#ik-2

1 messages · Page 10 of 1

carmine gate
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I've been putting my arms in an A-pose for elbows

robust tangle
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Where are the five IMU’s located?

carmine gate
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waist, thighs, legs

robust tangle
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No shoulders then

tight aurora
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you can also have more than 5

carmine gate
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and upper body parts are planned in the future

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it's just a matter of adding them to the software

robust tangle
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Since the hands are tracked absolutely with controllers

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Rotation hints for the upper arms will probably work very well

carmine gate
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yea

tight aurora
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upper body is difficult because fk mixed with ik is a pain

robust tangle
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I’m curious how well foot tracking works in slime VR without an absolute foot position tracker

tight aurora
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quite well

carmine gate
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when you have extensions on the feet to get their rotation, it works better, otherwise, it's still really good, but there's some noticeable sliding

robust tangle
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I imagine if you do a dance that keeps your feet planted they may drift around a little

carmine gate
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yeah basically

tight aurora
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the more sensors the better the tracking with slime

robust tangle
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Are the IMU’s rotation only? because they would know that they aren’t translatiobal acceleration at the moment and could be assumed stationary

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To reduce drift

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Oh it’s forward K never mind

drifting steeple
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yes and off the the other one

clever thicket
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i honestly want this bug to stay

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thats funny as hell

zenith glacier
wet crag
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Added a toggle to measure avatar scale by either arm-span or by height guessing this is for the editor? If so, fucking praise be! Making my avatar my real life height will no longer be a chore

robust tangle
# wet crag `Added a toggle to measure avatar scale by either arm-span or by height` guessin...

This is an in-game thing for how it determines world scale. Let’s say you have an extremely tall avatar with minuscule cartoonishly short arms.

Scale by width will make your arms match your real ones and you will just feel like you are on stilts

Scale by height will make you feel as if you are normal height but your real arms will far over-reach your avatars t-Rex arms.

You get to choose which you prefer

wet crag
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Oooooooh that's still pretty cool

robust tangle
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For most avatars that are realistically proportioned you won’t see a major difference between the two settings

wet crag
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Thank yooou

high nest
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it's something lots of people have been emulating by futzing with user real height for years but it's great to see it finally supported as an option

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trying out new avatars will no longer be a chore

robust tangle
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Provided people actually put in their real heights vrcCatSquint

high nest
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no reason not to anymore

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(also VRC could potentially measure it by head-to-foot-tracker distance during calibration...?)

robust tangle
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With scale by height the only variable becomes whether or not your floor height is set correctly in your play space

carmine gate
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haha setting floor level correctly on rift be like
[timelapse video of redoing entire guardian then using ovras space fix with dream speedrun music on top]

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everytime I accidentally move a sensor

robust tangle
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Oculus devices historically have been absolutely awful at both floor height calibration and also remembering it later

carmine gate
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as long as I dont move anything, it can be stable for months

robust tangle
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Especially OG Rift on 3 sensors, the 3 cameras would keep adjusting their positions relative to themselves in a triangle and all three world eventually drift off from origin over the course of days lol

carmine gate
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I don't have that ever

robust tangle
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They didn’t peg one as absolute origin for some reason. They might have fixed it. It’s been years

carmine gate
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There were definitely some changes to constellation gen1 at some point

brazen condor
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@oak pendant I'm still noting some floor sinkage even after the patch and trying the options. What options should I look into to make sure this is the same issue?

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I redid my room calibration as well as remeasured my height to make sure, I'm still sinking 4-5 inches into the ground

dusk anvil
mint abyss
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I haven't tested it out, namely because I'm unable to use VRChat for a week, but do trackers 're-initialize' automatically if you happen to turn on trackers after launching VRChat?

final raven
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I assume a bit of documentation will be made for IK 2.0 once it's ready to finally get pushed to live to help the more general community understand all the settings and nuances for the system so they'll be able to get the most out of it~?

mint abyss
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I recall having to restart VRChat if you didn't turn your trackers on before you launched VRC

dusk anvil
zenith glacier
mint abyss
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nvm

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i forget your avatars don't scale to your real height

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yet

dusk anvil
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just commenting on that because the last time he showed that menu here his height setting was visible at "5 foot 7"

mint abyss
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not bad

dusk anvil
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haha short

(i am not taller)

mint abyss
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my height is about as average as you can get

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so i'm roughly two inches taller

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I forget my height.

tawdry glen
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I'm 5`8" lol.

short vault
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hi

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where do you download the beta?

vagrant vector
# short vault where do you download the beta?

You can now subscribe to the IK-Beta on Steam, the same way you'd access the normal Open Beta. No password, it should just be available in the list. Check open-beta-info for instructions on how to opt-in to Steam betas. Short version-- right click VRChat, click Properties, go to the Beta tab.

short vault
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huh cool

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is it compatible with others too?

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like non-beta

vagrant vector
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The Ik beta is live compatible yeah

short vault
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cool ty!

robust tangle
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I should inform creators of blatantly bad rigs that are broken on the new IK that they should fix their stuff, right? These aren’t bugs?

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Example: All Rexi base with their backwards chest

silver geyser
carmine gate
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about that, I think once any rig requirements from the new IK are set in stone, we should have a 👍 from the devs, so that people can start officially testing/upgrading their avatar fleet

devout current
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wow does user real height scaling work well

coral cairn
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It does what it does, your floor will line up 🙂
Depending on the avatar, your arms may feel too long or short

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actually, I haven't tested this, does height scaling work with legacy IK?

mint abyss
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rexouiums are the staple of the fullbody community for a lot of people, if that's broken then .w.

mint abyss
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it is called an open beta for a reason

robust tangle
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They’ve had years of people saying not to use rig hax though so yes they will probably need to be reuploaded. But old IK is going to be a choice for a while even on live for this reason.

mint abyss
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i can undo rig hacks ^^

ionic heron
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the rexonium bases have flipped hip bones for some reason - do they have flipped chest bones too? vrpill

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don't even know what that'd ""fix""

digital grove
ionic heron
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also the rig requirements page also has a big banner at the top stating that it's significantly out of date

devout current
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btw am I the only one who noticed that eyes are behaving a bit weird with the new IK?

robust tangle
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What are you seeing

digital grove
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I didn't see anything weird with the eyes

timber grove
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I'm still confused. Can someone help me out? What do the FBT lock settings do?

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Also, I have yet to try out the brand new 11702 beta out.

carmine gate
zenith glacier
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To be short:
Lock to hip: you hip tracker is always accurate, but your viewpoint may drift a little
Lock to head: your viewpoint is always accurate, but your hip can drift (depending on position a lot)
Lock to both: both are accurate and your avatar will bend in any way necessary to keep it

carmine gate
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Lock Hip: Most people mode
Lock Head: Kinect mode
Lock all: Kung mode, nobody can make their avatar as good

zenith glacier
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that one is a perfect description

harsh lagoon
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could it be renamed to kung mode now

tranquil cipher
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the different lock settings change how your spine works. Lock head/lock hips will both prevent spine crunching, but the compromise is that they let the non-locked point drift away from the tracker a bit.

Locked hips is similar to what it used to be, because it allows the head to drift away from the viewpoint. When sitting down, this can be particularly bad. But this mode is pretty good at looking fine to other people.

If you don't like the head drifting away from the viewpoint, you can use lock head, which will have the opposite problem: hips will drift. But for most people, that's less of a problem.

If you really need full fidelity, you can use lock all, but it requires that your avatar has pretty good proportions. If it's not perfect, it can get spine crunching which looks bad. You can tweak this and prevent it by changing how you calibrate though

coral cairn
zenith glacier
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thats a comparison picture without upper chest (left) and with upper chest(right) in a resting position. It feels already more natural (dont mind the weightpaint please, its a 15 minute adjustment there and just for testing IK and my locomotion stuff)

carmine gate
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tbh, lock head is a legit godsend with Kinect

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because the 30hz hip, even with the damn fastest C++ code and interpolation in town

robust tangle
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I’m still not sure how upper chest should be painted

carmine gate
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is still lagging behind the 1000hz tracking on headsets

robust tangle
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Or rather - how chest should be painted when upper chest exists

carmine gate
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and lock head allows it to drift and catch up to you without making you look like a bobblehead

zenith glacier
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i dont know about this as well, but from what people told me it is roughly under the armpits

carmine gate
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I'm glad bobblehead mode is still an option though

robust tangle
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Lock head is the most immersive setting for me. I use Vive trackers.

coral cairn
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I'm glad they're somewhat open to having actual options for stuff now though. I was not expecting them to casually drop height scaling mode.

robust tangle
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It just feels like 3 point with legs

carmine gate
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lock head is pretty much the only thing I've been asking of VRChat for like a year now.

timber grove
zenith glacier
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lock head in the pose i am showing in the pictures is a complete "no, it doesnt work) since it currently pushes the hips up

coral cairn
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25 hours a day, 300 hours a week

robust tangle
timber grove
ionic heron
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kung otw to rip apart the fabric of spacetime:

next gyro
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my elbows are still inside me, its better than live but still not realy good

robust tangle
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Depending on how big your avatar is, and, uh… how large your chest is, it’s entirely possible that no angle will avoid clipping. Your hands will hit their IK target regardless.

devout current
# robust tangle What are you seeing

When walking my eyes are moving up a tiny bit, they aren't doing that with legacy IK, I'll make a canny about it tomorrow with a video showing it

solar sluice
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Need to make a video, but noticed a bug with an avatar that had dynamic bones set up for bewbs.
Bewbs flattened to make avatar male, dyn bone script turned (unticked in Unity) off, but bones still there in armature (i'm scared to touch armatures lest i break things).

