#ik-2
1 messages Β· Page 9 of 1
Yeah, I'm that way for wireless
It feels like right now your choice is:
- Wireless, but poorer visuals and audio.
- Wired, but greatly improved visuals and audio.
Kind of a dumb trade-off. π
Don't understand why no one made an Index wireless adapter.
It's no more bandwidth than a Vive Pro, just a different connector. (At 90hz)
the wigig module is pretty scuffed. so i guess valve wanted to wait for the tech to mature
it also compresses a bit when you use the vp
It truly is scuffed. π
I have a Vive Wireless module still.
Overheating, drop outs, and compression as you said.
But hey, wireless is wireless.
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
That's what I'm using, it's... yeah, it's wireless! that's what it is
Oh yeah, I had to do the same.
i dont really want to carry around a 30k mah battery for 6 hours of playtime either
i just setup a good pulley systen
Truthhhh.
PiMax's new headset looks interesting with the rear-mounted battery for good balance.
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. π
Eye, face, mouth, and lower-body tracking all from the HMD too.
IK 2 + OSC eye/face/mouth parameters = WOKE
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
Yeah, for sure. π
Can you imagine? You put on some weight and it breaks your lower-body tracking. π
lmao\
but ya. i dont see it working really well
and if you turn your head like at all it just gets out of frame
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.
It's like your upper chest moves to match the head and the neck doesn't do much. :o
As I said, I'd need to dig into it further though and grab some videos! Could be rig-specific.
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
Yeah, head lock mode will likely see a lot of changes probably even in the first update
I'm least happy with that mode
Oh for sure.
Was getting real tired of my head being out of place when sat down. π
It's a much welcomed addition.
VRC team has been on fire lately with IK 2, OSC, and upcoming avatar physics. π₯
This is just the first beta release of IK2.0 also, already getting lots of great feedback from everyone.
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?
Not concrete plans, but it's been brought up a few times. It runs the risk of adding a lot of same-ness to VRC
I was in love the moment I could do the wave with elbow trackers. π€£
Realistically, human 'rigs' IRL are pretty similar though!
A sample 'ideal' rig would be good to cross reference. π
Yeah true, the best thing to do would make sure that the new IK works with most IK configurations.
id like something to compare to when working on my models skeleton
Yeah, right now it's a lot of guesswork and looking at tutorials with jank information and hacky workarounds. π
i love how unity handles the players skeleton compared to source engine
source scares me
"Neck bones are for chumps", "Ensure your knees look like this!", "Move the spine like this!", etc. etc.
Looks of wacky stuff people tell you to do.
I think a sample could avoid those issues.
TRUE.
proportion trick too hard 
Who would tell someone to use a rig hack? How could someone do such a thing?
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.
people who donβt bother figuring out how to properly set up their skeleton
(sorry context, I've made tutorials telling people to use rig hacks in the past π )
I think a lot of old tutorials told people to do an inverted hip as an "IK Hack"
which is really bad
try higher hip bones
which may be bad for the new system because again the tracking spot is in the "correct" position for the hip bone
The IK2.0 system should be much less picky about the hip compared to legacy, although an upside down hip won't work with lock head mode at the moment
I'm just trying to figure out how to fix my model so that when I do lock all the hunch won't happen
To fix that you'll likely just want to angle your head down IRL while calibrating
Like look down by about 30 degrees
That will tighten the spine
I've always looked up so that my feet wouldn't be in the floor
Still wondering if your head locking when setting your hip to animation is an intended behavior or not.
That's due to the default locomotion layer activating the crouch animation under the IK, we should probably fix this
would this also fix the problem where if you do an animation on the action layer and jump it breaks the animation?
Not intended, animated head and animate hip should operate separately. I haven't had a chance to respond to that canny yet though and was looking out for other people to confirm. I'll test it myself on Monday
π
I wasn't aware of that issue, is there a canny for it? I can say though that IK2.0 will only slightly touch the general AV3 animations systems where necessary. If there's an AV3 issue that isn't directly related to IK2.0 it will probably be solved separately
it's kinda been a thing since 3.0 came out. something to do with the landing animation that breaks an action layer animation with the default locomotion layers. I'll put it in the canny so that it could possibly be bookmarked. I do apologize for not making it related to the IK system
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
hey kung, if you want feedback about possible locomotion layer changes, i bet franada (gogolocomotion) and I (locomotionfix) can give feedback what worked out for our controllers
also, quickfix would be to remove the toes from the rigging, that should instantly help if i remember correctly.
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.
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
sadly didnt see the scooting mocap. The issue the current locomotion controller you guys provide is basically, that Desktop, Half Body and Full body are using the exact same logic, though dividing them and look at each specific needs leads to an better experience overall
It has a blend tree of mocap animations synced for different locomotion angles, I use it for my crouch anim
and now i have seen it, amazing π
was this recorded with a mocap suit or sth? This is so smooth and realistic
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
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
It's actually using Lox9973's shadermotion
ok
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)
Here's an old webm with my old avatar showing the blendtree (though I'm kind of going off topic)
we basically handle that as well. The controller I work at allows standing & crouch locomotion animations and as soon as you go too low, it cancels out and returns the avatar into how your controllers are tracking you. Also we included an a lot asked feature of actively being able to turn on/off FBT locomotion animations ingame without having to upload an avatar twice
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.
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
:kungscoot:
π€ scooting as the new default crouch animation would fix the toe issue.... (j/k)
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
I'm imagining people in dog avatars doing the scoot

Ok, maybe it's not for everyone.
