#ik-2

1 messages · Page 11 of 1

final flint
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is that a bug with it?

bleak anvil
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No its just the way the different techniques work

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In order to maintain the position of one a sacrifice of another is kinda required in a way.

robust tangle
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Lock head will make your head the perfect tracking point, lock hip will make your hip the perfect tracking point. The spine will extend naturally and the one you didn’t lock will be a little off of his tracking point.

If you lock both both will perfectly track but then if the two of them get closer together your spine will buckle as the bones in between cannot squeeze they must bend

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TLDR, used Lock head only if you want fullbody that works just like regular 3 point but with legs added

cosmic hamlet
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i am just wondering if someone has the download link for the ik-2 😄

dusk anvil
cosmic hamlet
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@dusk anvil sorry i was looking for the actually link to download it sense i dont have it

dusk anvil
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you get ik 2 by... switching to the ik beta.

cosmic hamlet
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ohhh XD ty

dusk anvil
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ye no prob

alpine briar
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this is the error im getting?

robust tangle
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Could you paste the text lol

alpine briar
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LOL

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SOrry yeah i gotchu

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Field 'VRC.SDKBase.IAnimParameterAccess VRC.Dynamics.VRCPhysBoneBase::param_Stretch' from 'Assets/VRCSDK/Plugins/VRC.Dynamics.dll', exception Failed to resolve VRC.SDKBase.IAnimParameterAccess
UnityEditor.BuildPipeline:BuildAssetBundles (string,UnityEditor.AssetBundleBuild[],UnityEditor.BuildAssetBundleOptions,UnityEditor.BuildTarget)
VRC.SDK3.Builder.VRCAvatarBuilder:ExportCurrentAvatarResource (UnityEngine.Object,bool)
VRC.SDK3.Builder.VRCAvatarBuilder:ExportAndTestAvatarBlueprint (UnityEngine.GameObject)
VRC.SDKBase.Editor.VRC_SdkBuilder:ExportAndTestAvatarBlueprint (UnityEngine.GameObject)
VRC.SDK3.Editor.VRCSdkControlPanelAvatarBuilder3A:OnGUIAvatar (VRC.SDKBase.VRC_AvatarDescriptor) (at Assets/VRCSDK/SDK3A/Editor/VRCSdkControlPanelAvatarBuilder3A.cs:526)
VRC.SDKBase.Editor.VRCSdkControlPanelAvatarBuilder:ShowBuilder () (at Assets/VRCSDK/Dependencies/VRChat/Editor/ControlPanel/VRCSdkControlPanelAvatarBuilder.cs:156)
VRCSdkControlPanel:ShowBuilders () (at Assets/VRCSDK/Dependencies/VRChat/Editor/ControlPanel/VRCSdkControlPanelBuilder.cs:329)
VRCSdkControlPanel:OnGUI () (at Assets/VRCSDK/Dependencies/VRChat/Editor/ControlPanel/VRCSdkControlPanel.cs:213)
UnityEngine.GUIUtility:ProcessEvent (int,intptr)

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that copied a lot more than i thought it would but the first part is there lol

robust tangle
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Did this happen when you clicked auto fix on some dynamic bones or when did it show up

bleak anvil
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Lol

alpine briar
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sorry im still pretty new to all this
so im sure its a little bit of a dumb question

i did autofix it

robust tangle
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Hit clear button on the console log to see if it’s a persistent error or if it was just a one time thing with the conversion

alpine briar
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Assets\VRCSDK\Dependencies\VRChat\Scripts\Validation\Performance\Scanners\ContactPerformanceScanner.cs(36,23): error CS1061: 'AvatarPerformanceStats' does not contain a definition for 'contactCount' and no accessible extension method 'contactCount' accepting a first argument of type 'AvatarPerformanceStats' could be found (are you missing a using directive or an assembly reference?)

Assets\VRCSDK\Dependencies\VRChat\Scripts\Validation\Performance\Scanners\PhysBonePerformanceScanner.cs(78,56): error CS0426: The type name 'PhysBoneStats' does not exist in the type 'AvatarPerformanceStats'

Assets\VRCSDK\Dependencies\VRChat\Scripts\Validation\Performance\Scanners\PhysBonePerformanceScanner.cs(83,27): error CS1061: 'AvatarPerformanceStats' does not contain a definition for 'physBone' and no accessible extension method 'physBone' accepting a first argument of type 'AvatarPerformanceStats' could be found (are you missing a using directive or an assembly reference?)

