#ik-2
1 messages · Page 8 of 1
That’s so many trackers to wear o.0
tundras or vive 3.0 are very small and light so it's fine
I think outside of 6 point tracking its kinda just for dance peeps
I have 3.0s
I can't find much use further than 6, but I might try 10
don't discriminate the dancers
Hey I dance too
Yeah honestly I’d be too lazy to put on more than like 5 vive trackers
(poorly)
Mainly just wanted the elbows
I mean that the level of accuracy is only useful for dancers or someone who needs that accuracy
Maybe people who wanna get as close as possible
more expression is always good
Diminishing returns in theory but yes
face tracking, eye tracking, and 13 point tracking will save us all
Yeah but at that point I feel like you should just wear a mocap suit
If VRC supported Mocap tho
yes but those add two zeros to the price
Actually
if you write your own steamvr driver it can.
You can just do that with a toggle on your avatar
Since VRC does IK locally, actually in theory you could do Mocap
Maybe if OSC exposes the skeleton
It needs a universal option
without chest and shoulders it still looks a bit unnatural
It looks too jank and adding it would remove a lot of the reasons people mod
I’m confident they will make mocap suits for Vr users at a reasonable price eventually
Might be a while but still
not worth the CPU cost
In what manner?
Sadly, the Index Remote root translation bug is NOT fixed. https://vrchat.canny.io/avatar-30/p/bugbuild-1004-avatars-30-emotes-on-index-do-not-have-root-transform-applied-prop
When we say really heavy
Do we mean "Running 2 AAA games at once"
regardless of whether you run it on your cpu or gpu
Or bitcoin mining on your phone
If its the first, in theory a high end system with good multi-core could
If its the latter, you right

Not really feasible without some sort of intermediary computer inbetween
your vr performance will suffer (source: mocap drivers exist)
april tags + owotrack / aughip is a better solution
So the IK is calculated on a different computer than the VR
Whats that
I literally bought base stations and vive trackers after using that
I was like hell no this shit sucks
yeah the apriltags hip freaks out
apriltags are lightweight visual tracking
owotrack / aughip are used to give you a decent hip because apriltags hip sucks
https://feedback.vrchat.com/vrchat-ik-20/p/10-point-hip-issue-lock-hip-and-head-produce-stiffness-in-hip-area posted to canny hope this helps
positional. Its not matching to how far out Im pushing my hip out irl
odd thing
Would you go to the Beta IK testing world and send a screenshot of your bones?
I think it might be your hip bone might be wack, it also could be an actual issue
I can't tell, bone data would determine which
pelvis
Nah its not wack at all hold on
heres the hip bone
🇵
I can't quite tell where the hip bone is on the avatar
Can you do overlay?
The position looks right I do agree, compared to the hip
Hrm
I'm not an expert but the bone might be too low, I'll let Kung or someone more knowledgable check
Its correct. I'm a from scratch modeller. This rig also works in neosVR 11point with no issue
Post the bones on the Canny as well
Yeah Im about to
You won't be a rex
discord moment
lol
I mean the reply
But you did buy the elbow trackers to elbow your enemies right
If not to defeat your enemies whats the point
(I figured just wanted to joke)
My legs are too short on the beta :/
I had my avatar made proportioned and I used proper height, but now I float
I had the issue and already reported my feet being through the floor constantly
Float?
my legs became shorter and tracking balls are below legs
Ok I haven't seen floating I've seen sinking
hrm
Interesting
Can you get some pictures of what you mean?
Is there a new reference skeleton for this much better ik
Not to my knowledge, ask Kung once they get back maybe they will cook something up soon
hello. Basically, I really like the new IK, but there is one thing that bothers me.
there is one thing that bothers me. It's cuter when she waves with her underarms closed, but when she turns her hands to the other side to greet someone, instead of inside, she ends up with her elbows open in a not-so-cute pose. Is it the same for everyone? Sorry if this is in the wrong thread or something.
Hecc yeah, cuz the old one seems to not agree in the spine tightness area (whatever that means ill find out i swear!)
surprisingly my digitigrade (parallelogram bones) legs didn't get broke, though I did have to adjust my height taller
IK beta seems to have a problem seeing all of my trackers at once. SteamVR sees them, fpsvr sees them, all of them are tracking perfectly in steam, but vrc puts one or two of them in the floor a few feet away.
Anyone have any idea what could be happening? I've restarted, unplugged, and restarted everything again and all it does is change which tracker VRChat doesn't "see".
time to buy trackers for elbows
my normal avatar - I've adjusted it to be proportionate for me, so I don't playspace, or cheat with height
did you set the roles
and most avatars are ok for me
So, about animations, they go in Feature Requests then?
My wallet is killing me.;;
I believe so. Knee tracking works perfectly, elbow and foot work perfectly too, but it seems to randomly decide one of them isn't there properly.
Depends on which animations
There is one in the canny about 6 point tracking moving animations
Understandable
I wanted to involve feedback about the fall animation. Basically, when you jump in full body on a flat surface, it still twitches your body as if you fell anyway. I wanted to see if they could increase the threshold.
You can fix that with an edited Base layer
Like you jump IRL, what do you expect versus what is happening
Heck, I can DM you what to set as the base layer if you'd like
One second.
kinda curious if the Leap Motion v5 elbow points are accurate enough for IK purposes
(though idk if VRChat supports OpenXR hands yet, or if OpenXR hands even include elbows)
This shouldn't be default. Always been a pet peeve of mine. I always thought the fall threshold should have been adjusted.
Oh yah I remember ye from earlier
We tried dancing
(To varying levels of success on my part)
Hrm ye
Your right it is a bit too high
Yeah, I have the fix for that. And the fix for when you get to low your chest wiggling
Should I bother to submit this as feedback? Feature requests? IK Beta forum?
This is WAY funnier than it has any right to be lol.
it doesn't :/ but the wrist is supposed to always point towards the elbow so I guess there's that
on 3pt tracking i have to set my height thing way higher to prevent overreach now
well not really prevent but mitigating it
Also, hands on hips seem off. Putting in a Canny on this.
EDIT: Thank you to all the devs for looking into it! Much improvements have been made. ❤️
EDIT EDIT: COMPLETED IN CANNY. THANKS!
It's not perfect
But it works well for the "non-niche" things
Source: a peer of mine
I don't think VRC has a way of guessing your hip size relative to your arms
So in theory it couldn't ever line up
Unless your avatar had the same hip size as you
ya it got left out i guess
i got stuck in a tpose after sitting in a station
hmm, sitting on a lot of avatars looks pretty bad now
my back is straight, but the avatar slouches 😂
@terse kestrel
Can confirm. I tried this with a fresh Rex avatar upload:
The issue I mentioned earlier, with going cross legged is still present.
I made an issue report about it.
In general, the new leg/knee IK is kinda overly sensitive. I used to be able to dangle my feet off the edge of my bed and swing them around and it largely mirroed what I was doing IRL---but now it makes my leg stance look super wide and the slightest movement makes my knees and legs move very dramatically
Need me to test/do anything else?
please ensure its in the feedback board! pinging me wont accelerate things or etc. :p
my apologies! And yeah, I did.
thats all you gotta do then, ty! and no worries
Someone brought up the point that one of the bones for the Rex avatar is actually upside down to fix an old bug that is now irrelevant.
