#ik-2

1 messages · Page 8 of 1

digital grove
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I hope 13 point tracking is the next goal

warm lintel
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That’s so many trackers to wear o.0

digital grove
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tundras or vive 3.0 are very small and light so it's fine

brazen condor
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I think outside of 6 point tracking its kinda just for dance peeps

warm lintel
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I have 3.0s

brazen condor
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I can't find much use further than 6, but I might try 10

digital grove
brazen condor
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Hey I dance too

warm lintel
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Yeah honestly I’d be too lazy to put on more than like 5 vive trackers

brazen condor
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(poorly)

warm lintel
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Mainly just wanted the elbows

brazen condor
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I mean that the level of accuracy is only useful for dancers or someone who needs that accuracy

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Maybe people who wanna get as close as possible

digital grove
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more expression is always good

brazen condor
digital grove
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face tracking, eye tracking, and 13 point tracking will save us all

warm lintel
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Yeah but at that point I feel like you should just wear a mocap suit

brazen condor
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If VRC supported Mocap tho

digital grove
brazen condor
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Actually

rose beacon
snow mirage
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You can just do that with a toggle on your avatar

brazen condor
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Since VRC does IK locally, actually in theory you could do Mocap

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Maybe if OSC exposes the skeleton

brazen condor
digital grove
brazen condor
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It looks too jank and adding it would remove a lot of the reasons people mod

warm lintel
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I’m confident they will make mocap suits for Vr users at a reasonable price eventually

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Might be a while but still

tight aurora
brazen condor
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In what manner?

tight aurora
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mocap is really heavy

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on your system

robust tangle
brazen condor
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Do we mean "Running 2 AAA games at once"

tight aurora
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regardless of whether you run it on your cpu or gpu

brazen condor
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Or bitcoin mining on your phone

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If its the first, in theory a high end system with good multi-core could

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If its the latter, you right

brazen condor
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Not really feasible without some sort of intermediary computer inbetween

tight aurora
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your vr performance will suffer (source: mocap drivers exist)

brazen condor
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Fair

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One idea

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Computer A sends OSC data of the IK to Computer B

tight aurora
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april tags + owotrack / aughip is a better solution

brazen condor
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So the IK is calculated on a different computer than the VR

brazen condor
warm lintel
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I was like hell no this shit sucks

tight aurora
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yeah the apriltags hip freaks out

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apriltags are lightweight visual tracking
owotrack / aughip are used to give you a decent hip because apriltags hip sucks

brazen condor
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I just watched that video

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I'm trying to gauge what you mean by stiffness

river wyvern
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positional. Its not matching to how far out Im pushing my hip out irl

brazen condor
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odd thing

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Would you go to the Beta IK testing world and send a screenshot of your bones?

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I think it might be your hip bone might be wack, it also could be an actual issue

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I can't tell, bone data would determine which

normal nymph
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pelvis

river wyvern
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Nah its not wack at all hold on

river wyvern
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heres the hip bone

brazen condor
brazen condor
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Can you do overlay?

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The position looks right I do agree, compared to the hip

river wyvern
brazen condor
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Hrm

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I'm not an expert but the bone might be too low, I'll let Kung or someone more knowledgable check

river wyvern
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Its correct. I'm a from scratch modeller. This rig also works in neosVR 11point with no issue

brazen condor
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Post the bones on the Canny as well

river wyvern
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Yeah Im about to

final moss
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Just bought elbow trackers

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why did I

brazen condor
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You won't be a rex

final moss
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discord moment

flint yew
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lol

brazen condor
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Obviusly

final moss
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I mean the reply

brazen condor
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But you did buy the elbow trackers to elbow your enemies right

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If not to defeat your enemies whats the point

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(I figured just wanted to joke)

gusty ridge
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My legs are too short on the beta :/

brazen condor
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Are you sinking through the floor?

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If so upvote this canny

gusty ridge
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I had my avatar made proportioned and I used proper height, but now I float

brazen condor
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I had the issue and already reported my feet being through the floor constantly

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Float?

gusty ridge
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my legs became shorter and tracking balls are below legs

brazen condor
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Ok I haven't seen floating I've seen sinking

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hrm

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Interesting

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Can you get some pictures of what you mean?

fiery plinth
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Is there a new reference skeleton for this much better ik

brazen condor
urban marsh
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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.

fiery plinth
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Hecc yeah, cuz the old one seems to not agree in the spine tightness area (whatever that means ill find out i swear!)

gusty ridge
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heoght set to irl

brazen condor
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Thats new ._.