Assets\VRCSDK\Dependencies\VRChat\Scripts\Validation\Performance\Scanners\PhysBonePerformanceScanner.cs(86,27): error CS1061: 'AvatarPerformanceStats' does not contain a definition for 'physBone' and no accessible extension method 'physBone' accepting a first argument of type 'AvatarPerformanceStats' could be found (are you missing a using directive or an assembly reference?)

vital inlet
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Any updates today?

late vector
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oops sorry wrong channel

harsh lagoon
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go post it elsewhere then and delete it here you sillyyyy

late vector
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Trying to copypaste in vr is hard ok

vital inlet
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someone help? how do i do the SDK thing on quest 😭

robust tangle
dusk anvil
split pulsar
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please forgive the dumb question (I've been trying to find the answer on my own but failing)... does IK 2 Beta also contain all the features of the Open Beta?

silver geyser
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nope they're two separate Betas

vital inlet
silver geyser
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they are beta testing both features at the same time with separate versions of vrchat for each feature

vital inlet
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What are both of the features

silver geyser
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open Beta announcements describes both of them in great detail

vital inlet
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Too many words

silver geyser
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the open Beta is for Avatar Dynamics which makes your jiggle bones go faster and people be able to touch each jiggle bones and Trigger animations with them. ik 2 is about making arm and leg movement better

subtle spoke
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Must resist commenting about the jiggle bones!

devout current
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jiggle bones xD

silver geyser
devout current
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xD

tame pewter
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i hear jiggle bones i think source engine .qc

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pain

fickle fulcrum
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this is so cool :DDD

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im interested how itll work for me since i have kinect tracking

tawdry glen
robust tangle
vital inlet
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No I'm just too lazy to read

loud palm
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its the best way you'd get info, even just scanning it for what you want out of the text helps you figure out things and not have to ask

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i mean, they did label the Features in the messages

robust tangle
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Then you are also too lazy to read the documentation which means you’re not going to be able to use the beta anyway

copper trench
formal bluff
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SOOOooo how does one activate the ik beta?????

prisma meadow
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Same way you activate normal betas

formal bluff
manic gust
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scroll up

formal bluff
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to wherethereis so much shit

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😂🤣🤣

ebon rune
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does physics bone work with ik beta

subtle arrow
ebon rune
robust tangle
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Hot take; People who aren’t willing to read the instructions on how to get into the beta should not be allowed to get into the beta

devout current
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yeah kinda true

ebon rune
robust tangle
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For every user you hand hold to get into the beta you will have that same user asking why they can’t see anyone and how to get out of the beta

robust tangle
devout current
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I also loved that one person who wanted to test the beta but didn't wanna read the change log "because it was to much text"

robust tangle
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Yes yes they’re going to get on and give the very important observation that the auto replacer is currently inaccurate

formal bluff
robust tangle
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There are not currently any private betas

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Well, there might be, but no one here can tell you how to access them if they even do exist

formal bluff
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oh oh it auto updated so quick i didnt see it oops

mint panther
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what is ik2?

digital grove
silver geyser
mint panther
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oh ok

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ty

digital grove
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(also 10 point tracking)

silver geyser
celest lance
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Yes and the stupid issue where you would lay on your side and your chest would flip 180 degrees or somn

ebon rune
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I love the arm length one. It is more accurate and now I am adjusting the avatar height to finally make my knee in its place

vital inlet
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I can't go back to live?

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I have switched but when i go to play i'm still in beta

spark junco
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If on Quest, you have to factory reset.

vital inlet
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Cuz, i cant re-add vrchat

minor rampart
spark junco
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Yes.

minor rampart
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yikes

spark junco
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That seems to be the best method thus far.

silver geyser
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basically Facebook made the software for handling beta versions very poorly

robust tangle
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“ why would anyone need to rollback their version of a game?”

steady sigil
# minor rampart factory reset the *entire* device?

