i think

#

oof

#

it happens with weird framerates

#

60 is perfectly smooth, 30 is perfectly smooth, 36 (half of my quest 1) is jittery as it is in VR

#

this REALLY should not be the case at all

#

physbones should update at your framerate, not a fixed value

empty solar
#

that's the incorrect approach

rancid glen
#

well to be fair they shouldn't even jitter to begin with regardless of update rate and framerate

empty solar
#

when regards to anything related to physics they should not be dependent on your frame rate

rancid glen
#

well yes, obviously but they also shouldn't even be jittering regardless of update rate, they should just take whatever last values it had

empty solar
#

if physics were frame dependent your CPU would struggle to handle that and the network wouldn't like that at all either

rancid glen
#

it makes even less sense that having any framerate lower than 60 (the physbone update rate) causing stuttering

#

weren't physbones moved to GPU?

empty solar
#

no

#

if they were that's news to me

rancid glen
#

idk

#

PhysBones
Please stop using Dynamic Bones. They are CPU-bound so slow down the performance for everyone. PhysBones use your GPU which is better.

The VRChat SDK can automatically convert your bones to PhysBone. Please use it and tweak the new bones as necessary.

#

i also kinda remember them mentioning that in their dev videos i think

#

aside from being multithreaded

#

each script is its own thread

#

so technically speaking you want to "space them out"

empty solar
#

the DB script they whilelisted in the past was very single core dependent

#

this is the first time I'm hearing about Physbones using the GPU, which I though where using Unity Jobs

tranquil cipher
#

dynamic bones are also converted to physbones in-game, unless you disable that option. So I wouldn't harp on people too hard for still using dynamic bones, only problem is that the conversion won't be perfect and they won't be able to make use of physbone features, which is entirely up to them

#

and yeah, they don't use GPU. They're highly optimized for multi-threading and fast execution using burst on the CPU

empty solar
#

I figured

rancid glen
#

interesting

empty solar
#

the next thing to give multithreading to would be constraint components

tranquil cipher
#

unity constraints are multi-threaded for the actual execution, it's just that the dependency sorting and scheduling has to happen on the main thread and that's the expensive part

#

so a fully multi-threaded constraint system would need to be designed in a very clever way to make the sorting happen off the main thread

#

a lot of multi-threading is just designing stuff from the beginning in a clever way and accepting the limitations that may cause. It's not just taking the work and moving it around

rancid glen
#

Well i'm not using any constraints in general

rancid glen
#

all i've ever multithreaded so far was simply an experiment to move some heavy work filling my preferences window with data in an off-thread to keep it from stalling the client when opening

#

though that's a one-time fill occasionally which can happen in the background, i'm not talking about doing this every frame, at that point it becomes a little more complicated

empty solar
#

it's kinda why I made the canny post over a week ago to have something like the animation rigging constraints be available in the SDK

rancid glen
#

I find the limit of 0 constraints on quest to be too much anyway

#

i see so many people crying all the time that constraints are bad and the worst thing ever, when the extreme crashtests have shown that it requires hundreds, or even thousands to make real differences

#

having 1-2 constraints allowed on quest shouldn't be a problem really

#

a single constraint could improve a lot of things already, i don't have to have 5 copies of an item all over my avatar

#

not to mention you could squeeze it into a good rating still

#

i obviously wouldn't use it for IK related things... or even IK copies (like multiarms) but attachments that would be good

empty solar
#

phasedragon already said the main reason why constraints aren't on quest, which is the scheduling issue. Mobile hardware is different from the desktop/laptop stuff, plus when some people use constraints, they typically would use it for twist bones

rancid glen
#

well with a single allowed constraint you cant

#

you get exactly 1 constraint, that's it, hard limit, boom done

empty solar
#

i prefer to have more and new options for constraints

empty solar
#

especially to be able to use parameters in twist components for blendshapes via parameters

oak pendant
#

We'll close down the ik-beta branch on Steam shortly. The Open Beta is live compatible and includes all the ik-beta changes as well as other general fixes that are part of the next release. So all the ik updates will still be available if you switch to Open Beta

timber grove
#

goodbye IK enthusiasts

oak pendant
#

Huge thanks to everyone who participated providing feedback and testing during the ik-beta!!

robust tangle
#

So long and thanks for all the fix

mild nimbus
#

ratWICKED until next time!

devout current
oak pendant
#

Thanks everyone! It's very rewarding working for such an awesome community!

oak pendant
#

Looking forward to all the improvements going to release and seeing the improved IK on everyone! Not to mention youtube videos and streamer content too. Floppy necks and network jitter begone!

