#ik-2

1 messages Β· Page 9 of 1

strange idol
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Some other headsets aren't bad, but the Index visuals and audio are something I can't give up personally.

oak pendant
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Yeah, I'm that way for wireless

strange idol
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It feels like right now your choice is:

  • Wireless, but poorer visuals and audio.
  • Wired, but greatly improved visuals and audio.
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Kind of a dumb trade-off. πŸ™‚

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Don't understand why no one made an Index wireless adapter.

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It's no more bandwidth than a Vive Pro, just a different connector. (At 90hz)

prisma meadow
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the wigig module is pretty scuffed. so i guess valve wanted to wait for the tech to mature

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it also compresses a bit when you use the vp

strange idol
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It truly is scuffed. πŸ˜„

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I have a Vive Wireless module still.

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Overheating, drop outs, and compression as you said.

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But hey, wireless is wireless.

prisma meadow
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I had one for my og vive when it first came out. i spent 3 weeks troubleshooting it and actually had to look into my pcie lanes like it was the 90s

oak pendant
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That's what I'm using, it's... yeah, it's wireless! that's what it is

strange idol
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Oh yeah, I had to do the same.

prisma meadow
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i dont really want to carry around a 30k mah battery for 6 hours of playtime either

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i just setup a good pulley systen

strange idol
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Truthhhh.

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PiMax's new headset looks interesting with the rear-mounted battery for good balance.

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I'm really intrigued to see how that is once it releases in I believe Q4 this year. It sounds like they've learnt a lot over the years, just hope their execution is good. πŸ™‚

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Eye, face, mouth, and lower-body tracking all from the HMD too.

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IK 2 + OSC eye/face/mouth parameters = WOKE

prisma meadow
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im a bit eh about the fbt on the pimax. you pretty much need to be a skinny dude to even attempt to get any sort of usable data

strange idol
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Yeah, for sure. πŸ˜„

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Can you imagine? You put on some weight and it breaks your lower-body tracking. 😭

prisma meadow
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lmao\

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but ya. i dont see it working really well

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and if you turn your head like at all it just gets out of frame

strange idol
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Oh @oak pendant, real quick as I haven't done enough testing for a bug report yet... It seems like the head lock setting has some strange effects. It feels very... Rigid? I guess? Someone mentioned in here before about very little neck movement, I think that's what I'd say as well.

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It's like your upper chest moves to match the head and the neck doesn't do much. :o

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As I said, I'd need to dig into it further though and grab some videos! Could be rig-specific.

empty solar
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i think the crunch of locking both might be because most models use old methods for ideal tracking. if a model has a small neck bone when doing lock all it will cause "the hunch". locking hip may work better if you're standing up and locking to the head is more ideal for sitting/laying down so your model isn't looking into the "chest" area

oak pendant
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Yeah, head lock mode will likely see a lot of changes probably even in the first update

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I'm least happy with that mode

strange idol
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Oh for sure.

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Was getting real tired of my head being out of place when sat down. πŸ˜„

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It's a much welcomed addition.

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VRC team has been on fire lately with IK 2, OSC, and upcoming avatar physics. πŸ”₯

oak pendant
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This is just the first beta release of IK2.0 also, already getting lots of great feedback from everyone.

empty solar
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in the future the models I make may use a more ideal approach to armature rigging, especially since I used to just shrink the neck and shoulder bones. Are there any plans on providing some model/sample rigs for avatar makers?

oak pendant
strange idol
strange idol
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A sample 'ideal' rig would be good to cross reference. πŸ™‚

devout current
tame pewter
strange idol
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Yeah, right now it's a lot of guesswork and looking at tutorials with jank information and hacky workarounds. πŸ˜„

tame pewter
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i love how unity handles the players skeleton compared to source engine

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source scares me

strange idol
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"Neck bones are for chumps", "Ensure your knees look like this!", "Move the spine like this!", etc. etc.

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Looks of wacky stuff people tell you to do.

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I think a sample could avoid those issues.

strange idol
tame pewter
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proportion trick too hard vrcTupCry

oak pendant
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Who would tell someone to use a rig hack? How could someone do such a thing?

empty solar
# oak pendant Not concrete plans, but it's been brought up a few times. It runs the risk of ad...

I'd figured I'd ask because it used to be that the hip bone needed to be a bit high, but whenever I calibrate now it looks like that high hip bones should phase out since calibration spot for the hips is much lower in IK 2.0. Again I'm repeating myself when I say that the fixes to neck and shoulder bones are really good, especially since the new shoulder bone deforms how they are supposed to irl.

tame pewter
oak pendant
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(sorry context, I've made tutorials telling people to use rig hacks in the past πŸ˜… )

devout current
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I think a lot of old tutorials told people to do an inverted hip as an "IK Hack"

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which is really bad

empty solar
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try higher hip bones

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which may be bad for the new system because again the tracking spot is in the "correct" position for the hip bone

oak pendant
empty solar
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I'm just trying to figure out how to fix my model so that when I do lock all the hunch won't happen

oak pendant
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To fix that you'll likely just want to angle your head down IRL while calibrating

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Like look down by about 30 degrees

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That will tighten the spine

empty solar
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I've always looked up so that my feet wouldn't be in the floor

wet gorge
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Still wondering if your head locking when setting your hip to animation is an intended behavior or not.

oak pendant
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That's due to the default locomotion layer activating the crouch animation under the IK, we should probably fix this

empty solar
oak pendant
wet gorge
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πŸ™

oak pendant
empty solar
oak pendant
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Ah, that's alright we were on the topic of the toe thing that's AV3 related. But yeah, the canny for that probably wouldn't go in the IK2.0 category

final sphinx
zenith glacier
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also, quickfix would be to remove the toes from the rigging, that should instantly help if i remember correctly.

oak pendant
# zenith glacier hey kung, if you want feedback about possible locomotion layer changes, i bet fr...

A revamp of locomotion is a bit out of scope for IK2.0 but if I end up involved in one I'll keep you two in mind. (Though I know you're not suggesting a full revamp) if the issue with the toe in crouch ends up lumped in with IK2.0 I think adjusting some transitions to also depend on tracking type might be enough, but if that's not the case then I might be interested in opening up that topic. In general think locomotion is a pretty cool thing (have you seen my scooting mocap?), but only tangentially related to IK and my main focus is on that at the moment.

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I don't really know if it's posted someplace easy to look up, I shared with a few people on discord a few times, but I have a webm here

zenith glacier
oak pendant
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It has a blend tree of mocap animations synced for different locomotion angles, I use it for my crouch anim

zenith glacier
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and now i have seen it, amazing πŸ˜„

final sphinx
oak pendant
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Yeah, a separate animation set for FBT would help. Naively preventing the crouch state by using tracking type in the transition could maybe cause issues with the blend-out of FBT to the crouch locomotion. The main issue is there's a lot for me to work on for IK2.0 and this is right on the edge of being in or out of scope. In general though, the toe thing is a known issue. I think it's tracked on canny probably, I know I've heard of it before

final sphinx
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gogoloco currently has working setups for that / you can create your own logic with av3 like i did. But yeah a global solution would be better

oak pendant
final sphinx
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ok

oak pendant
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Unity's loop animation tools allow seamless looping of mocap without too much pain, it's kinda magic (though the rhythm of the loop must be at least somewhat in sync to start with)

zenith glacier
oak pendant
# zenith glacier we basically handle that as well. The controller I work at allows standing & cro...

I think part of the cool thing about AV3 is that community projects like yours can customize stuff to that extent too. I think discussion of if all that cool stuff should be default or not though is kind of a separate zone from the IK2.0 update. I mean, I can see how it's related, but there's a need to keep IK2.0 compartmentalized enough to work through and release. Not saying I disagree about it being relevant to bring up, just saying a deeper dive into locomotion is on the outer edge of what this update encompasses and there are more central things that need to be worked through first.