When calibrating, one of the hand controllers, for a split second, grabs the bewb bones in the armature and drag the weights off into space, where they freeze as dyn bone script is turned off. (why controller tracking point's are grabbing 'anything' near the chest is beyond me, and doesn't happen in live.
Female avatars with dyn bone scripts turned on just see the tiniest of jiggles.

I'll make a breif video replicating bug later tonight.

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knee tracking is neat tho

next gyro
timber grove
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I forgot to ask. Can you see other people in the IK beta or no?

tranquil cipher
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yes, IK beta is live compatible

timber grove
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sweet

silver geyser
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basically it's a different client doing different ik and then it goes to the network so the live version doesn't particularly care that it's a different version

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as it just sees bones going over the network

strong oak
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I was listening to Skuld and thought this was talking about the updated menu, turns out its real, the placement is really click prone

meager sand
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bruh vrc devs have been putting out so many betas lately

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osc beta drops, and like the day after it goes live on the release version we get a new ik beta

vital inlet
final raven
vital inlet
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Oh ok

carmine gate
solar sluice
dusk anvil
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measure by height works a lot for me thx 4 adding that toggle

oak pendant
dusk anvil
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(that's good! arms are supposed to feel good.)

oak pendant
# dusk anvil upvoted

Awesome! Hopefully if enough upvote, the devs will see it! (j/k upvoting actually helps to get more people to give feedback, thanks!)

oak pendant
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But people seemed to have a stronger reaction to not being able to get floor height correct, but this may be more of a FBT thing.

dusk anvil
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hard to see but i feel like my reach is good and that my arms aren't short in measure by height

oak pendant
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Yeah it totally depends on your avatar's height/arm-width ratio

dusk anvil
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basically: my avatar doesn't reach as far as my actual arm while in measure by arm, while it does by measure by height.

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probably due to some faulty height thing in either my avatar, or my settings, but nonetheless it is good that my arms can feel more natural while in my main avatar.

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(and other avatars feel better too, i tested.)

oak pendant
dusk anvil
silk magnet
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My custom controller seems to be broken on ik beta where the head height isn't variable when doing the walking between standing and crouching animation in full body like it is on live. Currently using lock both

clever thicket
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which one was the default before?

oak pendant
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If you can make a canny post showing video of difference that would help understand the issue (also any issue reported only on discord won't be looked at when I go through development tasks as a list of things to do, if you want it on that list it's gotta be on canny)

dusk anvil
silk magnet
dusk anvil
oak pendant
# clever thicket which one was the default before?

scale by height is a new thing, scale by arm is the old default on legacy, but new scale by arm uses a different scale factor targeting just straightening arms at t-pose, this new scale factor confused people in the previous patch of IK-Beta, and will probably confuse people on release too

dusk anvil
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other users likely don't have this issue as my height setting is probably innacurate as i just fucked around with it until it looked and felt right

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(i forgot my actual irl height)

oak pendant
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scale by height seems more intuitive I think, and has also gotten good feedback so I'm considering it for the new default

dusk anvil
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do that and i will send you an emoji of a cookie

oak pendant
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🍪 I've got one right here actually, thanks tho

dusk anvil
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but you will have two

oak pendant
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(also by new default I don't mean removing the option, just what people have as a first setting when they start up at first)

dusk anvil
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yes i know

oak pendant
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(just in case someone else is reading through and gets worried)

dusk anvil
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vrchat is removing vr!111!!!! (joke)

elfin sleet
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I think having it as the default option would be good

silk magnet
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@oak pendant would it also be beneficial if I uploaded a unity package of my controller or would just screenshots suffice?

final raven
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Because I'm definitely going off the assumption there are people most likely still unaware of this going on and once this drops, will probably be like "why does my avatar feel slightly off?" and "what do all these new options even mean?"

strong sundial
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It may not be bad to also have a tutorial video that releases with the update and have a link to it in the quick menu banner

coral cairn
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I actually think scale by height may not be the best default. Most people I talk to don't even notice that the floor doesn't line up, but people will notice if hands don't follow controllers. The balance shifts a bit when using 5+ point tracking though. Detailing in the canny.

dusk anvil
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that's odd.
haven't noticed any floor offset in height scale vrcThinking

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but maybe i'm the one with the odd situation if it lining up isn't normal 😅

coral cairn
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on old ik

dusk anvil
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O

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yea i use new ik
thx for clarifying that

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(old stinky)

coral cairn
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I'd ask about "don't you want to fix the floor" and they'd look down and not actually be able to see anything was off.

dusk anvil
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no more floors only floatign

coral cairn
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idk maybe people won't be able to tell if their arm maxes out but personally I think that's more obvious, especially without full body.

silk magnet
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okay 👍

oak pendant
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Also, I'm very aware that this channel and people who'll see the canny are a subset of FBT enthusiasts, and that 3pt users are the majority. I wouldn't base a decision just on number of votes or something like that. Just want to get people talking about pros and cons. Good feedback so far, thanks!

dusk anvil
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i currently dont have full body but im considering it

coral cairn
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crazy idea, what if instead of a button it was a slider

dusk anvil
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how would that work if you dont mind me asking

coral cairn
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calculate world scaling factor by arms, calculate the factor by height, and just do a linear interpolation between. Far left is the same as by height, far right is the same as by arms.
I don't know if you can scale unity scenes that fast, and you'd need to reset fbt calibration as soon as you touch it.

dusk anvil
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thats a mouthful

coral cairn
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tbh this is a bit redundant with user height. If you care about scaling that much you can probably just tweak that a bit and playspace

dusk anvil
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i can see where youre getting at tho

high nest
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I'll point out that re Kung's comment about getting good feedback over height calibration, I expect that folks who are happy with arm calibration just aren't commenting (you didn't break anything for them after all), so it's unclear what the proportion is here

rancid glen
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I'm happy with having the height based scaling as an option, i much prefer it over wingspan (it makes everything too small)

devout current
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Yeah idk with wingspan in IK 2.0 I always have the issue of my trackers not being postioned right

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a bit in the floor

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but it works perfect with hight

minor rampart
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I still have issues with sitting cross legged.

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Even with height.

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It’s a lot better, but still not there.

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Knee/leg movement is very poor though. It hugely exaggerates things.

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If I sit on the edge of something and let my feet dangle, then move around my feet, with the old Ik?

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Very accurate. Barely any knee movement.

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With the new one, my sitting stance is overly wide and my knees move up/down/bow out erratically

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Made a canny about it, but posting here too.

harsh lagoon
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would be neat if there were a collission thing like how they implemented the upper arm to not clip through the chest, but with the legs not clipping through themselves?

silk crow
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I always had problems trying to fit into my avatar even when i scaled the arms and legs

final raven
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Wonder if this change was included in the ik-beta stuff when that came out but just realized but looks like they adjusted the range your head can look up and down while in desktop so now your head will literally look all the way up or down whereas before it had a limit.

empty solar
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imho, IK 2.0 feels like it's more meant for people who disable forced locomotion than those who have it enabled, and doesn't work well with some of the custom locomotion layers out there

final raven
tawdry glen
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Obviously broken, but still hilarious.

devout current
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at least looking up looks okay

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looking all the way down looks a bit meh

final raven
mint abyss
final raven
devout current
devout current
digital grove
tawdry glen
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One of the best parts of VRChat is watching peoples avatars break down in hilarious ways when something go's wrong.

zenith glacier
zenith glacier
final sphinx
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Is it udon or avatar

final sphinx
final raven
final sphinx
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i want those thingies as avatar overlay stuff qwq

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osc/shaders would work but im no shader wizard

zenith glacier
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i am thinking, would "flying" be considered IK as well? That is basically the only feature i am really missing for smaller avatars in half body and desktop

final sphinx
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?

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therws colliders and ovra

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it would technically prob be a mix of avatar dynamics and osc (the input way = osc / the transform way = avd)

mint abyss
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i cannot wait

final raven
zenith glacier
mint abyss
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I really do like it when my body does not clip through invisible colliders and freezes

final raven
snow mirage
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Currently the scaling system scales you the player, to do this they would need to scale the avatars bones to match instead

final raven
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Just realized the old method of loading into 3pt while in FBT (opening SteamVR while loading into an avatar) no longer exists. Makes sense honestly, now that there's a dedicated button for toggle on and off FBT.

final sphinx
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sometimes when i join worlds i loose the calibration and end up in 3pt

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might just be an av3 thing tho

final raven
final sphinx
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hm i shall do more testing ig

final raven
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Here, I'll do a quick recording.

final sphinx
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Nah it sometimes works and sometimes doesnt when (re)joining a world / different instance of the same one

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And i dont even switch to steamvr / unfocus the game

final raven
mint abyss
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@final raven I want you to test lying on your side (e.g. on your side on a bed) and see if your spine bends horribly like in the old ik.