#

(or at least be improved)

devout current
#

Were there any changes between the last IK beta and the new open beta?

rustic berry
#

one question, not sure if this has been answered before. I noticed that when disabling FBT, if I have Freeze trackers on disconnect, my avatar stays mangled. is this intended behavior?

deft spruce
rustic berry
#

I'm asking because last night while watching a movie, my hip tracker died because I forgot to charge it. I got up, plugged in my hip tracker, came back, and disabled FBT. I noticed I was still mangled, and needed to also disable the freeze trackers option to fully go back to half body IK

oak pendant
rugged trench
#

Praise our Hero Kung!

oak pendant
rustic berry
#

to be more specific, my feet and arms trackers were still on, but my hip tracker was off. I wanted to fully disable FBT because no hip would make the movement weird. simply turning off FBT didn't make me go back to 3pt

rugged trench
honest apex
#

🙏 Thank you for all your work Kung
2023 FBT mega tutorial up the pipeline somewhere maybe? Would love to have the knowledge you shared in this channel be easily accessible.

rugged trench
empty root
#

next up: skeletal input :3

rugged trench
honest apex
#

Oh for sure.

oak pendant
empty root
#

oh kung!!!

empty root
#

the osc trackers not showing until 2nd calibration after boot bug is still around D:

rugged trench
#

they already got their big praise with the 2.0 Menu update >.<

oak pendant
empty root
#

the calibration points try and go for the actual trackers, so i have to calibrate twice when i launch vrc for the osc ones to then show

oak pendant
empty root
#

yea

oak pendant
#

The OSC trackers are completely ignored on first calibration? (do the tracker models themselves appear?)

empty root
oak pendant
#

The head rotation thing I mean

deft spruce
#

I dunno if it’s too late but it would be interesting if there was the option to save what Lock Hips/Head/Both option is used depending on the Avatar used. Save data stored locally of course.

oak pendant
#

So I'll have to test again then

empty root
#

this is using hais double waist/chest btw. i doubt its specific to that program but its still occuring

oak pendant
# deft spruce I dunno if it’s too late but it would be interesting if there was the option to ...

Too late to add now for this round/release, Open Beta is "feature locked" so now it's just up to fixing what's there. But also we often see issues with settings not set as the user expected (often people drag the menu and set the wrist or knee angle sliders and then don't know what happened), so this could add a pretty large support burden if settings change per avatar... but it also makes sense because modes can be better per avatar, but yeah that would be the hypothetical argument against

deft spruce
#

That’s very fair.

oak pendant
deft spruce
#

Maybe let’s take this time then to update the Rigging Requirements on the Creators Documentation on what is recommended for full IK 2.0 support. I think it’s overdue for a revision.

oak pendant
empty root
oak pendant
deft spruce
#

Lmao

honest apex
#

poof

empty root
#

nothign ever happened

oak pendant
#

Ah yeah, before I forget. Disabling IK-beta in 10... 9...

empty root
#

waiting to be last

deft spruce
#

Last

chilly oyster
#

Bye!

deft spruce
#

No I’m last

oak pendant
#

ah nono!

#

not the channel

#

haha you can still talk about stuff

#

the steam branch

oak pendant
#

ik-2 channel stayed around after old ik-beta as well

empty root
#

so long great friend 🫡

#

were having soft tacos now :3c

deft spruce
oak pendant
#

oop meant as reply for just above

deft spruce
#

I saw the Branch Deleted from the SteamDB.

honest apex
oak pendant
narrow yew
#

there's an option in gesturemanager to put your model in to tpose and you can then set the viewpoint to the correct location. copy the values because when you exit play mode it will reset

honest apex
#

o7

narrow yew
#

options / states / t pose in gesturemanager

latent knot
#

@oak pendant vrcLove I like the "Lock Both". But the feet are slightly raised off the ground. I made a good skeleton of my avatar, and adjusted the depth of the camera. If I use a "Lock Hip", then this does not happen. Maybe add +/- 5% to the leg bones? I would also add +/- 5% for the neck bone.

oak pendant
#

once it's at max stretch it'll be allowed to pull the hip

latent knot
#

I have sufficient spine bone length. Ideal weight painting.

honest apex
#

Hip bone behind legs. Usually an issue right?

oak pendant
oak pendant
honest apex
oak pendant
latent knot
#

No problem. I've been making avatars for a long time. Now I'm changing the skeleton so that it works well with the new IK.

oak pendant
#

if you look down you'll stretch the spine

latent knot
#

It was like this 3 days ago. Better now.

#

Feet lift as I swing my hips.

oak pendant
#

If it were me I'd try putting the spine bone around here:

#

Just considering the pelvis hip bone protrusions (I think called iliac crest)

oak pendant
# latent knot

Try looking up when you calibrate (not legacty calibration) that'll bake in some compression to the spine bone, meaning it has even more room to stretch under motion

honest apex
#

Oh my god I've always felt insane for thinking my viewpoint was askew to the side.
when in the t-pose animation, 0 on the X axis is not in the center of the head anymore.
Right cube is the center relative to the head. Left is world space 0'd X

latent knot
oak pendant
honest apex
#

Sanity restored.

oak pendant
latent knot
#

I have tried various options.

honest apex
#

Safe to bump the view position on the X axis to compensate for the t-pose shift?

hot fulcrum
oak pendant
honest apex
#

kk

oak pendant
#

(messaged as reply to reference that post, but asking anyone not just Tony_Lewis)

honest apex
#

Nada. Been rapidly switching between lots of variants too

pastel cloud
#

I was on the ik-beta before i posted this as i updated to the open beta

#

and it was fine

oak pendant
#

Cool, thanks for the confirmation. Yeah it seems like avatars aren't getting onloaded or something, I don't know if that's part of something I touched, but will have to figure that out talking to other engineers internally

pastel cloud
#

All good, all i hit was calibrate when i loaded in my avatar and it got stuck like that

hot fulcrum
#

(I believe not Kung side fault at least.)

raw wadi
latent knot
#

@hot fulcrum Tested. No probleme. (legacy calibration)

hot fulcrum
scarlet peak
#

so do we still have the ik updates, just in the "open-beta" now?