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Is your height accurate and your not using playspace mover?

wintry gazelle
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surprisingly my digitigrade (parallelogram bones) legs didn't get broke, though I did have to adjust my height taller

sudden plank
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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".

digital grove
gusty ridge
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my normal avatar - I've adjusted it to be proportionate for me, so I don't playspace, or cheat with height

gusty ridge
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and most avatars are ok for me

strong nova
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So, about animations, they go in Feature Requests then?

urban marsh
sudden plank
brazen condor
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There is one in the canny about 6 point tracking moving animations

brazen condor
strong nova
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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.

brazen condor
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Could you elaberate

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"It still twitches as if you fell anyway" What do you mean

sudden plank
brazen condor
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Like you jump IRL, what do you expect versus what is happening

sudden plank
strong nova
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One second.

wintry gazelle
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kinda curious if the Leap Motion v5 elbow points are accurate enough for IK purposes

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(though idk if VRChat supports OpenXR hands yet, or if OpenXR hands even include elbows)

strong nova
brazen condor
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We tried dancing

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(To varying levels of success on my part)

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Hrm ye

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Your right it is a bit too high

sudden plank
strong nova
tawdry glen
wintry gazelle
solar cloud
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on 3pt tracking i have to set my height thing way higher to prevent overreach now

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well not really prevent but mitigating it

strong nova
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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!

vital inlet
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It's not perfect

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But it works well for the "non-niche" things

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Source: a peer of mine

brazen condor
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I don't think VRC has a way of guessing your hip size relative to your arms

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So in theory it couldn't ever line up

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Unless your avatar had the same hip size as you

ancient geode
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ya it got left out i guess

green gorge
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i got stuck in a tpose after sitting in a station

oak crow
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hmm, sitting on a lot of avatars looks pretty bad now

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my back is straight, but the avatar slouches 😂

minor rampart
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@terse kestrel

Can confirm. I tried this with a fresh Rex avatar upload:

https://cdn.discordapp.com/attachments/220513312335593473/946967317244424243/VRChat_1920x1080_2022-02-25_20-55-26.580.png

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

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Need me to test/do anything else?

terse kestrel
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please ensure its in the feedback board! pinging me wont accelerate things or etc. :p

minor rampart
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my apologies! And yeah, I did.

terse kestrel
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thats all you gotta do then, ty! and no worries

strong nova
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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.

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I hope that brings up some insight. You may have to contact the avatar creator to fix that issue.

rustic berry
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orrr fix it yourself in blender lol

robust tangle
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i think bugs related to upsidedown hips are not bugs :P

oak crow
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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

coral cairn
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Is the world scaling to arm length ratio the same? I won't be able to test until Monday sadly.

oak crow
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so VRC thinks I'm in some weird slouched position while my back is straight

strong nova
oak crow
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hmm, an avatar that I fixed nearly perfectly to my proportions breaks when sitting

ionic heron
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do you really need to ask in 13 channels

wooden lion
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my arm span is too short in the ik update

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i have my height calibrated to my real height in oculus, steam, and vrchat

solar cloud
tranquil cipher
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yes, this is an upside down hip

solar cloud
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mmh

silver geyser
solar cloud
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and having upside down hips now causes issues?

ionic heron
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they've caused issues for a long while

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that was an old FBT rig ""fix"" a couple years ago, which was patched

tiny perch
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yep

solar cloud
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mmh if it causes any issues ingame guess im fucked

oak crow
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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 😂

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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? vrcThinking

solar cloud
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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.