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if you can

zenith glacier
mint abyss
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ayyy

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people are going to love this update who can afford it

final raven
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Update benefits even those solely in 3pt as well.

mint abyss
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tracking loss detection would be amazing, since some trackers have patterns as to how they lose motion

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e.g. moving at a perfectly constant rate

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or for example your soul trying to escape from your body when your chest tracker drifts at 10 km/h

final sphinx
tawdry glen
final sphinx
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drift/playspace desync (on quest) is horrible

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"whats going on with your body dude"

final raven
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I've noticed that due to the way the locking modes work, I haven't really noticed the infamous "avatar pulled by the hips" tracking loss anymore.

mint abyss
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here, let me rest next to you in VR whole body thrusts itself into oblivion

robust tangle
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There’s no real way to avoid hybrid drift. The two tracking universes are completely blind to each other with no common reference point

marsh elm
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i callibrate once per session and thats it

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lasts me however long i play for the day

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even if i drop the headset to take a piss or something

charred heath
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The near clip became too much in the last update it's noticible on quest

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It used to do this before too but fixed after avatar switch now the bug stays and half the body is dissapearing and arms too

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Basically the near clip being too big persists and won't go away anymore making it half gone

robust tangle
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The vast majority of Avatars in VRChat are far taller than their wingspan. If scale by height is set as default on new accounts, all of these avatars will feel like they have comically short arms and I don’t think that will be a good impression. Floor height is not very important to upper body only users.

devout valley
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not setting near clip to 0.001 in every world

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oof

robust tangle
devout valley
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They shall be accosted and shamed by an army of the smallest avatars possible!

robust tangle
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Use a shader that ignores near clip :p

devout valley
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That implies everyone has control over every avatar they use.

robust tangle
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I know. Just saying, reducing near clip does have rendering side effects. It makes Z-fighting far more common unless you keep planes very far apart

devout valley
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I think menu visually being cutoff is a bigger issue than zfighting tbh. But this is off channel topic so.... HOW BOUT DAT NEW IK DOH

tender fractal
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I still haven't tested my avatars in the beta yet lol

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I am desktop bound

tiny token
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I’m getting much better results for head/both lock if I look down a bit (lowering the hmd) during fbt calibration. Anyone else?

strong nova
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Haven't been able to test it, but are we able to "Naruto run" (arms backwards) with the new IK?

tiny token
strong nova
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Yessss! Was about to try it out tonight.

tawny swan
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Hi guys~ does anybody knows what is lock hip and the other two means?

silver geyser
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Lock to hip: you hip tracker is always accurate, but your viewpoint may drift a little
Lock to head: your viewpoint is always accurate, but your hip can drift (depending on position a lot)
Lock to both: both are accurate and your avatar will bend in any way necessary to keep it

tawny swan
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*Bending avatar

silver geyser
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head & hip both locking is Lock to both

tawny swan
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What’s the meaning of bending avatar 🥲🥲

silver geyser
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basically if it has to do weird things to the spine to keep both positions accurate

tawny swan
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got it!thanks!

silver geyser
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yeah I've been noticing its misbehaving today embed

robust tangle
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Lock both may look good to you but watch out it looks quite odd from the side most of time

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After playing for a while lock head only is my favorite

clever thicket
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lock head looked weird for me when sitting down before the patch, its kinda better now though

tawny swan
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Do anybody know what’s avatar measurements?

clever thicket
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measures your avatar either by arm width or by height

tawny swan
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What’s the difference

clever thicket
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Scale by width will make your arms match your real ones and you will just feel like you are on stilts, scale by height will make you feel as if you are your actual height but your real arms will over-reach your avatars arms

tawny swan
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ooh~thanksssss!!

strong nova
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🇮 🇰 2️⃣

robust tangle
clever thicket
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i'd say width

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i think your arms not matching up is much more noticeable than legs in most cases

gleaming imp
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I hope the arm scale setting stays in the live version
I find it works better with my avatars

coral cairn
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Height scaling is way simpler to think about and see how it works but I'd argue you don't want that, you want people to not think about or feel the need to question scaling. However if you do start questioning its really easy to find out what's going on now.

dusk anvil
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its good that we have these settings now :)

steel ocean
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Is there a way to allow more shoulder pull with arm movement? The shoulders seem to lock to hip so moving arms farther in an inward direction results in more clipping since the body locks forward.

devout current
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or it will fit perfect, that's also and option

coral cairn
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currently if you want it to fit perfect you need scale by height, although scale by arms is pretty close.
idk if it's just me that has it too small or if it's just person to person variance

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is this something I should add to immersive scaler with measurements?

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if it's the same for everybody it wont be something commonly adjusted.

devout current
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I have to say that one upside from scaling by height is that changing your height in the settings does exactly what it says to do, it changes your height. Arm-Span in comparison changes your arm-span which can be a bit confusing if the setting you are changing is for height. At lot of people (me included) changed their height with the old IK so that the length of their feet is fitting and not that the length of their arms are fitting.

empty solar
#

a question I have is does the new IK fix the bug when you disable locomotion that it randomly makes the avatar disappear in mirrors and cameras?

wooden lion
#

what does it mean when calculating by armspan and calculating by height are almost exactly the same?

devout current
thick rose
#

You achieved good proportions

empty solar
lean badger
# oak pendant Yeah great feedback, please leave in the canny too. And yeah that was my initial...

On the same topic of arms not reaching being more noticeable than e.g. feet height, I still find arms too short a lot of the time for a lot of avatars (unless I heavily modify user real height when in arm span mode and counter-adjust with play space mover, which is messy and has other downsides as well)

In the old IK - in 6 point - your upper body would be pulled a little to avoid having your IRL hands "disconnect" from your avatars hands. I find this was really effective at masking the mismatch in arm length, as even looking in a mirror you kind of just accept this movement. Would it be possible to have this as some sort of "Lock Hands" option in the new IK?

I have opened this canny post about it a while back, but I'm not sure if you saw it: https://vrchat.canny.io/vrchat-ik-20/p/request-add-back-torso-leaning-as-an-option

lean badger
#

Would be potentially useful to be able to have torso leaning in 3/4-point as well. It used to be only applied in 6 point tracking for some reason

robust tangle
#

Where an avatar that’s extremely tall with t-rex arms and you’ll see a big difference

#

Or a short avatar with gorilla arms

#

Most anime characters are much too tall for their wingspan so you will see a difference between the two options - historically the game made wingspan match and just let the floor height be wrong since few notice

#

Most don’t have fullbody and so don’t care about the floor, But arms being short would be very bothersome to pretty much everyone

solar cloud
#

Since legs don't really matter there

robust tangle
#

Scale by height fixes The floor height on many avatars in full body at the cost of feeling like the head is ridiculously tiny

lean badger
#

I think I prefer by armspan even in FBT. But I also find arms being too short more annoying than having stilts or so. Although I guess with a "lock hands" option by height might be preferable? Or maybe just not that different.

robust tangle
#

The hands are always locked

coral cairn
robust tangle
#

Unless you mean you want the hands to tug on the head again, Personally I hated that

coral cairn
robust tangle
#

To me personally headlock and never drifting no matter what is vital to me that’s why I’m very happy we got headlock

#

I use head bound huds and stuff so having them drift is annoying

coral cairn
#

Mhm. I'm appreciating dual lock for that reason.

#

I can get behind 'hand lock' for small movements but it's gotta be really hard to draw that line.

#

I think the scaling ratio should be such that it's really not needed. Maybe let the shoulders give more.

robust tangle
#

I don’t know, personally hands tugging on your body doesn’t look that good in first person, and it definitely doesn’t look good for other people

#

And there is a danger of toggle Bloat

coral cairn
#

Do you think it's an issue at all for 3 point?

robust tangle
#

I’ve been playing 3 point for four years and I would say as long as you have scale by width, hand lock is a not a necessity

#

If scale by height were the default I would consider the best move to change it back to scale by with by default XD

#

That’s just my opinion

coral cairn
#

I think so long as scale by width actually covers stuff. Going to reach for something in range and your hand just not reaching is pretty bad.

solar cloud
lean badger
lean badger
# coral cairn Do you think current scale by arms is a good scale?

I think I prefer scale by arms, but ffor a lot of avatars (most) I have to set "User real height" to a lie (not my actual armspan or height) and then fiddle with space mover to not get the viewppint too far down. Even with scale by arms, It's not a good experience without hand lock IMO

lean badger
#

yeah. for short-armed avatars it helps a little

robust tangle
#

That just means scale by width isn’t working correctly

#

Or their view position is wrong which shouldn’t be addressed with this

#

Make sure the shoulders are lined up with your real shoulders if they aren’t it shouldn’t be fixed by IK changes

coral cairn
fiery herald
#

if i get the beta, can i play with people who dont have it?

ionic heron
#

yup! this beta is network-compatible

lean badger
# coral cairn Scaling is done neck to hand now, it used to be head to hand. Actual arm length ...

Maybe it’s a case of shoulders being too short, but I can't claim to be an IK expert. All I know is that some avatars where before the arms felt long enough with no faffing about with "user real height" now require significant messing around with user real height (different per avatar) to get the arms to feel even remotely good. and even despite that it feels worse (arms "disconnecting"). btw this new behavior is more or less consistent with what I've seen on one or two other social vr platforms when I've uploaded the same avatar there. Only evere VRC was able to work around the problem with how the torso is pulled by your arms whenever the hands would've otherwise not reached.

#

So for all its faults, the Legacy IK, it was fairly good at "one size fits all". (And let it be said that the new IK is amazing on the avatars where I don't have as bad short-arm syndrome/that more closely fit my proportions. I'm just trying to add constructive critique.)

#

Maybe a bit of a case of avatars being made to work with the legacy IK as well, of course

ionic heron
lean badger
#

I have made a canny asking for adding back torso leaning as an option, because even I might want to turn it off for an avatar not exhibiting this problem

#

Maybe I should've called it "hand lock" though

#

Should I try and take video to illustrate the problem and post it as well?

mint abyss
#

could someone make an issue in the canny to have it to where you don't freeze when you clip two inches into an invisible wall, or have they already addressed that?

#

or just having FBT freeze when clipping through walls in general

coral cairn
#

Hmm I'll need to play with it a bit more tonight on arm scaling. It's interesting how some have long enough arms and others don't

#

Could be a shoulder thing.