I hope that brings up some insight. You may have to contact the avatar creator to fix that issue.
orrr fix it yourself in blender lol
i think bugs related to upsidedown hips are not bugs :P
I think what's causing issues is that, well, when sitting, the hips tracker doesn't move, right? so when shifting positions, hip doesn't rotate at all, but the chest/spine do
Is the world scaling to arm length ratio the same? I won't be able to test until Monday sadly.
so VRC thinks I'm in some weird slouched position while my back is straight
That's Nota question to ask here. Try #vrchat-general-1.
hmm, an avatar that I fixed nearly perfectly to my proportions breaks when sitting
do you really need to ask in 13 channels
my arm span is too short in the ik update
i have my height calibrated to my real height in oculus, steam, and vrchat
i dont have any knowledge about rigging, is there any upside down hip? https://i.imgur.com/kYlI9Fi.png
yes, this is an upside down hip
mmh
https://cdn.discordapp.com/attachments/390924372782612480/857200376842027028/Humanoid_Rig_VRChat.png picture from the pin section of the Avatar rigging Channel
and having upside down hips now causes issues?
they've caused issues for a long while
that was an old FBT rig ""fix"" a couple years ago, which was patched
yep
mmh if it causes any issues ingame guess im fucked
for some reason avatars that were by default okay, but not perfect have gone to near perfect, while the avatar that I fixed to be perfect for my proportions has gone from perfect to a mess 😂
I guess it now cares less about actual lengths of the bones compared to the body using it than about... how close it gets to some preset? 
i can just hope i wont face any issues since i cant fix it myself and would need to get someone to fix it for me. Besides that having to basically redo the whole setup which would be an absolute pain in the ass in unity.
but i also cant test
i dont have fbt
That is an easy fix honestly
i dont know anything about how to use blender or rigging
even just how to only display the bones took me a while to figure out
Same. Not only that but my finger tips used to touch. Now I need to set my height to 6'10 to do that
Also, I don't think I can go more correct than this
oh hey @strong nova saw me whip out this avatar to do the default dance really fast in the open beta instance sippbox was hosting
anyone can test my avatars in open beta?
your own proportions aren't necessarily exactly the same as those, and VRChat might use other proportions for avatars than that 
it works perfectly for legacy with my IRL height and I did tweak it for my proportions
It's a pretty easy fix - select the avatar's armature in object mode, go to edit mode, grab the hip bone, and flip it
either hold ctrl and move it to snap turn it, or set it's rotation to 0 0 0
oh yes, I have an avatar that worked 100% perfectly in legacy for me, I tweaked it for my proportions and everything, but in the new one
it's a total mess
the avatar's feet no longer are anywhere near my actual feet, while before it was 1:1 match
Yeah, the space callibration is definitely off, by almost a foot
how do i export the avatar?
as fbx
note, I've never used fake heights in VRC
i always had to use a fake height
I also don't use any weird tweaks
there should be a fbx file for your avatars somewhere in your Unity project
Go up to File > Export > .FBX
If you have issues with the avatar, try collada .dae
Blender's FBX exporter is kinda jank sometimes
collada?
It's another model interchange file format, also widely supported like .FBX
selecting hip and changing anything moves the whole armature
You're still in object mode - select the armature in object mode, then switch to edit mode in at the top-left
also should prob move to #3d-modeling o:
Twist bones are causing unexpected rig errors with 10 point tracking. Still looking into this, the fix is to completely remove them. Constraints are having issues as well
So if your avatar has any intermediary wrist bones or digigrade legs using parent constraints, you should expect issues?
Yes it folds into itself Im still testing bases at the moment but it was the common denominator. Which I tried my base without twist it worked fine
Damn. Ill test it out later too. My arms have those and my hip bone is still upside down.
Thanks for the heads up, now I've got time to fix it before tomorrow night
So limb distance is an issue, head lock on it's own completely breaks my avatar, locking both head and hips breaks my neck.
i'm a little late, but if you need people to test i know some of us would be willing. i wouldn't mind at least.
yeah would be neat
i'm down. just let me know whenever. i've been having a blast testing avatars with the beta.
i'll set up my vr!!
LOVE the head locked fullbody mode
Sorry if it's a stupid question, but is chest tracking also supported?
im lovin the both locked mode! Went through and made my hip bone parallel with my legs and my chest/neck/head in a line with a combination of apply rest pose and edit mode movin to make it as tight as possible and it seems to be working as intended now. Have to set the irl height thing to five inches above actual height though, I might just have oddly long arms.
The IK beta introduced a lot more arm pull (where my VR arms is a lot shorter than my IRL arms) for me, on every avatar I have tested so far.
This issue might be related to @viscid hatch's report where their trackers are under the floor, and their arm length shortened. (I also experienced trackers going under the floor.)
Link to their post: #ik-2 message
For reference, this is the old IK:
And here is the new IK:
The index controller's tracking ring (which usually floats above the back of the hand) is now at the second section of my finger.
(For reference, my user real height is set to 175cm on both sets of pictures, matching my irl height.)
i just suddenly have instead of 70 bones 106 bones
Have you tested this on head lock mode on the gear menu
Both options were included for this reason
So world scaling is completely different now? Is it at least a constant?
Chest tracker is not included no
I'll probably need to update immersive scaler then if so
It’s still based on wingspan from what I see
i didn’t notice too much difference arm wise, but i was running into the issue of the trackers being in the floor with my irl height set
assuming was running into that
You'll notice foot position being different with world scale first.
When I loaded in with my previous height (which was 4 inches shorter than my true height) I was still level with the ground but I noticed my arms greatly over reached my avatars. Once I set it back to my actual real world height, arm length was correct although my feet were sinking and I had to use advanced settings to scoot me back up.
@coral cairn
So they just changed shoulder/chest ik to not extend as much?
TLDR my accurate real world height setting now gives correct arm reach where as previously I had to say I was 4 inches shorter than true height. But as side effect I need to scoot my playspace down using OVR which I did not have to do before
But Once I do that absolutely everything is perfect
Can even reach the floor and it’s the correct height
So both your Avatars feet and your own were clipping through the floor?
Yeah, I'm convinced that the floor height is a bug and not just people being surprised by the different scale relationship with user real height. That will probably be the first thing I go after once I have time to start working through open beta issues
i need to go to 2m height despite me being like 1,70m
before i used 1,85 ingame
dunno how big i am but 1,85 was the best before
now its 2m
Anyone else crashing every now and then? Crashed 3 times in the last hour with the last thing in my logs being an avatar loading
If an avatar load is causing you to crash, if you can figure out the avatar ID that would be helpful
Not one of my avatars, and uuuuh....
it varies from model to model, but i've found when looking down with head lock my hips move a lot more than id expect
did test at my rl height, then up and down by 5 inches
also my neck is kind of weird on some models but i can probably adjust that by changing the neck bone position, ik must be trying to straighten it out to some certain position
im expecting some movement of hips, naturally, since they arent locked
So before the relationship was (head_to_hand_distance / .4537) + .005 = view_height, and the user height was basically assumed to be view height. If it's scaling differently now something about that equation has to change which means avatars need to change.
i just remembered i would also have to make a quest optimized version and a fallback version of my avatar too again with the hip fix. Now i want to die.
Not conviced this is a vrchat issue yet as I'm on windows 11 and have had pretty frequent crashes
Thanks, if you end up being able to find someone with an avatar that consistently crashes you that would be good to know. That could also be an issue with remote avatars using FinalIK scripts on them. Last time I tested that was local only
There's a bug right now with where the floor ends up, but yes that relationship has changed in the new IK
oh ok 👍. What's the new one if you don't mind my asking? I can get it down if it's concrete. Looks like I'll need to update some code.
Accidentally exported with leaf bones?
I don't mind sharing because this is previously public info but because it's early in the beta the new relationship is very subject to change especially because it's hard to get proper feedback on scaling ratio with the floor bug confounding things (though people who shift with OVRAS have said it's good). Anyway, you can replace "head" with "neck" in your info and ".4537" with ".415"
using head lock, hip lock, both lock and re-calibrating each time I switched does not seem to improve or hurt the situation at all.
awesome, that's easy enough I can make a change to immersive scaler but I'll keep it in dev until it's more final and keep an eye on the scaling of my tests. There are other bugs to fix there anyway. It's definitely something you want feedback on and I got a lot of people asking me about making arms shorter with my plugin so 👍👍👍 on this change. I can already see that new constant will help a ton with lanky arms though so definitely a win in my book.
The only way to change that would be to increase your user real height setting beyond* IRL (but it's important feedback that you have too much arm pull) The current scaling targets just barely locking the avatar's elbows straight when you reach your arms to the side in an IRL t-pose. Whether or not there's more or less arm pull with the arms in other directions depends on shoulder bone length and shoulder position
However if your neck bone is high above the line drawn between your wrists in a t-pose scaling might not be exactly on target
if you provide a screenshot of your avatar in this world: https://vrchat.com/home/world/wrld_01025423-c339-4735-8af9-ba45cc9e46f2 I can judge the bones. But if you just post in here I might miss it, to make sure I see it, it has to be on canny
Great, yeah if it's successfully positioning the controllers and world scale such that IRL t-pose just barely locks the elbows when using IRL user real height, then the scaling is working correctly. (Though as mentioned before it appears that floor height isn't properly matching due to a bug)
this is the bone structure, will this screenshot suffice? or should I go to that world and take a screenshot too
Nah, this screenshot is perfect, thanks! Your neck bone is in the expected range. Do you get extreme arm pull when you do a t-pose to the sides IRL after binding? It looks like those screenshots are during calibration.