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but i also cant test

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i dont have fbt

bleak anvil
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That is an easy fix honestly

solar cloud
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i dont know anything about how to use blender or rigging

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even just how to only display the bones took me a while to figure out

hazy sleet
# gusty ridge old

Same. Not only that but my finger tips used to touch. Now I need to set my height to 6'10 to do that

gusty ridge
dusk anvil
solar cloud
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anyone can test my avatars in open beta?

oak crow
# gusty ridge

your own proportions aren't necessarily exactly the same as those, and VRChat might use other proportions for avatars than that vrcSunglasses

gusty ridge
ionic heron
oak crow
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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

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it's a total mess

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the avatar's feet no longer are anywhere near my actual feet, while before it was 1:1 match

hazy sleet
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Yeah, the space callibration is definitely off, by almost a foot

oak crow
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and, some avatars slouch massively

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while others don't

solar cloud
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as fbx

oak crow
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note, I've never used fake heights in VRC

solar cloud
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i always had to use a fake height

oak crow
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I also don't use any weird tweaks

silver geyser
ionic heron
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If you have issues with the avatar, try collada .dae
Blender's FBX exporter is kinda jank sometimes

solar cloud
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collada?

ionic heron
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It's another model interchange file format, also widely supported like .FBX

solar cloud
ionic heron
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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:

river wyvern
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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

scarlet quarry
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So if your avatar has any intermediary wrist bones or digigrade legs using parent constraints, you should expect issues?

river wyvern
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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

scarlet quarry
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Damn. Ill test it out later too. My arms have those and my hip bone is still upside down.

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Thanks for the heads up, now I've got time to fix it before tomorrow night

grim haven
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So limb distance is an issue, head lock on it's own completely breaks my avatar, locking both head and hips breaks my neck.

icy ferry
icy ferry
icy ferry
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i'll set up my vr!!

robust tangle
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LOVE the head locked fullbody mode

pliant gale
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Sorry if it's a stupid question, but is chest tracking also supported?

fiery plinth
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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.

steady lantern
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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:

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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.

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(For reference, my user real height is set to 175cm on both sets of pictures, matching my irl height.)

solar cloud
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so my alpha version of my hobkin has now a fixed hip

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now it works with head locked

silver geyser
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cool

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hopefully it wasn't too painful to fix

solar cloud
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i just suddenly have instead of 70 bones 106 bones

robust tangle
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Both options were included for this reason

coral cairn
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So world scaling is completely different now? Is it at least a constant?

robust tangle
coral cairn
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I'll probably need to update immersive scaler then if so

robust tangle
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It’s still based on wingspan from what I see

tame pewter
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assuming was running into that

coral cairn
robust tangle
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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.

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@coral cairn

coral cairn
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So they just changed shoulder/chest ik to not extend as much?

robust tangle
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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

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But Once I do that absolutely everything is perfect

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Can even reach the floor and it’s the correct height

coral cairn
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So both your Avatars feet and your own were clipping through the floor?

oak pendant
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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

solar cloud
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before i used 1,85 ingame

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dunno how big i am but 1,85 was the best before

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now its 2m

gleaming igloo
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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

oak pendant
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If an avatar load is causing you to crash, if you can figure out the avatar ID that would be helpful

gleaming igloo
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Not one of my avatars, and uuuuh....

mossy tendon
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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

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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

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im expecting some movement of hips, naturally, since they arent locked

coral cairn
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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.

solar cloud
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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.

gleaming igloo
oak pendant
# gleaming igloo Not one of my avatars, and uuuuh....

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

oak pendant
coral cairn
tawdry glen
oak pendant
steady lantern
coral cairn
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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.

oak pendant
# steady lantern using head lock, hip lock, both lock and re-calibrating each time I switched doe...

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

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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

oak pendant
steady lantern
oak pendant
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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)

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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

steady lantern
river wyvern
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@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?

oak pendant
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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

oak pendant
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(I have twist bones on my arms and haven't seen an issue yet, so I'm not so sure it's all constraints)

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so gotta narrow down what causes it

river wyvern
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Im thinking it might be a naming convention thing if thats the case

oak pendant
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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

river wyvern
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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

steady lantern
river wyvern
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but when testing the ones without twist bones it was working correctly

river wyvern
oak pendant
oak pendant
river wyvern
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I'll DM

coral cairn
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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

final moss
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God I love the IK

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Tysm ily

oak pendant
maiden rock
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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

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after 6 hours of dancing though i'm quite happy with it

burnt depot
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This beta is actually great

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one issue

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ill post screenshots

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me in vr

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me irl

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that is the one issue I have

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sorry for the messy room but tbh who cares lol

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screenshots were taken at the same time

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if yall are able to fix this it will be perfect

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I stand like this to help my back

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looks like a power stance but try it sometime :p