#

I can feel that something is only slightly off with arm length in arm scaling mode but it's hard to put my finger on it.

pure basalt
#

What does ik stand for

#

Not like the “I know” but in the beta name

gleaming igloo
#

inverse kinematics

#

basically, calculating the position of joints/bones when only some parts are being tracked (e.g. just head, hands, and feet)

ionic heron
#

mathematical process of calculating ways to place the end of a kinematic chain (i.e a hand, foot, etc) in a given position relative to the start of the chain

#

in animation for example, it's a lot easier to use inverse kinematics to just move a hand where you want it, versus setting the angle of the shoulder, and then setting the angle of the upper arm, and then setting the angle of the forearm, etc

zenith glacier
mint abyss
devout current
#

but what do you need VRChat for to make a canny? vrcCatThink

mint abyss
#

Canny requires a VRC account, I literally am not on my native computers and use Authy (which I happen to have linked to THAT computer), can't log in if you can't verify yourself -w-

devout current
#

well that actually makes sense now

mint abyss
#

if you can, see if you freeze when you clip into walls in FBT

devout current
#

I mean yeah I still do

#

at least yesterday and all the days before that I still did in beta

coral cairn
#

Sounds more like a general gameplay thing than an ik thing?

devout current
#

Yeah

final raven
zenith glacier
#

check the wold in pins as well

final raven
coral cairn
#

Or just throw it through immersive scaler the lazy way if you have it in blender ;)

#

Gotta get some slight elbow enforcement in there soon. Having height scaling changes a couple things.

robust tangle
solar cloud
#

I use Aegis or Bitwarden 2FA

tiny token
#

What do y'all feel about FBT calibration moving you to a "room" where

  • you can't see other players
  • other players can't see you
  • there is a mirror
  • IK options UI in the room
robust tangle
#

the "new" calibration method (actually it's like over a year old now) doesn't need a mirror. Just put feet together, look forward, calibrate.

tiny token
#

I've noticed that I don't stand as straight up or face forward as accurately as I feel. The mirror is useful.

robust tangle
#

You might be on the old calibration then? The old one needed you to face a specific direction

#

and stand in an exact spot

tiny token
#

I've never used the old calibration that needs to be enabled with a flag

lean badger
lethal light
#

has anyone noticed that the spine on IK-2 does not "point" forward, even if leaning back, leading to a very awfully-looking position. I checked the canny but couldn't see anyone mention this specific issue, and wanted to check here before opening an issue/bug. Here is what it looks like (on my avatar which has quite good proportions [and yes, I did test some others and they seemed to have issues as well, at least the few I looked at]):

lean badger
lethal light
#

And this would be a more proper-looking leaning back

robust tangle
#

That said, the slow dampening is annoying. Why is that there?

#

Remove the dampening.

tiny token
tiny token
lethal light
#

head + hips

tiny token
#

does it happen with the other modes?

lethal light
#

haven't checked, I can real quick, but still, unless something is wrong on my end, the spine should be able to point forward in that mode for more accurate-looking arching

tiny token
#

Try the trick where you look down 20-30 deg when calibrating for head+hip lock. It's still seems to be an issue because I don't think the hip-spine joint should be able to bend like that lol

robust tangle
tiny token
robust tangle
#

theoretically having an upper chest bone should give one extra angle to soften the buckle

lethal light
tiny token
#

its not final and has to be tuned. we can't re-rig and re-paint every avatar

lethal light
lethal light
#

(because they are not absolute positions like Adeon was saying with the buckling)

tiny token
#

i think the head+hip calibration needs to be tuned because as soon as I click my triggers, my avatar hunches over, without me moving irl

lethal light
#

I might try to rig and paint an upper chest and then if it still doesn't fix, make an issue on the canny

raw wadi
tiny token
lethal light
#

But I might as well right the bone if it makes avatars look more natural, and then there is also more data/situations I can provide in the canny.

tiny token
#

This is also a reason to support chest tracking :p

lethal light
#

xD for sure, I hope they do that as well. I might need to get 10 point tracking first though

tiny token
#

at this rate every spare outlet in my place will be used for charging a vr tracker

lethal light
#

I just plug everything into my usb ports.... Oh.... I will need a expansion card

tiny token
#

i acutally have a 6 port usb charging hub that i thought would be enough....

lethal light
#

I mean, dongles are a thing.....

robust tangle
#

I just plug the trackers into the same USB ports that the dongles were using to charge them

final sphinx
#

this one was like 20 bucks

spark junco
#

Damn, that's a lot of USBs.

robust tangle
#

That’s a lot of Universal Serial Buses

lethal light
# tiny token ik2

with head + hips locked?, could you send me a pic of the armature if that is your model?

whole glacier
#

I got a 10 port charger. 🙂

final sphinx
#

I bought this one specifically for the 8 (7) tundras tho

whole glacier
#

I bought mine for 8 Tundras.

#

Plus controllers.

final sphinx
#

i just got a dock for my knuckles

whole glacier
#

I have hooks for everything. 🙂

silk crow
#

Should i make my shoulder bones longer if my arms are quite long compared to my body?

#

I have some issues with my arms not lining up with the beta

silk crow
kind tartan
# tiny token What do y'all feel about FBT calibration moving you to a "room" where - you can'...

dude I think that would be really cool, but with a slight variation:

it wouldn't have to literally be a separate room, just kind of a semitransparent instance of a mirror room that you can only see in front of you (kind of like how the walking vignette system works), while your friends and the real world you're in are still visible behind or off to the side... and the calibrate mirror can just fade out when you're done calibrating.

And as for players can't see you while calibrating, that's already the case: you just stand in place with slightly stomping feet during calibration.

#

actually being able to spawn a mirror of yourself at any time (without a bunch of custom camera tricks on your avatar ) would be genuinely useful anyway

tiny token
marsh elm
#

😂

clever roost
#

Do you need trackers for the beta?

#

Jw

#

Cause if not cool

lethal light
clever roost
#

Good good

#

Yay

keen yarrow
#

Is there a reason we aren't getting 11 point tracking? Where's our chest tracker?

still badge
stone harbor
#

wait why Is this it's own Build? opposed to the Open Beta? is "something" else happening at the same time sooooooon?

devout current
#

Yes, the IK beta has it's own channel and also canny site. This is because it will be longer then other betas, it will also always be network compatible with live and they could (if they want to) still use the normal open beta for other stuff.

marsh elm
whole glacier
#

It is the most poplar suggestion on the feedback forum. :)

prisma meadow
#

does the knee tracker only really track left-right rotations?

robust tangle
prisma meadow
#

tomato tomato

rustic berry
#

they're looking into it

#

there's different ways to implement it, and UI is another consideration

lyric heath
#

no chest tracking Oo

keen yarrow
#

The reason I bring it up is because NeosVR already supports 11 point tracking, and I've seen people in-game doing 11 point with a chest tracker, via some funny third party stuff. They demonstrated it in front of me. So I know its at least possible, and does make a difference for specific body movements.

robust tangle
vagrant vector
#

You get diminishing returns for the same price, for a lot of people its just not worth it

robust tangle
#

As you add more tractors you need to discard more of the data from them, even the elbows and knees are not purely tracked points, chest would be even less

prisma meadow
#

chest trackers are why i added an upperchest bone to my avi

keen yarrow
#

It just seems like an oversight not including it, even if it is diminishing returns. There are people who want it and those who are already using it.

robust tangle
#

Feet, hands, and then either head, hips, or both, are fully tracked

prisma meadow
#

fbt above 6 pts is diminishing returns

#

worth just depends on the person

robust tangle
#

You have to drop either the head or hip as perfectly tracked to avoid shoes

vagrant vector
robust tangle
#

People will blame the substandard chest tracker on VR chat though is the issue. People tend to have very wild expectations

#

And I think they also want to avoid making menus with 1 million little options

keen yarrow
#

I know a few people in Neos who do 4 trackers, feet, hips, and chest, no elbows or knees.

#

Though that's specifically because of Neos's full body jank.

silk magnet
#

People's avatar rigs are usually the issues, but that's because anime stylization doesn't always equate to proportionally accurate.
Mine is accurate to me and I have a need for at least elbow trackers.
knee trackers would be nice

vagrant vector
#

I was just going to convert my old vive wands in knee/elbow trackers and then probably do knees since I sit down in VR all the time

silk magnet
#

Isnt that process irreversible?

#

I use my old wands as backup controllers, so flashing with tracker firmware would be inconvenient if I couldn't use them anymore

vagrant vector
#

Not from what I read, you open some file, tell the controller that its a tracker instead, can always go back and flip it to a controller again.

silk magnet
#

Oh okay vrcCatThink

vagrant vector
#

I havent done it yet, but you should look into it at least if they are just sitting around

silk magnet
#

For sure. Not looking to spend a fortune on more trackers. Ultimately might just wait for SlimeVR to start shipping since they have cheap bundles

vagrant vector
#

Yeah I saw tundra trackers is doing sales again but its 360 for 3 when I only need two so fuck that lmao

ionic heron
silk magnet
#

Most mmd models are long legs though. Nothing wrong with that, but not the most intuitive when trying to force to match real proportions

strong nova
harsh lagoon
#

interesting thats annoying

final raven
prisma meadow
strong nova
#

Ah, it was merged. Thanks, 1.

prisma meadow
#

or even just putting it through immersive scaler makes it look good enough

spare path
#

can i use the ik 2 beta on live servers

#

with people not running the beta

runic rover
devout current
#

I dare you guys to make us decide between the IK beta and the Avatar Dynamics beta....

stone harbor
#

seeing as avatar dynamics will likley not be Network compatible

#

ik beta is fine for full time useage if they also fix the Votekick bug in that build too

clever thicket
#

ik beta will get that patch too

devout current
#

lmao

hot fulcrum
#

move on time...
has been cancelled....

solar prism
#

IS there a Avatar world for the new IK beta

#

with some avatars to try the new features?

vital warren
#

what is ik 2 beta?

oak pendant
#

You might be thinking of Avatar Dynamics. IK Beta's new features work on all avatars.

vital warren
#

nice

oak pendant
#

IK2.0 is separate from Avatar Dynamics and is an update to our IK system. Right now IK-Beta is compatible with the normal release build (you can play on IK-Beta and see your friends who aren't using any beta)

#

This means IK-Beta isn't merged in with Avatar Dynamics at this time though

solar prism
#

But thanks!

oak pendant
#

I'd suggest people who want to beta-test get on the Avatar Dynamics build, and then if you're still interested in the new IK2.0 stuff, use it when you want to see your friends in the release build.

vital inlet
#

How important would a chest tracker be anyway, would it even make a difference?

