#ik-2

1 messages · Page 7 of 1

rustic berry
#

with CATS, you can combine bones and their weights together. with AvatarBuilder, you can subdivide them into however many bones you want, and control the weight falloff

undone plinth
#

This is a completely WIP model, test rig. Although it's nice to know someone got around to making an addon for bone subdivide with splitting weights.

rustic berry
#

yea it's super useful

#

allows you to export a model that is using multiple UV maps and paint on any one of them in substance

#

by duplicating the mesh for each UV map and assigning each one unique materials

#

an example use case would be if you're using stacked UVs for the main texture for things like hair, but still want to bake AO properly, which you could do using a 2nd UV map

undone plinth
#

Yeah. I'm aware of mult-uv workflows. Nice addon to make that more efficient (until substance cries as the project grows).

I'm not actually the person making this, but I'll send it their way in-case they find use.

They don't have FBT so we're trying to fit model and get everything feeling good before locking stuff in. I can handle blender, I can't character model for shit.

rustic berry
#

sounds good, let me know how the different proportions work out for you

#

I use 11pt tracking, and since ever the new update my tracking has never been better

undone plinth
#

Would be nice if Unity actually had a decent reference skeleton for mechanim that used every slot so it wasn't as much of a guessing game around what it wants.

rustic berry
#

it really depends on the IK system you use, which could be different for any Unity based game

undone plinth
#

That's fair

rustic berry
#

it should really be a VRChat reference rig

#

there's sort of one, but it's a little out of date

undone plinth
#

Yeah

rustic berry
#

guessing that's the one you and your friend used

undone plinth
#

Well there's the really old one hiding in SDK2 and then there's the robot in the official tutorial Kung made, but this started as a metarig I believe

abstract forum
#

For knee trackers (and elbows too I suppose), does the IK prefer them to be placed above or below the joint?

rustic berry
#

I personally use above the knee, but a friend of mine uses under the knee. works fine

abstract forum
#

That's good to know, thank you

undone plinth
#

Tried proportions more like this based on your suggestion (the weights haven't been cleaned up much so they're pretty nasty, but even if I'd fixed the weights this issue isn't with them it's with the way the bones are bending, spine is straight) and I'm still getting some absurdly nasty scrunch (you can see it's rotating spine downwards and then rotating chest upwards to correct).

If I shut off the chest tracker (final image) the entire spine smooths out as it just compresses between the chest and spine. Any suggestions at this point or is it just going to be a game of fidgeting?

rustic berry
#

because the chest tracker always binds to the chest bone and not the upper chest, you might want to have it moved up a little bit more so that it doesn't crunch as much at the spine

#

have you also checked the proportions of the model? Kung's FBT fixes video covers proportioning things, but the idea is that you can use your controllers to help measure different points on your body and see where it lines up on the avatar

#

in this case, try putting one controller on your shoulder, and the other at the lowest point of your crotch to measure your torso length. compare that to the avatar, and see if the spine length needs to be changed

undone plinth
#

I'm using the EOZ chest strap which puts the tracker dead-center around where upper-chest is on the sample mapping in unity, so if it's binding strictly to the chest bone, the bones being a bit far back (so more travel distance) and the actual tracker being (relatively) high-up, that's probably not helping. I'll try lowering the tracker with a hip strap and putting it where the bone is as an experiment
I'll also check overall torso length. I know with more stylized stuff there's always gonna be a balance of making it work

rustic berry
#

could try something like this perhaps

#

just kinda shifting everything up

#

and yea moving the whole spine forwards a little bit may help

#

maybe

raw wadi
#

setup like this works

#

add an extra bone that have the spine weight in the butt that copy 50% of the spine.

#

kung did the same when I show them while back.

#

but if each bone of the upper body bend in armony, probably don't need to do this

fiery plinth
#

Is there a way to use a head tracker instead of hmd tracking, pretty much narrowed down my ik2 chest wiggle issue to having a quest 2 with virtual desktop with lighthouse trackers

#

Issue not there when using an index or legacy ik (but chest bone doesnt move or rotate anyways with legacy+q2)

rustic berry
fiery plinth
#

yeah

#

a friend had me switch to lock head and use the tracker adjustment to move the hip ball down a few inches to keep the chest stiff, kinda works but not the best solution

elfin relic
#

With the jitter fix if your avatar is mid animation then its orientation doesn't change (for example with swimming prefabs, flying prefabs or just falling), is there a way to force an update through Udon because it can be quite easy to do a physical 180 and that doesn't look good for either the user or remote users?

undone plinth
# raw wadi but if each bone of the upper body bend in armony, probably don't need to do thi...

This is a pretty good trick, thanks. Going to hold this one in the back pocket if needed.

At the root, it seems like the issue is that the torso is too long relative to my actual body, so when I add the chest tracker, there's really only so much that can be done.
Shrinking down the torso with bone scaling has eliminated the spine crunch, although my arms are proportionally too long now (which I can fix)

I'll probably just go back to the original version before I modified any bone positions and do a pass using kung's old guide for easily measuring proportions to get them closer. Combine that with the fact that I can see where the trackers are in real-space in calibration, I can pretty easily pull the proportions in line.

I don't see much of a workaround beyond making it more proportionally accurate if I want to use a chest tracker in lock-both mode.
In the end, if the proportions of the body are off and I'm injecting more tracking points (chest), the compensating systems like spine compression can only do so much

lilac spear
#

any way to solve the entire body lifting up when i just look down with my neck? all avatars do it to some extent. tracker boxes do not move at all

devout current
#

That's mostly due to the view point not being correctly positioned.

#

You can try to go through this thread to see what helps
https://x.com/Kung_VR/status/1619137610223607814?s=20

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

lilac spear
#

tyvm. looks like what i need

raw wadi
#

often people put the view ball near the nose, but it should be more in the head

narrow yew
#

official recommendation for extra trackers on legs is to have them above the knee but a lot of people are recommending below knee because calves keep them in place much better. assuming you wear feet trackers on top of your feet and not ankles, is there any reason why trackers just below knees wouldn't work? seemed to work pretty well for me yesterday and i had to adjust them a lot less than when trying to wear above the knee

rustic berry
#

it shouldn't matter whether or not it's above or below the knee in terms of tracking

#

but having it above the knee makes the tracker less in the way

agile cedar
gleaming lake
#

view ball should be just under the skin between the eyes from what ive heard

agile cedar
#

Ooh alrighty then thanks. I always ended up putting it just slightly in front of the eyes

rustic berry
agile cedar
#

Awesome thanks, I'll keep that in mind from now on. The animations I use are kinda weird and hunched over, but in vrc the legs are always fully extended which leads to a really awkward stance. Is there a way to improve that too, or would that also come down to the view orb placement? The animations are supposed to have a bit of a bend in the knee.

west bane
#

On a side note, where is the tracking point on most headsets? Is it in the center of the main headset body? if so, does that mean smaller headsets like the bigscreen beyond have less of a lever effect when rotating your head?

marsh elm
vestal ridge
marsh elm
#

imagine grabbing a [insert big headset] with the view on the very front of the casing and having it yank your view around further than your eyes are

raw wadi
#

can we get more aggressive tracking prediction. near the remote network ?

short knot
devout current
lilac spear
#

vrchat has a prediction slider- but ime its effects are very subtle

devout current
#

That slider just changes what data they get from SteamVR

#

100% = normal prediction
0% = no prediction / raw data only

raw wadi
#

make it as smooth as network ik

#

for tracker that shake alot

devout current
#

So you want actual smoothing instead of just less prediction? vrcCatThink

raw wadi
#

Ye

vestal ridge
# raw wadi Ye

there's a tool for that already lol https://yuumu.booth.pm/items/4018006

激しい動きする時に起こるトラッカーなどの揺れを少し改善できるツールです 原理はsteamvrの移動予測機能に干渉をかけたものです プルプルになる一番の要因がそれ故に ベースステイションを使用したデバイスは効果的です ※既知の問題: pimaxの場合「PiTool」と相性が悪いみたい ツールのドライバが機能しなくなる Radeon RX 7000/6000では不具合が出る場合があります This tool smoothes the jittering of VR trackers when moving intensely while FBT. This tool works by

raw wadi
#

I know

vestal ridge
#

why not use that then, lol

elfin relic
#

This tool works by limiting steamVR’s movement prediction feature.
Since that is the biggest cause for jittering trackers

That is how VRChat is doing their "smoothing".

polar bloom
elfin relic
rustic berry
#

not exactly, the option is to essentially have control over how much prediction is done to help with fast movements. it used to be that it was basically always doing the maximum amount of prediction