As you can see in the old IK the avatar arms are too long causing slack, so the goal is that there's no slack left in the arms during IRL t-pose, (but it's just on the threshold right after elbows locked, and if it's pulling far beyond that, that's important feedback)
Otherwise, if you're noticing that the arms pull tighter in general, that's intended. There's another factor to that too. Previously the torso would be pulled in the direction of the arms, so rather than over reach the torso would deflect. That doesn't happen any more so over reach might be more apparent
the screenshots are not during calibration, I opened the big menu to make the controllers show up.
In the new IK, the arms have minor arm pull (around an inch) in T-pose, and extreme arm pull (2~3 inches) with the arms extended forward.
@oak pendant about to post the the canny, thought I'd let you know twist bones for elbows and knee helping bones are causing undesirable results in many different base bodies. Constraints are also acting funky. This is in lock hip mode. Will record and upload a video too like the other one. Any other information that maybe useful to you that I should collect?
Ok, the forward extension depends on shoulder position, but in general most avatars will see more pull when reaching forward. I'm considering allowing the shoulders to reach further forward to combat this, but worried that it'll make weight painting the shoulder blades a lot harder when they can move forward more
screenshots of the unity setup of the constraints would be very useful
(I have twist bones on my arms and haven't seen an issue yet, so I'm not so sure it's all constraints)
so gotta narrow down what causes it
I'll ask the creators whose bases I was testing to forward me that information. When we tested it was also effected even when constraints werent active. We could only fix it by completely deleting the bone altogether. Is there a specific naming convention you are using with your twist bones?
Im thinking it might be a naming convention thing if thats the case
I doubt it would be naming, though I suppose it could be a "humanoid bone not first child in hierarchy" thing, though AFAIK first child or not should not affect the IK 2.0, in any case would be relevant info
I have tested a total of 6 bases now and about to test another but it was all the same thing that happened, their twist bones caused the leg to go inwards towards the other leg and twist, shoulder would twist weirdly and elbow would go like one of those spiral pastas
that will be great, and I think it'll make it look more natural too, since shoulders IRL do have some range of motion back and forth
but when testing the ones without twist bones it was working correctly
Yeah thats what I assumed too otherwise we would have noodle arms already
The new IK has more forward motion and a lot more upward motion (and less downward motion) than legacy IK, but if the feedback is that even more forward motion is wanted, I'll keep that in mind. (Though a canny post always helps in case I forget)
gotya, will edit my post on canny to mention this
https://feedback.vrchat.com/vrchat-ik-20/p/vr-arms-becomes-much-shorter-in-new-ik-causing-extreme-arm-pull
If there's a public avatar ID that I can test on that has this issue, let me know too, that would help me to test fixes once I can narrow it down
One moment let me check with the base creators and see if I can get them to give me a public ID for you 🙂
I'll DM
ok immersive scaler has updated code (thanks kung!). I won't be able to test it in vrchat until Monday since I'm on a laptop but from an eyeball it's not completely off.
That said, if anybody wants to test it out on the new scaling, just dl the zip from master and rezip the imscale folder. I'm not going to make a release for this yet since it's likely to change, and avatars may need to be rescaled. https://github.com/triazo/immersive_scaler
And note that it may not align the floor until I can get to that separate bug floor height issue. Thanks for providing community tools!
being slightly lower in the floor is definitely something I noticed, and this was after I did an OVR fix floor before starting vrchat for good measure
after 6 hours of dancing though i'm quite happy with it
This beta is actually great
one issue
ill post screenshots
me in vr
me irl
that is the one issue I have
sorry for the messy room but tbh who cares lol
screenshots were taken at the same time
if yall are able to fix this it will be perfect
I stand like this to help my back
looks like a power stance but try it sometime :p
also I had to set my height to my actual irl height which is actually very appreciated
makes so much sense for new users
fix this issue and its perfect tbh
So pc only testers
I do hope that someone sees this
may repost later cause I stand like this a majority of the time in fbt cause it is actually awesome for my bad back
Kung seems to be awake so maybe they will see it
so does anyone else get their necks craned forward a lot when they enable all (head + hip) locked mode?
time to get the elbow trackers
Will this come to quest too? I want to test if it works well on quest
if only
i got these in 2019 before i lost my job
🤣
its okay we do college now
shoutout to my parents
<3
Don't report issues here, report them to the canny! o:
https://feedback.vrchat.com/vrchat-ik-20
Does ik 2.0 need a new kind of rig?
nope, same 'ol rig
This beta is only available on Steam for now, though it'd make sense for the new IK to come to Quest as well
Cant dab anymore...
yes but can't is actually fucking awful
I will but literly why canny
😩
actual garbage
so much more effort
Running on a Kat Walk C using 6-point looks a lot cleaner in the beta.
say what
early in the morning brain = not functional
Has anyone noticed they've gotten... shorter or something. Like, my scale seems different between the IK versions in the Beta. Pics in a moment.
Old -> New
Only thing I changed was IK type.
Gonna see if my actual height changes or if... I'm imagining the huge size difference.
there is definitely a scale difference but they've made this clear, idk if it's fov related or what but it's probably more accurate anyway
Gotcha, my apologies.
Well, I'm 6.4 so this means my life gets much more difficult. lol
It's in the patch notes
Note this part of the patchnotes:
**IMPORTANT:** Adjusted "User Real Height" scaling method. **If you had previously set a height that differs from your actual real-life height, please enter your actual height before giving feedback on the scaling change.** If you prefer to adjust scaling you can enter any value in "User Real Height" but start from the baseline of your actual height
Ah, gotcha, that's an oversight on my part.
Appreciate the response. First time digging into a beta and I jumped the gun. lol
lmao you're fine!
Yeah, I wonder if this has anything to do with how my tracker balls for my feet now line up with the bottom of my avatars feet on beta IK whereas on Legacy, it matched up with the top of them. (for reference, I have my height set to my IRL)
And so I have to adjust my height in-game to get them to line back up properly again.
Probably. It's also probably why there's mentions of arms overextending more often.
Used to be fine at 6.4 real 6.5 settings.
Now to keep arms from overextending.... 7.0 roughly.
However, all changes are nice so far! My freaky proportions aside.
Yo did anyone request calibration lines yet at the canny? Cant find it and its a cool feature in chilloutvr
Also funny how tupper has an open fbt ik related canny https://feedback.vrchat.com/feature-requests/p/full-body-tracking-calibration-needs-work
Just tested it out and it works great for me! I tried using most of my avatars and public ones. The chest bone problem is also fixed when laying down on side
I really like how the hands are no longer "priority" of the body. For instance, if you put controllers on the floor and you stand up, your virtual hands will move up with your body so your body is no longer getting folded
I tested it with Quest 2, HTC Vive 3.0 Trackers
Only thing that's weird for me while testing the new IK is that when forced locomotion is enabled the hands do not behave similarly to how the old ik system worked when my avatar moves
I will make a few tweaks to my rig for future versions of my avatars, but for now this is the thing I'm experiencing
I assume you are using custom locomotion so whoever made it has to update their locomotion in the future
One thing I have noticed is the chest ik causing clipping on some of my outfits now...
Just Gogo Loco
Should be fine but it's like as though my hands being dragged
Ah I haven't used that before
I saw this when locking both hip and head
When locking only one, it didn't happen
Precisely, my avatar works best that way as its mostly proportionate
Overall the beta feels quite nice
What the hell is gogo loco
A prefab for animations

For those of you with old VIVE wands, who could use an extra two points of tracking for knees or elbows, I wrote up a quick tutorial how to convert them so SteamVR (and VRChat) treat them as trackers.
https://ask.vrchat.com/t/how-to-convert-those-dusty-old-vive-wands-into-trackers/8823
Note that your headset can only connect to two controllers... since you're converting VIVE Wands and presumably have two index controllers, that's two more than your headset can connect to directly. So.... SteamVR wireless receiver dongles are $30-40 each. yeah like those stupid bluetooth things that come with your wireless mouse. For some reason the ones compatible with SteamVR are in short supply and so that's how much they cost everywhere.. So using converted controllers might still cost you $60-80 for both controllers.