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
legacy ik
hip 2.0 ik
Interesting, I hadn't tested that pose yet. It would depend on the foot angle. I'll have to do some comparisons later
You do way more then you probably should do while not actually working xD
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
Yeah, it's the weekend after a thing I've been working on for awhile went public so I'm probably online right now more than I usually will be. Don't get too used to it I suppose
i am coming from the dancing area of vrchat and others mentioned that already as well. Its basically this
some of us go that far that the shoulders reach the ground
so you can test it out properly :3
(still want to do my best with getting involved and getting feedback from community though)
Kung, take a break. You deserve it thanks for all the incredible testing and features you have been working on
I'm pretty sure I can do that pose. If I break my legs though them I'm cancelling leg tracking /s
dont break your legs xD if you have issues with the pose, feel free to shout out basically any dancer in vrchat π most should be able to do that
I really appreciate that you are taking feedback closely and are doing so much to give us an overall great new IK. ^^
kung deserves not to put his life at risk to do a bendy test
(edited that because maybe too much joking) anyway, yeah I should probably get to sleep
maybe he should get something like a testing robot that can do all of those bends for him xD
What time is it for you?
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
oh hehe, if I say you'll get worried... oops.. 6:20am

ooof go to bed then xD
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
yeah working remote can have it's up and down sides
I was gonna say. What you doing up at 6 am
yeah, go to bed already xD.
Gotta say, working for VRChat is pretty great though. Definitely send in a job app if you've got some skills for us and are on the fence about applying.
already did >:(
Yeah, I actually was thinking of applying in QA, don't have that much experience for it, but had a lot of fun doing it for the betas etc. ^^
Would implementing 5 point tracking be a good idea?
An IK based hip could enable more people to get a taste of fullbody.
5 point? so only the feet and not the hip?
yeah
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
Vote if Kung should get tf to sleep
I fell like if you can get 2 Tundra / Vive Trackers one more isn't that big of a deal tbh
youd have your hmd hands and feet being tracked, as those are end effectors
Doesn't count if it's not in canny! /jk
Yeah... I should sleep
that's it i'm making a canny post
yeah it'd be cool if I did get it since today is my last day with my current place, but unfortunately experience aint up to scratch for what I applied
:)
do you really want me to make a canny for yoke? xD
"Mandatory sleep times for employees"
unless you count IRC moderation as moderating an online community lul
But...
cause I will do that xD
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
one last thing because Hekky would feel missed, yeah other combinations of trackers are possible, but not all would be implemented because each mode needs special handling. If there's a mode you'd like to see then make a canny post or upvote if it exists
btw is the VRChat tutorial channel getting more videos at a later point? :o
I just want hip locomotion :l
the current way to get that sorta works with ovr plugin but eh
it just /feels/ dodgy
I definitely want to make more, currently IK2.0 is the main thing on my plate though
makes sense ^^
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)
What essentially does it do?
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
even though I still have the problem with all modes that my chest is moved back a bit compared to live
Kung is there a reason there wont be a support for an 8th tracker at the chest?
About to try the new ik with 10pt in a few seconds so idk if its accurate enough yet
I sadly only have 3 Vive 2.0s
flipped hips still goin' brr in 2022
Fix the flipped hip
but thanks to Kung I can now spent money on the 7 tracker dongle from tundra xD
and also get more trackers
ye, the issue they ""solved"' was fixed l o n g ago
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
I finally got 3 vive 2.0's. Mainly to save money at the time.
iirc the option to flip the hip bone is still there in CATS, for whatever reason
I mean, the actual issue is that your hip is flipped. You're not really supposed to do that
you might be misreading my messages lol
probably for the unflip button to work
Is it a bug if the shoulders do not move when your elbows move, but the controllers do?
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
Yeah we your not, problem is that a tone of Avatars have a flipped hip, so supporting it should sill be considered
Using 10 point btw
Yeah all of Rezillos Avatars (Rexouium, Canis, etc) have a flipped hip
Ah okay I figured since it's a beta I should wait a bit to see if it improves on its own, so I'll continue to do that. Thank you!
The upper body is calculated real gud but it doesnt feel like moving the actual chest has any affect on the ingame one
Feels like Hekkys aughip kinda
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
I feel like the avatar creators should fix that
flipped hip bones have been causing issues for a long time now
for what ever reason he said on his discord that it's the only way he ever got FBT to work.
Problem is that not everyone know how to do, has acces to the Avatar they are using etc
unflipping the hip bone is vv easy, at least
Then he's doing something wrong. With a standard rig there is no reason to flip the hips
idk tell him that not me xD
wonder if the distance between the tops of the thigh bones and the hip bone is too small on the rex base
haven't looked at it's armature, so π€·
@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
The hip and spine are in the same position
Not good
(Of course that's what flipped hips tend to do)
the hip is flipped, that's why it looks like that
Thanks! I'm interested to know this issues with 10pt, so make sure to document those in the canny. I think the testing community for that is limited
I have 15 trackers, so I'm more than happy to be a test mule for any other crazy things you can think of π
It looks like if the non-flipped hip is causing issues it may be due to how high the leg bones are.