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also I had to set my height to my actual irl height which is actually very appreciated

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makes so much sense for new users

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fix this issue and its perfect tbh

full tusk
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So pc only testers

burnt depot
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I do hope that someone sees this

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may repost later cause I stand like this a majority of the time in fbt cause it is actually awesome for my bad back

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Kung seems to be awake so maybe they will see it

wooden lion
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so does anyone else get their necks craned forward a lot when they enable all (head + hip) locked mode?

digital grove
charred heath
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Will this come to quest too? I want to test if it works well on quest

burnt depot
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i got these in 2019 before i lost my job

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🤣

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its okay we do college now

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shoutout to my parents

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<3

ionic heron
charred heath
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Does ik 2.0 need a new kind of rig?

ionic heron
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nope, same 'ol rig

ionic heron
tiny token
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Cant dab anymore...

burnt depot
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yes but can't is actually fucking awful

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I will but literly why canny

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😩

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actual garbage

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so much more effort

strong nova
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Running on a Kat Walk C using 6-point looks a lot cleaner in the beta.

ionic heron
raw wadi
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a

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pretty funny one

rocky forge
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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.

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Only thing I changed was IK type.

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Gonna see if my actual height changes or if... I'm imagining the huge size difference.

smoky relic
rocky forge
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Gotcha, my apologies.

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Well, I'm 6.4 so this means my life gets much more difficult. lol

digital grove
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It's in the patch notes

ionic heron
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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

rocky forge
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Ah, gotcha, that's an oversight on my part.

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Appreciate the response. First time digging into a beta and I jumped the gun. lol

ionic heron
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lmao you're fine!

final raven
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And so I have to adjust my height in-game to get them to line back up properly again.

rocky forge
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Probably. It's also probably why there's mentions of arms overextending more often.

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Used to be fine at 6.4 real 6.5 settings.

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Now to keep arms from overextending.... 7.0 roughly.

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However, all changes are nice so far! My freaky proportions aside.

burnt depot
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im still upset that i need to post om canny

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:(

final sphinx
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Yo did anyone request calibration lines yet at the canny? Cant find it and its a cool feature in chilloutvr

balmy gull
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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

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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

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I tested it with Quest 2, HTC Vive 3.0 Trackers

empty solar
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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

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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

balmy gull
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I assume you are using custom locomotion so whoever made it has to update their locomotion in the future

final moss
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One thing I have noticed is the chest ik causing clipping on some of my outfits now...

empty solar
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Should be fine but it's like as though my hands being dragged

balmy gull
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Ah I haven't used that before

digital grove
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When locking only one, it didn't happen

final moss
digital grove
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Overall the beta feels quite nice

digital grove
final moss
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A prefab for animations

digital grove
kind tartan
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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.

final sphinx
#

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

harsh lagoon
#

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

final sphinx
#

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"

crisp bronze
#

with the legacy toggle enabled is old ik movement networked

river wyvern
#

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

drifting steeple
lean badger
#

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

tame pewter
final sphinx
#

yup

devout current
#

I'll will also make one about the issue with the fliped hip bone

robust garden
#

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!

final sphinx
#

yeah, the viewball not staying in the frikken head was my main problem tbh

lean badger
#

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.

devout current
#

hm idk I have a few issues with my Avatars sadly

#

like, this is how it should look

#

and this is how it looks

solar cloud
devout current
#

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.

solar cloud
#

Fixed all issues related to new IK

devout current
#

idk Rezillo him self (dude who mad the rexouim) has never gotten FBT working on his avatars without using a flipped hip

solar cloud
#

My avatar with not upside down hip bone now works totally fine on either lock mode

#

Mmh

devout current
#

idk the point that a tone of avatars still use a inverted hip

solar cloud
#

Probably wouldn't hurt to still try it

devout current
#

and telling everyone to just revert this isn't really the solution tbh

solar cloud
#

Just make a copy and try it there

#

So it doesn't touch your main avatar

devout current
#

yeah ik might try it, but as I said, a lot of other people will still have this issue

solar cloud
#

I know it's unfortunate

devout current
#

so it should still be considered to implement support for it

solar cloud
#

I shared my fixed fbx already in Hobberts community

oak crow
#

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!

small isle
#

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.