#

from my understanding?

scarlet peak
#

in his home-world, first calibration of the session

final raven
devout current
#

It's also now "feature locked" so there won't be any new features, just fixes.

pastel quest
hexed summit
#

Hello, I was looking for help on this. I think I got my answer, but just to make sure. I was looking for the IK beta option for my FBT on steam, and it wasn't showing up. Is it just the open beta option now?

hexed summit
pastel quest
#

okkk

urban pumice
#

feedback: i don't like the UI changes in the IK beta hiding the manual IK calibration buttons, or hiding the horizon adjust buttons, or making the reset horizon/etc buttons smaller

#

feedback: the small square menu not being grabbable is a huge problem for one handed users, especially those lying down

final raven
vital inlet
#

i swear theydegraded the ik in the recent ik update

#

org ik beta was assome ,even tho echest tracking isnt goodanymore

#

currnt org beta

junior wolf
#

which it's a bit upsetting that ik beta was removed, because now tracking just feels worse in open beta compared to the time using ik beta

oak pendant
#

You can see the expected behavior of it at the very end of the preview video here: https://ask.vrchat.com/t/developer-update-3-august-2023/19212#vrchat-ik-beta-6

junior wolf
#

i dont know why it feels different then. ill play more later and see i guess

oak pendant
#

It's supposed to be quite subtle. Hmm maybe it's possible some of your saved settings got messed up from switching to Open Beta? Might be worth seeing if you were on lock-both before and remembering that behavior, or maybe trying lock-both and seeing if that's how you were expecting it to behave.

junior wolf
#

I don't think so. i was testing a lot on ik beta for the other modes but just stayed on lock head the whole time, which im still on now. Ill look for actual specifics the next time i play. could just be me placebo-ing myself

oak pendant
#

Here's the expected difference in how far the positional chest tracking can bend the spine to the side (I'm doing the same motion, trying to jut my chest to the side in both cases)

#

Focusing on how far this bone is allowed to tilt gives a pretty good sense of the relative subtleness of lock-head mode vs lock-both

north lagoon
#

everything i try doesnt work and I have no idea why it happens

devout current
north lagoon
#

actually just a question do do you mean reset the pose and then re-enforce t-pose?

#

oh wait do you mean reset the fbx itself then reconfigure everything?

#

ah fak wait resetting the fbx reset all my materials back to default dang it, hmmmmmm

devout current
#

I at least always had to do that to prevent my self from looking completely broken after I made some bigger changes 😅

north lagoon
#

usually just remapping the avatar should fix that no?

devout current
#

Hmm not sure, you some how need to "reset" the humanoid bone positions. That's just how I did it, there could be better ways to do it.

north lagoon
devout current
#

That's just normal floating point precision

#

It is basically 0

north lagoon
#

okay good I was worried that may have been the cause

#

one of the interesting things I've found is that other models that I went back and checked from other creaters have the issue aswell and I think just not many people have noticed

#

even a model I got from Cam who is like a unity wizard has the viewpoint issue, so im wondering if it might be somethign sdk wise causing it

devout current
#

Hmmm weird

north lagoon
#

because without the Tpose animation applied the viewpoint is fine but with it applied its moved over

#

see this is without TPose

#

and this is with

#

@oak pendant I dont suppose you might have any insight on what could be the cause behind this? because its been driving me a little mental for awhile now.

oak pendant
#

I'd recommend approaching it by trying to make your own custom TPose rather than changing your avatar in a way to make the default one work

#

(of course if the default has issues, that's totally something we should fix, but just responding from perspective of what you can do right now)

raw wadi
#

That's just the unity humanoid that somehow does this. Give a little x offset in the tpose

chilly oyster
#

Seems like lower arm twist with elbow tracker causes too much rotation to the elbow, and it looks broken even with a usual twist bone. People are doing own fixes for it already on their avatars. Any chance it will be solved on IK level instead?
https://vxtwitter.com/norio_709/status/1693626644219490694
https://vxtwitter.com/kurotori4423/status/1694249091730174458

肘トラッカーつけてないと気が付かない程度のことかもしれないけど #VRChat のIKでこれができたのはうれしい。ロックやワック踊るにはいいんじゃないかなー?メッシュもうちょっとつめないとですけども。
←制御あり  制御なし→