Actually if you have multiple accounts on the quest you just have to remove the accs or uninstall the vrchat app from THOSE accs.
But if it's only your acc on the quest then yeah I guess-?
I had the same problem and no one told me about the multiple account thing

steady sigil
spare path
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There's a lot of kids who are wiping their quests because they don't know how to get out of the beta.

silver geyser
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because apparently Facebook coded the system for like handling betas very poorly

spare path
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Right it's facebook's fault people are stupid

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actually

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that might be true

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🤔

silver geyser
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like even vrchat moderation is recommending the factory resetting

spare path
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lmao what

silver geyser
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so it's not just children being not knowledgeable

spare path
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Really?

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That's crazy

silver geyser
spare path
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he's... Not a mod

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he's a nitro booster

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🤦‍♀️

silver geyser
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sorry for the mix-up

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but yeah even the adults are having to factory reset to fix it

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this open Beta is the most amount of quest users I've seen try to join

spare path
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they finally get the dynamic bones they've heard so much about so I'm sure it's a big deal for alot of them

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the majority of people in the open beta worlds right now are quest users

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it's quite infuriating actually

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Trying to test avatar dynamic stuff with people who can't even see you

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reee

loud patio
spare path
loud patio
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Then the most testing you're gonna get is fallback IK

bronze seal
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do we know when the ik 2.0 beta is going to be fully implemented into the game? im having a hard time deciding which beta i want to use right now tbh

devout current
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the IK beta is network compartibile though, so if you wanna play with freinds, use the IK beta, if not you can use the Avatar Dynamics Beta

mystic reef
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Also

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Idk if this is the place to ask

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But, does anyone know when the dynamic bone component will stop being whitelisted?

devout current
mystic reef
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Ah, TBA

spare path
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it's better this way

mystic reef
spare path
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dynamic bones are awful and if they don't permanently remove them even with the new system people will be lazy and just say "JuST tUrN OfF BoNe ConVeRsIonS"

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I promise

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instead of fixing stuff people always choose the less optimized option

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because optimizing takes work

mystic reef
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It does! Let’s chat about this in the discussion if you’re comfortable moving

spare path
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@ me there

bronze seal
devout current
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nope, you can only see people who are also using the Avatar Dynamics beta

bronze seal
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its just the problem that i wanna use both lmfao

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alright i guess ill just use the ik for now

devout current
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sadly, you can't

bronze seal
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thanks tho!

zenith glacier
rigid acorn
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Does anyone know if Ik 2.0 beta works with a Kinect

hollow sigil
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Here's a suggestion

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try it

signal epoch
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is it just me, or are the elbows in ik 2.0 very Snappy. like when u stretch all the way it locks/snaps in stretched

carmine gate
devout current
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but changing your height setting might help with that a bit

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my friend hated that about the new IK, it made him feel a bit sick xD

signal epoch
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yeah .-. feels clunky

copper trench
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i believe that is because you have calibrate-by-arm-length enabled...go back to height and i imagine it may not be as pronounced

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im sure if your model was measured perfectly to match your joint proportions in meat-space it might be behave more "realistically"

robust tangle
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You’ll have people shouting to turn the Phys bone converter back on, as well

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But it will certainly be a point of contention, thankfully one that will get better with time as new content keeps rolling in that isn’t effected by the setting.

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I don’t see many SDK2 avatars these days! It will be the same with DB with enough time

zenith glacier
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i would still like to see, that since it is a huge change already, they would reward people for optimizing their avatars a little, so people might even consider "hey, i could do something" cause they have to adjust their avatars anyway

robust tangle
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Once the auto replacer gets a bit better it will be a one button fix. They just need to make Isanimated and Endoffset convert a bit better

vital inlet
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needing help, only 5 my trackers work

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and ik 2.0 is ment too support 10 point?

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the others are all under my right foot

robust tangle
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IK 2.0 supports 7 body trackers

vital inlet
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oh?

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i thought its ment too support 10?

robust tangle
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The other three are your headset and controllers

vital inlet
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yeah

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how am i gonna use elbow tracking then? D:

devout current
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It's 10 point tracking cause your head and controllers also count as tracking points

timber grove
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Using 7 vive trackers makes your setup 10 point.

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Now back to why they aren't connecting

vital inlet
robust tangle
devout current
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3 + 7 = 10 🤯

vital inlet
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and if its 10 point

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im only using 7

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so i should have a other 3

devout current
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you don't need to, but you can if you want

timber grove
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Since you are using 5 trackers it should be 8 point right?

vital inlet
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because 5 are trackers and the other 3 are my controllers and headset

vital inlet
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they are just under my right foot

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1 sec

timber grove
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Are your trackers not pairing, connecting or are they glitching out?

robust tangle
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Sounds like they are not paired

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Are they moving in SteamVR?

vital inlet
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omg

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i might know why.