I can't really see the length of the bones there, so still couldn't say - the hip bone is def an issue though
yeah sadly it is
In general I would expect 10pt to work better than 6pt unless you're having RF interference issues, so if you feel 6pt is working better, let us know what's causing drawbacks for 10pt
My main issue is the implementation of the new shoulders mechanic being a bit unpredictable
the Rexouium is also a really popular Avatar, so I just hope this can be sorted out without needing to reupload / fix every Rexouium Avatar
to be fair though, that's an issue with the avatar itself having bad rigging practice
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
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
Maybe the creator should consider losing his avatars then (jk)
how is the comfort with all those trackers hooked up? - the current 2 on feet and 1 hip is annoying at times so I imagine even more can be worse
It doesn't bother me
currently internally debating if I go for 7 tundra's and sell my old vive pucks
hm okay, interesting have to look in to that. I haven't done any rigging in Blender yet so yeah, I'll at least give it a try ^^
10pt is fine
I can imagine elbow straps would be annoying
I wouldnt mind an 8th one on my chest tbh, this isnt too annoying either
I kept my vives and got 4 tundras during the kickstart. I use the vives for feet and hip and the tundras for knees and elbos
Theyre fine with armwarmers
You dont feel them that way
armwarmers?
straps too irritating? glue the trackers to yourself
legal note: don't
Yeah this works
9am and it's 26c in here
could probably modify a pair of elbow pads they do sell those
basically if it looks like this, it'll end up using that sharp corner in the spine as slack and it will tend to straighten, caving in that zone.
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
currently you could fix it by doing this: (line it up more)
I also want to be able to arbitrarily use trackers - I have an idea for my dog that seems fun
but I know it'll be a popular request to support more zigzaggy spines, just not sure if it'll make it into release
@oak pendant What is your shoulder layout like?
I actually just responded to someone asking on twitter about that
Let me find that link (then I'm actually going to sleep)
I want to copy it with my test avatar and new Base π
Means you can re-create my issues easily π
@THE_RINDARINDA (1/2) Thanks! I'm glad you liked my avatar! Yeah the shoulder area can be hard. I spent awhile working on mine. Here's my weight distribution. https://t.co/WpMHxUP10G
kung go sleeMP
that's very good weight painting how many tears did you shed doing that
Thanks Kung, I'll give it a shot, eventhough I still hope for support being implemented at some point ^^
Yeah, I'm about 50k
My new base is 7.8k xDDDD
And Kung.... please go to bed :)
With clothing, toggles etc
nice!
Ok sleep time, in the meantime post stuff on canny or it doesn't exist!
good optim :headpat:
testing new ik. trackers below avatar feet
sad
i changed my height and its scaled better
yea testing 10pt rn, works real gud
but i need a offset height in ovras
make sure your ingame height is set to your real height, the scaling method changed
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
Problem that I had regarding FBT a while ago. I just attempted repro, but I don't seem to be having any issues with it now. Let me know if anyone else if having this problem, but here's the thread. https://feedback.vrchat.com/bug-reports/p/fbt-stops-when-steamvr-menu-is-open-upon-world-load
This also happens if it is open while the avatar is loading
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.
The sinking into the ground thing is known
I assume thats what you mean by the tracker feet position mismatch
It usually is negative Feet below the floor but sometimes its positive like what you had
I made a mistake when I typed that out. At 0,0,0 the avatarβs feet are below the ground. I managed to tweak the height setting and set an offset to make it work well.
how do we use this?
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
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
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
the head locks way too low + stiff on some smaller avatars when laying down , anyone else notice that?
(with head lock enabled)
I noticed people using head lock vs hip lock. Very interesting - i wondered if feet lock would work in future.
I think today hip lock is most expressive.
Though maybe head lock is better for dancingβ¦
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)
Well, when i say βmost expressiveβ, i am mostly in the context of sign language.
So i think people look better with hip lock
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)
nice
Head just looks stiff with sign in my opinion, and lock all seems extremely stiff.
Didn't seen that weird when I test it.
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
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
For the both lock is fine overal but the chest and neck rotate foward/backward a lot when doing small movement.
A working head-locking solution will be best for sign - because currently trying to point to a specific part of your face, like your mouth) is hit-and-miss as your actual head location can drift all over the place depending on how you are standing/sitting/lying
Oh yeah, especially for asl
Does this beta fix the "nut-twister" bug?

sus
Funny enough, I've actually been preferring to use 'Lock All' as that's been real nice to cancel out all drift even though a few of my avatars are super hunched forward when using it. Lock Head indeed is still pretty jank yeah. Not a fan at all of the hip drifting.
Does lock hip also prevent some view point drift?
Or is that exclusive to the other modes
View drift is still apparent in lock hip, but I noticed now in the beta IK that view drift is significantly reduced overall thanks to the fix to torso pulling especially when bending down forwards with certain avatars.
it HEAVILY reduces it.
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.
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
but I get the idea most of the humanoid avatars with fairly realistic proportions got a massive improvements
@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
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")
lock hip is legacy behaviour like you said. The drift is less for me compared to legacy though.
On the spine in particular the pose animations should have a smaller effect than in legacy, though in theory it should still effect it.
also i threw our custom fbt pose (left) into comparison with the proxy_stand_still (right) - the proxy one has an Y offset, maybe that plays into the "feet in ground" as well
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
Interesting, yeah this will require more testing I think. There may be a canny here, but the language is a little vague about if they're altering the base/locomotion layer's standing pose or if they're altering the utility IKpose controller https://feedback.vrchat.com/vrchat-ik-20/p/ik-pose-layer-is-not-working
from what i read there they are adjusting the pose in the ikpose controller to lead it into more inwards leg rotation.
never messed around with that one myself, seems like i got something to do this evening
That would make sense, as you're seeing an effect from the base pose, but they're not seeing an effect from the ikpose
Hello. This is our Canny, and it's about the same issue that occurred in May 2021, where the IK2beta does not allow the Special/IKPose controller to have any effect.