#nolilon

💖 608

▶ Play video
north lagoon
#

nvm tested it and the answer is yes, you the best franada

#

this just made my day genuinely

#

I just removed the scaling layer from your t pose animtor and bam instantly fixed the viewpoint issue that has been plaguing me FOR MONTHS

honest apex
devout current
#

That seems to be the case here yeah

honest apex
#

(I reset pose any time I update the fbx)
Across all my comms and personal models if you get close it’s evident it’s offset to the side

devout current
#

I just mentioned it just in case ^^

devout current
#

(Nice that you reset the pose, not that there is an offset) 😅

north lagoon
#

its so nice im ingame testing the ik with the fixed viewpoint and it finally feels right, for the longest time it felt....off

#

only slightly but like might left leg was always slightly bent and now I know why

gleaming igloo
#

whoa this is wild, unity's default tpose really is just slightly offset along the x-axis

#

Guess I never noticed cause fran put the offset in the gogo loco tpose and i've just always used that haha

rustic berry
#

fr?

#

that's weird

weary coyote
#

holy crap its ik 2-2

mystic basalt
#

I noticed this for a long time when calibrating but wasn't sure what to do

#

Seems this is a pretty widespread issue

acoustic snow
neat surge
#

ik 2 ver. 2 gen. 2 rev. 2

crimson mountain
#

That's just semver now. 2.2.2.2

neat surge
#

USB consortium was just ahead of the game

prisma meadow
#

Seem to be having an issue with my 11 pt where when I kneel down too much my legs just start freaking out

formal spear
#

Ik beta gone?

hot fulcrum
formal spear
#

ooh Oki thank

winter abyss
#

am I the only one who believes they fucked necks again with Lock Head?

devout current
#

?

winter abyss
#

Forced to use Lock Hip because of it. My head goes inside of my body when laying down while using lock head

devout current
#

Could you show us some pictures?

winter abyss
#

yeah maybe later

#

not in vr at the moment, just wanted to know if people knew

frozen smelt
#

Has the pose animations with 4-PT tracking has been adressed?

north lagoon
#

so Im not sure why but when I calibrate my avi no longer follows my head

final raven
north lagoon
#

ahhh mayhaps, is that a new setting at all or has that always been an option?

final raven
#

It's been one since IK 2.0 has been a thing.
Main Menu Settings > Tracking & IK > Calibration & Debug

north lagoon
#

nope its off but acting like its on

jade wyvern
#

Has anyone noticed an odd bounciness in your knees when you straighten your knees in Lock Head or Lock Both mode, but not Lock Hip? I've noticed this since before the ik2-2 beta. The main issue is when dancing or jumping around a lot, your knees look really bad when straightened, so I calibrate with really bent knees to mitigate it for Lock Head/Both, which also isn't great. Here are 2 example videos in open beta with the same tracker setup, Lock Head first and Lock Hip second, with hip/knees/feet trackers and zero prediction.

winter abyss
#

lock hip

#

please fix lock head lol

oak pendant
# winter abyss lock head

It's difficult to see from the screenshot whether or not it's working as intended. If you'd be willing to share the avatar id for that avatar I can inspect the behavior. You can send in a message request if you'd prefer to DM

oak pendant
# jade wyvern Has anyone noticed an odd bounciness in your knees when you straighten your knee...

Using lock head will allow any bouncing at the headset to pull the hip up and down too which will be amplified at the knees if they're just on the edge of bending or not. If you use lock-both there should be a bit of leeway to stretch in in the spine which would stop the bounce at the head from propegating past the hips, but only if you're not already at the stretch limit. Assuming you're not using legacy calibration, I suggest that you look slightly upward while you're calibrating (maybe just ~10 degrees above horizon-level) this would bake in a bit of compression to the spine giving it more room to stretch back out to absorb bounciness at the head which could be pulling on the hips.

jade wyvern
idle roost
#

I found that If we enabled "Freeze Tracking on Disconnect" and disabled "Allow Full-Body Tracking", it looks FBT is not correctly disabled.
I confirmed with multiple avatars.

charred pulsar
charred pulsar
winter abyss
torpid heart
ruby karma
fossil shale
#

so like this used to be a thing before, when I opem the oculus menu or turn of my headset, normally my touch controllers would freeze from its last position not sure if its an oculus thing, steamVR, or VRChat

#

controllers used to freeze to its last position before, when controllers disconnects or if the headset disconnects, instead of going back to its desktop arms phase

fossil shale
#

ahh so its a VRChat issue then, atleast its known now

rancid glen
#

Not only is it known, it was also explained, its a side effect of some other fixes

#

It may eventually be fixed.

burnt granite
#

how can you lock your head with the legacy ik solving? because the new one is fucked

#

please, this new ik is unusable and looks horrible

rancid glen
warm jasper
# rancid glen Not only is it known, it was also explained, its a side effect of some other fix...

really do hope they fix this soon, i like falling asleep in VR with friends, its nice to freeze tracking and tunr the headset off. but now arms kinda spaz out if a default animation isn't set. most either tpose or put arms straight down now. tbh it feels like this is not that hard to fix, if they can add the same freeze on tracking loss that every other tracker gets. its clearly reading it as a disconnect in game and falling back to idle pose.

its been an issue for several months now. and its only an issue in VRC, steam, other VR games, and more don't have an issue and they use the same API's and devkits from meta.

burnt granite
raw wadi
warm jasper
rancid glen
rancid glen
burnt granite
#

yeah since all of them worked perfectly fine bevore the update

solar cloud
#

Like what would fall into that category?