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brb

timber grove
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Dongles not plugged in perhaps?

vital inlet
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dongles?

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my friend im a kinect user lmao

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and yes ik what software im using

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it can track up too 21 points

timber grove
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oh

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Well then that changes everything.

vital inlet
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indeed

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i disabled half them

timber grove
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You are on the new beta right?

vital inlet
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only got 7 enabled rn

vital inlet
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only 7 enabled rn

timber grove
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What happens when you try to calibrate

vital inlet
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it looks normal just some trackers under my right foot

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it may be because i enabled them during ingame

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so ima restart

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and see if thats the issue

timber grove
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Try that

robust tangle
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You shouldn’t be disabling virtual tracters in steam VR

swift thunder
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here's a video of my issues with asymmetric arm positioning and elbow tracking. The avatar height is set to 20cm higher than my real height, so the left arm never locks out, while my right one always does. Its the same with 8point-knee, 6point and 3point tracking. I swear my arms have an equal length, i have no shoulder mobility issues or anything like that. Controllers dont wobble when turning or anything.

Sry, video is offset because i am stupid and cant use obs properly 😛

I post this mostly to link it to this canny issue: https://vrchat.canny.io/vrchat-ik-20/p/vr-arms-becomes-much-shorter-in-new-ik-causing-extreme-arm-pull

robust tangle
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Your driver software should just be generating only seven virtual trackers from the start

vital inlet
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fric.

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i accidently left the lenses of my headset facing the light while i was fixing it

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now the screen has a pixeilated square

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please tell me this is a glitch instead :wah:

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thank god

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its vrchat itself

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sitting is amazing aswell

brazen condor
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What are ya'lls recommendations for elbow/knee straps?

loud patio
brazen condor
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Just these?

loud patio
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Yep those

brazen condor
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Gotcha, thanks for the heads up ^-^

minor haven
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If you are a bit bigger (i'm 240lbs) those skywin straps might be a bit tight under your knees. comfortable on elbows and feet though

icy ravine
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oculus quest 2 es work

strange idol
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Ugh, I can't log into the Canny to give a suggestion, reeeee.

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I was going to say that the head lock position should be pushed backwards a little to be more accurate to where someone's head might actually be. 🙂

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Right now it's using the HMD position, which is forward on the face, as a result facing down will pull the head lock position down.

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(Implementing this could also help avoid the body sinking down when looking down in FBT calibration)

tranquil cipher
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that depends entirely on the viewpoint of the avatar descriptor

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which should be placed between the eyes for exactly that reason, not in the middle of the head

strange idol
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But the same issue happens. :o
I have it between my eyes, at the 'View Position'.

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Basically pupil level, as I would expect the HMD lenses to be at.

tranquil cipher
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could also be the size of the head and neck position

strange idol
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But I mean, this issue does exist anyway in FBT calibrate too, it's what causes you to 'sink' when you look down. 🙂

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Horrible example but this is what I mean:

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Blue is what SteamVR will provide as the HMD transform position.

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Red is the actual place you 'pivot'.

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Realistically you just want rotation, not the levering caused by the HMD position being forward. Just needs an object offset backwards from the HMD position a little and it'd help a lot. 😄

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The only issues I could see with this is if some headset decided the 'Head transform' was actually the head not the headset front... 😅

tranquil cipher
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but the viewpoint position allows you to control that. If it's not correct, change it

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maybe the calibrate pose shouldn't use the HMD transform, that's a good suggestion. But that has no bearing on when the avatar is actually being used

strange idol
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So to prevent the avatar from moving down when look forward to hold the head lock, what should I do? Move the view position forward out from the head?