Most the instructions on line are outdated, and some ask you to do dangerous stuff like download their json file and replace the serial number, ignoring all the calibration data. So I’ll just write the steps here. Do note that you’ll need dongles to use these controllers in addition to your main controllers, since your headset only connects two...
how do you not know gogoloco
its THE most common prefab for custom animator layers in vrc ever
i also run a heavily modded version, you can grtab yours from the vrc prefabs database, it's by franada, a guy that has a lot of experience in vrcs avatar3 and unity content
Does the new IK update fix this bug?
https://feedback.vrchat.com/avatar-30/p/bugbuild-1004-avatars-30-emotes-on-index-do-not-have-root-transform-applied-prop
pretty sure its relatively new and not popular in the general consumer space
especially people who dont make or edit avatars
sure in terms of locomotion layers its popular but i'll bet 90% of players dont know how those even work
Its a year old
And like every 5th public avatar uses it
And ye players dont
They just see, use and like its features like "fake playspacemover"
with the legacy toggle enabled is old ik movement networked
I use locomotion fix from wetcats crew I much prefer that one
I just finished making a measuring guide as well for those wanting to use 10 point. Dunno where to post it though as its a visual guide
IK 2.0
hmm... I instantly miss torso leaning (I have a lot of short-armed avatars). This is the one thing I feel that the old VRC IK, despite its faults, got right compared with other VRSNS applications. I do not like the sensation of my hands disconnecting from my avatars'. It "feels" odd.
Could Torso leaning be an option for the new IK? That or automatic rescaling of arm length.
Meanwhile I am easily fooled into believing that I am rotating my torso a little despite not actually doing so IRL
those little rusk and mint avatars are using my edit of wetcats loco fix with gogoloco stuff dropped on top
yup
I made a canny about the issue I had with the rotated / moved back chest:
https://feedback.vrchat.com/vrchat-ik-20/p/chest-bone-gets-moved-back-when-its-not-directly-above-spine
I'll will also make one about the issue with the fliped hip bone
I've been playing with the IK Beta and the experience has been really good! Elbow inversions are quite hard to do now on my specific avatars. Much better calibration and tracking performance on (intentionally) malformed/outlandish armatures. The drift lock for head+hip feature has been really great for keeping the viewpoint out of my chest when laying down and during yoga. Great work overall!
yeah, the viewball not staying in the frikken head was my main problem tbh
Arm pull issues aside I am indeed pleasantly surprised that some of my avatars with stranger armatures seems to work just fine. And in general move more naturally.
hm idk I have a few issues with my Avatars sadly
like, this is how it should look
and this is how it looks
Did you already fix that upside down hip bone?
nope I haven't I don't really know how to my self (never really did anything with blender) even if I would a lot of people would still have issues. There are still a lot of Avatars that have a flipped hip and not everyone knows how to fix it.
Supporting a flipped hip is essential.
idk Rezillo him self (dude who mad the rexouim) has never gotten FBT working on his avatars without using a flipped hip
My avatar with not upside down hip bone now works totally fine on either lock mode
Mmh
idk the point that a tone of avatars still use a inverted hip
Probably wouldn't hurt to still try it
and telling everyone to just revert this isn't really the solution tbh
yeah ik might try it, but as I said, a lot of other people will still have this issue
I know it's unfortunate
so it should still be considered to implement support for it
I shared my fixed fbx already in Hobberts community
the slouching when sitting bothers me a bit, I do think the hip/foot positioning is like half a foot to a foot below as to what it used to be
regardless of avatar, too
in some avatars, it works to your advantage since the feet and hips were a little bit above where they were "supposed" to be, but in others, it... doesn't 😂
BUT, I also noticed that some avatars that used to not work at all now work!
You have to toy with your height (in game) to fix this. Like a lot, depending of the avi.
I think ideally you want both the head and hip locked
One thing extremely funny I noticed. If you go from 8 point tracking back to 6 point after you messed with the settings and accidently sit in a chair you and everyone around you sees you turn into a giant?
Messing with it again and you turn smol but you don't see it and everyone else sees you smol
Tried messing with it a lot to replicate it but I couldn't figure it out consistently. Someone with 3 point managed to get it to work too once.
Might it have to do with scaling of your avatar? I've had issues before in some chairs with some avatars where they return to their size as they come from the .fbx
did it with two different avatars. That one in the picture is a public avi. The other one is one I made that is already pretty smol. It goes to like a set hight when it bugs out (big or smol) almost like when someone is seeing one of the fallback avatars.
Putting on my conspiracy hat: Possibly will we see the ability to scale our avatars in game in the future? 🤔
I've never played around with height scaling because I didn't have to, so if an upgrade "forces" you to it's not much of an upgrade 😂
I can only assume you're a blender/unity perfectionist then lmao
well you see, the avatars I fixed to work perfectly now are completely messed up
because the hip/feet are now, as I said, half a feet to a foot below the spot they used to be
I wonder if this is caused by arm length or legs being too short now or what
or is the torso too short
no way of knowing
the scaling was as close to perfect as I could get it to my body's proportions and now it's broken as fugg
are you using 6 point? Or higher?
6 point
if youve never messed with the scaling before in game I'm willing to bet money that will fix your issue.
I get what you mean though, not much of an upgrade adding an extra step.
having to mess with the scaling sucks though
and having to mess with it differently for every avatar sucks even more
What do you mean lmao, it's easier that opening up blender or unity, you just do it in game
messing with the scaling always made avatars feel completely wrong, too, like either too small or too big
There is no ideal setting, all three have downsides that’s why all three were included. If your avatar is perfectly sized to your specific body proportions it is safe to lock both but you will still get occasional odd neck rotations
the avatars perfectly fixed to my body proportions are COMPLETELY HUNCHED now lol
because the hip/foot positioning broke
oh you must be speaking of no neck Quasimodo style
literal calibration taking place underground
Which lock mode are you using
if I lock both, that happens
Yes that is the downside of locking both
if I lock just one, it's generally okay, but the perfectly proportioned avatar? it's big oof
in legacy, when I touched the soles of my feet
I touched the soles of my avatar's feet
now I touch air
If you lock both and get super hunched it just means your avatar is not matched to your body proportions as well as you think it is
half a foot away from the foot
I wonder if I have to scale the avatar to my actual height now too lol
for it to work
If you are lock head only and you switch to lock hip only and your head shifts a ton, Your torso size is off
Try turning on the legacy full body tracking in the quick menu
Personally lock head only is my favorite setting
Because it acts like three point with legs
in legacy, I could touch my knee, and then touch my foot, and it was 1:1. hip, just right, shoulders, perfect. but with the new, it's all different
but now, 2 avatars that I haven't done anything to work essentially perfectly
I feel like when it comes down to realize, the legacy will still be available.
Lock both is going to have weird spine issues, the tooltips above the settings say that ahead of time
You can’t lock two bones on a chain without slack/tension
locking just one also causes funny hunching in some avatars
but the avatars I got to match me perfectly in legacy no longer match me at all 😂
It just means they didn’t match you as perfectly as you thought
Sit down in full body and switch between hip only and head only and see if your head is shifting up and down😉
I have my doubts about that, every avatar I have has had their hips and feet go a full half foot/foot off their earlier locations
it feels like it's more an armature sizing issue
This is the ultimate test and will objectively show you
That means your real world height is probably wrong
but... the height I have ingame is as close as possible to my RL height as possible, and has always been
Interesting
I've never played around with height in VRC
I had to always set my height 4 inches shorter than I really was until this update now the correct setting is my correct light
I've always set it as close to my actual height in VRC as possible
It maybe steamvr you may have to reset it up
If you have an leg length that is much different compared to your height than as is average, you may have to tweak your in game height a little
thing is, this avatar that's now broken
I literally measured the length of my feet, lower leg, upper leg, hip, torso, neck, arms
and scaled the avatar as close as possible to that
and it worked perfectly in legacy
now, not anymore 😂
leg ik and height is completely screwed for my avatar on the new ik beta, because the legs use a custom digitigrade ik setup, and now they're way shorter than they used to be and don't calibrate right 💀
I have this issue on some of my models with the elbows pushing back when I have my hands on my hips but no leg issues at all. (Using six point tracking)
the way it feels now is that VRC uses its own default model proportions instead of your own
My experience: before, I had to say I was 4 inches shorter than I really was to make everything work
Now: correct height gives best settings, but calibration puts my avatars shoes underground. After calibrating and moving playspace down to unbury my feet, everything is perfect. But ovr was never needed before
There's also at actual floor height bug apparently.
this is what i get for making an avatar with systems that'll potentially break from an update
Vrc has always used its own scaling method that you have limited control over. It's now a slightly different one.