#

now you can choose to not have any

#

it's still not quite the same as doing actual smoothing though

devout current
#

YES, it's not actual smoothing, just less prediction which results in it looking smoother as you wont have problems with it overshooting in the ground etc

#

that's also what OVR Smooth Tracking did btw, they also just lowered the prediction

mild nimbus
stone solstice
#

This may not be the right channel to ask this but has any one else run into this or similar issue -I use the Kat walk treadmill to “free walk” I currently connect to SteamVR to launch VRChat, I recently purchased the Leap Motion 2 for controller free hand tracking, as soon as I started using this my Kat Walk no longer works: If I shut down the Leap Motion software I am able to walk again !

vale ibex
#

hello im trying to narrow down whats causing this. i think this started happening with the ik update because i dont remember this ever happening before. ive tried multiple avatars and all of them have the same issue with different degrees. any idea?

naive sandal
#

If the knee is too near the hip, yes it will freak out

devout current
#

Yeah, the IK doesn't really know what to do in this case

#

that has afaik always been the case though

turbid plaza
#

Hi, I'm trying out fbt in vrchat (SteamVR) now, is there a way to turn off hips and only track my knees and feet? My SteamVR tracker settings are already properly set, but my right knee is controlling my avatar's hips in the game

#

my left knee, left foot, and right foot is tracking well

narrow yew
devout current
#

Why is your knee tracker closer to your hip than then actual hip tracker? 😅

vestal ridge
#

i think what they're asking is to have no hip tracker
just feet and knees

#

which, to my knowledge, you cannot do without having a hip tracker and powering it off after calibrating

#

which kinda defeats the purpose of not having one
so you essentially cannot do it

empty root
#

its just stupid, idk why youd do it

vestal ridge
#

i mean I've tried and it didn't work so

empty root
#

well ur just silly (and smelly)

vestal ridge
#

prove me wrong lol

empty root
#

:3

devout current
#

Since the spine rework you can combine trackers in what ever way you want to

vestal ridge
#

you for sure can't do upper body only
as that's what i was trying

#

a hip tracker is mandatory

#

a tracker far from the hip will be grabbed if there isn't one there

vestal ridge
#

shooow me

devout current
#

just do it lol

vestal ridge
#

I fuckin'
did lmao

devout current
#

there is nothing special you need to do for that

#

I did that a while ago to try out shoulder tracking

empty root
#

boof if u remind me i can record some awesome videos of me doing it

#

:3c

devout current
#

I'm not home at the moment so I can't really show anything xD

empty root
#

i finish work in 5 hours soooo

vestal ridge
#

I tried to do chest and elbows only
and it wouldn't let me

devout current
#

when did you last try it?

vestal ridge
#

good point
I do not remember

devout current
#

Cause IIRC this is only possible since the spine rework from a few months ago

vestal ridge
#

also mr dr rat can u file a bug for me im too lazy to write a canny

devout current
#

lmao

vestal ridge
#

the haptics settings and presumably others are missing from the settings menu, only accessible through search

devout current
vestal ridge
#

pls and ty

devout current
#

that would be new to me

vestal ridge
#

a friend and i couldn't find em, lol

devout current
#

They are in the accesibility settings menu for what ever reason

vestal ridge
#

oh no they're there

#

my bad

#

can u file a different canny for a more minor bug instead

#

there's a double line break line at the end of the "common" tab in graphics

#

and a couple single line break lines in some other settings

#

pls and ty

devout current
#

I probably already made a canny about that at some point

vestal ridge
#

lol

devout current
#

I went through the entire menu a month ago and made a canny about every small little Issue I could find

lilac spear
#

(which is still a huge improvement over regular 3 point)

raw wadi
#

I assumed they scale the spine bone but the actually translate the chest up and down in lock both ?

raw wadi
#

@oak pendant correct me if am wrong

devout current
#

I'm not Kung but afaik in lock both the distance between the chest and spine bone changes, without any scaling

oak pendant
wet gorge
#

Got any tips when making a rig to not make your spine shrink?

#

With lock both that is.

raw wadi
wet gorge
#

That's not what I asked.

#

I know how it works, I want to know how to make a model not do it so much.

raw wadi
#

I did a lot of testing long time ago to understand of thing move/ rotate in fbt before that feature so I don't really know for sure

raw wadi
#

something about bone ratio

dusk mango
#

it doesnt let me change my beta to ik how do i do it ?

raw wadi
#

there is no ik beta

dusk mango
#

Oh I guess it’s over then

devout current
#

I has been over for a while 😅

sharp ore
#

How do I change the custom arm ratio setting in desktop mode? I would like to make it an accurate value rather than struggling because my hands shake with VR controllers

#

If I need to, I'd be willing to change the Registry Editor setting for that if there is one

oak pendant
# sharp ore If I need to, I'd be willing to change the Registry Editor setting for that if t...

(Obligatory dsclaimers: edit the registry at your own risk, also this is very much not the intended way to alter settings so again, perform this at your own risk) So in Computer\HKEY_CURRENT_USER\SOFTWARE\VRChat\VRChat you'll find the key VRC_IK_HEIGHT_RATIO the value here is stored as a double type using big endian. I've found a converter here you can use to input the value you want: https://gregstoll.com/~gregstoll/floattohex/ you'll need to checkbox "Swap to use big-endian" or the format will be incorrect. Then type the value you want into "Double value:" and click Convert to hex. You can then enter the resulting 8 hex bytes that follow after the 0x into VRC_IK_HEIGHT_RATIO in the registry.

lilac spear
#

what’s the use case though? that setting only matters in vr aiui

#

oh, never mind. accessibility issue

#

yeah the sliders are crap

oak pendant
#

I think the request was to alter it to an extremely fine tuned value due to not being able to get the slider just right, yeah

lilac spear
#

you can also use height based scaling, that’s just pressing a button

oak pendant
#

Yeah if that solves their issue that could work, but they may be using it to precisely fine tune the relationship between avatar scale and IRL scale to something other than matching height exactly.

#

Sometimes people might want to do that if the avatar has high heels or similar angled feet where the ankle is high, but IRL you stand with feet flat so your ankle would be lower than the avatar's making a pivot mismatch

#

other reasons might be wanting to tune the tightness of the arms to a certain fit

lilac spear
#

aiui, the arm span or height just scales the avatar. it doesn’t fix bad rigging or avatar proportion issues

#

not much you can do to fix high heels/digi legs apart from wearing them IRL

sharp ore
oak pendant
oak pendant
#

so if you wanted to slightly adjust it to 0.01% less than the default you'd enter 0.4536 in the "Double value" field on that converter website

sharp ore
#

Ah, so with that being said, I have no idea how I'd input that hex into this

oak pendant
#

for example setting 0.44 would look like this:

sharp ore
#

I'm just completely unable to edit anything in it

#

OH

#

I got it!

#

I'm just very slow LOL

oak pendant
#

No worries! It's good to be careful in general with any editing of registry values.

sharp ore
#

Oh definitely, I've already messed up on that years ago when I had no idea what I was doing

oak pendant
#

Yeah it can be perilous. Also make sure you had this checkmarked or the bytes will be in reverse order and result in garbage data

final oasis
#

So issue with model lift is gone, but now on legacy IK if you are not staying straight to your playspace, the torso rotates, like it was before with menu opened. I mean on FBT.
Now about IK2.0.
-I still cant lift my elbows like it was on legacy ik.
-avatar 2.0, when my head is lower than some point, changes finger gestures at rest to more like "grab" and changes shoulders position.
-avatar 3.0 just changes only shoulders position.

iron hamlet
#

Got a weird FBT tracking/calibration-issue since ~2 weeks and cant for the life of me figure it out 😐

Apparently my hip-tracker-position somehow gets interpreted wrongly... so when I look down on my female avi I look straight at my feet, instead of as usual the upper-body whiggly parts.

#

Complete AVI-view

#

Looking down on Desktop (thats the view I would expect in calibrated FBT too)

#

This is what I get after calibration, to even get parts of the hoodie into my FOV i need to look WAY more down as you'd naturally would...

#

To my knowledge I didnt change any settings in steamvr/vrchat these last 2 weeks... did un/reassign (waist) the hip tracker in steam, un/repaired all devices, redid playspace, tried with & without OVRAS & fpsvr, changed settings in vrchat and back (lockmode etc), hiptracker on front and back (my normal) - no change.
Also happens on all AVIs, so shouldnt be a viewpoint issue.

When using legacy-calibration I can get it right-ish, but not just quite... and ik2 calibration always comes up with this result.