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Further forward I mean, right now it's about the bridge of the nose.

strange idol
lethal light
zenith glacier
hasty adder
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I am having issues when I use the IK Beta and I play games such as among us murder four and I believe ghost it is not letting me Spond in with everyone else and I just get stuck in the lobby can someone please help me

native condor
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does the ik beta include the new bones open beta stuff? or do i have to pick one or the others features

devout current
native condor
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rip, guess ill pick bones

devout current
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Ik 2.0 is networking compatibility though, which the Avatar Dynamics beta isn't. So if you wanna play with friends you can only use the IK (or live)

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At least as long as your friends aren't also on the Avatar Dynamics beta

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@native condor

native condor
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i must test the headpats!

devout current
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xD

zenith glacier
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understandable, personally i think the next version of the avatar dynamics beta will get interesting, since they hopefully implement a lot of the feedback suggestions they got.

devout current
zenith glacier
# hasty adder Please help me with this

i guess some people reported (only here in discord as far as i know), that ik behaved weird and had people t-posing and so on over network. can you test if it still happens when you are not in beta?

What i am basically suggesting is, making sure its the IK beta causing that behaviour and if it is, posting it in https://feedback.vrchat.com/vrchat-ik-20?sort=new so they can have a look, why teleport/spawn events of such maps could break with the new IK

hasty adder
zenith glacier
hasty adder
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OK I will get to it later thank you

upbeat vault
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did you rule out minor desync issues between beta and live?
try to create an instance and only invite others that are in the beta

mossy tendon
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when i use an avatar with stations i get very laggy and eventually frozen ik to others even if i look fine to myself. not consistently, seems to happen more often on crowded maps
i still need to test it more before considering a canny. ie see if it happens with other people who have the beta ik client (because if it doesn't its not an issue) but anyone else ran into this

robust tangle
desert tartan
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how to get

dusk anvil
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scroll up in there

desert tartan
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i already have open beta installed

dusk anvil
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then you launch vrchat

desert tartan
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yea

ionic heron
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choose the IK beta, instead of the other beta

vapid mica
errant helm
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Is 11/7point tracking on the board for the new IK? (Chest tracker) I know 8 and 10 just came around but I was just wondering if I could ever make use of my extra tracker

vital inlet
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how do you enable this on quest 2

zenith glacier
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yeh, i am for supporting as much as possible, even if that means if i have to redo parts of the locomotion layer i provide over wetcats gumroad.

vital inlet
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heh?

devout current
severe harbor
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It on quest

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You have to go the quest website to do it

dusk anvil
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dont know how the fuck this happened
i have no mods installed, on the ik branch of the beta. don't know how to reproduce this bug.

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and also on the ik branch when taking a photo for an invite, after taking the photo it's a grey square on the main menu.

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dont know if anyone else is having this problem or if it's just me (again, no mods installed.)

tame pewter
dusk anvil
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ye
i'll see if i can recreate it tomorrow

harsh lagoon
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that looks to me like your playspace just got misplaced or something

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theres a chance when you were loading the game up, your headset was covered or not being seen by a tracker or something and threw you off to the side, and stuck you there when you loaded

chilly jolt
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I used the IK 2.0 beta with my cobbled-together, smartwatch-based full body tracking setup, and the ability to add the extra knee trackers really seemed to make a difference. I'm seeing much less of my elbows clipping through my torso too. Nice work, VRC team!

devout current
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well, that's a different story then

solid sky
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You ever going to fix the vote kick for IK beta I know it's fixed in the live version.

devout current
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yes, with the next IK update we will also get the patches out of the live version

vapid ermine
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Hello all, This is an open question, but I hope it might lead to some interesting ideas!

I'm a PhD student working on using VR for gait rehabilitation to allow stroke / spinal cord injury patients to more easily gain access to more effective rehabilitation.

One area I'm especially interested in is the use of fully tracked avatars, which is not being done in any research yet, I believe mostly because of the lack of knowledge on how to achieve this (in real time). Even meta calls FBT unnecessary and "physically impossible", which is just false. From the limited research that has been done, there is enough evidence to think that using avatars can indeed be very beneficial.

VR IK 2.0 system so far looks better than anything I've seen so I was hoping there are some possibilities for a collaboration or perhaps an open discussion about your thoughts and ideas. Is there anyone on the dev team of this IK technology that would be willing and able to share their thoughts on this matter? 🙂

minor rampart
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@oak pendant see above.

dusk anvil
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these issues prolly don't exist on the avatar dynamics beta, probably. haven't tried to get the grey invite photo on that beta yet

scarlet pine
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i have the problem that my viewpoint sinks into the chest when laying down. if i use lock head my hip will sink down and not match with my body anymore. if i put both on lock it squashes my body / hip

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is it because of the viewpoint?