#

And you can set idle poses now?

#

Before if my trackers died arms would just go down on tracking loss

#

Does this work with 3 point too?

devout current
#

Could you elaborate the issue you are having a bit more in detail?

burnt granite
solar cloud
#

I need to check my avatar again I guess too but gonna need to find someone with fbt for that

burnt granite
#

i managed to fix it by moving my hip tracker really far down using the adjust fbt and having my chest tracker tilt down pretty far

burnt granite
devout current
#

Just post them in here please ^^

solar cloud
#

Is the Ik update live already?

devout current
#

yeah

solar cloud
#

Ok good since i can never convince friends to download the beta haha

#

So i can't test until it goes live

devout current
#

Since Thursday I think

burnt granite
acoustic snow
devout current
#

Oh yeah, he and his friends know. They just never wanted to bother with switching over to it xD

solar cloud
#

I can't do it on my own

rancid glen
solar cloud
#

Are there even still any betas related to ik2?

devout current
#

no

#

the only public beta right now is Unity 2022

#

everything else is already live

native nexus
#

im with fupa on this, i kinda hate this ik

#

and im not gonna just ditch every avatar if setup for myself ive spent too much money to do that

#

its legitimately immersion-breaking

final raven
#

Are ppl really having that much issue with the new IK? Lock-all especially works well for me then ever before.

rocky root
#

so the "better" ik2 looks rly eh in my opinion...like what is that upper body moving no one moves like that when only moving your neck.... and yes i tried lock all then my avi moves aslo unnatural.. :/ worked 100% better before the update (old ik)

fiery plinth
#

better overall, but yeah the chest/upper chest moving with head and hip rotations is a lil bleh for slow wiggles

rustic berry
#

do you use a chest tracker?

fiery plinth
#

nope, but my friend does and the chest now moves with head or hip rotations

rustic berry
#

sounds like they're not using Lock all

fiery plinth
#

we went through every option, settled with the funny legacy toggle

agile arrow
#

We are reaching a point where the legacy toggle needs to be a selector for each iteration of IK

rustic berry
#

I don't think that is necessary. it would create a lot of clutter

final raven
#

It's going to be deprecated at some point in the future anyway.

crimson mountain
final raven
#

Yeah, someone I know who is a rex also has issues, and it always just seems to affect rex avatars so definitely something up with the skeleton of those.

oak pendant
acoustic snow
solar cloud
#

I had an issue of the upper torso stretching when looking up/down and what fixed that for me was setting the viewpoint way farther back into the head

empty root
vital inlet
#

is it me

#

or the open beta stuck at loading

#

for 2022.3

#

2023.09.03 18:47:13 Exception - Unable to load DLL 'EOSSDK-Win64-Shipping'. Tried the load the following dynamic libraries: Unable to load dynamic library 'EOSSDK-Win64-Shipping' because of 'Failed to open the requested dynamic library (0x06000000) - The specified module could not be found. ;(

vital inlet
#

nvm found the issue

mystic urchin
#

98 support was dropped awhile ago

solar cloud
#

Lmao

timber grove
#

Could be a number of problems including:

  • bad rig
  • ik settings not tuned correctly
  • bad calibration
fiery plinth
#

chest tracker seems ignored, cant just stand still and wiggle hips

#

whole chest moves opposite

timber grove
#

I think lock both mode has some chest influence configuration settings you can mess with.

#

also,

  • lock hip: no chest movement
  • lock head: some amount of chest movement
  • lock both: full chest tracking
    (Copied from Sacred)
vital inlet
#

this^

rustic berry
#

if you have a chest tracker, my recommendation is to stick to Lock Both and fix your avatar rig if needed

native nexus
#

my hips are a lot higher than they were before

timber grove
#

does lock hip improve it?

native nexus
#

Yes, but then my viewpoint is offset like a lot

#

and generally my movement doesnt look good with lock hip

#

Lock Both has all the same issues as Lock Hip

rustic berry
#

sounds like either:

  • your user real height is not your real height
  • you're using Wingspan instead of Height scaling
  • your avatar rig is malproportioned (it does not matter if you think it was fine before, now it's not)
native nexus
#

The fact that enough avatars need to adjust their rig just to have decent fbt is a pretty good indicator that the ik is just bad

#

like

#

I have 17 different avatar bases and almost all of them are messed up

#

I dont think its reasonable to force so many users to learn how to edit a rig just to fix something that wasnt an issue before the update

rustic berry
#

the point of the IK beta was specifically to catch major issues with the new system before being pushed to live. if it's such a big problem, why wasn't it brought up during the beta period?

native nexus
#

Less people use the beta, lower sample size

#

idk

#

but im not the first person to say something about it

rustic berry
#

it's also not exactly reasonable to think that every single rig will keep working throughout updates forever. there's backwards compatibility, but to a point. if implementing a better system requires breaking really old setups, it might just have to be that way.