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Thanks for your offer to give ideas and feedback though, if I end up in* the area of working on locomotion I'll keep that in mind

oak pendant
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πŸ€” scooting as the new default crouch animation would fix the toe issue.... (j/k)

timber grove
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Honestly that sounds like a good idea.

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scooting vs crawling like ur in the army

oak pendant
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I would kinda want to see a whole room full of people using that animation... but I'm pretty sure the overall community would hate it after the joke wore off

timber grove
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I'm imagining people in dog avatars doing the scoot

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Ok, maybe it's not for everyone.

zenith glacier
# oak pendant Thanks for your offer to give ideas and feedback though, if I end up in* the are...

your welcome, my main intention to work on the "locomotionfix" (i didnt chose the name btw, i just took its developement over) is to provide people a better experience overall.

Anyway, i am testing the new ik out a lot currently and like the changes so far. Did not find any real gamebraking for me personally. A thing i noticed though, is that if you go on the knees, that the new IK tends to turn the legs inwards

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legacy ik

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hip 2.0 ik

oak pendant
devout current
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You do way more then you probably should do while not actually working xD

oak pendant
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If it's a consistent and negative issue, then a canny post is needed though. Basically anything that gets into an update is gonna go through the process of "Alright time to get to work, let's pull up the canny and our internally tracked stuff" discord channel stuff would be out of sight and mind at that point

oak pendant
zenith glacier
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some of us go that far that the shoulders reach the ground

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so you can test it out properly :3

oak pendant
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(still want to do my best with getting involved and getting feedback from community though)

timber grove
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Kung, take a break. You deserve it thanks for all the incredible testing and features you have been working on

oak pendant
timber grove
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I would rather your legs not get broken

zenith glacier
devout current
timber grove
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kung deserves not to put his life at risk to do a bendy test

oak pendant
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(edited that because maybe too much joking) anyway, yeah I should probably get to sleep

devout current
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maybe he should get something like a testing robot that can do all of those bends for him xD

oak pendant
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I've got a ton of good feedback and I'm pretty sure the first update to this beta can have a decent improvement on top of what we've got so I've got lots of work to do

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oh hehe, if I say you'll get worried... oops.. 6:20am

timber grove
devout current
oak pendant
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I work mostly on US-west time though to sync up with VRC team so this isn't so strange for my sleep schedule. I live in Japan

devout current
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yeah working remote can have it's up and down sides

timber grove
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I was gonna say. What you doing up at 6 am

zenith glacier
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yeah, go to bed already xD.

oak pendant
robust magnet
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already did >:(

devout current
tight aurora
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Would implementing 5 point tracking be a good idea?
An IK based hip could enable more people to get a taste of fullbody.

devout current
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5 point? so only the feet and not the hip?

tight aurora
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yeah

oak pendant
# robust magnet already did >:(

Awesome, and yeah I'm not in charge of who gets hired so I can only say "good luck" but what I mostly meant is if you wondered if VRC is nice to work for, I can vouch and say, it's great

timber grove
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Vote if Kung should get tf to sleep

devout current
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I fell like if you can get 2 Tundra / Vive Trackers one more isn't that big of a deal tbh

tight aurora
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youd have your hmd hands and feet being tracked, as those are end effectors

oak pendant
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Yeah... I should sleep

timber grove
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that's it i'm making a canny post

robust magnet
timber grove
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:)

devout current
timber grove
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"Mandatory sleep times for employees"

robust magnet
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unless you count IRC moderation as moderating an online community lul

timber grove
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But...

devout current
timber grove
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I did want to say Kung, I'm really happy you enjoy working for VRChat and I appreciate how far you come. And you have helped thousands of us with our own avatars and fix issues. Sends virtual fist pump

oak pendant
devout current
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btw is the VRChat tutorial channel getting more videos at a later point? :o

robust magnet
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I just want hip locomotion :l

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the current way to get that sorta works with ovr plugin but eh

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it just /feels/ dodgy

oak pendant
devout current
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makes sense ^^

loud patio
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I'm not sure if this specific issue has been brought up before or anything but I do have some feedback/issues regarding the new IK now that I have had a chance to use it.

My avatar is currently scaled to my real life height in Unity as well as limbs scaled using the Immersive Scaler tool available. With Legacy IK and previously, everything worked no problem. I can use my real life height in VRC and everything scaled very well to my limbs.
However when I switch to the new IK, my foot trackers end up in the ground while calibrating resulting in some wonky foot tracking results. My arms also end up too short on the avatar. The way I've gotten around this is to set my in-game height 6 inches higher and playspacing up .15 units. Of course this isn't ideal so hopefully there's a way I can get the scales to line up again. All three locking types cause this issue as well (however locking head results in me floating off the ground a bit as well which is an issue in itself)

timber grove
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I'm sorry I can't help your issue, but...

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Locking types?

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Is this a new feature?

loud patio
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Locking Head, Hip, or Both

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It's in the new IK settings

timber grove
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What essentially does it do?

devout current
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atm the only one I can really use is locking to hip, head is just broken (because of the flipped hip of the Rexouium Avatar) and locked both does some weird looking stuff with my neck

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even though I still have the problem with all modes that my chest is moved back a bit compared to live

final sphinx
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Kung is there a reason there wont be a support for an 8th tracker at the chest?

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About to try the new ik with 10pt in a few seconds so idk if its accurate enough yet

devout current
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I sadly only have 3 Vive 2.0s

ionic heron
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flipped hips still goin' brr in 2022

loud patio
devout current
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but thanks to Kung I can now spent money on the 7 tracker dongle from tundra xD

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and also get more trackers

ionic heron
oak pendant
# loud patio I'm not sure if this specific issue has been brought up before or anything but I...

People who previously did iterative scaling against the old ratios will find it doesn't fit with the new ratios. The community built tools around the old ratios as a deep truth to VRC but now that I'm working on an IK overhaul there are more consistent ways to do the measuring. The current scaling factor though is a work in progress so I wouldn't go so far as to edit an avatar at this point. For now keep using your workarounds. Also there appears to be a bug introduced related to floor height when I made the scale measurement method change. So I'll be working on that pretty soon. It'll be one of the first things because it's causing a lot of confusion at the moment. Canny for this is here btw: https://feedback.vrchat.com/vrchat-ik-20/p/feet-under-the-floor

timber grove
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I finally got 3 vive 2.0's. Mainly to save money at the time.

ionic heron
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iirc the option to flip the hip bone is still there in CATS, for whatever reason

loud patio
ionic heron
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you might be misreading my messages lol

zenith glacier
rustic zodiac
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Is it a bug if the shoulders do not move when your elbows move, but the controllers do?

ionic heron
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I don't have an avatar with a flipped hip bone, what I mean is that there's still new avatars being uploaded with flipped hip bones despite the issue they jankily worked around being fixed long ago

devout current
rustic zodiac
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Using 10 point btw

devout current
loud patio
final sphinx
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The upper body is calculated real gud but it doesnt feel like moving the actual chest has any affect on the ingame one

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Feels like Hekkys aughip kinda

ionic heron
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I don't strictly see why it'd need to be supported? It was an ancient rig hack that depended on a broken feature. Said broken feature was fixed, so that workaround isn't needed anymore

loud patio
ionic heron
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flipped hip bones have been causing issues for a long time now

devout current
devout current
ionic heron
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unflipping the hip bone is vv easy, at least

loud patio
devout current
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idk tell him that not me xD

ionic heron
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wonder if the distance between the tops of the thigh bones and the hip bone is too small on the rex base

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haven't looked at it's armature, so 🀷

rustic zodiac
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@oak pendant Can I just say, excellent job to the team with the new IK it is generally amazing, a few little gripes and issues I have personally but an excellent starting point.
6 point works far better than 10 point

loud patio
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The hip and spine are in the same position

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Not good

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(Of course that's what flipped hips tend to do)

devout current
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the hip is flipped, that's why it looks like that

oak pendant
ionic heron
rustic zodiac
loud patio
# devout current

It looks like if the non-flipped hip is causing issues it may be due to how high the leg bones are.