devout current
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no, that's because your Avatars proportion don't really match with you IRL proportion, either your head or your hip will move away a bit

zenith glacier
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what may help if making yourself a tiny bit bigger with your real life height than you are. The issue is like blackrat said that the avatars proportions dont fit your real life ones

robust tangle
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I call Lock Both Kung Mode. You need to work for it.

devout current
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"Kung Mode" xD

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can we please rename Lock Both to Kung Mode? xD

zenith glacier
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lock both puts strain on the back joints (spine, chest, upperchest, neck). If you look down roughly 20% during calibration it already works way better

icy ravine
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but how How

halcyon sonnet
digital grove
dusk anvil
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(nobody will stop me)

feral jackal
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How do I enable the ik beta on my VRC?

dusk anvil
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if on steam go through the same menu

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but select ik beta instead

feral jackal
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i figured it out, thanks.

chilly jolt
# halcyon sonnet I'm not going to lie that sounds like a really interesting setup

I put all the details and an example of the tracking on Youtube - https://www.youtube.com/watch?v=wvuB1QDji8I&t=10s

I made full body tracking work in VRchat using old smartwatches I had lying around, a phone, Meta Quest 2, a link cable, and a not much effort.

Discord: @ThemFatale# 2467
Drop me a message if you have any questions.

FAQs
Can I use any smartwatch?
No - it needs to run Wear OS (previously called Android Wear), and it needs to have decent IMUs....

▶ Play video
chilly jolt
# dusk anvil this sounds pretty neat

If you're the sort of person who has spare smartwatches hanging about, or who wants occlusionless FBT on a budget while waiting for SlimeVR to arrive properly - yeah, it is pretty neat! Let me know if you try it out!

unreal vale
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Hey guys I have a question,

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so bsically I want to put the IK beta onto the oculus rift verison of vrchat but im not sure how, any help?

lone mango
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I'm having issues switching back out of beta

idle veldt
fickle fulcrum
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how do you test out phys bones?

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do they not let you test within unity like dynamic bones let you do? :(

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so in a video he does seem to be able to do it within ''play mode''

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but i cant seem to move my camera or anything?

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oh

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do you need to be in 'scene'?

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but even then

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how do i move the model?

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like how do i grab and move it around freely

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wait i think i got it?

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but is there not an easier shortcut like ''g'' in blender?

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also, if i have a chain of bones like, say a tail

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do i only apply physbones to the first bone?

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or every bone separately?

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actually

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specifically not applying this to the first bone of the tail seems to help it stay in place

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neat!

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wait

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now im here again

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eh??

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can someone help me

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i cant seem to be able to access open beta

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i was in it just a sec ago but after switching back here it just dissapeared again

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the category is opened

fringe marten
#

Could someone tell me where to swap to the live ik2 beta? I’ve got steam just don’t know where the option is. Thank you! vrcCatSquint

#

Nvm got it. Same spot for regular VRChat open betas

raw junco
vital inlet
#

ik has suddenly unsupported 10 point tracking

#

now it only handles 9

#

using 10 everything works

#

like every input and everything

#

i just cant walk

#

someone able help?

#

well well well

#

it didnt fix it

lethal light
# vital inlet i just cant walk

By chance are you using the hip locomotion program by juice? I know that caused issues with me. Or any other program that adds in an extra tracker (even if it is just a virtual tracker)

vital inlet
#

kinectv2

#

it was working perfectly yesterday

#

so i assume. A: due too a vrchat update or B: its a steamvr update

#

or C: the cable wasnt fully connected

#

and yes if it aint fully connected it sometimes causes me issues

vital inlet
#

then i exited and got on today and walking doesnt work

#

so i think it may been a steamvr update

lethal light
lethal light
lament thistle
#

I don't know if anyone else has seen this yet with the final ik but different armatures on avatars have completely broken and it's making things very buggy like when I go to change into a mamagen Avatar my custom one the tongue will pull itself away from the model until I do a facial gesture involving that tongue

#

Or even when I change into one of my commissions that I've done before the clothing is completely torn away from the Avatar and you can see everything underneath it's a little buggy I don't know if anyone's mentioned anything about it yet but I just wanted to make sure that people know that it's a thing

zenith glacier
warm lintel
#

Wait so is more than 3 trackers live now? Cause I tried 4 and it didn’t work

#

I’m on the beta

tame pewter
acoustic snow
#

(HMD and controllers are points; 3 point tracking is HMD and controllers.)