#

I'm not kung, I don't know what decisions were made/not made internally, so it's hard for me to say exactly how things went down

#

but I can say that without any changes, the rig that I've been using since IK2 first dropped has kept working and has only gotten better and better

#

when IK2 released, I edited my rig to match my proportions as best as possible, and to work best with IK2 (that is, very straight spine, and using Upperchest)

deft spruce
#

A great amount of people used the IK Beta since it was Live-Compatible. Many issues and Cannys were brought up at the time and have since been resolved before being put in the Public branch.

native nexus
#

ok

#

still now i have to edit like 17 different rigs

rustic berry
#

if you need help fixing your current rig to work best with the new IK, we are happy to help

native nexus
#

Yeah how do you even do that 😭

rustic berry
#

editing it in Blender

native nexus
#

...can you elaborate?

rustic berry
#

it would help to see what your current rig looks like, so I can point out issues with it

#

also, your viewpoint posiiton in unity matters a lot too

#

if it's too far forward, it will cause issues

native nexus
#

I think ive uploaded like 20 versions of my avatar just trying to fix that and i havent been able to find the right spot

rustic berry
#

X should be 0, it should be at eye height, and it should be inside the head, almost aligned with the neck bone

native nexus
#

that seems really far back

rustic berry
#

it is

native nexus
#

ANyways

rustic berry
#

yikes

#

yea, quite a few glaring issues

native nexus
#

yay

#

😭 🔫

rustic berry
#
  • the legs should be straight when viewed from the front. right now, they are canted outwards. there should still be a slight knee bend.
  • the arms should be straight, and either in a T or A pose. right now, they are sagging downwards, when they should be a straight line from the front. there should be a slight elbow bend backwards
  • the spine seems mostly ok, but I would make sure the bones are connected. I'd also probably shorten the neck bone to make the head bone a bit bigger.
native nexus
#

if i fixed the legs in pose mode and just applied transforms would that be enough for that

rustic berry
#

you can use pose mode to fix the alignment, and then use CATS's Apply Pose as Rest Pose

native nexus
#

with the arms do the shoulders also need to be straight because most rigs ive seen are angled at least somewhat

rustic berry
#

I have mine straight, but a slight bend shouldn't matter too much

native nexus
rustic berry
#

can you try shortening the hip bone a bit (shrink by half), and also shrink the spine a little bit (3/4 size)

#

you can just move down the top part of each bone to do that

native nexus
#

Are we adding upper chest or smth

#

is this not gonna seriously fuck with weightpainting or something

rustic berry
# native nexus ?

looks good, I'd maybe just make sure the spine and chest are set to Connected (bone properties). Upperchest does help, but it's not strictly required

#

if you don't want to do any weight painting, don't bother with it

native nexus
#

thats just a really large chest bone is all

rustic berry
#

it's fine

acoustic snow
#

a bit late but there's a lot of good visual ref in the docs

#
VRChat

🚧Recent Changes!!VRChat IK 2.0 has recently released! This was a major rework to many Full Body Tracking related systems. This page has been updated to reflect those changes. However, further changes to our Full-Body Tracking documentation may be added as needed.VRChat supports additional tracking ...

solar cloud
rustic berry
#

this is causing you to be putting your viewpoint more forward that it should be

native nexus
#

yippee

#

im going to go insane

rustic berry
#

nah you got this 👍

native nexus
#

Im having to edit armatures for accessories too

#

because

#

clothes

rustic berry
#

aim for something a bit more straight like this

native nexus
#

i mean i figured

rustic berry
#

when calibrating, this is likely the pose you'll be in

#

after calibrating, you're free to slouch forwards if you want lol

native nexus
#

ok so slight issue if i make it straight im just looking up

steady turret
#

technically the mesh does not need to have a straight neck, its about the bones

#

a slouched neck like that can be a stylistic choice, especially with something like a hyena

#

long as the armature is straight it should be fine

rustic berry
#

sure, you can do that, but then in order to have your viewpoint in a position that makes sense for the IK, it would have to be really far back in the head

#

in their case, almost aligned with the ears

steady turret
#

viewpoint position matters yes, but depending on the avatars proportions, it might not always look best in the same spot

#

e.g. i have avatars where head rotations look best when the viewpoint is just barely inside the head. they should probably just test and see what looks best and then iterate based on that

acoustic snow
#

Could also run a constraints setup, have your cake and eat it too

#

Not that it'd be any fun to setup

solar cloud
#

How do i make the lines show up in blender like above?

#

And how do i move the camera?