Ok great, thanks for the clarification. That will help with figuring out the issue.
Thank you.
I'm absolutely scared to test my Quadrupedal locomotion system in the new IK
Time to see how much Ill have to cry :(
Does the beta work with current avatars or do I have to change the rig for it to be compatible?
Works with current avatars, however if your avatar uses rig hacks then it might look wonky.
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.
So if I donβt have rig hacks Iβm fine?? Finding your message a bit confusing
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
rigged, elbows, leg, knees, It's a series of awful puns.
I must be too smooth brain to understand
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
you shouldnt have anything to worry about, from what i see locomotion systems simply continue to work
Its not just a locomotion system its a full FBT rig conversion for Quads :P I'll see how bad it messes up. As my Hip bone is neither Up or down its 90Β° out
oh, in that case, fingers crossed that it is not that much of a change for you
How do you enable this overlay?
i had to look up an old project for one with rig hacks, but here you have a small comparison:
Left: "Rig hacked" Hips and Neck, Right: no rig hacks
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)
good comparisonπ
thanks, just trying my best to be helpful π
could probably even split that chest bone into chest and upperchest
only issue is, when you do that you will have to reweightpaint a lot, if i am working on a new model and its base has the upper chest sure, but "upgrading" existing models with upper chest... 
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?
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
that's a cool world which also got mentioned somewhere in #open-beta-announcements ^^
Nice! thankies my bone is correctly orientated so I'm good!
@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
i just work with the base and the weight it brings, if its not normalized i am not going to force it to tbh, cause the pain may begin then
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
its fine lol, i am happy to learn more about stuff like this. It's just very bad experiences with auto normalize on during weightpainting on different models, where i am like "i add 0.02" weight to group X and suddenly the vertex shoots all over the place
but enough blender offtopic i guess, this is for IK stuff π
yea that happens if the weights weren't normalized beforehand
just wondering, do people on stable branch see the same as you see yourself on the IK2 beta
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)
no worries, they see you the same way as you do in the beta ^^
Lock all works soo good with a well rigged armature
Nice to know looking down about 30 degrees while calibrating in 'lock all' mode helps eliminate your neck going into hunched over mode.
@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 )
Not seeing any immediate drawbacks to calibrating while looking down instead of looking straight forward as well so this makes 'lock all' just the definitive mode to use for me now. only thing I'm noticing is doing this will have your avatar pulled up a little bit by like maybe a few centimeters which you'll notice if you squat up and down just a bit.
you could bring your old model back into the project, and then use Transfer weights to transfer the weights of the old breasts back
and then Normalize with the breast group selected
i looked into pandas helios base, he included an upper chest there, so i may just opt to test that one out instead and do weight transfers to the clothing and test it there.
maybe i can ask you about that since you seem to know how the rig should look like. Panda did it in his helios base like this:
interesting, influence could probably extend a bit lower but looks pretty okay
what about from the back
i am just asking, cause i put mine a lot lower:
something happening...
da hell they doin ova there
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?
never knows until happen.
I just post here as no other channel related to beta open now...
Yup
maybe osc patch, maybe ik, maybe avatar dynamic, can be anything.
I guess it will be a live update to fix a few issues etc
hope so.
If it would be Avatar Dynamics I think we would have seen other branches also getting updated over the last few days
like k-xx branch. xD
I think so
k-dev could also stand for "Kung-Dev"
But it could also just be something completely random xD

π
Most likely a patch. I know one fix that's suppose to be addressed in it.
#open-beta-discussion message
Unless you have index controllers of course. π΅ https://vrchat.canny.io/avatar-30/p/bugbuild-1004-avatars-30-emotes-on-index-do-not-have-root-transform-applied-prop
hope so.
I don't think they're on the final scaling, but immersive scaler will definitely have a new version once they are. I'll try to keep dev up to date with changes to the beta just so that I myself can give feedback here.
What is everyone using for strapping knee trackers on above the knee? My trackstrap feet straps are too tight for that job
I just threw on some velcro straps, does the job
ooo that's a good idea
I use Tundras for my knees and elbows and the straps they came with work perfectly for me. For my knees though I use my old Skywin tracker straps and they fit well enough
I assume you were backer? If not how did you get them
Yeah I was a backer
I wish they would have an announcement already. Itβs the last day of February and they didnβt announce a delay
That means today or it got delayed without an announcement saying so
Are you a backer?
Yes backer phase still ongoing
I know, but they publicly said that they would be available this February and didnβt announce a delay to non backers
Bad communication
They might be soon. All we can do is wait. No use agonizing over it.
Soon:tm:, but still later this month, we will announce specific communication about Tundra Tracker Public release.
I know theyβre not going to make it, I know better than to hype myself up. Still, they should have said so heh
They talked about it to backers in their latest update
Yeah but thatβs privately to only backers
The only reason I know that is because a friend slides me the details
Where else could they do it
They can make public posts !
I hope they fix oculus version not being able to launch in VR
Apparently itβs not everyone being hit with a problem because the canny has extremely few votes
Output log gives out an invalid path error related to OVR DLL
Is everyone is being hit that thing needs way more votes than it currently has because itβs not a priority
Wrong slash
Yeah I know it looks like one of the backslashes is backwards
?