#

Hey what the code for ik-beta for pc

oak pendant
# vital inlet How important would a chest tracker be anyway, would it even make a difference?

It would make a difference, but it may or may not do what people expect. There's discussion about it in the Canny. I'll definitely be doing some explorations there because the number of Canny votes express that it's a wanted feature, but this still isn't at the stage to call it a planned feature just yet. Right now I'm working through a bunch of the various little issues people are having before jumping on another large change.

oak pendant
vital inlet
#

I only mentioned because some people using the other solution seem to think the updates not as good because of a lack of a chest tracker option

#

But I thought about it and chest IK with all the other points known has to be pretty accurate, still though hard to get over peoples assumptions

oak pendant
#

Yeah the feedback in the canny has been useful, and I've received the communication that it's very much a wanted feature.

calm torrent
#

Oh, hi Kung, while you're here, can I try convincing you that the feature to ignore all animations is IK-related and belongs in the beta/update/IK 2.0?

zenith glacier
#

i was testing some stuff out with panda yesterday. seems like i got sort of the best results with hip&head lock when i had the back slightly bent backward from spine onwards, like this:

#

neck however still a bit buggy, but when i was calibrating looking down like 10 degrees fixed worked around that

calm torrent
# calm torrent Oh, hi Kung, while you're here, can I try convincing you that the feature to ign...

There's a bunch of arguments in support of it:

  • It directly relates to how IK handles weights for limbs/tracking points and/or animations
  • It applies to both AV2 and AV3, so it's not purely an AV3 thing
  • It's about personal preference of avatar user, not avatar maker. It shouldn't have been in avatar descriptor in the first place precisely for this reason
  • Something something chairs (idk, I also don't want chairs to mess with my FBT pose either)
  • With 50 upvotes, if it were in IK 2.0 canny board, it would have been fourth most-upvoted post - and that's even without direct exposure from people scrolling that board
  • It's one of the more-known/used features in [redacted]
oak pendant
zenith glacier
#

god finally, i had to turn her black cause the bot was like "nah its grey and nsfw" lol

#

i actually encounter pretty much the issue, that i have to increase my real height by like 14cm to match her armature better (calibrates to red then). real height calibrates to yellow. I am wearing my trackers on my feet/shoes. (i think it already got reported in the canny, but i thought i can show it more easily here)

#

i expect pretty much most of the "heeled" avatars to have that^^

oak pendant
# calm torrent There's a bunch of arguments in support of it: * It directly relates to how IK ...

Even though the canny is moved out because it's more of an animator customization thing, I'm still aware of it. The biggest problem is that it would require more UI options. That's a valuable and limited resource, I know your personal opinion differs there (actually my own personal opinion is probably the same as yours, but I'm not working on IK2.0 as a personal project just for me, it's an update to VRChat for all users.) I'm pretty sure that discussion in discord about having more UI options or not would derail pretty quickly because any human asked incrementally, "do you want the option to X, or would you rather not have the option? will say they want it. But some of the same people would be turned away if the UI looked like an airliner cockpit.

#

So before discussion derails there, I think it's best to keep the "more UI options or not" stuff contained to that relevant canny.

calm torrent
#

Well, there's also a canny post for "give more options", which is third most-upvoted, and doesn't seem to have anyone strongly opposed to it for the time being.
Also, people keep reposting it, in part because canny search is just bad, but also because no such post can be found in IK 2.0 board anyway (see https://feedback.vrchat.com/vrchat-ik-20/p/toggle-for-locomotion-in-game for the latest one) - would this warrant at least moving the post back so it's discoverable?
But thanks for clarifying it anyway.

oak pendant
zenith glacier
#

i mean, i personally dont have any issues running around with a 1,93m setting despite being 1,78 in RL, then i can finally feel taller 😄

oak pendant
spiral mesa
#

so ik don't work with live now?

#

we have to switch back?

zenith glacier
#

the other one doesnt

spiral mesa
#

oh i see theres 2 now

oak pendant
zenith glacier
#

and yeah, enthausiast just do mess with playerheight anyway like they always did.

#

anyway, i gotta go dancing in vr now, so ik beta, avatar with shown spine - lets hope it will look good for the people xD

calm torrent
# oak pendant I'm not so opposed to moving it back, but if someone else on the team is going t...

You probably have more knowledge of what's going on inside the team to know if it's likely that anyone else would work on something like that anytime soon. To me personally it doesn't sound like something that directly relates to the Dynamics beta, but I have zero inside info.
So I'd suggest having it in the IK 2.0 board for the time being, given the amount of reposts, people's expectations, and slightly-less-cluttered state of the board. It can always be moved back out if it's firmly decided that it won't make the cut as a part of IK 2.0 update (i.e. beta ends, or a decision is made to not add more options, or it isn't added as an option in favor of other options).
The post itself is here: https://feedback.vrchat.com/feature-requests/p/add-an-option-to-disable-locomotion-animations-on-all-avatars

#

Thanks!

alpine lantern
#

I tried to download it but it keeps saying I'm missing file privileges'.

oak pendant
alpine lantern
#

Thanks. Also damn, that's a pain, I was hoping I was just missing a code for the beta. =_=

fervent aspen
#

so I noticed with IK 2.0 that the shoulder bone appears to be locked in place, so when you do something like stick your arms up, it ends up looking really weird in the gap between the shoulder and upper arm bone. is there something I can do to improve this?

round vale
#

how do i join both of these betas?

devout valley
last rain
#

Erabe

harsh lagoon
#

yours appears to not be using the shoulder at all which is odd, i'm guessing it has something to do with the armature of that avatar, i know the shape of that avatar isnt ideal for the perfect humanoid

zenith glacier
#

guess its a weightpaint thing as well. But here i notice too (head+hip lock) that the shoulders dont move up unless the arm drags it up

#

oh btw, it did work well and it seems that ik with that avatar responded like i wished to, so good job @oak pendant

fervent aspen
harsh lagoon
#

yeee i know but i meant more like the possible size and position of said shoulder

spare mist
#

🤔 I wonder if the shoulder and upper arm bones have to be connected for shoulder bone to move in the IK chain (though I assume not since Unity probably treats bone chains differently to Blender)

fervent aspen
#

according to unity it's definitely connected

spare mist
#

yeah, I figure Unity just connects bones together in its rigging solution

oak pendant
# fervent aspen so I noticed with IK 2.0 that the shoulder bone appears to be locked in place, s...

What you're noticing is an actual issue, I'll be doing a further cleanup pass on shoulders related to some other updates later on. The shoulders are allowed to be pulling up by the arm stretching up overall (which is why others are saying it's working for them), but in your situation the arm isn't over-reaching upward, because the hands are relaxed. Basically straightening the arm upward can pull the shoulder a lot, but the upper-arm alone (with the forearm relaxed) doesn't have as big an effect. This still needs improvement, so thanks for mentioning it. You could post it on canny if you feel inclined, but I'm already aware of this one.

vital inlet
#

Votekicks dont work on ik-beta branch
its on the last patch i think

oak pendant
wanton inlet
#

just wanna say the community appreciates the recent updates!

#

its cool to see VRChat get these new features

brazen condor
#

Dumb question, is there any comparison of 6 point vs 10 point tracking in terms of accuracy and fidelity

#

Was curious if I wanted to get the extra 4 trackers >.>'

fervent aspen
oak pendant
oak pendant
brazen condor
#

I already went for feet tracking and waist to sit the entire time so I feel I can't go worse >.>'

wooden lion
#

i straightened out my spine bones and the new ik still crunches my chest and mangles my spine

vital inlet
#

neat good to know

oak pendant
#

If you wanted to get some more trackers, maybe start out getting 2 and then bind to your elbows, then swap to your knees, you can use them in either mode. That way you can try it out

#

If you think you need the knees all the time them buy 2 more

brazen condor
#

I was debating about grabbing 4 as at worst a full body set for a second person

#

Since I have 4 base stations, can stick someone in another room with 3 trackers and bam

#

Double fullbody

oak pendant
#

Though there will be further improvements to 10pt tracking during this beta period too

#

In any case, IMO elbows make a larger difference than knees

brazen condor
#

Not sure if I'll have it by the time the beta ends

#

Knees do seem relatively accurate for the most part

#

Feet are much more restrictive than hands (And one less joint)

#

So getting the knees right seems easier

devout valley
#

is it possible to have elbows instead of feet?

oak pendant
#

Not at the moment, but that request is in the canny and something I'm considering

devout valley
#

i only have 3 trackers currently and would like more expressive upper body

#

oh nice

oak pendant
#

I'll be making some improvements to how the body parts pick up trackers, because right now you can have the knee trackers close to the feet and they can get bound reversed. When I'm doing that I may work in other tracking combos too

devout valley
#

based. Do you have the link on hand?

#

I wanna follow that canny

brazen condor
brazen condor
#

I've noted sometimes if a tracker or controller drops they all get re-assigned at random

#

(Favorites included my left hand becoming my hip so I could do some funny pevic thrusts)

oak pendant
brazen condor
#

I could try to reproduce it to get you a video, it happened around 2-3 times during my testing. Clearing Steam VR and VRC fixed it

oak pendant
#

I've heard of feet trackers getting set to hand if steam tracker config role has them set as "held in hand"

brazen condor
#

Couldn't really determine it it was a VRC issue or Steam

#

I will note that the "Controller" looked like a Tracking puck oddly

#

The little white orb

#

And I could no longer use the controller to opperate the menu

oak pendant
#

Yeah, if you can get some clear steps to reproduce the issue that'd be great, and setting up a canny too

brazen condor
#

I'll give it a shot

#

It might honestly be a steam issue given the odd interaction with the controller tho

mild nimbus
oak pendant
#

leave info on what controllers you use and if you've done anything like flashing custom json config on them or something

#

Yeah, that held-in-hand is default is a bit of an issue

brazen condor
#

Will do, (Just plain Index controllers)

wooden lion
#

this spine is straight enough right?