I'm lost... 😐 Any ideas, thanks in advance!

empty root
#

desktop head movement pivots the head itself, while in vr it follows your headset 1:1. its expected for movements to be different between the two

worldly quartz
#

could be a lock head/hip thing

iron hamlet
#

idk 🤷🏻‍♂️ all I can say for sure is 2-3 weeks ago I calibrated @ 1,68cm height, changed it to 1,73cm (IRL height) after to compensate for the plateau-boots -> perfect

#

...recently - not so much anymore.

tried pretty much everything popping into my mind and atm I'm almost suspecting my HMD having an issue with its internal (tilt/axis) sensors

visually aligning the trackers to my avi using legacy-calibration doesnt have this issue (but others)

however, the IK2 calibration setting your avi-position by looking straight ahead always is noticably off - my avi gets placed too much forward 🤷🏻‍♂️

iron hamlet
empty root
iron hamlet
#

think i figured it out

#

stand by

iron hamlet
#

appears I actually did figure a new routine out that works consistently... only took like friday & saturday night flailing around in my system...

#

...and in the end it happened more due to random luck, but I won't complain

#

so... what NOW works for me:

  • increasing arms/height ratio +10 ish (never had to touch this before)
  • using 168cm & 178cm height to calibrate & dial into the sweet spot
#

still have no freakin' idea why/what exactly did cause this change 🤷🏻‍♂️

iron hamlet
#

byebye random-ass limb stretching... good riddance! ❤️‍🔥

#

took those 30min ago during serenitydnb spinning at deviate

timber grove
#

I would try using the normal calibration mode. Legacy is legacy for a reason

#

idk how long it will still be in-game for

iron hamlet
#

not using legacy

#

no idea where you read that, just tested it

#

to check & compare results while troubleshooting

#

wondering if @oak pendant might have some idea what happened on my end... I still dont have the slightest idea

#

sorry for the ping 🙈

timber grove
#

ah sorry

robust tangle
#

i wish there was a setup for fullbody that didn't require calibration, similar to how your controllers and headset don't need calibration. i wonder what it would take

fiery plinth
#

Vrchat already has saved calibration, it would just take sweettalking the devs to load it when the game starts. And always having your trackers equipped in the same spot.

minor rampart
#

I’d much rather see them bake something like standable into the IK, by default, than spend the time on something that’s not likely to be used much between sessions.

#

There’s going to be a decent amount of variation when taking off and putting on trackers.

#

Even with really stable straps like EOZ.

#

Holding between avatars was the big time saver.

empty root
#

controllers and hmd are always in the same spot of the body

#

trackers wiggle and move and rotate and stuff

empty root
robust tangle
empty root
robust tangle
#

real belts don't

empty root
vocal oxide
#

you can use the rest of the belt that is used to tighten it as a kind of "thong" just tie it on the other side. Quite uncomfortable but works perfectly for me for handstand, handsprings, dancing and so on.

robust tangle
#

What causes avatars to shuffle feet and the head moves up a little whenever you stop using the analog stick? Some avatars do this, some don't

#

Even with all default playable layers

timber willow
#

ooh I noticed this too and was just going over my avatar that does it - I did some reworking the legs here and was guessing I didn't get the leg bones aligned well, like I have the feet too far forward or something

#

haven't confirmed yet though

robust tangle
#

I also have feet bones but not toes as the existence of toe bones seems to make the avatar always lean forward to hover over the toe bones

timber willow
#

I made such adjustments today but haven't tested yet. I also had my avatar's hip bone not at y=0 so that may be another problem

#

(blender y, not unity y)

robust tangle
timber willow
#

(haven't tested yet, will try to do so this week)

timber willow
#

Ok so I tested a bit with the same avatar and I'm not seeing this little shuffle thing again, though I'm using FBT now and I wasn't when I last noticed it

robust tangle
#

Well, desktop as well

timber willow
naive sandal
#

Upright 0.65 plz fix

magic wigeon
#

?

humble goblet
#

Hey, all. So I tried the following FBT setup:
Left Foot
Right foot
Hip
Chest
It was pretty good, until I realized that the IK of my right elbow was acting strangely. My right elbow would jut out to the side while the left arm behaves normally. Does this configuration of FBT not work?

vivid saffron
#

So what is this IK-2?

west bane
# humble goblet Hey, all. So I tried the following FBT setup: Left Foot Right foot Hip Chest It ...

Should work completely fine, I've used that combination of trackers before.

When you calibrate does your chest tracker lock onto the chest bone? As in the indicator points towards that boen. My first thought is that the chest tracker is somehow choosing to lock to the elbow instead of the chest.

Another question. Does this happen with all avatars you try in FBT? My second thought is that the IK pose or rigging on your avatar is causing the IK to mess up. If it happens on multiple avatars, then that isn't the issue.

strong nova
#

Is the toggle for Legacy IK and IK 2.0 supposed to be gone in v1442?

final raven
#

Still there.

strong nova
#

You only get this dropdown when FBT is enabled. I remember this being a toggle with in desktop or half-body.

devout current
#

to be fair, I'm honestly surprised this is even still an option

#

same thing goes for legacy calibration

strong nova
#

Could have sworn that the Body Tracking dropdown should still be in desktop mode.

#

guess not anymore?

naive karma
fiery plinth
#

It your trackers move away from you.. you got other problems

naive karma
#

it's the opposite problem actually, tracker positions are fine, it's lining them up with a body that's constantly moving that's the problem, every time I've tried non legacy calibration it's been off in some way, either body way behind my actual trackers, or arms being completely screwed up because my arms weren't in a perfect T-pose (can't check when my avatar moves when I turn left/right to look and make sure arms are lined up), legacy calibration for me always has my body lining up nearly perfectly after calibration

fiery plinth
#

Unless you have elbow trackers it doesnt matter what your arms are doin, legacy or not. If legacy goes away, i recommend making sure vr floor is accurate by using toolkit set floor button every time you start up vr and having user real height accurate to what the game thinks. Than try combinations of tilting head down and/or pre bending knees. If knee bending trick does it, adjust arm span ratio.

iron hamlet
#

and consistent in like*** "for 3 weekends now it works almost perfectly like that"***
...whereas the MONTHs before I basically spent HOURS each weekend trying to get my calibration right, just to end up frustrated af and letting scuff be scuff

#

and the kicker is...
I did try basically everything, every single one of those "new" advanced IK & tracking-toggles & sliders... still couldnt get it dialed in as it once was

now, I reset all of them (apart the wrist alignment thingy) and get near perfect results with 2-3 tries using my new routine!
if my calibration-result is weird it definitely was me not standing straight!

#

...klingt seltsam? Is' abba so!

iron hamlet
#

then you can see the tracker-positions again

#

would not shock me if that'd help you too

#

ngl, really would LOVE to hear Kungs thoughts about that.
if anyone really can tell whats going on its him 😉

mystic basalt
#

do you guys really have this much trouble calibrating

#

hours of trouble?

#

💀

#

must be really broken armatures i gues 🤔

fiery plinth
#

Nah literally two seconds, can do it with my eyes closed. The most trouble i have is how far should my feet be spread apart and/or is continuous calibration makes a last second adjustment. There was that weirdness last vrchat version where my viewpoint would drop like 4 cm every time i switched worlds but that seemed to have fixed itsself

raw wadi
naive karma
#

that's gonna happen when legacy calibration is just better

mystic basalt
static scroll
#

If legacy calibration is better it’s because your bones are a mess.

mild nimbus
#

I still use it out of habit and my bones are fine 🤷‍♀️

#

I don't see the point in shaming people for it either

mint abyss
#

if they're talking about head-hip lock its better when you cannot notice the torso-stretch in some aspects, but that's far and few between

mild nimbus
#

slower but I personally find it easier to get the sweet spot better with some specific avatars

mint abyss
#

I also use playspace mover which is a godsend

#

(and totally not for messing around and visual-clipping through walls)

mild nimbus
# mild nimbus I don't see the point in shaming people for it either

also normally I'm the person shaming people for using older stuff B U T in this case its different given

  1. it doesn't cause any performance issues (I hope)
  2. it isn't too much extra work to maintain (I hope)

Now if either or both of these turn out to be false I'll change my tune right away 😅

naive karma
#

It's better because you can actually line your trackers up with the body properly, every time I try calibrating with the "new" calibration regardless of avatar it's always off, usually the hips are way behind my actual hips and my feet are always offset to the side, any time I try to adjust for the hips in particular it's impossible because the avatar moves with my head so I can't just step back slightly while calibrating, this could just be my OCD but how the hell anyone finds it even usable I will never understand, but surely if you can get it 100% perfect with one system and can't with the other, the one where complete perfection is possible is better, even if the "new" one is "good enough" for some people.