lean badger
#

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

small isle
#

Putting on my conspiracy hat: Possibly will we see the ability to scale our avatars in game in the future? 🤔

oak crow
small isle
oak crow
#

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

small isle
#

are you using 6 point? Or higher?

oak crow
#

6 point

small isle
#

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.

oak crow
#

having to mess with the scaling sucks though

#

and having to mess with it differently for every avatar sucks even more

small isle
#

What do you mean lmao, it's easier that opening up blender or unity, you just do it in game

oak crow
#

messing with the scaling always made avatars feel completely wrong, too, like either too small or too big

robust tangle
oak crow
#

the avatars perfectly fixed to my body proportions are COMPLETELY HUNCHED now lol

#

because the hip/foot positioning broke

small isle
oak crow
#

literal calibration taking place underground

robust tangle
oak crow
#

if I lock both, that happens

robust tangle
#

Yes that is the downside of locking both

oak crow
#

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

robust tangle
#

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

oak crow
#

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

robust tangle
#

If you are lock head only and you switch to lock hip only and your head shifts a ton, Your torso size is off

tardy ibex
#

Try turning on the legacy full body tracking in the quick menu

robust tangle
#

Personally lock head only is my favorite setting

#

Because it acts like three point with legs

oak crow
#

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

small isle
oak crow
#

one has small hunching issues when I lock both

#

the other has none

robust tangle
#

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

oak crow
#

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 😂

robust tangle
#

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😉

oak crow
#

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

robust tangle
oak crow
#

yeah, it happens because the feet and hips are now misaligned

#

in a completely new way

robust tangle
#

That means your real world height is probably wrong

oak crow
#

but... the height I have ingame is as close as possible to my RL height as possible, and has always been

robust tangle
#

Interesting

oak crow
#

I've never played around with height in VRC

robust tangle
#

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

oak crow
#

I've always set it as close to my actual height in VRC as possible

tardy ibex
#

It maybe steamvr you may have to reset it up

robust tangle
#

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

oak crow
#

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 😂

meager sand
#

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 💀

winter iron
#

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)

oak crow
#

the way it feels now is that VRC uses its own default model proportions instead of your own

robust tangle
#

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

coral cairn
#

There's also at actual floor height bug apparently.

meager sand
#

this is what i get for making an avatar with systems that'll potentially break from an update

coral cairn
oak crow
#

oh, sure, but your own proportions still worked okay

#

now, I'm questioning that

coral cairn
#

Not for everybody, I've talked enough to plenty who could 'never get the arms short enough'

oak crow
#

avatars that use some sort of default size stuff work better than things I tweaked

robust tangle
rancid glen
#

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

oak crow
#

also Adeon, sounds like what fixed things for you is what broke them for me, the lowered foot/hip calibration 😂

lean badger
tardy ibex
#

Try going out of the open beta and see what it does to your avatars

coral cairn
coral cairn
rancid glen
#

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

robust tangle
lean badger
#

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.

rancid glen
#

with the new scaling my real world height everything just feels super tiny

loud patio
rancid glen
#

my avatar is scaled pretty much exactly to my real world height

robust tangle
robust tangle
rancid glen
#

its independent of avatar

robust tangle
#

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

rancid glen
#

sec

#

like i said, the world is scaled down so much everything looks really small in comparison to legacy scaling

robust tangle
#

That’s not what you should be concerned about

rancid glen
#

also basically my entire body doesnt match up at all

robust tangle
#

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

rancid glen
#

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

robust tangle
#

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

rancid glen
#

but my arms are shorter

#

not longer

robust tangle
#

I guess what would be ideal is a toggle between world scale being based on wingspan and world scale being based on height

rancid glen
#

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

robust tangle
drifting steeple
#

I just note the viewpoint still drift a bit but it's very small ( in comparison of before it's a major improvement )

thorn osprey
#

hol up

#

How many more trackers should I buy

#

Tbh I just want a chest tracker

#

And elbow

oak crow
#

there's no chest tracking for now

#

it's head, hip, feet, knees, hands and elbows

thorn osprey
#

Chest is neeeeeded

#

man

#

chest is like

#

The only one needed

#

And elbow

spark junco
#

Head, shoulders, knees and toes, knees and toes. KEK

oak crow
#

need to be able to shrug with just your shoulders huhu

#

so chest and shoulder trackers

strong nova
#

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. 👀

oak crow
#

a horrible mistake

strong nova
#

Yeah, I think so. Maybe.