ionic heron
# devout current

I can't really see the length of the bones there, so still couldn't say - the hip bone is def an issue though

devout current
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yeah sadly it is

oak pendant
rustic zodiac
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My main issue is the implementation of the new shoulders mechanic being a bit unpredictable

devout current
ionic heron
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to be fair though, that's an issue with the avatar itself having bad rigging practice

devout current
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yeah ik, but it worked fine with the old IK and a tone of Avatars have that bad rigging, the creator of it isn't even considering to change it atm

oak pendant
# devout current

You can fix this by moving the chest bone's pivot in line with the rest of the spine chain in blender. Trying to support rest pose bent spine's bend is something that may or may not make it in to this update. (I'd like to, but it's complicated because IK2.0 allows much more bending in the spine than legacy. It worked in legacy because above the hip-spine joint the rest of the chain was pretty stiff so it held that pose

loud patio
robust magnet
rustic zodiac
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It doesn't bother me

robust magnet
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currently internally debating if I go for 7 tundra's and sell my old vive pucks

devout current
robust magnet
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I can imagine elbow straps would be annoying

final sphinx
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I wouldnt mind an 8th one on my chest tbh, this isnt too annoying either

loud patio
final sphinx
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You dont feel them that way

robust magnet
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armwarmers?

ionic heron
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straps too irritating? glue the trackers to yourself
legal note: don't

robust magnet
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good lord

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trying to give me heatstroke

robust magnet
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9am and it's 26c in here

harsh lagoon
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could probably modify a pair of elbow pads they do sell those

oak pendant
rustic zodiac
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I'm made of rubber and bounce around like a maniac with 8, I'm hoping to find a way to custom IK for some programs true shoulder tracking and other misc bones. Also means I can strap one to my drink or other objects etc for some crazy shinanigans

oak pendant
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currently you could fix it by doing this: (line it up more)

robust magnet
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I also want to be able to arbitrarily use trackers - I have an idea for my dog that seems fun

oak pendant
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but I know it'll be a popular request to support more zigzaggy spines, just not sure if it'll make it into release

rustic zodiac
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@oak pendant What is your shoulder layout like?

oak pendant
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I actually just responded to someone asking on twitter about that

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Let me find that link (then I'm actually going to sleep)

rustic zodiac
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I want to copy it with my test avatar and new Base πŸ˜‰

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Means you can re-create my issues easily πŸ˜„

oak pendant
ionic heron
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kung go sleeMP

rustic zodiac
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NICE, basically the same as I have it

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Except I'm far lower poly πŸ˜“

royal leaf
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that's very good weight painting how many tears did you shed doing that

devout current
oak pendant
rustic zodiac
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My new base is 7.8k xDDDD

devout current
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And Kung.... please go to bed :)

rustic zodiac
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With clothing, toggles etc

oak pendant
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Ok sleep time, in the meantime post stuff on canny or it doesn't exist!

ionic heron
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good optim :headpat:

rustic zodiac
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Done πŸ˜‰

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"elbows-not-enforcing-shoulder-movement"

devout current
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Kung, sleep!

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No more typing!

timber grove
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testing new ik. trackers below avatar feet

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sad

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i changed my height and its scaled better

final sphinx
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yea testing 10pt rn, works real gud

timber grove
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but i need a offset height in ovras

ionic heron
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make sure your ingame height is set to your real height, the scaling method changed

timber grove
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i am at a higher irl height and an ovras offset

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on new ik

timber grove
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So I spent about a half hour testing out the brand new IK on 6pt tracking. Here is what I have come to:
Pros

  • much improved knee tracking (in 6 point) when laying down on back and moving knee side to side.
  • Improved knee position standing up.
  • I like the elbow location assumptions when crossing your arms in a thinking pose
  • In extremely funky positions I saw no chest flipping
    Cons
  • I don't like the more "stiff" feel of the elbow bones in certain scenarios
  • Scaling system is different. Feet were above tracker position. I just put my height higher than irl, and set a height offset in OVRAS.
  • Crossed leg sitting is less acurate. Making a canny post atm
strong nova
robust tangle
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When changing avatars, etc. It was known but a "useful" bug until we got the ability to disable FBT manually, now it has no use.

brazen condor
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I assume thats what you mean by the tracker feet position mismatch

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It usually is negative Feet below the floor but sometimes its positive like what you had

timber grove
tulip dragon
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how do we use this?

digital grove
harsh lagoon
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Yeah day 2 and I've noticed that the prone animations I have for my avatar with 3 point tracking are acting a bit different

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Specifically, the activation height they activate at is a bit lower than it should be, making my prone (sitting on butt with my legs out) makes my butt go through the floor

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I'd guess that has something to do with other people reporting the feet orbs for full body were in the floor cus it seems about that same distance for me is what's going wrong

final sphinx
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the head locks way too low + stiff on some smaller avatars when laying down , anyone else notice that?

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(with head lock enabled)

subtle spoke
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I noticed people using head lock vs hip lock. Very interesting - i wondered if feet lock would work in future.

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I think today hip lock is most expressive.

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Though maybe head lock is better for dancing…

oak pendant
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Lock Head currently has the most issues, and will be changing soon. It's definitely not the best for dancing. I'd recommend Lock Hip for pretty much everyone, but if you care about view drift then wait for updates to Lock Head (or use it, but it's pretty janky when looking up and down now)

subtle spoke
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Well, when i say β€œmost expressive”, i am mostly in the context of sign language.

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So i think people look better with hip lock

oak pendant
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Oh, interesting. Yeah in general Lock Hip behaves in the most predictable way. (And will likely have little change in at least the first update to the ik2.0 beta) But Lock Head is going to change a lot, and Lock All will be getting some changes too (community feedback has been a big help on this btw)

final sphinx
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nice

subtle spoke
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Head just looks stiff with sign in my opinion, and lock all seems extremely stiff.

raw wadi
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Didn't seen that weird when I test it.

unborn whale
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Im glad to read its not just me having issues with the head-locking. On basically every avatar i try while using head-only lock it works great... except when i look down - then my hips (and knees/upper legs) thrust away behind me.
With Head+hips the chest often gets pulled back, leaving the avatar with an S-shaped torso, belly sticking out and head looking like its craning over the front like a hunchback

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Some avatars dont have the backwards-hip-thrust thing, their knees just bend a bit (which is much better) - so there must be some armature setups that work a little better with the current implementation, i guess

raw wadi
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For the both lock is fine overal but the chest and neck rotate foward/backward a lot when doing small movement.

unborn whale
subtle spoke
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Oh yeah, especially for asl

vale nimbus
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Does this beta fix the "nut-twister" bug?

final sphinx
solar cloud
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sus

final raven
solar cloud
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Does lock hip also prevent some view point drift?

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Or is that exclusive to the other modes

final raven
minor rampart
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when I lie down with legacy, my viewport is clearly wrong---and if I lift my head, my chest blocks a sizeable portion of my view.

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with locked hip, I have a very clear view to my feet and I'm not clipping into my chest.

This is going to vary from avatar to avatar---I have an avatar with really janky proportions where the new IK has made things worse

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but I get the idea most of the humanoid avatars with fairly realistic proportions got a massive improvements

zenith glacier
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@oak pendant can you tell how much the pose animations are playing into the IK's behaviour in FBT? (I mean primarily the standing pose of course), since the standard proxy_stand_still animation has slight spine & chest rotation values in it

regal oasis
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isn't "lock hip" literally how it worked in the legacy IK? so it's gonna have the same disturbing effects like seeing through your chest (if that's what you mean by "viewpoint drift")

zenith glacier
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lock hip is legacy behaviour like you said. The drift is less for me compared to legacy though.

oak pendant
zenith glacier
oak pendant
# regal oasis isn't "lock hip" literally how it worked in the legacy IK? so it's gonna have th...