#

anyways muting this channel, I'm going to die on this hill until the end of time, if the fact I use a different calibration method is triggering to you, I'll keep using it just to piss you off :3

marsh elm
#

simply a lack of skill

raw wadi
#

Both can be valid options if one fails for you

slim temple
#

The avatar swinging around with head movement while you're trying to calibrate is annoying and pretty bad UX

mystic basalt
#

It just means you have a messed up armature

#

Probaly using cats in 2024 💀

#

Pressing fix model

devout current
thorny carbon
#

may sound like a stupid question. where do you get the IK 2.0? everyone tells me i have it but i do not have anything that remotly resembles the IK 2.0 menu

elfin relic
thorny carbon
#

ok then my head and hip lock will not show up untill i am in fbt?

marsh elm
dusk anvil
polar blade
#

What change to my avatar armature should I change if I encounter that when I put, in real life, one hand on top of my face and another one on my chin, in vr it looks offset downward?

#

like in the image, the oval represents my face and my avatar face and the lines my hands

harsh belfry
# strong nova

Nope, I'm running into this issue too. None of the Body Tracking options are available if you don't have an HMD connected running in VR mode. Which is...very obnoxious for what I'm trying to do

strong nova
#

Ah, shoot.

harsh belfry
# strong nova Ah, shoot.

Do you know where the correct place to report this might be? I know its probably intentional behaviour...but you know there are some esoteric use cases where you would like to have FBT but you don't have a HMD to connect...

harsh belfry
#

Do you know where to report outdated documentation? This page is very out of date, the gear menu no longer looks like this:
https://docs.vrchat.com/docs/osc-trackers

VRChat

VRChat now offers support for receiving tracker data over OSC for use with our existing calibrated full body IK system. Please note: This is an advanced feature! It is NOT plug-and-play. You must create your own program to transmit this data to VRChat using OSC.Manufacturers of tracking hardware may...

strong nova
harsh belfry
robust tangle
#

upvoted!

mystic hawk
bronze olive
#

Does anyone here know : if theres an actual RULE on where your armature should lie in relation to origin? like, every base i look at (i make assets for sale so i have access to MANY different bases), rests so differently and I would be shocked if this doesn't effect FBT in some way....

im looking specifically at, hip, head and feet location since i assume thats what would be important (also maybe wrist?)

finite bough
#

That looks fine

sharp stump
#

@uncut nova I remember the pivot of my Head being most important to have centered over the origin, versus anything else. iirc what was affected was, if I looked way down, sometimes my avatar would start shuffling away, when my Head bone was too far off the origin.

raw wadi
#

I believe the ik is dragged from the viewpoint

#

Too forward, when you look down the body lift up

#

Etc

lilac spear
#

tons of avis suffer from this, but you only really notice it with fbt and "lock head"

clear ledge
#

anyone who needs an admin hit me up

wise panther
crude finch
#

Owo emoji

errant pulsar
#

anyone know why with freeze tracking on disconnect enabled, if i turn off a controller parallel to my body while laying down itll end up perpendicular (90 degrees)

#

figured it out, re-enabling legacy ik, locking in, disabling, then locking back in makes arms rest at side if fbt animations is disabled aswell

tame sonnet
#

Hey, does anyone know if VRCArmatureConstraint exists or has ever existed as a component?

wise panther
#

Armature what now

rustic berry
tame sonnet
# rustic berry that doesn't sound familiar at all, can you elaborate?

I confirmed that such a thing never existed.

I was looking for a constraint for use in a dance emote where I wanted an avatar's hands and fingers to automatically snap to an object's position and orient them to align instead of having to manually position them myself and edit the animations for fine-tuning.

It was supposedly a base component for implementing inverse kinematic effects, specifically to allow you to move a target object and have the rotations of a chain of bones in your avatar's skeleton automatically adjust so that a specific bone reaches the position and orientation of that target as well as control over the weight blending to allow blending between an original animation and the influence of the constraint.

Supposedly it had a rotation position constraint that would allow you to define both the position and rotation of a constrained bone based on a source object where you need both a location and orientation of an object you're trying to auto-position, in my case, a set of hands on a standing beam.

strong nova
#
VRChat Wiki

Inverse Kinematics (IK) are the animations and movements of an avatar within VRChat. VRChat currently utilizes IK 2.0, a "complete revamp" for every aspect of tracking in VRChat; including support for more tracking points, calibration saving, newer IK settings, and more.

tame cloak
#

Hello everyone

rotund aspen
#

hello

marsh elm
#

what compels someone to say hi in the most unused and hidden channels of the server

fringe echo
#

Idk man

fiery plinth
#

Its friday, let them vibe

rare cedar
#

well well well

vestal crater
finite bough
#

Super dead channel.

potent yew
#

ik-3 when? /s

iron hamlet
ornate turtle
#

Why is no one reporting on vrchat's server connection issue like what the fuck it's been like this for months.

fringe echo
#

Talks in the most dead channel btw

ashen wadi
#

does the feet/toe sinking into the ground has anything to do with IK? or is it a matter of bounding box? or T-pose posing?

lyric wedge
versed nebula
#

I got the update but there’s a bug where you can’t un favorite the avatars that has been taken down

#

Also trying to load up chill worlds won’t load and it keeps crashing

fringe echo
#

Talking in the most dead and not right chat at all

iron hamlet
#

Might've been me & my social phobia avoiding conversations 😄

void bridge
#

Ok, I'm at a bit of an impasse here. I'm trying to get my fingers to look right when bending with my index controllers but as most of us who work with avatars know, muscle limits are not being respected anymore with the new IK. is there a formula here to get fingers to not look terrible? It seems to ignore bone roll too

#

I'm starting to think it has to do with A pose vs T pose but that would be kind of crazy

void bridge
#

ok...so turns out, it expects every finger bone to be perfectly aligned with the X axis. It works fine with A pose, as long as the fingers are aligned perfectly when T posing. I still haven't figured out what it expects for the thumb though

void bridge
#

seems to be expecting the thumb to not be angled down, like flat with the fingers but pointing away at 45 degrees kinda

iron hamlet
#

didnt dare to dive into that since the change, just relying on the legacy fingerposition-toggle 🙈

void bridge
#

yeah uh, turns out I had legacy finger tracking turned on and turning it off made them go back to looking awful. so...back to square one

left rose
#

awh phooey i cant send a cat emoji

viscid sedge
#

Not sure where to ask this, but I just got a Quest Pro and I was getting the facetracking set up last night. I got my eyes to track but nothing else would track. If someone is able to help I'd greatly appreciate it!

viscid sedge
acoustic snow
#

wrangling and mangling IK2 and finalIK to get non-clipping legs

quartz sail
clear sentinel
#

since the function is come with IK2.0 , did anyone has faceing "--ignore-trackers=" is not working in current client and SteamVR?
I have use OpenVRspacecalibrator to only setup for head continuous calibration , but it look like even I set to ignore in launch option , it still be asign as tracker in VRChat and trigger avatar to FBT mode

fiery plinth
clear sentinel
celest arrow
#

hey guys vive 3.0 questie here.. is this normal? both my arms would be usually downards if my hands are facing upwards

rustic berry
#

📑 Translated from Japanese

Yesterday, while talking with a friend, we came to the conclusion that my View Position might be off. When I checked the View Position using Nadema's gimmick, I was shocked to find it was at my mouth. However, when I checked in Unity, it was at the eye position. Upon further investigation, I found that when standing, the View Position is at the eye level, but when sitting on a chair, it shifts to the mouth position (this happens with both 3-point and full tracking). Furthermore, it shifts even more when there’s forward or backward movement, like leaning against a backrest. After more research, I found that enabling the setting [Use Tracking and IK/Old IK Solving] fixed the issue. Additionally, I corrected a 5cm deviation in the user’s height and fine-tuned the View Position in Unity while checking with Nadema’s gimmick, finally setting it to the perfect position. If you feel it shifts when sitting, it might be worth checking this settin…

#

this came across my feed, and seems to line up with some experiences other people have described before

fiery plinth
#

for a while i needed to rejoin my homeworld after calibrating fbt to recalibrate fbt again so the viewball wasnt in my like neck, never figured out what caused it so never filled out a canny

empty root
wise panther
#

yea no thats definitely just lock hip being enabled

empty root
#

追加情報。フォロワーさんが以下のような情報くれたので参考までに貼っておきます
︀︀>同じ現象になってたけど別の解決策として小さいメニューにある背骨のモードを頭もしくは両方を固定にすると直りました

**🔁 16 ❤️ 47 👁️ 15.6K **

empty root
rustic berry
#

lmao

long topaz
#

lol just saw now that they already said it

dim perch
#

Hi does anyone know any good rave discord servers and the link to them

#

?

modern lynx
#

I want a simple seating animation for world stations. So I created a simple pose (image 1) and a controller for my station (image 4/5). This works fine as long tracking is set to animation (image 2). But I would like to be able to look around - so I enable tracking of the head after some delay. But as soon that happens, the lower spine does a unnatural rotation (image 3).