oak crow
#

I hope you didn't tell him the name you use on VRC at least

strong nova
#

The more feedback VRChat has, the better.

spark junco
#

Imagine playing VRC with your boss.

strong nova
oak crow
#

... oh no

strong nova
solar cloud
#

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

final raven
#

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

thorn osprey
#

Imagine living in VRC

#

Like

#

Full consciousness

solar cloud
#

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

final sphinx
#

Who knows it will be when this goes live

coral cairn
#

Oh yeah how big should the hip bone be now?

final sphinx
#

Kinda sad clientusers can still "flex" with their chest tracker support lol

empty solar
#

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

minor rampart
#

I wouldn’t go overboard on adjustments yet.

#

Until bugs are fixed.

coral cairn
#

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.

tiny perch
#

I use 1 chest tracker and 2 foot trackers only

#

The user real hight is much better now

loud patio
final sphinx
loud patio
#

If you have elbow tracking, your chest can be predicted almost 1:1

final sphinx
#

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

final sphinx
rustic berry
#

can absolutely tell the difference

tiny perch
#

Yep

loud patio
#

Yikes

rustic berry
#

and if I could do shoulder tracking too, I would

loud patio
#

Just do mocap at that point

rustic berry
#

I do want to actually lol

#

I have the trackers to do it

whole glacier
#

But IMO it’s extremely noticeable.

#

At least from first person.

leaden pike
#

whats ost?

tiny perch
#

At least on my main avatar is very useful 👌

leaden pike
#

how does OST work?

clever thicket
silk crow
#

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

minor rampart
#

you can get a really accurate estimation with the elbows+hands+waist.

clever thicket
#

yeah i really dont see the point of a chest tracker unless youre like, a really intense dancer

minor rampart
#

betting this is why they're not supporting it, too.

loud patio
#

Super agree

minor rampart
#

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.

whole glacier
loud patio
whole glacier
#

lol ok.

minor rampart
#

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.

silver geyser
#

especially when you're asking like several hundred more bucks for marginal Improvement

minor rampart
#

it's early on though, so I wouldn't expect perfection yet

rustic berry
#

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

whole glacier
rustic berry
#

I agree

minor rampart
#

that's not really for any of us to decide.

rustic berry
#

11 point is really the most that any sane person should use

#

it's the max supported in all the other VR social games

whole glacier
#

Imo chest tracking > knee tracking

#

lol

digital grove
#

Why do you keep shitting on chest tracker just because you don't care for it doesn't mean it doesn't do anything

minor rampart
#

that's...a gross exaggeration of what I've been saying.

whole glacier
#

No. It's not.

zenith glacier
#

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?

minor rampart
#

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"

zenith glacier
#

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

whole glacier
#

Imagine thinking thang have to be literal.

#

Things can be implied.

coral cairn
#

What are you all mounting to your elbows and knees with? Just trackstraps?

empty solar
#

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

prisma meadow
rustic zodiac
#

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

undone plinth
#

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

tranquil cipher
#

it's stations

#

you can't have too many on one avatar

undone plinth
#

Don't have any stations on this avatar when it happened but I was previously in one with a few stations

tranquil cipher
#

yes, it will stay broken

undone plinth
#

All right. Sounds like that's tracked then.

#

And the answer is as usual, stations 🙃

carmine gate
#

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.

spark junco
#

Are you the same Aurora who I see in the Pug all the time?

vital inlet
#

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?

tulip acorn
#

Anyone seen some issues with syncing on beta?

terse kestrel
tulip acorn
#

I got some reports that either synced variable or just broadcast events ( to all) do not work 🤔

solar cloud
#

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

robust tangle
wintry totem
#

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 :/

tranquil cipher
#

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 :)

wintry totem
#

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

maiden rock
tranquil cipher
coral cairn
#

Does the ik expect it to be above, below, or on the knee?

wintry totem
maiden rock
#

inspired though

maiden rock
#

for floor work

oak crow
#

torso compressing when standing with both locks means it's too long right?