Not for everybody, I've talked enough to plenty who could 'never get the arms short enough'
avatars that use some sort of default size stuff work better than things I tweaked
Yeah the only thing I think is wrong with the new set up is where it adjusts the playspace translation after the scaling. I think some people are trying to fix that by messing with real world height which is not what you want to do
I would Murder (4) to get legacy-like full body tracking-like lower body movement animations in 3 point tracking, i envy full body users because their running animation looks so much more accurate and cooler to the actual animation it is supposed to be based on, i'd like an option to force this lower body movement for 3 point tracking
also Adeon, sounds like what fixed things for you is what broke them for me, the lowered foot/hip calibration 😂
Now all my arms feel too short instead 🤣
Try going out of the open beta and see what it does to your avatars
Oh definitely. User height is the only other tweak you have for world scale but it also affects things like viewport height so I don't like messing with it. OVRAS shouldn't be needed.
Seems like their open to changing the scaling value again if enough people say that.
apart from a very few minor instances and the almost completely absent shoulder rotations now (which could further improve arm accuracy and improve chest clipping prevention even further) its a massive improvement, the motion looks a lot more natural
That’s the key, I don’t think it’s world scale that is broken it’s just play space translation after the scaling, which real world user height fixes by scaling it incorrectly. Only true work around is playspace offset in ovr
I wish for torso leaning to come back, since it's a pretty elegant fix for short-armed avatars IMO. You don't really notice that the avatar is leaning its torso while you IRL aren't.
Also that, i had to raise my real user height to insane 6 foot 5 to get something that feels comfortable now (world scaling wise) and then had to counter the downwards push via OVR
with the new scaling my real world height everything just feels super tiny
I believe this means your avatar isn't scaled correctly
my avatar is scaled pretty much exactly to my real world height
Yeah something is definitely off with your armature that doesn’t sound right at all
Can you post a picture of your armature
its independent of avatar
Which headset do you have
And when you say you need to set world scale insanely high to feel right what do you mean by feel right what are you trying to make work
sec
like i said, the world is scaled down so much everything looks really small in comparison to legacy scaling
That’s not what you should be concerned about
also basically my entire body doesnt match up at all
When you set it to your actual true real world hide that should be the setting that causes your arm length to not overreach or under reach
it always does
because my avatars arms are not exactly as long as they are in real life, i was going to fix that
but everything else doesnt match either
i'm either floating or when i put my controllers on the ground i'm at my shins rather than the floor
Avatars with much longer arms than real life is going to have the world scale be tiny that’s just how VR chat works that’s how it is supposed to work
I guess what would be ideal is a toggle between world scale being based on wingspan and world scale being based on height
or a completely separate world scale option
i mean thats what user real height was supposed to be isn't it?
it just fancy named
if that armature is broken, then basically almost any common armature is broken
this is the straight up stock Wickerbeast armature
and pretty much all furry avatars have the same/similar armature
except the ONA kobold
that one is horribly broken but it was in legacy and still is
i just want the original scaling back, the rest is just nice to have so far
but i'll have to write some proper bugreports/feature requests when i'm not running on fumes and about to go to bed... i'm dead at this point
They included the original scaling method in settings
I just note the viewpoint still drift a bit but it's very small ( in comparison of before it's a major improvement )
hol up
How many more trackers should I buy
Tbh I just want a chest tracker
And elbow
Head, shoulders, knees and toes, knees and toes. 
I came into work tired because I was testing the IK beta and staying up late last night. One of my younger bosses just told me he uses VRChat, and I was telling him why I was yawning and still sleepy. He's going to try out the beta later. 👀
a horrible mistake
Yeah, I think so. Maybe.
I hope you didn't tell him the name you use on VRC at least
The more feedback VRChat has, the better.
Imagine playing VRC with your boss.
It's easy to figure out.
... oh no

I guess most people will probably use hip locking still, especially people only using public avatars cause of the thing with upside down hip bone
I’ve primarily used “lock all” for the most part unless the avatar I’m using has a particularly hunched forward look~
It’s nice we’ve got options to choose from ^^
Kung out here really thinking of just about every possible scenario :v
Same
Had to set real world height higher to fix
My real world scaling is pretty much now set to 6,5 foot
Before it was 6,0
Without fbt
Don't have that
Chest isnt currently supported
Who knows it will be when this goes live
Oh yeah how big should the hip bone be now?
Kinda sad clientusers can still "flex" with their chest tracker support lol
I honestly want a way to take a screenshot of my model calibrating or show my trackers+controllers so I can find out what I would need to tweak to adjust for the new IK system
Or at least a sample rig may help
mhm there's a floor height bug which will make things confusing, and the main scaling constant is subject to change.
Come Monday I'll have immersive scaler tested/debugged so resizing in blender shouldn't be a manual process.
I use 1 chest tracker and 2 foot trackers only
The user real hight is much better now
They can also get banned for having said chest tracker
well ye but id rather have the feature too
Chest trackers are kinda useless though IMO
If you have elbow tracking, your chest can be predicted almost 1:1
I dont really care that they still use their shit, the ik2 update already fixes enough for myself but the chest tracker thing makes me jelly
I need to try myself in a day
nah, not the same
can absolutely tell the difference
Yep
Yikes
and if I could do shoulder tracking too, I would
Just do mocap at that point
Not nesaserally: 🙂 Chest tracker Feedback thread: https://feedback.vrchat.com/vrchat-ik-20/p/chest-trackers
Not only are they still useful.
But IMO it’s extremely noticeable.
At least from first person.
whats ost?
At least on my main avatar is very useful 👌
how does OST work?
Is the new IK beter for really tall people? Im around 6"5 6"6 and i always have to set the user hight to something way lower to fit my feet
This.
If you have good enough IK, having a chest tracker is not really necessary.
you can get a really accurate estimation with the elbows+hands+waist.
yeah i really dont see the point of a chest tracker unless youre like, a really intense dancer
betting this is why they're not supporting it, too.
Super agree
right now it's not going to be perfect---but I'm willing to bet, by the end of this beta, with IK adjustments and various fixes, the gap between having a chest tracker and not having one will be fairly thin.
A chest charger is still borderline necessary.
You can’t really.
Borderline wrong
lol ok.
There's limits to trackability of things---there has to be a line somewhere to draw.
Having trackers on the shoulders would enhance things---having trackers on the wrist would enhance things.
Eventually you hit diminishing marginal returns and it's not really worth it to implement.
with the elbows, waist, and head, and good IK, you shoudl be able to get fairly accurate estimation of what the chest is doing.
especially when you're asking like several hundred more bucks for marginal Improvement
it's early on though, so I wouldn't expect perfection yet
I would at least like the option to be there though, even though most people won't use it
the majority of VRC players don't use full body, does that mean we should just forget about FBT? of course not. I realize that the amount of people who are going to be using chest trackers is comparatively small, but it's far from 0. it's better to implement this now while they are currently working on the IK, than later when they've moved on to work on other features
and Fox, I totally understand your point with the "where do you draw the line". things like shoulders is definitely not as practical as elbows, and I don't actually expect that to be implemented. but again, would be nice, especially since I already have the trackers to do it, and I know I'm not the only one
"diminishing marginal returns" happens after chest tracking. 🙂
I agree
that's not really for any of us to decide.
11 point is really the most that any sane person should use
it's the max supported in all the other VR social games
Why do you keep shitting on chest tracker just because you don't care for it doesn't mean it doesn't do anything
that's...a gross exaggeration of what I've been saying.
No. It's not.
i personally dont need them as well, but if people want them, now its the best chance to tell vrchat to potentially implement them, so its good to have a talk about that tbh
anyway, anyone know what the feet tracker get appointed to? the beginning of the foot or the end of the foot bone?
there's a huge gap between "this probably isn't necessary with good design and estimation vs what it can actually do"
and "chest tracking is stupid and I hate it"
could be kinda cool to have an option to choose between them, since i know a lot of people who have "feet trackers" on their ankles, while a lot others have them on their feet
What are you all mounting to your elbows and knees with? Just trackstraps?
testing a new rig configuration, so yeah small shoulder bones should be a thing in the past, as the IK now fixes the shoulder sag problem
I use normal trackstraps for my elbows and xl's for my knees
Using all 7 seems the shoulders still do not stretch at all
but, they mentioned you can change the settings for head or hip enforcement
But I cant find where
just had a total desync
everyone else saw me in a mixture of poses. T, A, in the ground, in a weird pose.