I have another (lying) pose, which works better. It seems to be random to the pose. Why the spine is affected when I enable head tracking only? Are there any docs on it (I didn't found). Or are there some rules how a pose has to be designed (some secret bone alignments maybe)?

wise panther
#

When animation takes over completely ik is not used
But when you enable tracking in something it tries to drag the rest of the body to where that part is

#

Otherwise itd be your neck stretching backwards instead of the spine

modern lynx
#

Ok, that makes sense in VR, because you can move your head away from the pose. I forgot to mention it - I built and tested this for desktop (and it's the same avatar for creating the pose and in the world - it has only a different skin). I would not expect such a stretch compensation here 🤔

wise panther
#

desktop also moves the ik?

#

like desktop doesnt just not use ik

modern lynx
#

Yes - it looks so. For example: This second pose does also some unwanted hip rotation. But less then the other. I also tested to move the hip forward or backward from the origin (or align the head, view point, neck with it). It seems to change things. But it's never as designed and look always crumpled.

#

And the third example look almost the same. There is only a minor offset.

#

And I also observed that it makes a difference depending on how you look when you enter the station.

#

I start to think about to keep all on animation and implement my own head look (pitch/yaw). But thats idiotical.

modern lynx
#

Another thing I remarked: When I enter into the station from a crouched or crawling position, it works! The issue is only when I enter from a standing position. I guess, here is a bug somewhere 🤔

modern lynx
jolly mural
#

What does Ik-2 mean

empty solar
jolly mural
strong nova
terse kestrel
#

IK... TWO

frosty loom
vale oar
#

T W O

terse kestrel
#

@oak pendant say something in your channel before we open it

#

make it impactful

#

no pressure

oak pendant
#

Hi everyone! Been looking forward to you all being able to try this! Have fun and remember to give your feedback!

real trellis
#

Bro

final raven
#

omfg

real trellis
#

Ik

#

2

final raven
#

im gonna die

#

tupper pls

devout current
#

what

dusk anvil
#

finally they made the sequel

prisma meadow
#

pog

rocky crypt
#

Very nice!

clever thicket
#

BRO

hollow sigil
#

Avatar dynamics is next beta, I swear it is

undone plinth
#

Nice

devout current
#

AAAAAAA

meager matrix
#

The announcement scared me lmao

trim fox
#

finally

stiff mulch
loud oxide
#

what is ik

tall smelt
final raven
#

omfg it's compatible with live lets fuckign goooooo

ocean bolt
#

Pagman

final raven
#

i'm literally... this is too much

desert elm
#

@terse kestrel 3 now 6 when can we have 40 pucks or a mocap suit

undone plinth
#

Spine bending alert i repeat spine bending alert

stiff mulch
#

256-point tracking?

gleaming igloo
#

AAAAAA

bright sand
#

A

desert elm
dusk anvil
#

did i read... automatic elbow positioning?!!?!?

oak pendant
#

Yep!

runic rover
#

wheres my beta

desert elm
#

listen hear me out VRC is the most expencive game to get in to now

tender plaza
#

does it work for non fbt?

oak pendant
#

"IK-Beta" on steam

runic rover
strange idol
#

Looks good! Very hyped to give it a shot. 😮

ancient geode
#

hell ya i can finaly use my sw7's

oak pendant
ancient ermine
#

YOOO Excited!

devout current
#

wait, it works with live?

tender plaza
#

oh hell yesss

oak pendant
#

Yes, live users will see your new IK as well

devout current
#

yessss

silver geyser
trim fox
#

wow

devout current
#

me happy

foggy mauve
#

This is really awesome

trim fox
#

time to do it

foggy mauve
#

I'm so glad that it works in 3pt tracking too

runic rover
foggy mauve
#

I love the elbow tweaks

dusk anvil
tawny oyster
#

ok so question: if i were to get knee/elbow trackers, which trackers and which straps would anyone recommend

ancient geode
lethal bridge
#

Thank you Kung

dusk anvil
#

(and vrchat team)

foggy mauve
#

Vrc devs are the real mvps

merry cliff
#

is there a specific time the open beta will be live? i dont see it on steam

carmine gate
#

omg I love every single vrchat developer so much

ancient geode
#

it doing 10point right now lol

open salmon
#

👀

ancient geode
#

tundra trackers for the win

river wyvern
#

Lemme go grab my tundras

prisma meadow
merry cliff
open salmon
#

restarting steam does the job

river wyvern
#

@oak pendant any bone placements on models I need to fix or we all gucci with current bone systems

final sphinx
#

POG

river wyvern
#

or add

icy ferry
#

sach told me no fbt fixes for me specifically. sach was confidently WRONG.

terse kestrel
#

I fixed some errors in the blog, please refresh it!!

merry cliff
#

aahh yes i see it now

meager sand
#

another beta? already?

merry cliff
#

and yall said it works with live non-beta servers, yea?

final sphinx
#

Too bad at this apartment i only got the old bases and 6pt qwq or concurrently at max 6 trackers

desert elm
silver geyser
#

interesting to see a beta that separate from the regular beta branch

flint yew
#

time to charge my trackers lol

ionic skiff
#

super cool!

terse kestrel
strong nova
#

❤️

desert elm
#

POG

runic rover
#

thanks yall for the hard work

terse kestrel
#

Please read the things we write! They mean stuff! vrcTupDead

icy ferry
#

i'll have to check it later

digital grove
#

holy shit what I was almost right about the new beta release

fallow fractal
#

👀

terse kestrel
#

Please!!!!!!! vrcTupDead vrcTupDead vrcTupDead

ionic heron
#

1: new channel pog
2: new IK pog AAA

digital grove
#

nice

runic rover
#

Will this fix the "Head goes through chest" issue on various avatars or is this per avatar?

ionic heron
#

also rtdm

open salmon
#

i wonder how it's going to work with the kinect

undone plinth
#

Read the patch notes guys

open salmon
#

gonna test that out later in the day

undone plinth
#

It has multiple modes that address the various potential situations

vagrant vector
#

Is all the new IK still based in FIK 1.9 or has that been updated to 2.0/2.1?

gleaming igloo
#

does it still autodetect which trackers go where? or do I actually need to label my trackers now?

dark silo
#

deadass, best part of this IK update is not having to mildly hold my arms out from my chest while "pretending" to grab the side of my body doing thinking poses

strong nova
#

I'm on my treadmill right now. What a coincidence.

final sphinx
#

new IK + FBT

devout current
#

wait, whats with my build id? xD

runic rover
ionic heron
strong nova
gleaming igloo
#

nice

open salmon
#

nice

ionic heron
#

nice

trim fox
#

nice

wet trout
#

nice

runic rover
#

nice

viscid hatch
#

nice

final sphinx
#

nice

merry cliff
#

nice

oak pendant
#

The "4" will increment with updates

devout current
#

ahhh

gleaming igloo
dark silo
#

it's actually build 292.25

runic rover
#

Gonna just screenshot the nice

gleaming igloo
#

same

oak pendant
#

was checking some other stuff reading back through and replying to questions

meager matrix
#

4

undone plinth
strong nova
#

You guys want to see me sprint on a Kat Walk C?

river wyvern
#

Its not going to cause "noodling" with bones like neos does if you have twist IK right?

solar cloud
#

I don't have fbt but I'll test the beta out anyways i guess cause it mentions 3 point too

ionic heron
#

dagger speed 9

#

also I'm so salty that my headset cable is broken rn :sadge:

oak pendant
# river wyvern <@!153868400282566656> any bone placements on models I need to fix or we all guc...