#

mmh i only got this. how is that?

native nexus
#

so im testing the rig in vrchat now and its somehow worse

rustic berry
#

Pose > Reset, and then Pose > Enforce T pose

#

in the scene view, if the pose doesn't update after that, use Pumkin's to reset the pose

native nexus
#

i did yeah

#

ok actually

#

moving my viewpoint forward helped

#

still not as good as before

#

so, cool. wasted several hours

rustic berry
# native nexus i did yeah

what IK settings are you using in game?

  • legacy IK or no?
  • height or wingspan?
  • user real height your actual height or modified?
  • which locking mode?
native nexus
#
  • no
  • Height
  • Modified
  • Lock Head
#

i also did it witrh wingspan, real height, and different locking modes

#

so like

#

whatever im over it atp

rustic berry
#

hm, strange. what exactly feels weird? is it when normally standing up, when sitting, laying down?

native nexus
#

its when im laying down

rustic berry
#

it's also possible the proportions of the limbs are wrong. for example, if your legs are too long or too short, because the avatar is scaled with the height the hips will end up in a different spot

native nexus
#

im comparing the new rig to the old rig so proportions are kind of oput of the questionm here

#

those never changed

#

im just gonna revert it

rustic berry
#

I still think it's worthwhile spending the time to proportion the limbs properly, as it can make a pretty big difference

native nexus
#

I like my proportions

#

ive said earlier that whatever happened is breaking my immersion, so changing my avatar's proportions is mgonna break it even more

timber grove
#

wrong proportions can feel like garbage

#

make sure they align with your irl body

#

Also is your height your irl height?

oak pendant
# native nexus ive said earlier that whatever happened is breaking my immersion, so changing my...

If you can send me your avatar ID in a dm/message request I can inspect the behavior and see what's going on. If you still have an upload in the old/unmodified state that would probably be best. Also if you could share a screenshot or even better, a video of the issue you're having when you lay down that would help. If you can visit this world when taking ss/vid that also helps: https://vrchat.com/home/world/wrld_01025423-c339-4735-8af9-ba45cc9e46f2

teal apex
#

so ive run into a problem when my chest bone is going weird in fullbody mode while locking head. seems to be a problem only happen with quest headset+ light house base fullbody tracking

#

ive have friend using valve index and they dont have the bone issue

#

this is how it looks like when looking up with quest pro(left and valve index (right

#

it looks like how it would look like back in the day with lock both, but now it does it with lock head too

#

pivot head left and right will also cause the chest to go weirdly left and right like a noodle

oak pendant
# teal apex ive have friend using valve index and they dont have the bone issue

When you calibrate, if you turn on calibration visuals do you see anything binding to the chest tracker? (If you could post a screenshot of what the calibration visuals look like before binding in that would help too) If this is a difference between your setup and your friend's Index setup it may be the case that something involved with the mixed tracking / a continuous calibration tracker / etc is being bound to the chest bone as a chest tracker.

teal apex
#

is there anyway to have it set so its not set to chest bone

oak pendant
#

If you use the launch option, then it'll never participate in calibration

#

(it'll still be visible though)

#

Also I think there's an option in the continuous calibration space calibrator branch to move the tracker up by 1km or something so it's never included in calibration, so that could work too, and then it wouldn't be in your face during calibration (if that's a problem)

vestal ridge
teal apex
#

pogpog

vestal ridge
# teal apex pogpog

I do recommend kungs launch option solution though, it allows for three point to function correctly with a calibration tracker
For the all the rare occasions you'll be in three point, lmao

teal apex
#

tru

#

thanks~

#

now i just need to see what the serial is

vestal ridge
#

Not sure how else you'd get it

teal apex
#

i see

#

i might be able to see it in the calibration window thing

#

yeah

fiery plinth
#

Its also in the test controllers window, all of my stuff started with LHR

primal valve
#

Does the motion prediction option not show up unless I'm actively in full body?

#

(trying to get a screenshot of it to help someone :P)

lilac spear
#

only applies to pucks afaik, not hands or hmd

devout current
#

Hmm, I mean it's only relevant in fullbody so I could see that being the case

elfin relic
devout current
#

It is not applied to controllers

#

only additional trackers

elfin relic
primal valve
#

Also, weird question, but how do I change the pose I go into when controllers aren't detected? I have a custom stand in Action and Locomotion but using one controller still has my arm straight down

#

I have one controller only (other is being RMA'd atm)

robust tangle
#

int TrackingType is 3 when you have head and hands, should drop to 2 or 1 while bool VRMode stays as true when a controller dies so you can detect and play an animation that way. This is more of a #avatar-general though not really for beta

naive sandal
#

If you have 2 feet, you stay in 6 pt

rustic zodiac
#

Suggestion for future IK improvement:
Would it be possible for Vrchat to somehow show you when a tracker is mis-behaving or disconnects?
I think this would be IK related as it would need the IK solver to check if outside of sane bounds.