I was clean locally
Got video from local and remote
Disabling/enabling FBT didn't fix it, swapping avatars to another humanoid didn't unjam it, but swapping to a generic and back fixede it
Don't have any stations on this avatar when it happened but I was previously in one with a few stations
yes, it will stay broken
All right. Sounds like that's tracked then.
And the answer is as usual, stations 🙃
I found that calibrating elbows with Kinect is very peculiar, you have to do the t-pose very quickly and immediatly calibrate, or else the elbows have mirrored movement. interestingly, if you calibrate correctly (by going fast) then you can hold a t-pose as long as you want without anything breaking. I'll look into there being anything on our side, but I found that really weird.
Are you the same Aurora who I see in the Pug all the time?
hey so im using 8 point tracking which is working great but my avatar has its locomotion turned on when it didnt before (And yes force locomotion is turned off in unity). Do i need the latest SDK or is this an actual bug?
Anyone seen some issues with syncing on beta?
Double-check in Unity and if its off (but you're still getting locomotion) please submit/contribute to the feedback board
I got some reports that either synced variable or just broadcast events ( to all) do not work 🤔
The thing with overreach and needing to set real height higher to mitigate: what is exactly the canny post from that? I can't really figure it out but want to upvote
Gear menu. The category was minimized for me.
Will legacy IK be permanently kept in as something to switch to? I find that even though I use my real height, my tracking balls for the feet are half way in the floor, and going on my tip toes makes my avatars toes go under the ground, doesn't happen with legacy (1.0) IK :/
the whole point of the beta is so you can give feedback and make it into something that you don't want to just revert :)
but that being said - https://twitter.com/Kung_VR/status/1497469245374234627
@revengerer @VRChat "Always" is pretty strong phrasing. But I can say that currently there are no plans to remove it.
Other than the foot in the floor thing, it works fine, so if it was ever forced and legacy IK was to be removed then I could put up with it sure lol
This. Using XLs for mounting knee trackers above the knee, but would like to see some more secure "knee brace" style mounting options in the future, as it suffers rotation issues, and slight slippage
either way, that particular issue is already known and will be fixed before release
I wonder if I can rig a mount to my knee guards for skating, they're stiff foam and pretty comfy.
Does the ik expect it to be above, below, or on the knee?
oh no 😂
That's good, thanks for finding that Tweet and responding :D
inspired though
I wouldn't be surprised if dancers put a 1/4" thread on knee pads
for floor work
torso compressing when standing with both locks means it's too long right?
if it was too short it'd be stretching, right? 
lock all makes me look like a hunchback xD
I'm facing a strange combination of my hands no longer landing where they should on the avatar's torso, but the torso also taking a quasimodo-like posture lol
yeah, unless you have really good posture, hanging your head even a little makes you look like you just got up and haven't had our coffee
Not sure if its a bug, but shoulder movement does not stretch if using elbows, only on full arm stretch
I doubt it's a posture issue, it's an avatar's ability to match you issue
if the torso is considerably longer than yours, the greater the effect
so far that's what I've noted from trying a bunch of different avatars, the longer the back, the worse it hunches trying to contort to my back
but what's weird is, why is the hip tracker so much lower than before, but the back contorts as if it's too long anyway 
the hip tracker position makes me think the back is too short, but the back contortion makes me think otherwise
yup
on some avatars, the head actually moves slightly down and back when locking lol
to both
avatars b wack
but locking to just hip leaves the view point to a perfect spot too
... view point issue?
what's the perfect spot for the view point in the new IK? 😂
I wish i could also test fbt stuff but most i can do is 3pt
I always have to bug other people to test stuff 
yeah view point issue is what it feels like
so I've looked a lot more into the issue I described yesterday, where I cannot cross my arms - it is avatar specific, entirely. I just cannot figure out why. It only happens on this very avatar, the elbows get pushed away from the chest or spine bone from too far away. How is the "size" of the chest area to avoid calculated? Anything else I might need to fix on my armature? I can send more screenshots of vrc and blender/unity if it helps debug this. Also doesn't happen in legacy IK, obviously.
What this
I've also started to notice that some of my avatars have BUILT IN SLOUCH lol
I never noticed it before 😂
the neck is in an angle, and the upper body is in a slouchy angle too
seeing the back do all those awful things is starting to make my own back hurt lol
Video Summary: Im 190cm tall, when i use that height my hands are way beyond avatar length. When i change the height to 206 cm its pretty good, but i need to use placespacemover to correct it.
It would be cool if your Avatar wouldnt die when you get too close to a collider (e.g grabbing over a table, taking picture close to a wall)
Elbows seem to always be kinda far away from torso, would be nice to have a way to keep them out of the torso, but still close to it
Overall its good tho, chest doing weird things in a lot of scenarios is fixed really good, keep it up 👍
damn why no preview embedded D:
the shoulders being completely stiff is a bit funny though
it feels like if they were a bit less stiff, the hands would reach where my hands are reaching (since, surprise, my shoulders aren't that stiff and let my arms move just that small bit further 😂)
your file mp4 to mp3 look like there no Video
look like this
your player is broken
no?
yes? the video works for me
this got error
i.e. your player is broken
its an HVEC video, so your player might not have support for it
Would be nice to add chest tracker support
upvote on canny
to un derail this
i just get prompted to buy
@acoustic python change your codec or something, people cant play it
There used to be a free alternative called "HEVC Video Extensions from Device Manufacturer"
but it was taken off the MS Store after people started abusing it
TLDR, dont use HEVC
Or just install vlc/mpv and it works completely fine
From some rapid testing. To not get hunch when sitting. Your hip tracker need to be placed more toward the crotch. So it will rotate back when sitting, relaxing the neck.
If you hunch while standing. You can actually hunch a little when calibrating.
@acoustic python it’s important to note that models need to be fitted to you. I posted this to twitter this morning. From testing all day yesterday in multiple different models what I’ve found is you have to have lengths correctly done to your proportions to get the best results.
It’s best practice because otherwise your doubling up on tracker points
Is there any info on what a "good rig" should look like, maybe a couple images?
Because with the new IK, it changes a lot of the measurement
Yes tracters tell where your bones are not where your joints are. The new tracker points are technically upper leg and upper arm.
in general matching it as close to your irl perportions is best
Will give that a go, but what about bone positions, since I know theres issues with the spine not being vertical
what is the official VRChat Recommended View Position Location™ for the best ik?
The position that Makes your avatar shoulders lineup with your real shoulders
Place hand on your real shoulder to see how accurate it is
there is an image pinned at #avatar-rigging w/ an example of good bone rigging
Oh my God LOL
Because the hip need to be set to animation in FBT. But the default animation have the hips a little back when running. Before the hand was dragging the chest forward. But now since the hands can't over reach, they drag a little behind. I was planning to Conter animate it to fix the hunch in FBT but a lack the time the past few weeks. But now it seen a necessity.
That was a missed opportunity to troll him lol.
we do a small amount of tomfoolery
shit i gotta rething my strapping strategy if i gotta put my business above my knee
i use wands as trackers and my socks only go so far 😂
I how looking down shoves my body back with head lock
Please post feedback on that here: https://feedback.vrchat.com/vrchat-ik-20/p/in-lock-head-mode-hip-position-can-drift-insanely-far-from-hip-tracker
So I tested my personal avatars and it is mostly all good as I made damn sure my avatars are perfect on me. I notice my trackers are lower on the new IK. Is this normal?
the feet trackers
afaik a) there's a floor bug so the floor will be a bit too high, and seperately b) world scaling was changed so your arms will feel slightly shorter, and your Avatars feet will be slightly higher.
but... most avatars I've used, the feet are lower than where they used to be 
or are on legacy
I'd say the biggest cause of arms feeling shorter comes from the shoulders/chest not budging one inch, too
it's harder to head pat two people at once now, what a bummer
So like your foot trackers are higher on your Avatars legs then they used to be?
no no, my foot trackers are sinking into the ground now
ok yeah that's what I mean by your Avatars feet being higher. Higher in a real word space.
ah, right
it's not just the feet, too, the hip does the same
feels weird
as a result, avatars that used to not work very well work PERFECTLY now, while avatars that used to work perfectly are now really messy
mhm. World scale has changed and your viewpoint is the only fixed point.