Lock Hip is conceptually similar to the legacy behavior, in that it avoids extreme crunch in the spine by not always forcing the head into the tracked position, however the method of calculation for the pose is completely different, so in that sense it's not the same. Hopefully there will be less view drift than legacy, but allowing nicer looking spine at the cost of view drift is the intended function of Lock Hip

oak pendant
zenith glacier
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never messed around with that one myself, seems like i got something to do this evening

oak pendant
#

That would make sense, as you're seeing an effect from the base pose, but they're not seeing an effect from the ikpose

pallid stump
oak pendant
pallid stump
#

Thank you.

errant helm
#

I'm absolutely scared to test my Quadrupedal locomotion system in the new IK

#

Time to see how much Ill have to cry :(

tender fractal
#

Does the beta work with current avatars or do I have to change the rig for it to be compatible?

elfin relic
tender fractal
#

No rig hacks on my avatars

#

So they should be fine

carmine gate
#

Yeah, your chances of it working aren't rigged.
But if you got some rig hacks, you'll need some elbow grease to get it going.
But once you do, you'll have a leg up on everyone else.
It really is the bee's knees.

I am so sorry.

tender fractal
#

So if I don’t have rig hacks I’m fine?? Finding your message a bit confusing

errant helm
#

By rig hacks you mean like gimmicks to get it looking a certain way?

#

My armature is scary enough to look at let alone trying to troubleshoot

carmine gate
#

rigged, elbows, leg, knees, It's a series of awful puns.

tender fractal
#

I must be too smooth brain to understand

solar cloud
#

I only have a upside down hip bone

#

As long as i didn't push the fix to my Public avatars people just have to use hip locked mode which works fine

zenith glacier
errant helm
zenith glacier
errant helm
zenith glacier
#

the hip righack is mostly from the years 2018 - early 2020. The neck one was used a pretty long time as well, till it broke somewhere early 2021 if i remember correctly. Dont be fooled by "your chest bone does not connect all the way up like on the right side", in unity's rigging it does not matter where one bone ends, since in this example "chest" goes from "chest beginning" to "neck beginning".

#

vrchat devs actually tried to revert it so much, that the neck one does not break, but one can still see a difference between those in game rather easily (unnatural, bending backward when you are crouching in desktop and beginning to move for example)

rustic berry
#

good comparisonπŸ‘

zenith glacier
rustic berry
#

could probably even split that chest bone into chest and upperchest

zenith glacier
rustic berry
#

you could probably just right click > Subdivide the bone, duplicate the vertex group, and then use the gradient tool on the chest group with 0 weight and drag from the top down

#

then Normalize all

#

so you'd basically be "trimming" the top of chest vertex group, then subtracting the chest groups influence from the upper chest group

#

makes sense?

zenith glacier
#

i see what you mean, but i guess on female models it aint that easy

#

this is the chest weightpaint on her, as i hate weightpainting with every fiber of my life, i guess what you wrote would make a solid beginning, but in the end would be a lot of work. I am almost sure i cant use "Normalize all" here as well

devout current
errant helm
rustic berry
#

@zenith glacier I mean your weights should all be normalized in the first place

#

NA just forces all weights to sum up to 1

#

and by default, prevents the group you have selected from losing any weights

#

you can also lock groups in the vertex group list

#

so that they aren't touched

#

could do that for the breasts

#

and shoulders

#

weight painting is hard, but there are many tricks to make it less painful

zenith glacier
rustic berry
#

it's automatically all normalized when imported into unity

#

you can't have un-normalied weights for rigs lol

#

sometimes though, there may be other vertex groups that are only there as "masks"

#

those should be ignored

#

but if not, that's where some issues can come up

#

I'm not trying to force you to change your rig, totally understandable if you don't feel like it

#

I'm just trying to lay down some facts to improve your understanding of the process

zenith glacier
#

but enough blender offtopic i guess, this is for IK stuff πŸ˜…

rustic berry
#

yea that happens if the weights weren't normalized beforehand

crisp bronze
#

just wondering, do people on stable branch see the same as you see yourself on the IK2 beta

devout current
#

yes

#

they see you the same way as you do

#

in terms of IK

crisp bronze
#

thanks, wasn't sure if it was networked

#

i'm about to test IK2 branch with a friend and wanted to know that before going in (as they're using quest and i'm on pc)

devout current
#

no worries, they see you the same way as you do in the beta ^^

cloud pilot
#

Lock all works soo good with a well rigged armature

final raven
#

Nice to know looking down about 30 degrees while calibrating in 'lock all' mode helps eliminate your neck going into hunched over mode.

zenith glacier
#

@rustic berry u did what you said for the lulz, looks pretty good in the new IK (and at the same time i wanna delete this work, since the breats WP is completely borked now :x )

final raven
rustic berry
#

and then Normalize with the breast group selected

zenith glacier
zenith glacier
rustic berry
#

interesting, influence could probably extend a bit lower but looks pretty okay

#

what about from the back

zenith glacier
hot fulcrum
#

something happening...

clever thicket
#

da hell they doin ova there

devout current
#

I don't think the internal beta is used for the ik stuff though

#

So either it's a update for live, or anything open beta?

hot fulcrum
devout current
#

Yup

hot fulcrum
#

maybe osc patch, maybe ik, maybe avatar dynamic, can be anything.

devout current
#

I guess it will be a live update to fix a few issues etc

hot fulcrum
#

hope so.

devout current
devout current
#

I think so

#

k-dev could also stand for "Kung-Dev"

#

But it could also just be something completely random xD

hot fulcrum
#

xD

#

IK-dev
Kung-Dev
Kinematic-Dev

can be many idea.

frosty loom
#

That's not for y'all

hot fulcrum
devout current
#

πŸ˜…

final raven
coral cairn
ripe oriole
#

What is everyone using for strapping knee trackers on above the knee? My trackstrap feet straps are too tight for that job

clever thicket
coral cairn
#

ooo that's a good idea

loud patio
robust tangle
#

I assume you were backer? If not how did you get them

loud patio
#

Yeah I was a backer

robust tangle
#

I wish they would have an announcement already. It’s the last day of February and they didn’t announce a delay

#

That means today or it got delayed without an announcement saying so

loud patio
#

Are you a backer?

robust tangle
#

No.

#

It’s been dead quiet for the non-backers

slim temple
#

They haven't finished shipping backer units yet

#

Lots of delays at the moment

devout valley
#

Yes backer phase still ongoing

robust tangle
#

I know, but they publicly said that they would be available this February and didn’t announce a delay to non backers

#

Bad communication

devout valley
#

They might be soon. All we can do is wait. No use agonizing over it.

loud patio
robust tangle
#

I know they’re not going to make it, I know better than to hype myself up. Still, they should have said so heh

loud patio
#

They talked about it to backers in their latest update

robust tangle
#

Yeah but that’s privately to only backers

#

The only reason I know that is because a friend slides me the details

loud patio
#

Where else could they do it

robust tangle
#

They can make public posts !

solar cloud
#

I hope they fix oculus version not being able to launch in VR

robust tangle
solar cloud
robust tangle
#

Is everyone is being hit that thing needs way more votes than it currently has because it’s not a priority

solar cloud
#

Wrong slash

robust tangle
#

Yeah I know it looks like one of the backslashes is backwards

loud patio
solar cloud
#

Currently im locked out of VR completely regarding vrchat

#

Steamvr i get terrible performance

robust tangle
#

But surely not everyone is being hit with the bug or we would be having raids of angry people

#

Unless there are really truly that few people logging in with Oculus Home

#

Even VRChat themselves and said they couldn’t reproduce it

ripe oriole
loud patio
#

Oculus is just not a good platform sadly

ionic heron
#

specifying system specs would be vv helpful in that canny post

robust tangle
#

It would be surprising if it were spec related because it’s almost certainly a bad backslash lol. But sure I’ll go poke my friend and tell him to post his specs

ionic heron
#

there might be an issue with vv old CPUs with SteamVR in the current build, which could potentially be related if it's an OVR issue
the slash issue wouldn't be spec-related though, ye

solar cloud
#

Error - Plugins: Failed to load 'D:/OculusApps/Software/vrchat-vrchat/VRChat_Data/Plugins\x86_64/OVRPlugin.dll' with error 'Eine DLL-Initialisierungsroutine ist fehlgeschlagen.
'.

ionic heron
#

\x86_64/

rustic berry
#

put the tracker above the knee, do one turn of the strap above the knee,.and then another turn below the knee

rustic berry
#

then stick the end on the upper knee loop

#

4? so a 3 pack + 1 tracker?

loud patio
#

Yep

#

So I got two small straps plus one waist one I think

rustic berry
#

I see...