#

if it was too short it'd be stretching, right? vrcThinking

clever thicket
#

lock all makes me look like a hunchback xD

oak crow
#

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

minor rampart
rustic zodiac
#

Not sure if its a bug, but shoulder movement does not stretch if using elbows, only on full arm stretch

oak crow
#

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 vrcThinking

#

the hip tracker position makes me think the back is too short, but the back contortion makes me think otherwise

minor rampart
#

yup

oak crow
#

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? 😂

solar cloud
#

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 kek

oak crow
#

yeah view point issue is what it feels like

kindred acorn
#

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.

timber grove
oak crow
#

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

acoustic python
#

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:

oak crow
#

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 😂)

magic wigeon
#

look like this

marsh elm
magic wigeon
#

no?

marsh elm
#

yes? the video works for me

magic wigeon
#

this got error

marsh elm
#

i.e. your player is broken

magic wigeon
#

i test few

#

still same

marsh elm
#

its an HVEC video, so your player might not have support for it

old mulch
#

discord only supports 264

#

make sure to change your davinci resolve settings 😉

misty frost
#

Would be nice to add chest tracker support

old mulch
#

upvote on canny

solar cloud
#

@acoustic python change your codec or something, people cant play it

carmine gate
#

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

robust magnet
#

Or just install vlc/mpv and it works completely fine

raw wadi
#

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.

river wyvern
#

@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.

marsh elm
#

hmm

#

trackers gotta be above the joint?

river wyvern
#

It’s best practice because otherwise your doubling up on tracker points

grave seal
#

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

robust tangle
ancient geode
#

in general matching it as close to your irl perportions is best

grave seal
wary knot
#

what is the official VRChat Recommended View Position Location™ for the best ik?

robust tangle
#

Place hand on your real shoulder to see how accurate it is

marsh elm
raw wadi
# empty solar Should be fine but it's like as though my hands being dragged

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.

marsh elm
#

shoulda said "BARK"

#

to see his reaction

tawdry glen
#

That was a missed opportunity to troll him lol.

marsh elm
#

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 😂

robust tangle
#

I love the head locked FBIK

#

so glad there's options

hazy sleet
#

I how looking down shoves my body back with head lock

clever thicket
real bane
#

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

coral cairn
#

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.

oak crow
#

but... most avatars I've used, the feet are lower than where they used to be vrcThinking

#

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

coral cairn
oak crow
#

no no, my foot trackers are sinking into the ground now

coral cairn
#

ok yeah that's what I mean by your Avatars feet being higher. Higher in a real word space.

oak crow
#

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

coral cairn
#

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

oak crow
#

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

coral cairn
#

Yeah. I'll be watching closely and only do a test avatar (or two).

oak crow
#

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 😂

#

・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

coral cairn
#

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

oak crow
#

then I also noticed that some avatars I own have built-in slouch and... it's not great

coral cairn
#

Full body? What pinning?

oak crow
#

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

coral cairn
#

I guess that's why you have the options

oak crow
#

I can't see why the crunch would happen if it didn't mean that the torso is too long vrcThinking

coral cairn
#

I should add a parameter to my script to adjust torso portions

#

Anybody know what's anotomically normal?

oak crow
#

there's a weird combination there with the torso, on one hand, the torso crunches to be smaller

coral cairn
#

For legs I had to get measuring tape and measure my own.

#

But it completely solved a lot of knee placement issues

oak crow
#

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

coral cairn
#

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 ;) )

oak crow
#

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

coral cairn
#

Yeah. Still is but the ratio is different.

oak crow
#

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

coral cairn
#

Yeah. The new ratio is also subject to change.

tawdry glen
#

Multiple people have reported the floor bug, so I'm convinced it's actually a bug.

oak crow
#

yeah I buy it, everything's going so much lower

#

for no obvious reason

coral cairn
#

So was Kung so I'll believe it

tawdry glen
#

Some people are having to use playspace movers to fix it, so yeah, it's most likely a bug.

oak crow
#

I doubt my torso and legs just grow longer when I use the new IK lol

coral cairn
#

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)

oak crow
#

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

coral cairn
#

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)

oak crow
#

wrong height always made avatars either feel too big or too small, and I didn't like that at all

coral cairn
#

Hm, so in some sense the new scaling should be like moving your height down a bit.

oak crow
#

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

tulip vale
#

let me think

coral cairn
oak crow
#

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

coral cairn
#

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.