Currently im locked out of VR completely regarding vrchat
Steamvr i get terrible performance
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 couldnβt reproduce it
Iβll give this a shot for sure! Good idea
Oculus is just not a good platform sadly
specifying system specs would be vv helpful in that canny post
It would be surprising if it were spec related because itβs almost certainly a bad backslash lol. But sure Iβll go poke my friend and tell him to post his specs
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
Error - Plugins: Failed to load 'D:/OculusApps/Software/vrchat-vrchat/VRChat_Data/Plugins\x86_64/OVRPlugin.dll' with error 'Eine DLL-Initialisierungsroutine ist fehlgeschlagen.
'.
\x86_64/
how many tundras did you get? if you got 5 or 7, 2 of the straps are longer than the others, those are the knee straps
put the tracker above the knee, do one turn of the strap above the knee,.and then another turn below the knee
I got 4
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
Ehh I'm fine. I had an old set of straps before I bought a set of TrackStrap+. The old straps work perfectly for my knees. The tundras work well for my elbows
Looks like the skywin trackers are much longer than the trackstrap ones. Maybe Iβll check these out π
Oh yes they are definitely longer
omg, are they not abstracting path combiners???? this is painful
Do u guys know how to update ik beta?
Thanks!
Well there's your answer.
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.
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
can you use 9 points?
don't use elbow trackers without a long sleeve shirt, worst mistake of my life
Yes.
I always wear short sleeve. I think you need a new strap
what straps do you use? im just using old trackstraps
For elbows I use the default Tundra straps. For knees, I use Skywin straps
OwO
osc and a really complicated animator maybe?
use multiple x-ray devices to track your actual bones
yes
I mean we get radio signals shot at us 24/7 with wifi and cell networks
Well they do, just not enough to do actual harm
i did not say they did not have energy lol
if it meant perfect fbt id shoot myself with xrays ngl
Iβm not sure whatβs going on but if you have advanced ovr installed, remove it. I have found that it is extremely inconsistent with reporting its current offset. It will say you are at zero, but itβs actually at whatever you changed it to last time and on your next session at restores that height but itβs the new zero.
IK or rig issue? With head lock on. :o
I think itβs just that IK. That how head lock be. Not sure if it could be better or if there is a reason for it. I donβt like the behavior but I see it a lot with my stuff.
I canβt stand head drift so I must use head lock, so I just cope with the side effects.
Osc only allows as many as avatar parameters are available, which are 128 bits in total. For tracking(float), that number would be a lot smaller
I think
no, it's a bug that will be fixed
Woo9.
Yay!
Unless you can move bones independently of avatar parameters
you don't need to update everything at once, you can have an int parameter set modes, set some bones, and then set save that state until next time they're set, going around very fast.
steamvr itself has a 3-6 inch jitter every time you start it so if you aren't resetting it every time with ovr advanced settings, you're going to be off.
I'm using the same setup I've used for years to get accurate scaling and floor height within vrchat to about a cm.
Humanoid Bone rotation gets pumped over Network IK so it doesnβt actually need to be syched by parameters, but the current implementation of OSC requires you use up your networked bits anyway.
There is also an odd exception where if you disable someoneβs animations via safety, their humanoid animations also play over network IK even though they would normally play locally
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
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 wouldnβt be possibleβ¦ yet
Yes I meant via OSC
Yes if you look at the tool tips for the three modes they say the other two are to prevent spine issues. Lock both has the spine issues the other two are referring to
Right. :o
is immersive scaler getting an update to help with proportions?
have a dev zip. Proportions subject to change.
oo
It'll probably be changed though
only use this to try it out currently, don't overwrite your old avatars, etc
Oh, @robust tangle, the bug mentioned earlier with lock head, is that on Canny already?
I donβt know of one but I havenβt browsed thoroughly.
whats the difference between the dev version and release?
Maybe I'll give it a post to Canny then if @oak pendant can confirm it's a bug versus a rig problem. π
(Sorry for ping!)
Phased here confirmed itβs a bug. #ik-2 message
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)
Ohhh sorry, I thought it was you that confirmed it earlier, my bad.
ah ok
That's why I was asking if it had been reported on canny. :p
(Phased is sneaky non-yellow QA)
oh come on, I learned the entire Unity rig naming scheme by heart just because of your tool.... and you go and fix the bug. :(
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.
Out of curiosity what actually are the scaling rules now?
I feel like the scaling is correct but the end height translation still needs work
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.
π€
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
What Iβm 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. Iβm just buried underground initially, which once I move my feet up to the floor using OVR, I can then touch the vr floor and itβs exactly where my real floor is.
Arms donβt over-reach or under reach either
what was the behavior in legacy ik?
it would be great if imscale allowed you to take measurements of your body and scaled it via that
Identical behavior if I lie and say Iβm 4 inches shorter, and OVR settings is not needed
On legacy with my true height my arms are wrong
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
our brains are getting wrinkles tonight
That already has a post on the canny for it, but don't worry enough info has already been collected on that one. Thanks for checking on it
Sure! Was just checking it had been reported properly and if you needed the extra info. Seemed easy enough to reproduce anyway though. π
rip 1169 :(
Measure avatar scale by arm span or height?
Am I reading this right?
seems like a good change.
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
Your "world scale" changes depending on the avatar proportions and the height you set.
that sounds abt right thanks
Well - that's how previously it worked. I'd love to see how this change impacts everything
We previously only measured by arm span. Now we can also measure by height
cause i dont need people seein how fuckin SHORT i am irl LMAO
It's extra important again now to be using your actual IRL height for User Real Height if you use the height measuring mode
Just use a tall avatar :)
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
Maybe I don't need to be too intense about full body proportions anymore π€
No more real human monkey dwarves. Will have to see
ππ
In height mode, rather than having the leg length vary avatar to avater, the arm length will vary and legs will always match
damn that sounds interesting
I consist of entirely legs.
i do try to be as accurate as possible to this
i still just dont like really big avatars because i feel like they take up a lot of space
(always match as long as you set your IRL height for User Real Height) set your IRL height!