#

it's significantly straighter than it was before and has not improved IK at all

oak pendant
#

Depends on what issue you're trying to address. But the way unity will see it, it's actually not very straight

#

Just a sec and I'll illustrate why, (bone root to bone root)

wooden lion
#

unity does this

oak pendant
wooden lion
#

in the armature configuration

#

which is essentially undoing what i changed

#

is that what matters to IK?

#

i would have to move the neck bone forward or chest bone back significantly which is not desirable

oak pendant
#

the chest bone will end up pointing to the neck root, so it's not as straight as is looks there in blender

#

This might be something I can address later in the beta, but for now it expects a mostly straight spine. Thinking of where the vertebrae are in the body, I think there's room to move the chest back some, and also the hip forward some

#

if you want to move the chest as little as possible, something like this would probably work

wooden lion
#

hm, i think i'll wait

#

this is a model i'm planning to release and i don't know what changes i need to make yet

#

i don't want to have to undo any changes later on

oak pendant
#

Yeah, best to wait until much later in the beta then. The IK-Beta is planned to last for a long time to get feedback on all the incremental changes that affect people in so many different ways

fervent aspen
#

yeah, my avatar has a non-straight spine and has a slightly off behavior with the new IK. but it's not outright broken

oak pendant
#

(For example, people are re-scaling to the new arm scale factor but there's a 50/50 chance that's gonna change in the next or a soon update)

fervent aspen
#

saw there was already a canny about the rexouium and the non-straight spine and the new IK behavior

oak pendant
#

Yeah, currently it'll use a bent spine as slack in the spine and the rest pose bend will be largely ignored

wooden lion
#

ik 1.0 handled curved spines fine but obviously handled foot placement worse

#

i would like to see a balance

oak pendant
#

people having trouble with spine tightness will have more trouble with a built in corner in the spine, and also the normal state after they bind will look different compared to what they set up in blender

robust cove
#

Does the avatar have to be compatible with the new update to work?

#

If so how do u make it compatible im a avatar creator

oak pendant
#

Legacy IK doesn't do much bending in the spine-chest joint at all, it's basically frozen to the rest pose state, so people's built-in bends stay there, but that means they don't get as much nice curving over the whole spine (and the hip-spine joint over absorbs stuff) anyway, it's a known issue, but unsure if it'll be solved or not before end of beta, there are other things with a bit more priority

oak pendant
robust cove
#

Is there something I need to do

oak pendant
robust cove
#

Yes

oak pendant
#

Ah, ok. This is the channel for the IK-Beta. It's a separate beta running to test the new IK2.0 system (how vr controllers and trackers move the body) The Avatar Dynamics is general open beta and you'll need to ask about it in #open-beta-discussion

robust cove
#

I've tried but no ones getting to me TvT but sorry for talking in the wrong chat

oak pendant
#

Ah, it could be your permissions maybe. In the quick menu settings make sure you set the avatar interactions to be allowed for everyone (and of course make sure you've loaded the Open Beta build on steam)

#

I want to be careful about troubleshooting Avatar Dynamics in this channel though, because as the flood gates opened over there, a few people spilled in here, and having that discussion in here will just confuse them more

#

There's a bunch of info with the release, make sure you go through the announcements and read the docs. That should answer most questions you may have

coral cairn
oak pendant
#

Things could change, but currently it looks likely that IK-Beta will be around even after AD gets to full release, reason being IK-Beta is live compatible, so not a huge rush to get it to live release because people can use it as that right now if they wish

#

So when AD gets released, the live compatible IK-Beta would then be compatible with AD too at that point

#

So we'd AD + IK2.0 testing there before IK2.0 goes to full release

#

Again, not a concrete announced plan or anything, but looks like it'll end up going that way I think

coral cairn
#

Gotcha. Yeah it being network compatible is a huge help and it's better to take the time to get it right.

mild nimbus
frosty loom
#

everything huh

mild nimbus
oak pendant
#

It'll never get to the state that everything is fixed, because good for some people is broken for others. But the idea is to give it a decent amount of time to bake because changes need reaction from the community because it affects people in so many different ways

#

There would still be updates to it after it releases, so basically once it's time to move on and get it out, it'll come to release. The legacy toggle will still be in for release, so arguably even if it isn't perfect, as long as it's an improvement over legacy it would be fine to come out at that point

#

But yes, it'll stay in beta state for longer than the usual open betas to get some good feedback and polish on it

mild nimbus
#

I appreciate the detailed explanation 😄

icy ferry
#

honestly i'm vibing with the update pretty hard. most of the issues i have are already posted in feedback too which is nice. i think for a start though it's really, really well done and i can tell you listened carefully to feedback in the past.

#

i honestly think it's one of the most thoughtfully done updates i've seen. i'm excited for it to get to a releasable state.

oak pendant
#

Just FYI I've gotta go afk for a bit so I'm not gonna be in this channel for awhile

icy ferry
#

i'm really glad to hear that even unmarked stuff is being considered. i know this will all take time but i'm probably not gonna switch back to live for as long as this beta runs cause i just enjoy it that much as is, even with the stuff that still needs fine tuning.

south mica
#

How do you leave the beta on quest

carmine gate
#

Same way you entered, just set it back to live

#

Also, IK2 beta isnt on quest, are you on the wrong chat?

wooden lion
#

i'm pleasantly surprised by how much measure by height just works without that many issues in most cases

vague crypt
#

Anyone have tested out PhysBones yet?

prisma meadow
#

ik 2.0 doesnt work in the dynamics beta

delicate prairie
#

Code??

gleaming igloo
#

No code, just select the beta in the drop down and it auto installs

winged obsidian
#

what is the ik-2 beta?

zenith whale
#

Does the IK beta also fix the viewpoint issue when you lay down?

final raven
torn nacelle
#

Every single one of the avatars I tested this morning completely broke with the beta so I’m not even a little exited about the update. In fact I don’t even want it at this point. It’s not worth it imo

acoustic snow
torn nacelle
devout current
#

and you can also make canny about what you don't like 😉

minor rampart
#

you don't need lock head or lock all to improve things.

#

it's dramatically improved over live IK.

#

it's just if you don't want it to shift or move AT ALL guaranteed, you use lock head or lock all

zenith glacier
ionic heron
edgy ember
#

Hello :) I was wondering if anyone can help me activate the dynamic bones on my quest 2 I've read the things here but I'm still very confused:/

ionic heron
signal elm
#

Instead of the weird walking my legs do this now, yay

timid lichen
#

Ik-2 seems to break a bunch of parent constraint set ups that i use.

World constraint type things, and parent constraints to my hand and avatar root for particles.

When i set my particle constraint to my avatar root, it moves dramatically in opposition to my head movements.
My main avatar feature, a world constrained pet system, does the same thing.

robust tangle
#

maybe longer

torn nacelle
timid lichen
#

^

#

same, and many of my models are pretty broken too.

rustic berry
#

rig hacks are tricks that people used to make the IK behave a certain way by moving/rotating bones in certain ways that aren't standard

robust tangle
#

the main one is upsidedown hip bones

#

or backwards chests

#

in the new IK that will give you... an upsidedown hip and an actually backwards chest.

#

Normally, those problems only showed up for fullbody users and made their life annoying. in the new IK, it gets to annoy everyone.

#

Maybe now people will stop xD

zenith glacier
devout current
digital grove
devout current
#

yes, but it works now

#

ik inverted hips etc shouldn't be used, but there are so many old and sometimes also no longer updated avatars which would all break

dusky ridge
#

Do you guys have any idea how to upload a Avatar?

ionic heron
# dusky ridge Do you guys have any idea how to upload a Avatar?

That's unrelated to the IK beta, #avatar-help would be more suited to that - you'll need Unity 2019.4.31f1, the most recent version of the VRChat SDK, and some modelling software of some kind, likely Blender c:
https://vrchat.com/home/download
https://docs.vrchat.com/docs/setting-up-the-sdk
There's tons of SDK3 tutorials out there (i.e from Sippbox, M.O.O.N, the official VRChat learning channel, and etc), along with channels like #avatar-help, #3d-modeling, #avatar-rigging and etc

raw wadi
#

No

dusky ridge
#

Right i have it already but when i click upload it seems it can't find the file that it's looking for

spare mist
#

if the name of the root avatar object (the one you have the descriptor on) has characters that aren't supported in filenames then it'll break the upload

thick pivot
#

how do i make hair move dynamically with this I am currently having trouble

#

help?

lethal light
thick pivot
#

oops

#

srry but they were arguing like crazu

frosty sluice
#

Anyone know how to revert the beta in vrchat

#

I switched back to the live version on oculus and it still hasn’t reverted

vital inlet
#

how do you download the openbeta with only quest 2

#

its not working for me

raw wadi
#

Not sure if the IK beta is on quest

lethal light
vital inlet
#

ok

coral cairn
#

idk why it never occured to me before, but height change + playspace is straight up not an option on quest, and that's a huge portion of the vrc playerbase. Will probably be more going forward if physbones works out.

raw wadi
#

Why 3pt need height change?

acoustic snow
#

Aligning the floor can be a reason

raw wadi
#

If the avatar origin is placed correctly. Shouldn't be issue

acoustic snow
#

mmmk

#

go try out some anime avis

#

legs long as shit, they clip the floor if you go by arm length

raw wadi
#

Was arm length what is currently the default? Avatar are usually above the ground

#

Maybe the sole a little on some

rough stream
#

Or tip toeing everywhere

raw wadi
#

Probably the floor height is wrong

carmine gate
fiery plinth
#

If you make it smaller than the generated one, vrchat will just use the generated one. Bigger is fine for camera cull reasons though. Is this ik2 related

carmine gate
#

it's related to tiptoeing, which I wouldnt want people assuming is related to IK2.0, so if they have it happen on their avatar, they should check this.