serene ermine
#

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

oak crow
#

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

serene ermine
#

My elbow and knee trackers work really well tho, the vrchat team did a good job.

oak crow
#

... 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 vrcThinking

wet gorge
#

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.

oak crow
#

you're literally bobbing your head?

wet gorge
#

moving it left and right

raw wadi
#

Shoulder should rotate forward I feel. Now it's kinda limit reach.

wet gorge
#

but it seems when I do this it also overrides the head.

oak crow
#

oh it's definitely taking over for your head there

wet gorge
#

Yeah, which I don't feel it should.

oak crow
#

if it doesn't in legacy you're probably right 😂

wet gorge
#

Well there's one clip for each.

oak crow
#

as you showed, it doesn't in legacy, so you're right

wet gorge
#

Putting her on the canny

raw wadi
#

2.0 fix the over rotation of the body when going left to right. But maybe they overwrite the head to do so

oak crow
#

shoulders not rotating forward is part of the reason why arms feel so short

wet gorge
#

yeah, but you'd think if I set that to "Tracking" it would override that. Spoiler alert: It doesn't

raw wadi
#

What if you put animation on the head

#

It do the same?

wet gorge
#

Well, it's being animated by the walking animation.

#

And yeah

#

it does the same thing

raw wadi
#

So they do overwrite it

wet gorge
#

Without a custom base layer you can still move your head around though

raw wadi
#

Only happen when you lock both?

wet gorge
#

It's only doing this because I want to be able to have a toggle to have no walking animations

raw wadi
#

Or only head or only hip

#

The new option

wet gorge
#

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

oak crow
#

I never even thought about these issues since I just turn off animations and slide everywhere like a weirdo

wet gorge
#

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.

oak crow
#

I can imagine vrcThinking

acoustic python
heady thistle
#

heyo, question, has anyone tried using vive controllers as trackers for this?

harsh lagoon
#

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 😁

tight aurora
#

although i config flashed mine

frosty loom
# heady thistle heyo, question, has anyone tried using vive controllers as trackers for this?
silk olive
#

ooooh. i can now use my extra kinect tracking points!

silk olive
#

Hey, so apparantly my head is going through my chest when i sit, it doesn't happen on live.

digital grove
silk olive
#

It usually works for me

#

in live that is

#

(Using an xbox one kinect, trust me it works)

digital grove
#

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

silk olive
#

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

digital grove
#

have you tested different avatars

silk olive
#

Because the knees and elbows are freaking great

#

I'll have to check later, had a crash

left nest
#

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.

oak pendant
# left nest Is anyone else having the issue where with full body ik, their foot tracker orbs...

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)

swift thunder
#

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.

oak pendant
#

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.

swift thunder
#

Ill gladly post it there as well

oak pendant
#

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)

swift thunder
#

should i split it up into individual posts, or just dump it as is?

oak pendant
#

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

swift thunder
#

ok, ill do my best

oak pendant
#

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)

tawdry glen
#

(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.

oak pendant
#

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?

oak pendant
#

It seems like this might be feedback that the shoulders should reach more to the front

swift thunder
#

its a trade off between having the feet too low and the hands feeling right

oak pendant
#

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)

oak pendant
#

(The feet going below the floor is a know bug right now)

swift thunder
oak pendant
#

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

oak pendant
#

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.

oak pendant
#

thanks!

jovial heath
#

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!

steady gyro
#

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?

zenith glacier
#

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?

regal oasis
#

that's why it's 6/8/10 point tracking, not 6-10 :)

steady gyro
#

ah yeah that seems kinda obvious haha

marble obsidian
#

oops sorry about that link. tried puttin it in a video player!

strange idol
# oak pendant In my experience asymmetric elbow behavior reverses when you face the opposite d...

'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... 😅

oak pendant
#

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)

strange idol
#

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.

oak pendant
#

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

strange idol
#

How come you pair your controllers to a dongle? Using a hybrid lighthouse setup or something? Or WMR? :o

oak pendant
#

Trying to reduce USB traffic over the wireless adapter for my headset

strange idol
#

Just like with the Index Controllers paired to HMD.

oak pendant
#

That's good to know that some solution exists at least. Will be great when Tundra can ramp production

strange idol
oak pendant
#

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

strange idol
#

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. 😄