#

contact tundra labs, they can probably hook you up with knee straps

#

their queue might be a bit long so it could take a week - 2 weeks max for a response

loud patio
ripe oriole
loud patio
#

Oh yes they are definitely longer

carmine gate
tawny swan
#

Do u guys know how to update ik beta?

tawny swan
#

Thanks!

carmine gate
hot fulcrum
#

xD

#

I think this may fix some weird object_sync or sync matter all of sudden not working as expectead got fixed.
and it makes sense to me.

coral cairn
#

ok so I've played around with the new scaling a bit. I'm using my real height and no playspace mover.

  • there's definitely a difference in calculation for world scale and floor (viewpoint) height, leading to the viewpoint never being exactly the right height above the floor for a given avatar, and complicating all this. For me, the floor was consistently too low for a given avatar
  • Kung's formula at #ik-2 message works pretty well for floor height, I was still about a 5-10 mm off so not perfect, this roughly matches my tool for the old scaling. However, avatars were consistently too small for the given floor height.
#

it's a lot easier to see if you use --legacy-ftb-calibrate but it happens without

#

I'll post on canny once I have a better idea on what's going on

woeful flare
#

can you use 9 points?

clever thicket
#

don't use elbow trackers without a long sleeve shirt, worst mistake of my life

zinc plank
loud patio
clever thicket
#

what straps do you use? im just using old trackstraps

loud patio
woeful flare
next python
#

can you use 206 points?

#

obv need a tracker for each bone

coral cairn
next python
#

plus advance tracking system lol

#

i ment each bone in a human body

coral cairn
#

use multiple x-ray devices to track your actual bones

next python
#

yes

#

because xray radiation is fine to have shooting at you for long time

prisma meadow
#

yes

loud patio
next python
#

yes but those dont do anything to us

#

too little energy

loud patio
#

Well they do, just not enough to do actual harm

next python
#

i did not say they did not have energy lol

prisma meadow
#

if it meant perfect fbt id shoot myself with xrays ngl

robust tangle
strange idol
robust tangle
#

I think it’s just that IK. That how head lock be. Not sure if it could be better or if there is a reason for it. I don’t like the behavior but I see it a lot with my stuff.

#

I can’t stand head drift so I must use head lock, so I just cope with the side effects.

strange idol
#

Maybe Kung can provide some insight. πŸ™‚

#

Seems like it doesn't use the neck bone.

digital grove
#

I think

tranquil cipher
strange idol
#

Woo9.

robust tangle
#

Yay!

digital grove
coral cairn
coral cairn
robust tangle
#

There is also an odd exception where if you disable someone’s animations via safety, their humanoid animations also play over network IK even though they would normally play locally

coral cairn
#

don't you just send the humanoid animations over net ik anyway, and the animation overrides that?

#

otherwise you'd know who has your animations shown

robust tangle
#

Not sure actually!

#

Regardless if you currently want to take a Manual control of Humanoid Bones do you need to use animation tracking control, which orders the other wide to play local animations (unless they have your animations blocked) so trying to pump OSC-powered animations over network IK wouldn’t be possible… yet

strange idol
#

Lock both has some strange side effects too. :o

#

Kind of leaning the neck forward.

carmine gate
#

I'll have to give IMSCaler-dev a go tomorrow

#

throw some feedbacks at ya

robust tangle
prisma meadow
#

is immersive scaler getting an update to help with proportions?

coral cairn
prisma meadow
#

oo

coral cairn
#

It'll probably be changed though

#

only use this to try it out currently, don't overwrite your old avatars, etc

strange idol
#

Oh, @robust tangle, the bug mentioned earlier with lock head, is that on Canny already?

robust tangle
#

I don’t know of one but I haven’t browsed thoroughly.

prisma meadow
#

whats the difference between the dev version and release?

strange idol
robust tangle
coral cairn
# prisma meadow whats the difference between the dev version and release?

so the important thing is ik 2.0 changes world scaling - immersive scaler basically does vrchat's world scaling formula in reverse to see how much it needs to change. That calculation has changed, so immersive scaler's calculations need to change. There's a button to toggle old vs new calculations under customize.

(also bugfixes and bone name overrides but those are less relevant right now)

strange idol
prisma meadow
#

ah ok

strange idol
#

That's why I was asking if it had been reported on canny. :p

robust tangle
#

(Phased is sneaky non-yellow QA)

strange idol
#

Ohhhhhh!

#

Right, then yep, properly reported. πŸ˜„

#

Good to hear.

carmine gate
coral cairn
#

It's still easier to rename a bone than it is to go through the overrides imo. It's mostly for people who don't want to change bone names for whatever reason.

robust tangle
#

I feel like the scaling is correct but the end height translation still needs work

coral cairn
#

I think it's the other way around
based on #ik-2 message
the end height translation matches that pretty well, but the scaling doesn't match.

robust tangle
#

πŸ€”

coral cairn
#

also

#

imscale assumes that distance between the avatar viewpoint and the vrc floor will be the same as the distance between your user height's eyes and the vrc floor

that's not true right now

robust tangle
#

What I’m always seeing is that with my real world height my feet are placed exactly where they should be, I can touch the bottom of my feet with my hands perfectly. I’m just buried underground initially, which once I move my feet up to the floor using OVR, I can then touch the vr floor and it’s exactly where my real floor is.

#

Arms don’t over-reach or under reach either

coral cairn
#

what was the behavior in legacy ik?

prisma meadow
#

it would be great if imscale allowed you to take measurements of your body and scaled it via that

robust tangle
#

On legacy with my true height my arms are wrong

coral cairn
#

I think the world scale was changed in one way, and height calculation in another. Given that the height calculation matches kung's numbers nearly exactly I'm tempted to say it's the scaling that's off somehow.

#

still trying to wrap my head around it all tbh

robust tangle
#

Glad it’s you and not me

#

Your brain cycles are appreciated

zinc plank
#

our brains are getting wrinkles tonight

oak pendant
strange idol
runic rover
#

rip 1169 :(

woven gulch
#

Measure avatar scale by arm span or height?
Am I reading this right?

runic rover
#

seems like a good change.

dusk anvil
#

dumb stupid dummy question: is your avatar actually scaled up and down, or are you scaled up or down?
had this question from the latest patch notes that just came out right now

#

and by "you" i mean fuckin uhhhh example if u stand up if ur legs are straight up or nah

woven gulch
#

Your "world scale" changes depending on the avatar proportions and the height you set.

dusk anvil
#

that sounds abt right thanks

woven gulch
#

Well - that's how previously it worked. I'd love to see how this change impacts everything

oak pendant
#

We previously only measured by arm span. Now we can also measure by height

dusk anvil
oak pendant
#

It's extra important again now to be using your actual IRL height for User Real Height if you use the height measuring mode

woven gulch
dusk anvil
#

na cause then i feel TOO tall >:(

#

rlly large avatars poopoo smelly

oak pendant
#

If you set your actual IRL height as your User Real Height, and toggle on height-mode for measuring, your avatar's feet will always match, and the floor height will always be correct

woven gulch
#

Maybe I don't need to be too intense about full body proportions anymore πŸ€”
No more real human monkey dwarves. Will have to see

robust tangle
#

πŸ‘€πŸ‘€

oak pendant
#

In height mode, rather than having the leg length vary avatar to avater, the arm length will vary and legs will always match

final sphinx
#

damn that sounds interesting

woven gulch
#

I consist of entirely legs.