#

and then see if it's still happening

subtle rune
#

It would be cool if the ik2 beta was on quest

lost nacelle
#

Hmm, the IK beta is not terrible but I absolutely despise the new locomotion animations with FBT, they're just unnatural and awkward. I feel like I'll need to look into getting an animation override now.

uncut holly
#

I don't know if others have encountered this, but in IK Beta 2 I've encountered an issue where my friends on Live are stuck at spawn either in a T-Pose state, or their last position my game recieved.
They can see me move, but for me they're stuck.

harsh lagoon
#

happens in different worlds?

#

and different avatars maybe?

uncut holly
oak pendant
# uncut holly It happened once off, I'll test again once I get on again

If you're testing some more, there's a difference for how the pose during a user's t-pose calibration is transmitted on live vs IK-Beta. If it's while the live user is calibrating, it's expected/known that there may be some strange behavior. If it happens at all times / when they're not calibrating, that's unexpected but would still be low priority because this would only be an issue during the beta period and would be solved by everyone being on the same build. If it happens between IK-Beta users that's high priority and make sure to set up a canny with any steps you found to reproduce the issue in that case.

#

You can still set up a canny for it with your findings too in any case even if it's only seen on live users from the perspective of IK-Beta users.

uncut holly
final sphinx
#

Cool you guys broke noclipping

#

My arms act like a desktop player when im outside of a collider

devout current
#

Is this now a good or bad thing ? XD

final sphinx
#

1: right hand stuck in wall
2: hand working outside of collider
3: left hand stuck in collider

#

Bad

#

Noclipping in vanilla is kinda broken now without arm control

#

Stop breaking useful shit plz

ionic heron
final sphinx
#

Ye

#

I dont wanna install mods for this, hope theyll fix it in the next update and not keep it like this

#

Theyre nuking every cool thing and most of the time taking away features like that without a replacement

tranquil cipher
#

what exactly do you mean by noclipping?

ionic heron
final sphinx
tranquil cipher
#

is that a world feature or an avatar feature?

final sphinx
#

av3 and ovra

tranquil cipher
#

so playspace mover?

final sphinx
#

requires av3

tranquil cipher
#

huh?

#

I know that you can move with av3, and I know you can move with ovra, but I'm not aware of any technique that combines both

final sphinx
#

Nvm i cant reproduce it anymore

tranquil cipher
#

that's always been like that

final sphinx
#

Was a temporary thing

tidal trellis
#

hax

desert lion
desert lion
#

Yeah!

final sphinx
#

The arms broke for me for some reason (screenshots)

#

Thought this was permanent as i never had this before, my bad

fierce bay
#

the ik 2 added hip/head lock buttons, and an auto in game height adjust button, which is more accurate if you do it manually.
i'm still seeing jerky movements and clipping too.

final sphinx
#

Nah the arm thing happens randomly

fierce bay
#

i meant clipping through the chest and doesn't wrap around. not the clipping you were talking about.

zenith glacier
#

but its unrelated to ik stuff and this is the ik channel 🤷‍♂️

fathom gust
#

Has IK 2 already been released?

bleak anvil
#

No

fathom gust
#

Ahhh okay

errant cypress
#

oh me dum dum and miss clicked channels. let me move it up.

empty solar
#

does anyone have a reference rig for the new IK system?

fickle tangle
#

How do you get out of beta on quest?

silver geyser
#

basically same process you did to get it onto the beta but you select live and then reinstall

fickle tangle
#

Wait

#

Okay

sleek plume
prisma meadow
#

im trying to scale my avatar to my exact proportions. Is there a good way to do that outside of guessing and checking

loud patio
prisma meadow
#

i assume that if i get my proportions exact not much will change no matter what they do

loud patio
#

Proportions have changed actually already since the beta's release

prisma meadow
#

like in blender if i scale each bone to its actual irl length

loud patio
#

That won't work as VRChat has it's own system to scale your arms and legs to the avatar

prisma meadow
#

well they got the scale to floor thing

loud patio
#

It's not as simple as that since everyone is different

#

Right and that's the best we have so far

prisma meadow
#

I use 10 pt also. so i need the proportions to be as exact as possible

tranquil cipher
#

hold off on weird rig hacks or generalized "best practices", but by all means feel free to tweak it to adjust to your own body better

prisma meadow
#

ya. Im just thinking thats theres gonna be a better system to scale proportions to yourself than trial and error

tranquil cipher
#

usually people just take a picture of themselves in tpose and line it up

#

try to take the picture from as far away as possible and zoomed in, so that it's not distorted by angles

loud patio
#

I also use 10 point so I understand. However like I said it's almost impossible to scale every avatar to any person since everyone has different proportions themselves and so does every avatar have different armature setups. This tool can auto-scale your avatar to 'ideal' proportions however again, IK2.0 may change the way scaling works and so this tool might break your avatar in the future. Also the tool is very hit or miss depending on your armature
https://github.com/triazo/immersive_scaler

GitHub

VRChat correct proportions, made easy in blender. Contribute to triazo/immersive_scaler development by creating an account on GitHub.

prisma meadow
#

im just trying to scale a singlular avatar to myself

#

not trying to scale it to everyone or anything

loud patio
#

Right but unless you know your exact human bone proportions to a tee and have an avatar with those exact scales, you're not going to get it perfect

tranquil cipher
#

that's what they're asking to do though

prisma meadow
#

hypothetically then. how then would you scale each irl bone to a blender bone

tranquil cipher
#

it will always help to have an avatar that is closer to your real proportions. The scaling changes are to help with avatars that are not scaled to your real proportions

prisma meadow
#

when i look in blender I can only scale a bone based on its current size. But i need to know how to scale that bone to an actual measurement

tranquil cipher
#

take a picture of yourself, put it in blender, line it up with your avatar, scale the avatar to the picture

loud patio
#

It's not worth the effort. I suggest just using the Immersive Scaler tool and seeing what it does

prisma meadow
#

already have done

loud patio
#

Then you'll need to do trial and error

tranquil cipher
#

the immersive scaler tool is just a quick guess to fix avatars that are wildly wrong, it's not going to match to any specific person

prisma meadow
#

so there is no way to scale bones to a measurement then

tranquil cipher
#

I literally just told you

#

take a picture of yourself, put it in blender, line it up with your avatar, scale the avatar to the picture

prisma meadow
#

I know that you can do it that way.

#

just entertain me. is it possible to do that?

tranquil cipher
#

yes

silver geyser
#

just you would have to do the work yourself as far as scaling the Avatar to match the picture

tranquil cipher
#

that is how people do it when they want absolute precision

safe veldt
#

so in blender you can actually measure by imperial or metric theres an addon called "measure it" you can see how long the bones are

tranquil cipher
#

getting an actual measurement of your real bones isn't possible without a full body xray

#

a picture of yourself is the next best thing, and you can just eyeball it pretty closely

prisma meadow
#

i can get within an inch or so

safe veldt
#

yea that's probably as close as youre gonna get, theres also the thing of that a 3d armature isnt gonna align with how an actual human skeleton works

#

usually the thigh bones are lower in 3d, spines in the middle of the torso instead of the back, stuff like that

coral cairn
#

before vrchat had the problem where if you measured your avatar to be perfectly to your proportions and then moved it into vrchat, it'd be pretty far off because of vrchat's scaling, so it always made sense to prioritize what vrchat did. That's what immersive scaler did well. It's still the best bet if you want to use arm scaling, but what it does now is it makes it so that arm scaling matches height scaling for any given avatar.

tranquil cipher
#

the new scaling does make the difference between legs/arms a bit less important. But elbow and knee trackers make it apparent that shoulder width and hip width also matters!

coral cairn
#

I may actually do a running release of immersive scaler with the current constants, people using it are probably already on the beta and I can leave a note for the new release, it's miles better than using the old constants anyway, then just rerelease it later once the constants change again.

coral cairn
oak pendant
#

With scale-to-height now available to users, the arm span based scale factor is even more subject to change. I had given an attempt to tune its accuracy, but people were getting very confused about the difference in scale, and no way to have the exact same scaling as in legacy. With scale-to-height I no longer view scale-to-arm as a mode enthusiast users (chasing simulation style accuracy) would use.

tranquil cipher
#

yeah, tailor measurements are a good standard that people could get anywhere. I don't know anything about that, but in theory if you can take those measurements and translate that to the position and scale of the bones then it might work

oak pendant
#

I think there's more than a 50/50 chance that the arm scale factor gets reverted so that it's exactly the same as legacy was, just to lower friction and confusion for people moving to IK2.0

coral cairn
#

Including the neck/head swap?

oak pendant
#

If I fully revert it, then yes. The initial idea was to increase consistency and accuracy, but scale to height excels in that

#

So scale to arm's main function would shift to be more of a mode to let people have new IK2.0 features with scaling that they're used to.

coral cairn
#

Do you know what the thought behind scaling to head in the first place was?

oak pendant
#

Scaling to head? Just checking because it sounds like you mean scale to arm there

coral cairn
#

the choice to measure wrist to head instead of wrist to neck. I was always confused by that.

oak pendant
#

Ah

#

Well it's possible to have a humanoid avatar without a neck bone, so that could have been the reason. I wasn't part of that original decision though.