#

[all tracking options greater than 3 point require a hip tracker]

polar blade
#

how does this armature look like for fbt? should the chest/spine/neck be vertically aligned?

copper trench
#

upper chest is supported now btw

polar blade
timber grove
cinder violet
#

Really? 11 point? Details please.

marsh elm
#

I think he is talking about rigging, rather than tracking the chest

#

Upper chest was cursed in the previous SDK and now works fine apparently

copper trench
#

- Added/refined support for upper-chest humanoid bone in FBT

#

just the rig

polar blade
#

ty

vital inlet
#

and i cant turn any them off because then they dont work

loud sage
#

How does one get out of open beta??

alpine bronze
vital inlet
#

nope its defo vrchat itself

#

so you know how you can see what your pressing or moving

#

in vrchat it shows im moving the joystick yet it doesnt move me

robust tangle
#

What would cause the knees to bend in head-locked mode but be straight in hip lock mode?

#

What do I fix

lethal light
robust tangle
#

Knees should have no bend at all

coral cairn
#

Does your torso move up and down when switching?

robust tangle
#

Yes, it moves up and down

#

Head does as well

coral cairn
#

So I feel like the view point irl position doesn't match my height exactly in most cases

robust tangle
#

I have the viewpoint pretty much exactly on like when I do the shoulder touch test and stuff

coral cairn
#

If I round up on my real height it gets better

#

Wish I could set that in cm not inches

robust tangle
#

Both

lethal light
#

I think this is kind of the "inteded" scenario, as hip lock makes the feet/legs more accurate at the expense of the torso and head, with head lock being pretty much the opposite. I could see it being a little off from straight just because of the innacuracies of the method. What pager says about setting the hieght better might help. Also, what scaling mode are you in?

coral cairn
robust tangle
#

It does but they both look pretty much accurate it’s just awkward knee bending that looks problematic

#

I’m just not sure why the floor isn’t just rendered lower in headlock instead of making the knees bend

coral cairn
#

In theory there shouldn't be a difference

#

Imo there always is

robust tangle
#

Or just render me in the floor and Let me place space up

coral cairn
robust tangle
#

It used to just let your feet phase through the floor and you could fix it with playspace adjustment

lethal light
# coral cairn Happens to me a bit in both

that's fair, like I said I use heads + hip mode always, so I don't have to deal with these specific issues, just thought it might be a good idea to try the other one if only one has been attempted

robust tangle
#

I’ll test tomorrow and see if there’s anything I can do I just wanna be able to use headlock without knee bend

#

A normal standing stance looks dopey

lethal light
vestal oriole
#

Had the same oddness with knee, not really tested it much

robust tangle
#

I’m sure there’s something wrong with my armature

lethal light
coral cairn
#

I think a useful test will be to

  1. enable legacy ik calibration
  2. put something visible on your avatar at the height where the viewpoint is
  3. see if the height of your viewpoint matches up with your actual viewpoint before calibration

I have a feeling it'll be just a smidge off and that's what we're seeing.

robust tangle
#

Hip lock in fullbody “fixes” the issue

lethal light
robust tangle
lethal light
#

it is a tickbox in the ik settings menu

robust tangle
#

And yeah properly but if that’s off it means my real world height is off then? My view point is correct

coral cairn
#

https://docs.vrchat.com/docs/full-body-tracking
--legacy-fbt-calibrate in launch options

robust tangle
#

Oh just non beta

#

Oh that

coral cairn
#

I guess it just means real world height is off then? like the actual top of your head doesn't matter much but but you should probably scale your user real height so the viewpoint lines up.

robust tangle
#

Guess I’m still lying about my height on Beta then lol

coral cairn
#

only if it's actually off in calibration

#

you don't actually need legacy fbt calibrate, you could measure the same thing by seeing how far from the floor your feet are in normal mode, but that's hard since it moves up and down whenever you move your head.