dusk anvil
oak pendant
#

(always match as long as you set your IRL height for User Real Height) set your IRL height!

final sphinx
#

Let's see if this works with my scuffed steamvr playspace with offset floors

dusk anvil
#

i forgor πŸ’€ my irl height

robust tangle
#

*Uninstall OVR to be sure! Just because OVR says you're at zero, does not mean it's not offset

mossy tendon
#

oo πŸ‘€ im eager to try out the hip changes on head-lock

oak pendant
#

I'd recommend just using OVRAS's floor fix if you want to be sure

#

otherwise you could run steamvr room setup again to be sure

dusk anvil
#

Allow more forward shoulder reach
does this mean my avatars arms no longer feel short when they're accurately sized

robust tangle
#

Floor fix, for some reason, adjusts differently depending if I drop my left controller or my right controller. vrcCatThink

oak pendant
dusk anvil
#

when the shoulder bones hit woooohhhh

oak pendant
#

In any case it will help to some extent with reaching forward

dusk anvil
#

thanks Kung from VRChat Team Official Real 2022 very cool

#

needed this clarification bc my avatars arms felt short but maybe thats because i need to adjust its rig

#

(it is very old)

oak pendant
#

An easy way to understand it is: Imagine if you put your shoulders way out too far basically where your elbows are... You'd be able to reach to the sides just fine, but when reaching forward (it would look like someone making an elbow-only forward robot pose) you obviously wouldn't be able to reach very far at all

#

That can help see why shoulder width matters too

dusk anvil
#

have not tested this build to see if this still applied and i just need to change my avatars rig or not

#

will do that tomorrow maybe probably

oak pendant
#

The arms pulling your entire torso forward is removed in IK2.0

dusk anvil
#

is this part of the shoulder detection thingy

#

the Shoulder ThingAMaJig ℒ️

oak pendant
#

that would have allowed you to feel better forward reach in legacy, but so far removing torso lean has had much more positive feedback than negative

dusk anvil
#

hmmmn maybe i do have to change this eons old rig then if its the same on the new beta build

oak pendant
#

It's likely the case, on legacy arms out to the side would have still had elbow sag, so if reaching forward was just right, you'd still be in the situation of a shoulder pivot that allows less forward motion than side

final raven
#

Hmmm, height-based still doesn't feel quite right for me. Even with using my IRL height, my tracker balls still no longer line up with the top of my feet for my hyenid avatar (like it used to on legacy) which is supposed to be extremely propotional.

oak pendant
#

(not including the torso lean as well)

final raven
dusk anvil
#

another cOOL THING i noticed

oak pendant
#

I suppose check your steamvr floor

dawn stag
#

quick question. is the new IK only visible to people in the beta, or can live users see the new ik from someone using the beta?

oak pendant
#

You can play with your friends on live and they'll see the new IK too

dusk anvil
#

on live ik when i put my arms all the way up: the area under my arms would stretch weirdly in a way possibly due to old weight painting
on beta ik: yeah this dont happen any more lol lmaooo!!!

mossy tendon
#

yeah the hip movement on headlock fullbody mode is way better now. sitting isnt pain

mossy tendon
#

its something i can probably fix by adjusting my neck in blender but head lock does straighten out my neck weirdly. number one is headlock mode, two is t pose

dusk anvil
#

i do not have the gamer trackers for the gamer full body but i have friendorinoos that like the change (they have the funny and i do not)

mossy tendon
#

i do not have the issue on my other main model so its probably just the angle of the neck bone from the chest to the head or something

dawn stag
silk magnet
#

Having the lower body drag when looking down was a huge woe, definitely good change

oak pendant
#

The alternative however is your knees will bend a bit when looking down (in head lock mode)

silk magnet
#

I'd say that's a good compromise

mossy tendon
#

yeah, the hip moving down and knees bending a bit is better than the hip moving horizontally imo

dusk anvil
#

hmm i will become interested in full body tracking and possibly get tundra trackers now because the changes vrchat has been making to how they do full body tracking are all very cool

#

i am very excited to try the tundras on vrchat

oak pendant
#

Head Lock allows the hip to escape strong spine bend, previously it went back to escape, (well actually previously previously in closed testing it went down like right now, but there were complaints about the knee bend so a fix was implemented... but the fix was worse that what it was fixing, so yeah bendy knees it is)

#

Also.... not in the patch notes because it's not intentional, but

#

- accidently fixed upside down hips from not working, this doesn't mean they're offically supported. They're not officially supported!! But they should work again

dusk anvil
#

me when my knees bend slightly (game breaking bug absolutely unplayable)

mossy tendon
#

haha yeah this is probably why my neck straightens out weird. head, neck, and chest bones

mossy tendon
#

time to go through the song and dance of turning off hair dynamic bones in unity while i adjust the rig πŸ˜”

dusk anvil
#

i think you might like this octo

silk magnet
#

Accidentally fixed. I guess pretty cool. I would have liked avatar creators to be prompted to fix bad habits, but for legacy avatars makes sense to not do anything about it

dusk anvil
#

(they had an upside down hip on their rig i think so i pinged them (happy face))

oak pendant
#

It was an accident, I swear!

dusk anvil
#

(accidentally cures cancer) whoopsies!!

oak pendant
#

I didn't mean to fix it

mossy tendon
#

punish the reversed hip havers, find out how to undo it

dusk anvil
#

(i do not)

ruby trail
dusk anvil
#

there are no accidents ever everyone knows this

mossy tendon
#

yeah i need to play with the shoulder changes and scaling changes after i fix my weird neck shit

oak pendant
#

Yeah, gotta figure out how to re-implement broken upside down hips 😈

devout current
oak pendant
#

(j/k of course) but again, not officially supported

dusk anvil
devout current
#

I still hope people stop using them...

dusk anvil
#

that one guy on vrc team accidentally pressed the big red button that unfucks upside down hips good for them

dusk anvil
devout current
#

It's just good that all the older Avatars are still working especially for people who have now way of fixing it

#

When using a no longer maintained Avatar for example

dusk anvil
#

time to start finding the oldest avatars possible and seeing if they work now

#

hipster jesus where you at

devout current
#

Maybe just write everything in big red text "Stop using fucking rig hacks!" xD

coral cairn
#

oh cool you also fixed that world scale bug

devout current
#

No..... comic sans

oak pendant
dusk anvil
#

(my computer exploded)

#

the cat has been unleashed to terminate all upside down hip bones

devout current
#

If 1173 detects a upside down hill, it will start to spin it around

dusk anvil
oak pendant
dusk anvil
#

(the first one i will test is nikei)

coral cairn
#

yeah with imscale dev there's very little difference between height and wingspan scaling right now so whatever weirdness there was about world scale or floor height is fixed.

devout current
#

I'll try out my Avatar with it later this evening

final sphinx
#

The calibration via urh works surprisingly well, great work!

#

Tried 3 avatars so far, a small humanoid furry with a rather messed up armature, and two rather small humanoid models with similar armatures

final sphinx
#

This is like magic, im thinking about removing the tpose pose clip from the t-pose layer

devout current
#

At least now I have a real reason to always "Fix Floor" with OVR Advanced Settings every time I start VR xD

final sphinx
#

Is it safe to do that?

dusk anvil
#

you remove t pose t pose removes YOU! (joking probably maybe idk)

final sphinx
#

Last time i tried this, the hands rotations were messed up / the hands were completely misaligned

oak pendant
#

but I'd be interested in a test, on a difference there if you're up for it

mossy tendon
#

yeah straightening out neck did fix head lock neck weirdness, predictably

final sphinx
#

i still got an hour before work starts, ill make a version thst doesnt tpose. But i have a feeling it will break again

oak pendant
#

I use a custom Tpose layer to position the front-back location of my feet such that the tracker balls align around the middle of my feet when non-legacy calibration mode hangs my avatar off of my face

oak pendant
final sphinx
#

I currently use the tposelayer to display a calibration mirror and turn thr body mesh transparent / into a wireframe shader so i can see, didnt touch the original tpose clip yet, im playing the original one from the examples folder iirc

dusk anvil
#

pills that make you see open beta patch notes

#

no

oak pendant
oak pendant
#

Do you mean something as a result of the added forward reach of the shoulders? Or better avatar scaling?