#

scaling arm-to-neck gives a less diagonal line measuring out towards the tpose so it's more consistent for the vast majority of avatars that have a neck bone. But if the avatar doesn't have a neck it'll switch back to measuring to the head.

coral cairn
#

Just from when I was asking around, people seemed to like the new scaling more, people not scaling by height. Personally I think somewhere between the two would be best, as people were still maxing out and reaching past arms. That's still a pretty small sample compared to all of vrc. Could also be some shoulder dynamics but I'm not as knowledgeable on that.

Do you think there's something to be said for oddly proportioned avatars with say, really long necks (maybe a robot or something)? If you're just measuring based on 3 points the head is legitimately farther from the hands than in a short neck, but if you're just measuring from the neck that change won't be reflected.

oak pendant
#

Yeah, I think that scaling to neck is still going to be more consistent, but it might be better for the initial release of IK2.0 to keep the default scaling on the default setting the same as legacy. A lot of initial bug reports and other issues people had like thinking that 10pt didn't work correctly, or the floor height was bugged in some case turned out to be confusion over what all scale affects and that scale was different

#

Later on an incremental update could be made to for example measure from neck, because I agree that it's the more consistent method.

vital inlet
#

oak pendant
#

But because the scale by height alternative now exists, I'm thinking it may be better to have scale by arm the same factor and method as legacy. It would be a shame for users to miss out on IK2.0 just because they don't like the scale change and thinking something is "wrong" with their avatar so they hit the legacy toggle.

#

That's not set in stone, but wanted to mention it as I see people already starting to try to adjust avatars etc (tried to warn before too that it will likely change over course of beta)

vital inlet
#

The beta features were nice

final raven
oak pendant
tiny token
#

did the hands always move with fbt loco on? like they separate from my controllers

tiny token
oak pendant
# tiny token i prefer this to needing to lie about my height

The idea is that now the new scale-by-height option solves the issue with people needing to lie about User Heal Height, and makes scaling arms much simpler for people interested in doing that (if your arms are too long, just make them shorter in blender)

#

And because the scale-by-height option exists for that segment of users, previous efforts messing with scale-by-arms might be reverted because although it was technically a better fit, it caused issues with confusion over the new scale, and also split opinions on the tendency to increase IRL arm over-reach issues.

final raven
#

That's one thing I definitely like about the new scaling method yeah: user real height actually needs to be accurate now.

strong sundial
#

Scale by height doesn't work well for avatars with heels in my experience.
But the current scale factor on scale by arm actually works really well for them and it would be a shame if it was changed back

rustic berry
#

hey kung, any updates on chest tracker talks? or about being able to have trackers not just be rotation hints, but actually also track position?

oak pendant
#

Handling offset foot positions where you don't wear heels IRL but your avatar has them will be an edge case that requires a bit of user work around. Adjusting default behavior for that would cause more issues for more people overall

#

(the way you'd work around it is use scale by height, slightly decrease user real height beyond IRL and playspace move to fix floor height)

strong sundial
oak pendant
rustic berry
#

gotcha, thanks. if there's anything we can do to help, like providing feedback or testing, I'm sure me and knah would be more than happy to help 👍

tiny token
scenic fern
#

pretty sure they did not

oak pendant
oak pendant
tiny token
#

affected by loco animation

strong sundial
#

When moving in fbt with the animations on. Your hands are like 2 inches behind where they actually are and it's jarring

oak pendant
#

I see what you mean, is this with a custom locomotion layer?

devout current
tiny token
#

yes but i havent changed it in a while. locomotionfix v5

strong sundial
#

I also was on a custom locomotion layer. An older version of the same one. I havent tested without it on

oak pendant
oak pendant
#

Who knows, maybe someone was using the spine-twist issue as a feature somehow 😅

devout current
#

xD

oak pendant
#

"This change is the worst, my helicopter avatars no longer function!"

devout current
#

xD

#

Makes sense though, I mean the system for to use the old Ik is still there

#

so no real reason to remove it

#

Oh and btw any estimate on when we can expect an update for the IK beta?

tiny token
#

ok with locofixv5, head lock gets overridden by animation

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i feel like i would have noticed this before. im going crazy

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kung can i dm a recording

oak pendant
devout current
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I mean it's network compatibile, so why not wait until Avatar Dynamics is out of beta?

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No real reason to upgrade to the current live version tbh

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You could technically also just update it to the live version without any IK changes in it, just so they are both based on the live version.

final carbon
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Hello.
I don't know if IK is directly related to this, but I was very happy to see that the update no longer sucks your feet on the ground when walking.
Frankly, this is the only feature I would like to see updated at this time.
(Of course there's a lot to be happy about, like my arm now stretches properly and my shoulder doesn't twist anymore!)
https://twitter.com/0ne_chan/status/1500739130036461581

新しいIKならLower Bodyの
「Force Locomotion animations for 6 point tracking」をオンにしててもピョコピョコならないんだ…!?ヤッター!(IKの問題とは違うかもしれないけど)
#VRChat https://t.co/vPgZG81awq

▶ Play video
oak pendant
devout current
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Okay, thanks for letting me know though ^^

tiny token
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was there a ik beta update today

oak pendant
oak pendant
devout current
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exactly 6 days ago to be specific

tiny token
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im going insane

oak pendant
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Yeah that canny wants the hip height to match with the hip in the walk animation, so it would have to be pulled back down again.

devout current
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btw Kung, are you planning to allow for more complicated spine setups? I sadly still have the issue that the new IK straightens out my spine & chest bone

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if I rember correctly we already talked about it when the beta came out and you said that if there is a canny for it you might implement a fix for it, just wondering if there is any update on it ^^

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this is tbh basically the only issue I still have with the new IK personally xD

oak pendant
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'Just do it like legacy' isn't an option there because legacy is much stiffer at the spine-chest interface, which allows for holding on to rest pose angles there. IK2.0 allows more bend there and that's ideal for most cases, but treats a spine with a built in crimp as available slack to be used in solving the spine curve.

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Letting the rest angles through while still solving the bone rotations pointing along the curve is technically possible, but more of a hacky solution. Right now it's medium low priority. Once I can get to trying out solutions and ensuring that they don't negatively impact users without a spine crimp built in, it may be put in, but still in a "we'll see" state right now

devout current
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Hm yeah that's understandable, but if the goal of IK 2.0 is to support more rig types it's defiantly something that should be implemented tbh. Every Rexouium Avatar as an example has a bit of a rotated spine & chest (and there are a lot of these Avatars). Would be sad if everyone of these would start to look a bit weird in IK 2.0 compared to the old IK.

devout current
digital grove
devout current
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That's something completly different

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This has nothing to do with IK hacks or anything

lone knot
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My avatar has issues with the toe bone bending upward, checked both versions and it only happens in the beta, just thought I should post it here incase theres a fix

fiery plinth
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It was mentioned to be involved with the crouch animation blending in funnylike

zenith glacier
zenith glacier
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and to give a short list of when locomotion has issues/breaks:
IK beta:

Physbone beta:

  • locomotion can completely break when dynamic or physbone component is on the hip bone (this one is known as well to the vr devs, just to tell you to make the list complete)

Pretty sure franada for gogolocomotion is aware of all of this, as i am for locomotionfix.

torpid helm
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I'm currently making my first avatar, with full body tracking I was having issues with the hip tilting sideways, so I tried the IK beta and everything worked great.
I've followed the documentation as closely as possible for the rig/skeleton, so I'm happy that the new IK works well as long as you follow the rules and doesn't require any weird adjustments.

dull lily
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Ohh, that's why my gliding locomotion avatar's hands seem to desynch with my own when I move. Good to know..

subtle arrow
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So can't check the feedback since til tonight, but has anyone talked about the IK for the shoulders with elbow trackers. I was trying out the beta last night and was surprised it doesn't allow shoulder shrugging. The way the solver handled me shrugging actually required it to move the elbows away from the tracked location instead of allowing the shoulder bones to rotate

prisma meadow
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think we need a chest tracker for shrugging

subtle arrow
waxen tree
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whats the difference between ik-2 and the open beta?

subtle arrow
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IK-2 is just the beta for the new IK system in VRChat, open beta is for the avatar dynamics (phys bones and avatar interactions). they are separate branches. IK-2 is compatible with live networking, open beta for avatar dynamics is not compatible with live networking

raw wadi
cyan parrot
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Can anyone confirm that the digitgrade leg constraint workaround breaks with the new IK? And, for bonus points, are there any fixes for it?

dusk anvil
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i have noticed that while my more porportionate avatars feel better with height scale, less porportionate ones feel wonky (which is likely intentional)
so while height measurement is good for my main avatars, arm length measurement is good for a lot of the other avatars i may use because they're less humanly porportionate

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considering how many users may use less porportionate avatars for whatever reason i now think that maybe arm scale should still be the default maybe probably

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height scale is still a pretty good option though for those with more porportionate avatars though, and to be fair, there's not much of a difference switching between the two in more human scale avatars.

halcyon shadow
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This is where i am suppose to ask for help regarding the beta right? Cuz i got a problem and not the slightest idea on how to fix it.

I had an avatar, i autocoverted all the dynamic bone to psy bone, i test uploaded it after checking in unity to see if everything works, not a single bone is jiggly in VRC but they all are in unity.

zenith glacier
halcyon shadow
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Oh my bad.

final flint
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Hi, this might have been asked/answered already, but can someone explain the "Lock" head and hip function?

silver geyser
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Lock head the head always stays accurate but the hips might drift. Lock hip the hip always stays accurate but the head might drift. .lock both both of them stay accurate but it turns your spine into a pretzel to do it if need be if your avatar proportions don't match your actual body

final flint
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drift?