The goal to have more compatibility than old IK with bone placements. But because the spine is free to bend more than before, if you have a sharp corner in your spine (a lot of people have chest bones that are pretty far forward) when new IK solves your spine it might pull it straighter causing an undesirable look, try it out and see how it goes though. Overall the new IK supports many of the previously messed up rigs

vagrant vector
#

Time to test if spiders still work 🙏 😭

gleaming igloo
#

F

#

probably won't

oak pendant
gleaming igloo
#

oooh

digital grove
#

kung works in vrchat now? interesting

brazen condor
#

I'm not able to switch to the IK beta version

gleaming igloo
#

nvm I guess Kung got us ❤️

brazen condor
#

Its saying "Passord incorrect"

#

Err access code incorrect

river wyvern
icy ferry
#

if nobody else got us, kung got us

brazen condor
terse kestrel
#

Remember, same rules apply in here as they do in #open-beta-discussion:

  1. If you didn't post your report to the Feedback board, you didn't report it and it will not be addressed. Mentioning it in this channel does not count. https://feedback.vrchat.com/vrchat-ik-20
  2. Construct your feedback and bug reports sanely. Focus on clarity, succinct but complete descriptions, direct observations, examples, and reproduction steps.
  3. We might ask you questions on the Feedback board. Please respond as soon as you can, with as much detail as possible. The easier it is for us to work with you, the more we'll be happy to work with you to solve your issue.
ionic heron
gleaming igloo
#

if you selected it in the drop down, then you're in the beta

oak pendant
finite basin
#

Have the best practices for bones/rigging for vrchat full body Ik changed? On both the most recent live build, along with this IK beta, my avatars hips are twisted backwards about 30 degrees when using full body IK. I think I can fix this by moving the top of the leg bones forward to be aligned with the hip bones on the y axis, but im curious if anything has changed to cause the 30 degree twist.

clever thicket
#

this new ik looks great, bless ❤️

solar cloud
gleaming igloo
#

everyone liked that

terse kestrel
# finite basin Have the best practices for bones/rigging for vrchat full body Ik changed? On bo...
dusk anvil
#

the guy telling kung what to do to show off ik 2 like: "alright now do the chicken dance"

river wyvern
oak pendant
clever thicket
#

ik beta go brrr

icy ferry
#

i'm tempted to stop what i'm doing and go get in vr

copper trench
meager sand
#

im about to try it out soon

terse kestrel
river wyvern
#

Im throwing on all my trackers rn

finite basin
brazen condor
icy ferry
#

bad influence vrchat

#

time to go start up my pc

brazen condor
#

Do we wanna get a public beta instance up?

dusk anvil
#

alright time to attempt to intentionally break the game and bring it to its knees

river wyvern
#

I just released a new model Im due for a break

ionic heron
oak pendant
small umbra
#

Got dam this is sick

meager sand
#

i wonder it this is gonna break my avatars leg rigging setup

clever thicket
oak pendant
placid crown
#

Does the new ik place your viewpoint where the eyes are regardless of how it's calibrated?

river wyvern
strong nova
#

Hands on hips looks really goofy in 6pt

oak pendant
plain quail
#

Have the walking animation been changed? Also the hands seems to move towards your body when you run.

oak pendant
terse kestrel
#

I personally prefer "lock head" and leave hips unlocked

#

because idc if my hip is slightly off

#

but I DO care if my head is

small umbra
#

I've heard it was possible to sacrifice legs for tracking chairs. is it now possible now to track chairs and legs or has this mode of tracking never been possible or very broken now or then?

primal viper
#

Do people not on the beta branch see the new IK?

oak pendant
terse kestrel
#

IK is solved locally and then transmitted to remotes as serialized muscle poses, so

dusk anvil
#

incredible

final raven
#

I just wanna say, thanks for enabling compatibility with Live servers 💜

river wyvern
#

Alrighty time to go do a ton of dance moves record it and tear the tracking apart 🙂

ionic heron
#

dare I say this is incredibly pog

plain quail
#

Also Cyberchimp is super happy on the tracking, never seen him this happy

oak pendant
#

Just putting out there "lock head" mode is the roughest in the current version. it lets the body sink down to match view position, but an attempt was made to prevent this from causing the knees to bend when you look down. If it's too janky (I think it's a bit janky) I'll likely simplify it to just allow knee bending

keen stream
#

lock head always work better for me

finite basin
river wyvern
#

OH kung how are you placing your trackers for elbow and knee are you above or below the joint?

oak pendant
river wyvern
#

awesome thats great to know because knee slides might end in trackers breaking the other way

oak pendant
oak crow
#

this already? guess it's more trackers time, although personally I only care about the arm ones, the knees usually work pretty well without special tracking as is vrcThinking

finite basin
oak pendant
wise dew
#

Hey quick question, do you guys need people testing budget tracking options. Kinect, Webcam, etc, or are you looking more for laser tracked FBT testing.

oak pendant
teal halo
#

so testing now in 3pt, shoulders have changed ALOT. for the better for sure

finite basin
#

Saved that world for later, thanks!

teal halo
#

actually fixed a number of clipping issues of mine

oak crow
#

I wasn't going to play more tonight but I guess it's time to get back on lol

oak pendant
oak pendant
clever thicket
#

great work kung

teal halo
#

as a seated player 24/7 user i can feel the fixes drastically.

misty fulcrum
#

Wow, you all are on fire, so many new good things just so suddenly :D

small umbra
#

speaking of which KinectToVR just launched a new beta

misty fulcrum
#

Thanks for bringing the amazing new things

mystic thistle
#

Guess il have to setup all my trackers tonight and give it a try.
Very curious how the new elbow rotations and such are in 3 point aswell.
gonna see in person later

carmine gate
#

Me when we literally just dropped a K2VR beta with knee and elbow trackers

tight aurora
#

aughip 0.2 just dropped too

carmine gate
#

your mom dropped

small umbra
#

this is so exciting

clever thicket
tight aurora
wise dew
#

everyone be putting in work. lol

wispy grail
#

So where is it listed how to access this?

flint yew
#

so it’s 7 trackers max now pog

short knot
#

owo

carmine gate
#

When using Kinect, I recommend setting the IK to lock head. That way you alleviate the 30hz latency on the hip

robust tangle
#

Can “elbows only” (2 trackers) be on the game plan?

wispy grail
#

thanks!

carmine gate
#

that's what 8point is

#

you can use just knees if you want

robust tangle
oak crow
#

I wonder if this changes anything about how the chest keeps acting weird vrcThinking

tame pewter
robust tangle
#

Elbows only would be head hands and elbows

#

2 trackers

carmine gate
#

If you have only 2 trackers, use augmented hip to make a virtual IK hip

flint yew
#

imma have a go at 10 point and record it

robust tangle
flint yew
#

vrchat 16 point when? I need a reason to use all my trackers

carmine gate
oak pendant
oak pendant
flint yew
robust tangle
oak pendant
#

j/k toe handling is probably better done via OSC at this point

mystic thistle
#

Im happy to see after all these years the IK being worked on.
Been a long time coming for sure

flint yew
#

might just get a cat, and strap em to it, and have an osc cat

maiden rock
#

kung do the arms still need to be offset with shorter player heights / ovr offsets

flint yew
#

would have to get tundras for better cat comfort

dusk anvil
#

i can notice a very slight difference when i put my arms up in live ik and beta ik
(3 point standing)

oak pendant
hazy sleet
#

Hmm, I wonder if my very first avatar will work with this new system or if it'll still pretzel.

robust tangle
#

That’s true I still need to jump in and look at the new six point

oak crow
#

okay, wow, the elbows already feel better

oak pendant
maiden rock
#

cheers

robust tangle
#

Maybe VRChat will stop making me say I’m 4 inches shorter than I really am now lol

silver geyser
#

question if this is going to be a more long-term open Beta what happens if a regular open Beta starts while the ik still being worked on

oak pendant
sleek anchor
#

What a great announcement! Can't wait to try it out 🙂

oak pendant
#

I mean will likely stop needing you to use a fake User Real Height

oak crow
#

the knee follows my foot just that little bit better too

oak pendant
hot grotto
#

kung was the hip animation thing fixed or will i need to mangle my animator to force it?

oak crow
#

my legs aren't just going through each other when I cross them while standing

oak pendant
oak crow
#

incredible lol

hot grotto
#

ok

hazy sleet
small umbra
oak pendant
oak pendant
hot grotto
#

gotcha

mystic thistle
#

One big question Kung since cant test right now maybe you will know.

is the Root Bug fixed? where in FBT your root will become offset over time and cause issues like avatar disappearing in mirror or things on roof of avatar floating away as you move around.

still grotto
#

Yes

#

I am so, so happy to be done with that bug, you have no idea

mystic thistle
stuck coyote
#

Nice

oak pendant
silver geyser
small umbra
#

CDJ tracking when?

mystic thistle
hazy sleet
#

Time to buy more trackers, though.