#

in either case, glad it's working better for you

final sphinx
#

let's try this without a tpose :o

dusk anvil
#

why is your unity LIGHT THEME

#

this is a CRIME

final sphinx
#

Lmao

tame pewter
#

old unity icky

oak pendant
dusk anvil
#

you criMINAL

#

(modbot moment)

oak pendant
#

hmm... yeah that's not really intended to work,

#

though curious what happens

coral cairn
#

I do feel like the scaling is still just a smidge too small now.

#

but much better than before

oak pendant
dusk anvil
#

height measure mode
this a thing that EXISTS??? yooooo

oak pendant
dusk anvil
#

(my mind is fucking blown this game is great)

coral cairn
# oak pendant In height measure mode?

both. immersive scaler is now making the two scaling modes the same more or less (<1 in off)
It's pretty good and it's to the point where you should probably collect more opinions in the canny so I'll post stuff there.

mossy tendon
#

oh no, a set of my older avatars have the neck thing too πŸ˜” easy blender fix at least

dusk anvil
mossy tendon
#

oh, so i think in head lock mode, if your neck bone isnt straight up, it will get straightened out to be straight up when in headlock mode
so like if the neckbone is tilted forward, then it will straighten up, so your neck will move back

dusk anvil
#

OH

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thats athing that happens

mossy tendon
#

can kind of see it on the choker

dusk anvil
#

yea

#

start speed typing a canny if you have not already

oak pendant
#

To adjust outside of what it's doing now is probably not recommendable as it would depend on individual avatars. It is simply matching the world scale so the distance between your set User Real Height and the SteamVR floor matches the distance from your avatar's viewball and the origin/floor

mossy tendon
#

i dont know if that's an actual issue that needs fixing. but i guess it doesnt hurt to make one

dusk anvil
#

(in a good way)

final sphinx
#

🦡🦡

dusk anvil
#

SCARY!

#

(i am now unity real)

oak pendant
oak pendant
coral cairn
dusk anvil
#

(crab)

tame pewter
#

ferret

mossy tendon
#

i needa try to scale an avatar once this is all done so that it works perfectly in lock head/hip mode

oak pendant
final sphinx
#

ah shit my avas now stuck in the musclepose and calibration doesnt work. having NO clip at all is not a great idea

oak pendant
#

Does it actually bug out?

final sphinx
#

im trying to find a more subtle pose like an apose or sth

oak pendant
#

or just calibrate wrongly?

#

You could export your pose from blender too

final sphinx
dusk anvil
coral cairn
loud patio
# final sphinx

Yep that's what happens when you remove the T-pose in the descriptor

final sphinx
#

wait nvm thats related to space calibrator

dusk anvil
#

any ways i am going to the bed good night vr forums talk about vr in vr

dusk anvil
#

i will test things tomorrow :)

oak pendant
final sphinx
#

time to find another pose ig

oak pendant
#

Ah so calibration doesn't bug into not working, but also yeah, looks funny

final sphinx
coral cairn
final sphinx
#

also the hands are rotated as before when i tried custom clips so yeah

#

im just trying to get rid off the network-sent tpose

loud patio
#

Why?

oak pendant
#

sorry about that, it had gone through some iteration

final sphinx
deft spruce
loud patio
final sphinx
#

oop oki

mossy tendon
#

red warning would be rough since its not something that can be fixed in unity

deft spruce
#

But it would at least tell Avatar makers to stop flipping the hip bone.

terse kestrel
#

We really don't want people to have flipped hips, red warning will likely happen

#

And there's no other place for us to put it. It'd have to go in Unity.

coral cairn
final sphinx
#

tried some more public and custom avas with sizes ranging from .5 to 2m and the new calibration just works well

terse kestrel
#

I'm trying out my older, not-human-scaled avatar and wow

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i'm uh, shocked how well this works

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red warning is not a stop

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error is a stop

#

different class of thing

mossy tendon
#

ohh
if not a stop that's cool then

deft spruce
terse kestrel
#

we don't use red warnings

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rn

#

might be mis-remembering really old SDK though

final sphinx
#

sdk2 ava, built in 2020, works well with the height measurement way

terse kestrel
#

oh well w/e, SDK warnings out of scope for IK beta

hazy sleet
#

Added a toggle to measure avatar scale by either arm-span or by height

Is that measurement based on the avatar or the user?

I realized my user height being set to 6'6 instead of my actual height of 5'11 might've worked best for me because my wing span is roughly 6'6.

deft spruce
#

It would be good though to really convince users to stop flipping the hip bone somehow through an SDK warning, at least, when detected.

oak pendant
#

User real height is based on the user, the VRChat system automatically makes a measurement based on the avatar, and matches the two up

oak pendant
mossy tendon
#

need to try real height mode on the monstrous blueman with huge arms avatar

hazy sleet
deft spruce
oak pendant
#

If you're using the height mode make sure to toggle it on, it's off by default

oak pendant
#

If the hip's orientation ever turns out to be useful again, there's a strong chance we'd use it. At which point those avatars would break again

tame pewter
#

does the TrackingType parameter get set to above 6pt if using elbow/knee trackers?

final sphinx
#

no

#

its still 6

#

with 10pt

oak pendant
#

There's a problem with two different types of "8"

tame pewter
#

yeah i just realized that

#

i don’t have a specific use in mind, but thought i’d ask as my locomotion logic doesn’t expect anything above 6 atm

oak pendant
#

Ah yeah, that's part of the idea for not changing it, avoid breaking existing animator controllers set up for 6

final sphinx
#

heightbased even works without the floorfix and 10pt haha

oak pendant
#

if there was a strong use case well upvoted, I'm sure we could find a solution to the double 8 issue, but otherwise probably best to leave at 6

tame pewter
#

i’m sure there probably will be more reason for it once OSC can mess with tracking

#

again no specific use off the top of my head, but seems like something that could still be useful

oak pendant
#

Yeah, possibly, at this point it's in the zone of waiting to see if anyone will make a canny, and waiting to see if anyone would upvote it

honest apex
#

was the IK measured by arm-span or by height on the last update?

final sphinx
#

Also i tried to lay on my belly with my avatars tonight, it worked well. Wasnt possible before. Thx again for this ik update

#

(hiptracker on back ofc)

final raven
#

Ok wow, height-based is magical. Going through all of my favourite avatars and even the most extremely proportional just work, goddamn.

oak pendant
final sphinx
#

players in 3pt need to manually calibrate? vrcCatThink

oak pendant
#

no it just sets their scale as usual

#

but set's it (instantly) based on this measurement method

final sphinx
#

alright

devout current
#

btw can you also change user real hight if you are in 3-point mode?

#

(in the QM)

#

cause that didn't work before

oak pendant
#

Yeah you can, yeah that's not the case on live if I remember correctly

devout current
oak pendant
#

I enabled that in the QM again, because it does have effect on 3pt

devout current
#

Yeah, I think I also made a canny when that got implemented to also enable it for 3-point tracking

#

since it's also really usefull for that case

oak pendant
#

Hope I can remember to find it and mark complete when this comes out of beta

rancid glen
#

ohboy, being able to swap to old scaling, so good, thanks for that

rancid glen
#

also the new shoulder movement is a lot better, my arms actually match up even on full stretch for the very first time

tame pewter
#

third result when searching fbt in feature request canny

#

might be worth a quick scan of those results once beta is done

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just to close any old posts

devout current
#

perfect ^^

#

I also just searched it up, and saw it was already marked as "Available in Open Beta" and was a bit confused there for a second xD

mossy tendon
devout current
#

Btw Kung, are you also working to make the neck move better when in lock both?