Let's see if this works with my scuffed steamvr playspace with offset floors
i forgor π my irl height
*Uninstall OVR to be sure! Just because OVR says you're at zero, does not mean it's not offset
oo π im eager to try out the hip changes on head-lock
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
Allow more forward shoulder reach
does this mean my avatars arms no longer feel short when they're accurately sized
Floor fix, for some reason, adjusts differently depending if I drop my left controller or my right controller. 
Possibly, accurately sized is a very intricate thing. Because the relative width of your shoulders to the total length of arms matters too
when the shoulder bones hit woooohhhh
In any case it will help to some extent with reaching forward
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)
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
example:
on live ik when i hold my arms forward but slightly bent, my avatars arms would be bent accordingly
on beta (last build) ik, when i held my arms out the same way, my avatars arms would be stretched all the way out when they shouldn't be
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
The arms pulling your entire torso forward is removed in IK2.0
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
hmmmn maybe i do have to change this eons old rig then if its the same on the new beta build
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
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.
(not including the torso lean as well)
Still needing to adjust my height a few inches to get it to match up right.
another cOOL THING i noticed
I suppose check your steamvr floor
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?
Visible to everyone
You can play with your friends on live and they'll see the new IK too
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!!!
yeah the hip movement on headlock fullbody mode is way better now. sitting isnt pain
thanks mr vrchat very cool
Glad you prefer the change
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
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)
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
cool, thanks!
Having the lower body drag when looking down was a huge woe, definitely good change
The alternative however is your knees will bend a bit when looking down (in head lock mode)
I'd say that's a good compromise
yeah, the hip moving down and knees bending a bit is better than the hip moving horizontally imo
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
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
me when my knees bend slightly (game breaking bug absolutely unplayable)
haha yeah this is probably why my neck straightens out weird. head, neck, and chest bones
awesome π
time to go through the song and dance of turning off hair dynamic bones in unity while i adjust the rig π
@solar cloud YO
i think you might like this octo
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
(they had an upside down hip on their rig i think so i pinged them (happy face))
Me very happy about this
It was an accident, I swear!
(accidentally cures cancer) whoopsies!!
I didn't mean to fix it
punish the reversed hip havers, find out how to undo it
sure yep uh huh i believe you on this one kung
(i do not)
Got it, considering it a blocker from now on
there are no accidents ever everyone knows this
yeah i need to play with the shoulder changes and scaling changes after i fix my weird neck shit
Yeah, gotta figure out how to re-implement broken upside down hips π
Hey, you made more Avatars work with it, so I see this as a win win situation xD
(j/k of course) but again, not officially supported
guys omg upside down hips are officially supported!!!!11!!111!!11one (joke)
I still hope people stop using them...
that one guy on vrc team accidentally pressed the big red button that unfucks upside down hips good for them
i will now start using upside down hips effective RIGHT NOW
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
time to start finding the oldest avatars possible and seeing if they work now
hipster jesus where you at
Maybe just write everything in big red text "Stop using fucking rig hacks!" xD
make it impact font too
oh cool you also fixed that world scale bug
No..... comic sans
- build 11703 implemented something bad that happens when you use upside down hips, some annoying totally unrelated bug that you'd never connect with it, we won't tell you what it is just in case: joking of course)
upside down hip (absolutely game breaking)
(my computer exploded)
the cat has been unleashed to terminate all upside down hip bones
If 1173 detects a upside down hill, it will start to spin it around
nah it does that old geddan meme when u'd tilt the n64 cartridge when playing goldeneye or somethin
Try out some old / public row avatars with the new height-based measure avatar mode, a lot of them feel way better in full body like that
hmm this is a good idea i will do this tomorrow
(the first one i will test is nikei)
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.
I'll try out my Avatar with it later this evening
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
Awesome!
This is like magic, im thinking about removing the tpose pose clip from the t-pose layer
At least now I have a real reason to always "Fix Floor" with OVR Advanced Settings every time I start VR xD
Is it safe to do that?
you remove t pose t pose removes YOU! (joking probably maybe idk)
Last time i tried this, the hands rotations were messed up / the hands were completely misaligned
depends on what you needed it for
but I'd be interested in a test, on a difference there if you're up for it
yeah straightening out neck did fix head lock neck weirdness, predictably
i still got an hour before work starts, ill make a version thst doesnt tpose. But i have a feeling it will break again
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
Ah glad that could fix it
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
Ah I see, that's another good use for the tpose controller
Not yet, there's discussion about it in this canny post: https://feedback.vrchat.com/vrchat-ik-20/p/chest-trackers
hmm i upvote :)
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
let's try this without a tpose :o
Lmao
old unity icky
Ohh I see, so you specify a custom tpose animator controller, but leave the animation blank?