VRChat: the most expensive free "game" you'll ever "play".

robust tangle
#

First thing I’m testing is the index root translation weirdness when you have index controllers

oak pendant
#

Ah, yeah just noticed left out the root bug fix in patch notes. But yeah should be fixed

mystic thistle
#

❤️

spiral mesa
#

fully crouching then moving returns me to the standing running animation and not crouch walking

#

really feels 100x smoother, i can now fully extend arms and legs without awkward bending

#

other than the 1 issue, i like it

silver geyser
#

cross my mind it's very helpful there is a toggle to Old Behavior button so it makes it very easy for folks to make comparison videos showing off how much better the ik is

oak pendant
spiral mesa
final moss
#

Holy shit its compatible??? tysmmmmm

#

Ilysm

devout current
#

hmmm, locking it to my head looks kinda broken 😅

silver geyser
#

question even though this beta is PC only will the quest players see the better ik & Ten Point track

oak crow
#

chest no longer moves with the head, that's good

devout current
mossy tendon
#

oh, root bug was fixed? heck yeah, hopefully that should make avatar stations less funky too

oak pendant
devout current
#

with hip & head it's also a bit broken

oak pendant
tawdry nymph
robust tangle
#

Does the IK beta include OSC

oak pendant
mossy tendon
#

it'd be nice if you could do how much head/hip following is done as sort of a percentage thing 🤔
while sitting, if i set head lock mode my neck straightens out sorta weird and my hips move dramatically if i look down
but maybe its armature issues or somethin

devout current
flint yew
tawdry glen
#

I'm going to assume this isn't going to do much for desktop players, cause IK is mostly irrelevant on desktop other than for certain tracking/animation hybrid states.

river wyvern
#

is there an official testing lobby

silver geyser
#

wonder if there's going to be lots of chicken dancing in the testing lobbies

oak pendant
minor rampart
#

def some issues wwith things, but overall the arm and chest fixes I'm impressed with

brazen condor
#

I think the elbows are less accurate when you are holding your hand on your elbow and trying to test it

brazen condor
#

But overall it seems much smoother

#

I'd say old IK vs new IK, new IK wins but old IK has some uses its better at (More accurate elbows when up close, versus more dyanmic elbows)

tawdry glen
oak pendant
brazen condor
#

If the IK is only a client side changed meh might as well keep both options

viscid hatch
#

is it normal that my trackers go under the floor in the new ik?

brazen condor
#

No that seems to be it in general without playspace mover

#

I really do hope VRC fixes that aspect

minor rampart
#

I set it to my actual height and tried full lock, head lock, and hip lock

#

results are still the same

#

tried different heights, too just in case, but still no dice.

oak pendant
#

Ah, so it's always clipping through the floor for you? Try on a few different avatars if you can as well, if it's a consistent issue then make a canny post please if you can

minor rampart
#

absolutely

#

need to break for dinner, but I'll do follow up testing after that

#

and if it persists with multiple avatars, I"ll be more than happy to make a post

robust tangle
#

There is a really common “sitting on ground cross legged” animation that is publicly distributable that has always had questionable knee rotations. I wouldn’t be surprised if it looks bad now.

silk magnet
#

does this new system still use FinalIK as the backend or is this a totally new system?

brazen condor
#

Shrug

oak pendant
silk magnet
#

Ok cool

devout current
final sphinx
#

the rantichis broken

minor rampart
heady yoke
#

Okay so how do I join the beta?!

#

Can I opt in via steam?

minor rampart
#

right click on VRC in steam-->properties->beta tab->IK

viscid hatch
#

Old IK

oak crow
#

okay, my left index controller's finger tracking feels a lot better

viscid hatch
#

New IK (trackers under the floor, arm length shortened)

heady yoke
minor rampart
#

no

oak pendant
brazen condor
#

I will say a lot of people without playspace mover was under on the feet aspect

minor rampart
#

just select it, click ok, and it'll start downloading

oak pendant
viscid hatch
#

Yup

minor rampart
#

having support for JUST elbow tracking+hip, would be great.

viscid hatch
#

No settings changed between switching modes

river wyvern
#

editing this list as I go along will also post side by side to canny:

  • proportions need to be fixed to your body type if using this system 100% I tested two rigs, one that is fit to me and one that I make average for others. The one thats accurate is my own version
  • if you lose a knee tracker position body goes yeet requires recal to come back doesnt happen with elbow, elbow goes yeet instead of full body
  • hip is acting stiffer (compared to live movement)
  • neck is being weird (weird rotations could also be because my neck length to match irl)
  • real user height required (people cannot lock into lower heights)
minor rampart
#

because not everyone can afford/get ahold of enough trackers yet, but they still might want...for whatever reason, elbow over feet tracking---or at least just want to test out elbow tracking for bugs and such

river wyvern
#

like people can just havbe a hip tracker if they wanted

oak pendant
minor rampart
#

if you have hip + 2 on the locatino of the elbow, it still thinks they're feet trackers.

#

unless trackers now support SteamVR assignments

#

if that's the case---that explains it and I'll have to switch that in the controller config

river wyvern
river wyvern
oak pendant
final sphinx
#

the new iks amazing

#

but my arms are dragging behind the viewpoint, like a bit delayed?

minor rampart
autumn junco
#

So is this beta staying up all the way until release?

oak pendant
autumn junco
#

Thats cool

#

I dance alot in vrc so i will definitely benefit from this

river wyvern
#

@oak pendant all modes have stiffness in the hips I can show you in game if your on atm

#

lock head had some weird crunch going on as well

oak pendant
deep osprey
river wyvern
#

I am going to be Im trying to compile everything into one instead of making a lot of cannys

river wyvern
oak pendant
#

Lots of issues if they're unrelated in one canny make it harder for people to vote and comment on

frosty loom
deep osprey
viscid hatch
#

I'm already writing an issue on the proportions going out of whack

river wyvern
oak pendant
river wyvern
river wyvern
#

I'll also give you guys a copy of the rig as well and include it in the canny

viscid hatch
#

My avatar is proportionate and my height is already set correctly. The issue is with the new ik being enabled

#

Every avatar I tried broke

brazen condor
#

Feet under floor canny made

river wyvern
#

are you 6 or 10 point?

viscid hatch
#

6 point

oak pendant
# viscid hatch I'm already writing an issue on the proportions going out of whack

There are likely two issues, if the floor height is consistently wrong, I need to look into that I think. However avatar proportions are probably you just noticing that the world/avatar scale associated with a given User Real Height setting is different now. Start out with your IRL value, but depending on the proportions of your avatar you may then need to break away from the IRL value to set the scaling how you're used to feeling it. In general you'd likely need to increase User Real Height, compared to legacy to achieve the same scaling

viscid hatch
#

I'll try messing with the height more and see if it fixes anything

devout current
#

hmmm with the new Ik and locked to hip, my chest is dented way more in

viscid hatch
#

I increased the IRL height by a ton and managed to get everything lined up. Only issue was that my avatar's feet were in the floor so I all had to do was move my playspace up a bit and everything worked fine.

thorny oriole
#

new ik, I like this

viscid hatch
#

I'll post a video of what I mean if it helps at all

#

or should I link the video on the canny post instead?

maiden rock
#

@oak pendant works first time, default settings, all 10 point tracking

#

admittedly I am still using legacy calbiration

brazen condor
#

<,<'

#

What happens with the new calibration?

oak pendant
# devout current hmmm with the new Ik and locked to hip, my chest is dented way more in

If the avatar's rest pose has a hard angle in the spine, the new IK will use that angle as slack and will likely straighten it out. This is fixable by avatar creators by not having a lot of "slack" in the spine, but if this is a consistent problem that can't be fixed by moving the spine joints more in line (or that doing that doesn't work because of the avatar's shape or weight painting issues etc) then please make a canny so we can track it

oak pendant
devout current
#

okay, I'll try out the latest version of the rexouium and if it still happens

brazen condor
#

No no I meant to ask Toweh why they used the old one

#

Do you think the height adjustment will fix the feet situation?

viscid hatch
#

It did for me at least

brazen condor
#

Hrm let me give that a shot

oak pendant
#

But gotta be sure it's actually an issue and not just people being surprised that different User Real Height values result in different world scales now

real bane
#

curious on how my avatars will react as I never change my height, using IRL height and never have to adjust height after calibrating

oak pendant
#

Depending on the length of your avatar's neck bone there will be more or less difference between old IK scaling, (new method is more consistent across avatars of various neck bone lengths)

#

but likely your avatar will feel smaller

brazen condor
#

Tried the height fix across 3 avatars (Known good proportioned) (Standard human) (Default bot), no dice for the floor feet

oak pendant
#

if you've iteratively fit it against the old IK you may need to use a higher than IRL value to get the old behavior

brazen condor
#

If I had to guess it almost looks like it guesses the bottom of the avatar is too high

real bane
#

@oak pendant I see, I will do some testing later tonight!

brazen condor
#

Also Kung, dear gosh this will be an exciting night for you, best of luck Salute

oak pendant
brazen condor
#

You gotta put all this stuff in one place or it will be lost in the depths of discord

zealous ruin
#

Do you need elbow trackers for Headset only? :o

flint yew
#

the worst part of this update is the fact that pairing more than like 4 trackers is quite literally the bane of my fucking existence

real bane
#

I am staying FBT with out elbow and knees but do have enough trackers for elbows or knees but not both

dark silo
#

Okay, lock head is capital B Broken for most of my avatars

brazen condor
#

Perhaps some sort of sensing mechanism to tell if you have knee/elbow trackers from the TPose

dark silo
#

and lock all is... janky in its own ways

#

BUT

brazen condor
#

Funny enough I actually observed lock all worked fine for me

oak pendant
brazen condor
#

I think the closer your avatar is to your IRL body and the less jank its bones, the better it looks

#

Ye document what sort of jank is going on, so we have seperate threads for each break

real bane
#

@brazen condor That is encouraging, only problem I may have my elbows are alight bend when calibrated but I have not change any of my avatars in so long.

dark silo
#

lock head/all fix the bug where your hip shifts (locally) every time you move with locomotion disabled

#

I will not be silenced BOT

#

I am so happy

oak pendant
viscid hatch
#

I posted a video of the proportion issue on the canny post

carmine gate
#

10-point with KinectToVR

Knees are meh, but I only tried one avatar, they looked way more expressive in SteamVR than they did in VRChat.