Yeah I had a blender script to get the scale perfect before and now I need to adjust it and run it again for all my avatars
but if there's a floor bug, it might be a good idea to wait until it's fixed lol
or you'll fix it for the bugged state and then you'll have to fix it again
Yeah. I'll be watching closely and only do a test avatar (or two).
the funniest thing
the avatar that I found to work the absolute best for me with IK2.0
was Rawra, of all avatars I own 😂
this one right here https://booth.pm/en/items/3166554
・VRChat向けオリジナル3Dモデル「ラウラ」(Rawra/らうら) ・VRChatのAvatar3.0向け設定済み(Unity2018、Unity2019対応確認済み) ・DynamicBone設定済み (持ってない方はMissingのコンポーネントを外してください) ・Psdファイル付属 ・ユニティちゃんトゥーンシェーダー2.0使用 ( https://unity-chan.com/download/releaseNote.php?id=UTS2_0) ・Quest非対応 ・VRChatアバター試着ワールド (
so I guess I'm a child now
Overall it's probably good, since the vast majority of public Avatars I've seen would match the new scaling better.
Ofc matching Avatars shouldn't really be the goal it's matching how people move.
Of course I'll withold final judgment until I can actually try it in person
then I also noticed that some avatars I own have built-in slouch and... it's not great
Full body? What pinning?
any pinning, the back just slouches by default
for most avatars, there's no slouching when I pin it to the hip
then I pin it to the head, no slouching, but I don't really like that for most avatars
pinning to hip + head, CRUNCH
I guess that's why you have the options
I can't see why the crunch would happen if it didn't mean that the torso is too long 
I should add a parameter to my script to adjust torso portions
Anybody know what's anotomically normal?
there's a weird combination there with the torso, on one hand, the torso crunches to be smaller
For legs I had to get measuring tape and measure my own.
But it completely solved a lot of knee placement issues
BUT, it feels like my hands, as I point at parts of my torso, are wrong in a way that'd feel like the torso is too short?!
it's so weird
oh, I did a lot of measuring and fixed one avatar for legacy IK, and it was perfect
now with the new IK, it's... well, the floor issue probably causing issues
my feet used to be 1:1 matching the avatar's feet
now my feet are below the avatar's feet
I'm pretty sure ik was not human perfect. It wanted the arms to be like 3-5 percent too long.
And if your goal is matching the floor measuring your body will get you close but never all the way unless you play with it after (or just dwbi and use immersive scaler ;) )
oh, with the old IK, wing span was used for height stuff, so you had to either make the legs really stubby, or lengthen the arms
Yeah. Still is but the ratio is different.
I'll wait until the floor bug is fixed (or confirmed to not be a thing at least?) to see how much I need to fix the avatar's arms
Yeah. The new ratio is also subject to change.
Multiple people have reported the floor bug, so I'm convinced it's actually a bug.
So was Kung so I'll believe it
Some people are having to use playspace movers to fix it, so yeah, it's most likely a bug.
I doubt my torso and legs just grow longer when I use the new IK lol
tbf using playspace to fix Avatars has always been a thing and not having to do that is one of the goals behind the scale change (I assume)
I made a point to never use anything to fix avatars, most of them worked okay as is
or with some work
as in, in-VRChat
outside of it, sure
I never used fake height or playspace movers
I'm telling ya, immersive scaler, gets it right every time (and if it's not perfect please let me know that's a bug)
wrong height always made avatars either feel too big or too small, and I didn't like that at all
Hm, so in some sense the new scaling should be like moving your height down a bit.
I guess it helps I don't use avatars with stilty legs caused by too short arms and too long legs a whole lot lol
let me think
Most of my bases had legs that were like a foot too long out of the box
most of the avatars ... I've bought on Booth are fairly close to my proportions
feet are, at worst, in the ankles
hip is usually at hip
although now, hip tends to be just below the spot it should be with the new IK
when before it was exactly at the right spot
it's the same with essentially all avatars, too, my hip is lower than it used to be
So fairly close to vrchat's golden ratio? It's for better or worse not really a personal thing. But my theory is that longer legs and shorter arms are perceived to be better looking (at least for female models) so it's always been a battle of fighting to make the legs as long as possible without affecting the scaling too much, and the arms as short as possible without them affecting the scaling too much.
Now torso length... There's some play there.
The arms are also less long. My avatars which were perfect are now too short on terms of hands. This is without user height changes.
Overall it works better tho, but some of my avatars gonna need some changes
that's in part because the chest no longer gives an inch lol
so now it's just pure arm length, no shoulder/chest movement
My elbow and knee trackers work really well tho, the vrchat team did a good job.
... seeing the back crunch has made my actual back hurt a little lol
but yes, the arms definitely feel shorter, but as pager said it's due to changes to how things are calculated
feels like now it doesn't matter if the arms are too long for that, too.
or maybe the "too long" feeling arms were actually too short 
Gonna post this on the Canny, but I'm having issues with my custom Base layer. I toggle Tracking Control to allow myself to have both locomotion and no locomotion animations with "Force Locomotion animations for 6 point tracking" unchecked.
Now the problem lies that if I set Hip to Animation it seems to act like It's setting the head to animation as well.
Legacy Mode
IK 2.0
you're literally bobbing your head?
moving it left and right
Shoulder should rotate forward I feel. Now it's kinda limit reach.
but it seems when I do this it also overrides the head.
oh it's definitely taking over for your head there
Yeah, which I don't feel it should.
if it doesn't in legacy you're probably right 😂
Well there's one clip for each.
as you showed, it doesn't in legacy, so you're right
Putting her on the canny
2.0 fix the over rotation of the body when going left to right. But maybe they overwrite the head to do so
shoulders not rotating forward is part of the reason why arms feel so short
yeah, but you'd think if I set that to "Tracking" it would override that. Spoiler alert: It doesn't
So they do overwrite it
Without a custom base layer you can still move your head around though
Only happen when you lock both?
It's only doing this because I want to be able to have a toggle to have no walking animations
So, if don't change to Animation on the hips, crouching and prone animations get REALLL funky looking, but I can move my head.
Basically you turn into a spider monster
I never even thought about these issues since I just turn off animations and slide everywhere like a weirdo
Yeah, this model is for a medieval roleplay thing I do, so if you want to for example mime someone picking you up doing this kind of thing is handy.
I can imagine 
yeah it is fitting pretty well, i made sure to look at that. The white silhouette is me tposing in front of my camera on top of my model (different outfit, same rig/proportions)
heyo, question, has anyone tried using vive controllers as trackers for this?
oculus rift cv1 user here, no fullbody
i'm loving the update to the tracking! My IPD / FOV feels different than before which is unexpected, i feel somehow larger in my own body (even with height set correctly). it doesnt feel bad its just different, my hands felt a bit more in the right place though. I'm in love with the elbow collision to the body, much needed! and i love that the shoulders finally have use, my arms and shoulders have never looked better! only small thing about the shoulders is i feel like they dont stretch forward enough when i reach forward. My hand stops moving and my shoulders still wouldnt stretch which was strange. All good changes overall though!
good job whoever worked on that 😁
works
although i config flashed mine
Most the instructions on line are outdated, and some ask you to do dangerous stuff like download their json file and replace the serial number, ignoring all the calibration data. So I’ll just write the steps here. Do note that you’ll need dongles to use these controllers in addition to your main controllers, since your headset only connects two...
ooooh. i can now use my extra kinect tracking points!
Hey, so apparantly my head is going through my chest when i sit, it doesn't happen on live.
not sure kinect supports sitting down
It usually works for me
in live that is
(Using an xbox one kinect, trust me it works)
in fact the head through chest is a very old bug that's been there for years and seems to be fixed with this update
Huh.
i think i'm using an avatar with a relatively old rig
though it's interesting it actually got worse over the update
(for me that is)
Actually, every part of it is better for me
but the sitting is the only problem
have you tested different avatars
Because the knees and elbows are freaking great
I'll have to check later, had a crash
Is anyone else having the issue where with full body ik, their foot tracker orbs are in the floor, but with legacy they line up correctly.
For instance with legacy the trackers are placed correctly relative to the floor and my foot, but with ik, the trackers are below the floor. And its not a tracker issue, as when i view the trackers in steamvr they are in the correct place.
This one is a known issue: https://feedback.vrchat.com/vrchat-ik-20/p/feet-under-the-floor However, the relationship between scale and User Real Height is also different in IK2.0. In general, if you preferred the scaling in legacy, increasing your User Real Height will allow you to restore the same scaling. (This won't solve the floor height issue though, that's a bug that still needs to be addressed)
Here is my feedback on ik 2.0, after testing it for about 12 hours over two days.
The big issue: If i completely pull my shoulders inwards and only rotate the joint, the arms length seem fine. The moment i move them, not just rotate, my real hands reach way beyond my virtual hands. The vrchat ik 2.0 does not account for the shoulder joint moving.