#

Cause atm it sometimes (at least in what I tested before yesterday) it looked a bit weird

#

or have you already changes something about that?vrcCatThink

final sphinx
#

I wonder if i can make my char play a different clip while in tpose over the net by using an islocal check but prob not haha

solar cloud
final raven
#

Found a bug relating to SDK2 avatars (on beta-ik), and their animations being locked to the head so emotes like die or backflip will have them be floating in the air into your viewpoint. Gonna get that canny up soonish~

devout current
#

Ew SDK2

final raven
digital grove
#

Sounds unlikely to be fixed as it is deprecated

final raven
harsh lagoon
#

ah yes finally, the abandonment can finally begin

regal oasis
#

i kinda hope they don't. the faster it's gone the better.

devout current
final raven
#

Also anyone else notice how you and others don't seem to get comically pulled away by the hip anymore if your hip tracker loses tracking?

devout current
#

I mean if you lock it to the head then it wouldn't happen

#

also when locked to both

final raven
#

ah yeah, makes sense.

devout current
#

we have not reached that point yet though

ionic heron
#

It's deprecated, but ye maintenance updates potentially

#

though the last SDK2 beta SDK was on 11/22/21

#

all other beta SDKs after that have been SDK3 only

devout current
devout current
#

which they don't really need to update the SDK for, but the game it self

harsh lagoon
#

its basically, if its an easy fix for something absolutely vital for sdk2 to operate, then they'll try and fix it. But they probably wont fix something if its hard to fix or not possible

robust tangle
#

After testing I couldn’t honestly see a real difference between the measure by height or measured by wing Spand

harsh lagoon
#

i saw a small difference i think!

robust tangle
#

I guess it would mostly be apparent for extremely disproportional avatars

harsh lagoon
#

it seemed to me like my arm length and stretching while using wing span was a bit better and didnt reach max length and stretch nearly as much as with height

#

also the latest update to the shoulder reach movement is soooo good

#

so glad my avatars shoulders can actually be used! i spent so damn long weight painting them and now they can be used

drifting steeple
#

@terse kestrel and all developers team. hello the ik 2 is much better in particular for the tracking of the torso and the legs but the view point still drift when we are sit and lay down. no so much like the actual but it's still need to be fix. and can you add option to memories the tracking when we change avatars too ? it's will be perfect

terse kestrel
#

Please don't ping me or the other members of the team with feedback! Read #open-beta-announcements to see where to post your feedback.

drifting steeple
terse kestrel
#

I will not be doing anything with your feedback. It's 2AM for me and I'm not working, lol.

#

Please read the posts and provide your feedback in the proper place.

drifting steeple
#

yup

terse kestrel
#

If you do not post it in the feedback boards it will not be seen.

oak pendant
drifting steeple
devout current
oak pendant
#

note the text below says lock all because that's what's selected in the screenshot

#

but click where that arrow is

devout current
patent root
#

it’s a decent height honestly

#

not too short not too tall

devout current
#

ik I was just joking :p

harsh lagoon
#

5'7 isnt short though!

#

thats completely average 😑

drifting steeple
raw wadi
final sphinx
#

but i meant a remote one

#

i dont want ppl to see me tposing qwq

#

feels weird being the only fullbody pcvr user ever tposing

raw wadi
#

I know but that's not working

final sphinx
#

i mean i could derender my ava

#

we have full controll using the
tpose>fx
layer transition

raw wadi
#

Not sure if transition happen remotely on the layer above when calibrating

patent root
#

if you can’t see what you’re aligning with

final sphinx
#

i swap my shader locally when calibrating, same as the calib mirror

devout current
#

Why all of this effort? xD

final sphinx
#

idk how limited you are with remote displays

devout current
#

Just calibrate in your home world and done xD

final sphinx
#

this shit breaks often enough

devout current
#

yeah ik I also need to do that lol

final sphinx
#

and often leaves me uncalibrated even when rejoining a world / different instance

raw wadi
#

Just stand still and look forward.no need to see yourself

final sphinx
#

you say that

#

mixedvr is drifing me tracker points all the time

devout current
#

So funny that I get better results doing this than while actually looking at a mirror

raw wadi
#

Close your eyes. Feel the pose. Let go any stress. Take a big breath. Now press those two trigger.

devout current
#

Yup

unborn whale
#

I tried what someone suggested earlier - looking down like 20 degrees or so when calibrating - and wow that magically made the calibration almost perfect. I then tried this with head& hip lock on, my neck wasnt bent over weird and my spine/chest did no weird pose....
The only slight problem is if i look up too much my whole avatar lifts off the ground maybe a few mm, barely noticeable. Feels really good.

final sphinx
#

so i can make a tpose clip with a 20 deg backwards rotated neck?

unborn whale
#

no idea if thats the same effect

zenith glacier
devout current
#

Makes sense

final raven
# raw wadi Just stand still and look forward.no need to see yourself

Mmmmm, no can do chief. Gotta have the tracker balls match up as closely on my avatar as the same IRL tbh :v
You ever calibrated with your tracker balls offset from your avatars feet and tried twisting them and watch as they pivot instead of rotate? Feels very weird.
Crude MS paint for demonstration. :v

raw wadi
zenith glacier
final raven
#

bro i got ocd πŸ˜”
i'd rather a mirror so i can get calibrated quickly then spend twenty minutes without one until i get it just right

drifting steeple
drifting steeple
#

oh the run animation made "Weeeeee" when we move

tawdry glen
#

Bruh.

#

Guess the bot didn't like my joke lol.

carmine gate
#

too many of the same letter next to each other and the message you just spent 20 minutes crafting gets eaten into the void

zenith glacier
gleaming imp
drifting steeple
calm torrent
#

Was there a canny post for height scaling mode? I want to upvote something, as it's a nice feature to have

zenith glacier
gleaming imp
#

Thx~~

maiden rock
#

What poses or body positions are most effective to test the accuracy of the IK? Short of breaking out a yoga for dummies book.

zenith glacier
# drifting steeple

you should probably test it with another avatar, if the issue occurs as well. Might be a rig thing one would have to look into

drifting steeple
zenith glacier
drifting steeple
#

it's not that ?

robust tangle
#

once the IK beta goes live they'll just know that's what t-posing means

#

no more "uh, you're spazzing out" while calibrating

final sphinx
drifting steeple
#

i will try to put only the Force Locomotion animation for 6 point tracking to see i suspect the Auto-Footstep to doing shit

rare trench
#

Just wanted to check, with the new elbow restriction when they would go into your body, do you have to t-pose when calibrating for it? Or can having your arms at the side work too?

robust tangle
dusk anvil
zenith glacier
last brook
#

how hard would it be to add support for shoulder tracking ?

robust tangle
#

As you add more tracking points you start having less raw data and more mere rotation hints. Which don’t contribute as much. Chest is in a similar issue

#

If you want to lock all the trackers, hypothetical shoulders included, you’ll need a very tailored armature

#

Buying those expensive extra trackers just to get some rotation hinting might not be what people are expecting

drifting steeple
last brook
carmine gate
#

"not be expensive"

robust tangle
#

I have absolutely no experience in how slime vr works, what data its senses, or how that data is processed into virtual trackers

sharp geyser
carmine gate
#

SlimeVR uses IMUs (accel+gyro) and get the rotation data of the 5 joints or higher needed to feed into a forward kinematics rig

zenith glacier
carmine gate
#

by constraining the rig to the rotation of the sensors, and by drift-correcting every other sensors based on those same rig constraints, you get virtual trackers