Elbows lag a tiny tiny bit behind, unless we could add prediction, not much that can be done. But they're otherwise super awesome, like way way better than I thought.

oak pendant
viscid hatch
#

Reminds me of the old days of vrc fbt where you'd have to fake your user height and use playspace

#

good times

carmine gate
#

the wild west

digital grove
#

kung, 13 point tracking when

tight aurora
#

I wonder what aughip would look like on the IK beta

carmine gate
#

whats the extra 3?

digital grove
#

shoulders and chest

carmine gate
#

oh yeah, I immediatly wanted shoulders the moment I tried elbows

void lintel
#

imagine shrugging in vr with shoulders

digital grove
tawdry glen
#

Might as well track every humanoid bone at that point.

void lintel
#

cat ear tracking

digital grove
oak crow
#

okay this is SO MUCH BETTER

fiery plinth
#

neck movement seems rather expressive with neck and hips locked, what can i do to the neck bone to make it... less

#

err head

#

off to testing!

oak pendant
final sphinx
#

Asking again, the delayed hands-after-viewpoint/head is known right

digital grove
whole glacier
#

The new beta update is great.

final sphinx
#

like when i put my finger on my viewpoint on the quest and moved my head the hands movement wasnt in sync with the hmd / delayed for around half a second / dragging behind

#

and i even used touch controllers

oak pendant
final sphinx
#

ill do it tomorrow

oak pendant
#

thanks 👍

whole glacier
#

The avatars body is much more aligned with my own. 🙂

#

Although it makes it much more aperient that the chest seems to be bound rotationally to the waist.

placid gale
#

Litrally just got fbt today and this gets announced, pog

minor rampart
whole glacier
#

mine does 🙂

river wyvern
#

Is there any special naming conventions with the canny posts I need to be aware of or can I just bracket it. I'll put a circle on the video areas where theres issues

finite basin
# oak pendant You can also take screenshots of your bones in this world so we can see what's g...

Thanks for showing me this world! After a full reinstall of vrchat, my avatar is now working fine with the beta IK, but is having that odd hip behavior with "legacy IK" selected, this is a bit strange, as before the most recent live update, the avatar was working fine. Maybe you have accidently committed some IK code into live(non beta) there by accident during the IK work. I can just run the beta for now, so no issues for me, thanks for the ideas!

Beta IK is the first one without the hip rotation, second one with hip rotation is the "Legacy IK"

whole glacier
#

if I only rotate my hips (IRL) my chest also rotates (in game).

oak pendant
river wyvern
#

alrighty thank you

oak pendant
elfin sleet
oak pendant
finite basin
#

Im thinking that some sort of IK related update in the OSC update caused this issue.

#

Just letting you know! Thanks for being such awesome and open devs about these things!

oak pendant
# elfin sleet Would you say the legacy calibration is / isn’t good to combine with the new IK?...

We don't explicitly support the legacy calibration (command line) but we also aren't going out of our way to remove it. If it works for you that's great. If you do find an issue feel free to report on canny because I'd like to know about it, but we might not devote dev time to it because it's a hold-over legacy thing. However if there's a necessary use case that can't be solved any other way, I'd want to know about that too and we can see how the issue can be solved in general

elfin sleet
icy ferry
#

i did a bit of testing with new ik and honestly overall it's great. i don't really have much input aside from what others are talking about, such as the feet sinking, so i'd say that's pretty good. i'm sure i'll notice small issues over time, but so far it feels so much better. the viewpoint feels so much more consistent and the chest rotations are so much more smooth. i love it so far.

digital grove
kindred acorn
#

I can't cross my arms in the new IK. Arms IRL are parallel, and they show up as that in legacy (and before the update). It feels as if the chest "area" that the elbows are now avoiding is too big and pushes them away when it shouldn't. Might be avatar specific, haven't tested much cause 2am but I'll see if I can get better insights tomorrow.

#

(the elbows in the image are too far "forward", towards the camera, not just too high up)

oak pendant
kindred acorn
#

I'll open a canny once I get better pictures/check other avatars

brazen condor
#

It looks more natural at the expense of accuracy, but I think thats a fair trade (Expecially now that you can just have elbow trackers)

#

Is there any word on if the legacy/new IK will remain togglable after beta? Is it a local only IK calculation change or something more worrysome?

digital grove
#

it was never accurate due to the arms going inside your body, but I guess the only way to make it accurate is with elbow tracking

#

more tracking is always better

#

so 13 point tracking pls

brazen condor
#

Do shoulders have that issue?

#

From my understanding this sort of prediction issues happen if there are more than 2 bones between the joint. Its why Knees are more accurate than elbows

#

With elbows in theory shoulders should be reasonably interpreted

digital grove
#

knees are particularly noticeable when dancing, so this update is great, but shoulders and chest would make it even better

oak pendant
brazen condor
#

Chest would make the spine bend more clear

#

Is anyone currently documenting the elbows/knee tracker priority issues?

#

I was thinking about making the Canny since I can write one relatively clearly

digital grove
brazen condor
#

I mean if you only have 5 trackers, and you wanna track elbows or knees rather than just the one your stuck at

kindred acorn
brazen condor
#

3 (Head hands) + 3 (Feet + Waist) + 2 (Elbows) + 2 (Knees)

#

From my understanding your stuck in that progression

#

If you wanna do Knees with 8 trackers it wouldn't work

#

(Correct me if I'm wrong)

#

I think someone was asking if there could be a way to toggle 8 point tracking between knees and elbows

digital grove
#

did you read the patch notes?

#

there's a toggle for that as far as I understand

brazen condor
#

I believe so, let me review

digital grove
#

wait no I think I misread

#

the patch notes say (knees)

brazen condor
#

I do not see a toggle, it implies Knees comes before elbows

digital grove
#

indeed

brazen condor
#

Ye all good no worries

#

@oak pendant Curious, how exactly is the different tracking points implemented

#

Is it a different build for each (3) (6) (8) (10) or is it parametrized where you just say which bones you wanna bind to what

brazen condor
#

I agree the walking animation needs to be togglable in menu it does look... very wonky for FBT users

#

I think it got moved out of Ik-2 since its not really an IK issue though

strong nova
#

Wait what?

#

Oh.

brazen condor
#

But this isn't for that beta

#

The walking animation isn't an IK issue

#

So don't put it there

strong nova
#

Wait, I forgor vrcSkull to read the notes for this beta. My bad.

brazen condor
#

Kung just moved a canny out for that very issue

rose beacon
brazen condor
#

"Need"

rose beacon
#

yes

#

"need"

#

lol

brazen condor
#

Noooo

wintry bluff
#

So, Would I have to reupload my avatar with this new IK or it going to be automatically applied

warm lintel
#

To join the beta do I just set it to beta in steam or something?

digital grove
brazen condor
oak pendant
brazen condor
#

Thats a AV3 issue

#

oooooh

#

ok nvm

oak pendant
#

anyway, I need to afk for about an hour but I'll keep an eye on stuff in here

#

if you want to be sure I see something though.. canny!

brazen condor
#

Salutes

rose beacon
brazen condor
#

Well in theory with elbow trackers you can

digital grove
#

which is solved by tracking the shoulders and chest

brazen condor
#

Its the 2 bones between the hands and head that fuck that up

#

If its just one between elbows and head in theory it would be more accurate

#

I couldn't comment on if a chest would help, idk the ik that well

digital grove
#

ik is fine and good, but it has limitations, which are solved by tracking more points