My solution would be ignoring that tracking point temporarily when this happens and showing it locally as the config ball or equivalent, but in Red to indicate it's either not tracking or out of bounds, if you wanted to get fancy, even a temperature system to show trackers that consistently do this when re-calibrating.
This would make it good for debugging tracking issues more easily.
I know it's not really a VRChat specific issue, but a QOL improvement that I see as something VRChat could provide players.
Sometimes tracking doesn't stop completely, but instead tracking starts to drift and this can be quite annoying.

devout current
#

VRChat does now actually freezes Trackers in place if tracking is lost

#

You can for example put a blanket over your trackers and they will just stay in place

rustic zodiac
#

True, but is there any way to see what trackers have stopped tracking?
For example elbows etc, can be a bit difficult to tell unless you know positions normal IK solver can't achieve properly.
Also this doesn't account for trackers being intermittently lost or having bad data (interference), Mirrors

devout current
#

With VRChat it self there isn't a way to see that

#

I think there was a canny about a hud for that

lilac spear
#

i find it pretty obvious to see when a tracker is offline

raw wadi
#

instead of snapping the rotation of the root in fbt when moving the joystick, could we get a lerp effect ?

primal valve
#

dang, extremely niche uscase but sad i can't use a tracker for my hand

ember drum
#

I’ve been having a problem since after the most recent IK update where some of my avatars eyes are darting all over the place and going way outside of how far they are supposed to move. Any idea as to what I could do to minimize that? For note I have no eye tracking on a valve index with 3 Vive trackers for full body. I know it’s the update that caused it cuz I switched back when it was in beta and that fixed it.

primal valve
finite bough
#

except i do have valve index

empty root
solar cloud
#

Have the same thing happening

#

But it seems fine with that fix

barren summit
rustic berry
#

in the settings I believe it's just under Manage addons

hot fulcrum
ember drum
solar cloud
ember drum
#

Ah ok thanks for lookin into it. I didn’t want to message or @ you directly as to not bother you lol

rustic berry
#

I'm curious as to what the "eye fix" is exactly

barren summit
rustic berry
#

no, in SteamVR

hot fulcrum
#

(Actually that is global setting)

barren summit
hot fulcrum
#

ah

solar cloud
#

seems to help with the issue mentioned though

rustic berry
#

so the issue is people having bone roll on the eyes, which was already known to be bad

#

skill issue

solar cloud
#

never heard of that and not my model

rustic berry
#

not specifically talking about your models, but in general it's a known fact that the head and eyes should be perfectly upright with 0 roll

solar cloud
#

thats stuff related to rigging which i dont understand lol

#

i have like 0 blender/rigging knowledge

raw wadi
#

eye go derp even when strait, was always the case, some avatar seen to be more prone to do it

empty root
#

i didnt know that til now, and im a hit more into avatars than the average person booth bashing

wet trout
#

i have a weird issue with the feet on an avatar that seem to not stay in place with hip movement, but only on the new ik. i am convinced its some weird bone issue or something with the avatar. is this a good spot to post an example vid and see if it makes sense to anyone? or moreso in one of the avatar sections.

mint night
undone plinth
#

Fairly specific IK-2 question which is why I'm asking here rather than in #avatar-rigging

When using a chest-tracker with an upper-chest bone in lock-both, it seems like it disproportionally influences the "Chest" rotation, resulting in heavy scrunch from bending, rather than the spine compressing (in this example, the torso on the model is longer than my actual body). Based on my actual pose, I would have expected to see more compression and less rotation.

If I disconnect the chest tracker, I get a SIGNIFICANTLY cleaner bend down the entire spine where it does compress more, rather than scrunch rotationally (don't have a screenshot of this on-hand).

Is the distance of the chest tracker to the actual humanoid chest bone (not upper-chest) potentially a cause of this? Spine, chest, and upper chest are all about the same length. That places the chest bone a tad low, but not absurdly low.
When I look at the calibration bubbles, it's pretty centered, but there's a fairly decent distance from the tracker/calibration bubble to the chest bone.

Trying to figure out what about the chest tracker is increasing scrunch, as when I don't have the chest tracker, I get a much better spine deformation where it doesn't protrude the chest out as far backwards, and compresses it more instead.

rustic berry
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Chest should still be the largest bone in the spine

undone plinth
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Source engine lives on in our brains

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Thank you for the side view as well. That's a great example of the proportions

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Will try something like that.

rustic berry
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it's also important to keep the spine as straight as possible

undone plinth
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I know that IK2 uses the baked rotation since the spine compression was added. Are you saying it's important specifically if you are using the extra bones? Or just in general (since it no longer pre-straightens)?

rustic berry
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in general, it helps avoiding snapping when looking up/down or bending up/down, because there's very little slack

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it also kinda makes more sense. if you're standing up in a T pose, your spine should basically be at maximum "tension" anyways. (when T posing, try to be relaxed, don't stand "overly" straight/stretch out). when you confirm the calibration, in theory there shouldn't really be a way for the spine to become any longer

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depending on the proportions in your avatar, it's still possible that when you stretch your back for example, it causes extra tension in the avatar's spine, but that's what the new spine squishing and stretching is for. it helps compensates for the discrepancies between your body proportions and the avatar proportions

undone plinth
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👍