Sadly, this makes the beta feel terrible. The shoulders need to move and the hands need to always be where they are in real life. I need to set my user real height about 15-25cm higher (from 175cm to 190 or 195) to make this not a pain.
I also tried to make the arms of my avatar long enough, which looks rather comical and way beyond any reasonable human proportions, and it still doesnt feel good ingame. Reaching forward, they still lock up way before my real hands, even with a much increased shoulder bone. And while holding the arms down, they are strongly bent ingame when thay are fully locked out irl.
Moving the arms to the side, my right arm locks out before the left one, moving them forward, the left one locks out first. My irl arms are symmetric, there was co controller drift or anything.
Other issues and nitpicks i have:
-
The neck moves too much with the head (only when hip lock is active), far more than my irl neck, i would tone that down. On head lock, the neck doesn't move much at all.
-
Knee tracking works beautifully, elbow not so much. My trackers are mounted symmetrically just above the elbow joint. They show in steamvr in the correct position, as does every other tracker and controller, no offset or anything. In calibration, the balls are where they should be, but once i press the triggers, my left elbow is pointed inwards. It still moves independently from the right one, but its just offset inwards.
-
Steamvr trackers are legendarily impossible to turn off, especially when charging. If i use just 3 trackers, and have my others on the charger, they still are recognized in steamvr and vrchat, and mess up calibration in vrc. I would like an option to force different tracker setups, like just 6 point, even if more trackers are recognized. Temporary fix is to wrap the charging trackers in aluminum foil and turn them off through the steamvr ui.
But to not just complain, the ik of the elbows without elbow trackers is much nicer, same for the knees. The hip to head ik is a night and day difference to before. Even with locking ik to the hip, my viewport doesn't end up inside of the neck anymore when i sit down.
As long as the shoulders not moving issue gets fixed, this will be really good.
Woah, thanks! I'll read through this... but before I do I need to suggest that things go into canny wherever possible. After the weekend as I work through the development on this, that's the big organized list I'll be looking at.
Ill gladly post it there as well
Thanks, here's a link in case you need it: https://feedback.vrchat.com/vrchat-ik-20 With detailed feedback like that it would be a shame if it were to slide off into the noise of back and forth discussion (which is what discord is great for)
should i split it up into individual posts, or just dump it as is?
See if there are existing posts on canny for any parts of it and paste those parts in as comments and upvote the canny if your issue is the same
then if anything is left over, make a separate canny for each relevant issue
separating it helps gauge overall community feedback because others can chime in and vote on each separate issue
ok, ill do my best
Thanks 👍 I'll read through it here now, but "it doesn't exist unless it's on canny" (And I'm only human and can forget things if they aren't on a list)
(And I'm only human and can forget things if they aren't on a list)
I felt that on a personal level lol.
My memory isn't the best either.
Haha yeah, actually my memory is pretty good, but it's more like forgetting to remember. Going down a list of tasks to work on is much easier than choosing whichever issue one comes to mind first.
So these aren't on canny yet as far as I know:
The neck moves too much with the head (only when hip lock is active), far more than my irl neck, i would tone that down. On head lock, the neck doesn't move much at all.
my left elbow is pointed inwards. It still moves independently from the right one, but its just offset inwards.
If i use just 3 trackers, and have my others on the charger, they still are recognized in steamvr and vrchat, and mess up calibration in vrc.
oop meant that to tag as a reply @swift thunder
I think each one should be a separate canny post
To ask a question about the arm reach issue, are you able to solve it to a satisfactory level by increasing your User Real Height?
i just posted them:
https://feedback.vrchat.com/vrchat-ik-20/p/neck-movement-too-strong-with-hip-lock-almost-none-on-head-lock
https://feedback.vrchat.com/vrchat-ik-20/p/elbow-tracking-assymetric
https://feedback.vrchat.com/vrchat-ik-20/p/recognized-but-not-tracking-trackers-mess-up-calibration-and-ik
It seems like this might be feedback that the shoulders should reach more to the front
mostly, hands feel natural, there is still a bit of an arm pull, mostly if i move the to the front
its a trade off between having the feet too low and the hands feeling right
Also about asymmetric tracking, there's a simple test you can do in the steamvr overlay. If you put your controller rigidly against your headset and spin in your playspace, do you see them weaving in small circles? Or staying locked in position with your HMD? (I know you'd have to test in vr later)
In my experience asymmetric elbow behavior reverses when you face the opposite direction in your IRL playspace and is caused by imperfect real space alignment between the HMD and controllers (this can happen even with an all-lighthouse setup)
Ok, so the arms can feel correct (shoulders and all?) if you adjust User Real Height, but it comes at the cost of your feet being too low?
(The feet going below the floor is a know bug right now)
tested it right now, controllers are completely rigid, the feet beeing below my real ones is caused by the increased user height setting, if i set it to my real height its fine
Also to add on the "imperfect real space alignment between the HMD and controller" point, this was much less perceptible in legacy IK because the torso was dragged around by the controllers, and the torso would have been dragged to the center point of any offset if one were to exist
If you rotate IRL are you able to find an orientation which causes the opposite elbow to bend first? (you might need to joystick turn in VRC to re-face a mirror or something)
Also @swift thunder I assume you're testing stuff right now, but if you're able to add screenshots of your elbows issues to that canny post that would help too.
will do
thanks!
I am liking the fact that an avatar I'm working on for someone, I was getting the dreaded 'sideways hip' issue while under FBT and this appears to just be auto-fixed in the beta!
Are there a certain set of configurations that are required for this? I've done some testing and I used the normal 6 point with my hip and feet, then added trackers for the knees. Those worked fine, but adding a single tracker to one elbow showed no difference. Is it all or nothing?
i noticed yesterday during 8p tracking testing, that as soon as one tracker dies (in that case foot tracker), that the leg/feet trackers got reassigned weirdly. Maybe it would be a good idea to just "stop" the tracking like normal 6point does?
pretty sure both trackers must be working for every left/right pair of tracked joints (except hips of course)
just move one from knees to the other elbow - knees will stop working but elbows will start
that's why it's 6/8/10 point tracking, not 6-10 :)
ah yeah that seems kinda obvious haha
oops sorry about that link. tried puttin it in a video player!
I'll second this!
'To my knowledge', if we're thinking of the same thing, this offsetting appears to be specific to Vive Trackers and their flashed Steam Controller dongles. I'd assume it's related to connection issues between the devices and the dongles? For example, if you pair a controller to a tracker dongle then this issue happens, if you pair a Vive Tracker to a headset receiver this issue doesn't happen, etc. 🙂
The SteamVR team wants to work on this as user's pairing controllers to tracker dongles if becoming a rather persistent issue. Unfortunately I don't see a fix for the issue when using Vive Trackers outside of buying a TundraLabs 'Super wireless dongle' for greatly improved connectivity.
I think it's even more insulting because Vive again used the same receivers for the 3.0 trackers... 😅
Oh really? I'm using my index controllers on flashed* steam controller dongles. So the issue only applies to reflashed dongles?
I mean, stock vive dongles wouldn't have that issue? (I have some of those sitting unused at the moment)
Sorry, I mean the dongles in general, after all the Vive Trackers just use a flashed Steam Controller dongle. 🙂
Stock Vive dongles have the same connectivity issues.
I see what you mean, yeah I thought they were the same
Ok, hmm interesting, yeah that would be great if a steamvr update could fix that. Now that we don't pull the torso to the hands (allowing it to move to the offset center), people will notice this
more and more
How come you pair your controllers to a dongle? Using a hybrid lighthouse setup or something? Or WMR? :o
Trying to reduce USB traffic over the wireless adapter for my headset
My Tundra trackers arrived a few days ago with their Super Wireless Dongle, and man... The different is amazing. So far I haven't experienced a single 'drift' or offset issue.
Just like with the Index Controllers paired to HMD.
That's good to know that some solution exists at least. Will be great when Tundra can ramp production
Does it make that much difference? In comparison to the HMD video, I can't imagine controller poses take much bandwidth. :o
I had the dongles, so didn't really have a reason not to
Also if wireless connectivity drops, steamvr handles it better when the other tracked devices remain connected
For sure! They've made a really great product, really great to be away from Vive's constant re-releasing of the same product with minimal improvements... 😅
That makes sense!
I'm personally waiting to give PiMax's upcoming '12K QLED' headset a try, until then, I'm stuck wired with the Index. 😄