I do feel like the scaling is still just a smidge too small now.
but much better than before
In height measure mode?
height measure mode
this a thing that EXISTS??? yooooo
Yeah check out the patch notes
(my mind is fucking blown this game is great)
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.
oh no, a set of my older avatars have the neck thing too π easy blender fix at least
neck thing?? i have been entirely zoned out this last hour
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
can kind of see it on the choker
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
replying to ^
i dont know if that's an actual issue that needs fixing. but i guess it doesnt hurt to make one
unity and facebook being like "no legs ik hard" while yall are over here like:
(in a good way)
π¦΅π¦΅
Yeah, if you're seeing an issue doesn't hurt to post on canny, will be easier to see if it's just you or others based on voting and comments
If you want your mind blown, try out some old / public row / very non full body proportioned avatars in measure height mode, they don't actually feel that bad (at least in my testing)
the scaler edits the avatar so that they're the same. It's a blender plugin. This way I don't need to choose between arms that fit and legs that fit, it just gets both right.
time to try out the most disporportionate avatar possible
(crab)
ferret
i needa try to scale an avatar once this is all done so that it works perfectly in lock head/hip mode
Ah nice, it might be targeting the old VRC internal ratio though, so you might want to just match height, and then slowly scale your arms on blender iteratively until they feel right again
ah shit my avas now stuck in the musclepose and calibration doesnt work. having NO clip at all is not a great idea
Does it actually bug out?
im trying to find a more subtle pose like an apose or sth
you remove t pose t pose removes YOU! (joking probably maybe idk)
hah a i was correcto i think
nope you told me the exact new ratio so it's targeting that now π
I'm not complaining, it's really much better overall now than before.
Yep that's what happens when you remove the T-pose in the descriptor
wait nvm thats related to space calibrator
any ways i am going to the bed good night vr forums talk about vr in vr
i will test things tomorrow :)
Oh turns out that ratio wasn't .415 I checked the wrong iteration of working on it
Ah so calibration doesn't bug into not working, but also yeah, looks funny

that could explain the 1 inch or so difference
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
Why?
The correct ratio is 0.412 (measured from neck, not head)
sorry about that, it had gone through some iteration
idk, its no longer required for the armspan measurement right
Y'all should consider implementing a red warning in the SDK showing that flipped hip bones are not supported (if a flipped hip bone is detected)
But it should still be there. Especially if you ever plan on doing elbow tracking. It will be required.
oop oki
red warning would be rough since its not something that can be fixed in unity
But it would at least tell Avatar makers to stop flipping the hip bone.
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.
No worries and I wouldn't be surprised to see it change again if it does. Thanks for letting me know!
tried some more public and custom avas with sizes ranging from .5 to 2m and the new calibration just works well
I'm trying out my older, not-human-scaled avatar and wow
i'm uh, shocked how well this works
red warning is not a stop
error is a stop
different class of thing
ohh
if not a stop that's cool then
Yeah, should at least make it clear in the SDK when one is detected that flipped hip bone is not supported, and is highly likely break with future updates.
sdk2 ava, built in 2020, works well with the height measurement way
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.
It would be good though to really convince users to stop flipping the hip bone somehow through an SDK warning, at least, when detected.
You must set your User Real Height to your IRL value for correct behavior with measure height mode
User real height is based on the user, the VRChat system automatically makes a measurement based on the avatar, and matches the two up
I mean, if I wanted to intentionally break it I could really break it. Could be a new feature for ultra-mega broken joke avatars (j/k or maybe not? better not use an upside down hip or you might be risking it)
need to try real height mode on the monstrous blueman with huge arms avatar
I'll give this update a try but setting my actual height did not work out for me.
I mean, that's up to you. Do you want to force people to use normal hip bone?
If you're using the height mode make sure to toggle it on, it's off by default
If we need to break it again, (the vector it provided was useful but I stopped using it, so it's accidently fixed) people might be happier if they were discouraged now instead of uploading all their avatars with it.
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
does the TrackingType parameter get set to above 6pt if using elbow/knee trackers?
Not currently, if you've got a specific use case you can set up a canny post for it
There's a problem with two different types of "8"
yeah i just realized that
i donβt have a specific use in mind, but thought iβd ask as my locomotion logic doesnβt expect anything above 6 atm
Ah yeah, that's part of the idea for not changing it, avoid breaking existing animator controllers set up for 6
heightbased even works without the floorfix and 10pt haha
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
Nice
iβm 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
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
was the IK measured by arm-span or by height on the last update?
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)
Ok wow, height-based is magical. Going through all of my favourite avatars and even the most extremely proportional just work, goddamn.
Awesome, the scaling mode is actually available for 3pt as well, since they sometimes need to touch the floor and can't reach
players in 3pt need to manually calibrate? 
no it just sets their scale as usual
but set's it (instantly) based on this measurement method
alright
btw can you also change user real hight if you are in 3-point mode?
(in the QM)
cause that didn't work before
Yeah you can, yeah that's not the case on live if I remember correctly
yup, that's why I was asking
I enabled that in the QM again, because it does have effect on 3pt
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
Good to know ^^
Hope I can remember to find it and mark complete when this comes out of beta
ohboy, being able to swap to old scaling, so good, thanks for that
also the new shoulder movement is a lot better, my arms actually match up even on full stretch for the very first time
third result when searching fbt in feature request canny
might be worth a quick scan of those results once beta is done
just to close any old posts
thanks, marked appropriately
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
Now I just need the new IK to work with more strange spine / chest configurations etc and I'm happy xD
https://feedback.vrchat.com/vrchat-ik-20/p/chest-bone-gets-moved-back-when-its-not-directly-above-spine
if anyone else runs into neck weirdness in head lock https://feedback.vrchat.com/vrchat-ik-20/p/in-head-lock-mode-necks-angle-can-be-strange
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?
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
Already fixed on my end. Just preparing for big beta testing of my avatars now.
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~
Ew SDK2
Sounds unlikely to be fixed as it is deprecated
Oh yeah I'm aware~
ah yes finally, the abandonment can finally begin
well, this doesn't mean they're not willing to fix actual bugs yet. all depends whether they find it important enough.
i kinda hope they don't. the faster it's gone the better.
it's not deprecated yet though, it will be in the futrue
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?
I mean if you lock it to the head then it wouldn't happen
also when locked to both
ah yeah, makes sense.
It's considered deprecated: <#open-beta-announcements message>
we have not reached that point yet though
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
which means stuff like this should still be fixed
yeah ik cause SDK2 has seen no changes, the only thing they still do is to make sure it still works
which they don't really need to update the SDK for, but the game it self
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
After testing I couldnβt honestly see a real difference between the measure by height or measured by wing Spand
i saw a small difference i think!
I guess it would mostly be apparent for extremely disproportional avatars
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
@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
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.
Sure i will do next time. but now it's useless you have the information so. 
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.
yup
If you do not post it in the feedback boards it will not be seen.
ookeeeee
Your viewpoint shouldn't drift if you choose the "Lock Head" option in the quick menu settings page
Hooooow oke i will take a look thanks for the tips
When you use lock to hip, your view point will always drift a bit.
it's this one
note the text below says lock all because that's what's selected in the screenshot
but click where that arrow is
Short Kung xD
ik I was just joking :p
Thank you very much i will try it
Last time I try to put a random pose or animation the hand end up rotated down after calibration.
yeah i had that this morning again
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
I know but that's not working

i mean i could derender my ava
we have full controll using the
tpose>fx
layer transition
Not sure if transition happen remotely on the layer above when calibrating
but wouldnβt that defeat the purpose of calibration?
if you canβt see what youβre aligning with
IsLocal exists
i swap my shader locally when calibrating, same as the calib mirror
Why all of this effort? xD
idk how limited you are with remote displays
Just calibrate in your home world and done xD
bc i must recalibrate on each avatar swap?
this shit breaks often enough
yeah ik I also need to do that lol
and often leaves me uncalibrated even when rejoining a world / different instance
Just stand still and look forward.no need to see yourself
Yeah I do the same
So funny that I get better results doing this than while actually looking at a mirror
Close your eyes. Feel the pose. Let go any stress. Take a big breath. Now press those two trigger.
Yup
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.
so i can make a tpose clip with a 20 deg backwards rotated neck?
no idea if thats the same effect
thats because the calibration expects your body to be in a straight line like tpose is, as soon as you look into a mirror you tend to look slightly down, which pushes the armature down as well.
Makes sense
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
then you align yourself properly and go pack into tpose like position. and once you have it figured out for your avatar, you dont need a mirror anymore. π
bro i got ocd π
i'd rather a mirror so i can get calibrated quickly then spend twenty minutes without one until i get it just right
its work ! just need memories fullbody when we change avatars and its will be perfect
yeeee
oh the run animation made "Weeeeee" when we move
too many of the same letter next to each other and the message you just spent 20 minutes crafting gets eaten into the void
all avatars, custom locomotion controllers, etc? a little bit more information would be nice.
Hi~ is there a world that let's you see the bone information?
How would I be able to see this?
i will check at unity in a bit
kung wrote it in the announcement, its this world https://vrchat.com/home/world/wrld_01025423-c339-4735-8af9-ba45cc9e46f2
Was there a canny post for height scaling mode? I want to upvote something, as it's a nice feature to have
@oak pendant you probably want to pin the world in this channel, so people can find or point to it a bit quicker as soon as you guys post more open beta announcements/updates. here is the link again
https://vrchat.com/home/world/wrld_01025423-c339-4735-8af9-ba45cc9e46f2
Thx~~
What poses or body positions are most effective to test the accuracy of the IK? Short of breaking out a yoga for dummies book.
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
Or how can i put the complete run animation ?in fullbody i have see we not have the complete animation the head and the shoulder don't move and in desktop or without fullbody we have a nice run animation
for debugging purposes in unity its complicated i guess. Your avatar does however the complete running animation, upper body, your arms and head are just getting ignored and instead they use your headset and hands position. The animations with the standard controller are the same for desktop, half body and full body
it's not that ?
Personally I like that I finally know when people are calibrating, or at least, I like when others see me calibrating. Communication good
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
isnt it like this for a few updates now already
i will try to put only the Force Locomotion animation for 6 point tracking to see i suspect the Auto-Footstep to doing shit
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?
Possible but I only noticed it with the IK beta
"yo bro why's your avatar power walking"
this is the one we provide, i did not see any issues yesterday, i will double check today once im going online.
how hard would it be to add support for shoulder tracking ?
As you add more tracking points you start having less raw data and more mere rotation hints. Which donβt contribute as much. Chest is in a similar issue
If you want to lock all the trackers, hypothetical shoulders included, youβll need a very tailored armature
Buying those expensive extra trackers just to get some rotation hinting might not be what people are expecting
it was that the animation is fix
what about using a suit made out of IMU like slime vr , that would not be expensive AND provide "accurate" rotation data
"not be expensive"
I have absolutely no experience in how slime vr works, what data its senses, or how that data is processed into virtual trackers
for 6 point/knee tracking, t posing isnt necessary; for elbow tracking it's necessary
SlimeVR uses IMUs (accel+gyro) and get the rotation data of the 5 joints or higher needed to feed into a forward kinematics rig
huh? what did you exactly do? just put in our controller or turned the force 6point on?
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