#

Hard to measure something you have no real way of looking at

robust tangle
#

whaaa... just went from one extream to the other on real life height and they all make the knees bend

#

only thing that stops it is hip lock mode

lethal light
#

xD tis like that sometimes

coral cairn
#

did you just change it by one inch?

vital inlet
#

hm

#

still have my problem tho

#

it wasnt steamvr

#

it shows all 10 trackers

#

reinstalled the software

#

reinstalled the beta

#

no, im not using mods

#

it was working perfectly yesterday with all 10 trackers

#

when loading i can see my joystick moving when i move it but when i try move in game it makes my avatar float up a small bit but doesnt make me walk

robust tangle
lethal light
#

lmao

vital inlet
lethal light
#

wait, can sitting mode even be enabled with fbt?

vital inlet
#

well i think?

#

in a older ver

#

i forgot

lethal light
#

what does it even do tho? besides breaking things

vital inlet
#

im starting think a vrchat update broke it

lethal light
#

can you try it with three tracking points?

vital inlet
#

yeah it works fine

lethal light
#

5?

vital inlet
#

if i do 9 tracking points it works

#

doing 10 it doesnt

#

theres 11 total but the other one is the lighthouse too track all the points

#

so that shouldnt be causing issues

lethal light
vital inlet
#

uhh

#

im in bed rn lmao

lethal light
#

xD

#

fair enough

vital inlet
#

ill send it like tommorow

#

its on my main pc

lethal light
#

yep

vital inlet
#

i may just uninstall everything then reinstall

#

see if that fixes it

lethal light
#

could also try and verify files

vital inlet
#

i always do that first

lethal light
#

I would have expected so, just throwing it out

#

I will try tonight and see if I can replicate your issue again (as I had it one time)

vital inlet
#

alr

#

nor has alot

#

but in steamvr you can see all trackers operate perfectly

#

so i think it is vrchat itself

lethal light
vital inlet
#

i mean

#

there was a update last night

#

may been that

lethal light
#

could always try to downgrade it

vital inlet
#

how?

lethal light
vital inlet
#

nono

#

vrchat

lethal light
#

the ik had an update?

vital inlet
#

it shown the usual "update"

vital inlet
#

ik 2.0 update

#

was a small one

#

but thats done somthing

lethal light
#

ohhh, I thought they hadn't updated yet

vital inlet
#

some reason for me it did

#

it shown the update button

lethal light
#

never mind, I don't think you can downgrade that

vital inlet
#

yeah

#

would probs not work with the network

lethal light
#

ehh... it probably would

#

at least in this case

vital inlet
#

maybe

#

dunno

#

ill wait a few days for a update come out

lethal light
lethal light
vital inlet
#

?

lethal light
#

vrchat cany saying there is an issue with movement and 10 kinect trackers

vital inlet
#

it may started after connecting my nari ultimate, but it couldnt be

lethal light
#

.......

vital inlet
#

so its super unlikely for that to be messing with tracking

lethal light
#

what are the controller ones again

#

xD

vital inlet
#

rift s

#

?

lethal light
#

I mixed up the product

#

nah

vital inlet
#

oh

lethal light
#

razer has some gamepad controller thingys

vital inlet
#

yeah ik

#

i disconnected my xbox controller

#

just see if its that

#

not that either

lethal light
#

could see if there is anything unneccessary in the steamvr addons

vital inlet
#

yeah

#

anyways ima sleep

lethal light
#

night night~

vital inlet
#

night

robust tangle
#

ok viewpoint or worldscale is different in halfbody vs headlock fullbody. somsthing is inconsistant here

#

I think worldscale is changing

#

Hm... maybe my neck pivot is too far back?

lethal light
#

hmm... try moving that forward

robust tangle
#

worried about nightmare deforms lol

lethal light
#

I think you want the neck head spine hips chest (and upper chest) all straight

lethal light
#

what deforms are you worried about?

kindred saffron
#

M

nimble storm
#

sometimes when I start the game on the ik beta while using valve index + vive trackers I get these phantom controllers that don't got away, even after finishing my avatar calibration

#

recalibrating, avatar changing, no matter what I do these phantoms appear and wont go away until restart the client

warm lintel
copper trench
#

post it to the canny or it never happened

robust tangle
#

Needs to be re-opened. Just file a dupe. i guess

#

Are you sure you can't have this happen on the live client?

nimble storm
#

personally this bug has only ever happened to me on this IK beta branch

round osprey
#

I've had this twice on beta and never before

warm lintel
#

I’ve personally had it occasionally since October

#

But very rarely

#

Like once or twice every month and I play every day

cyan flume
#

Not sure where to put bug reports but I wanted to mention that the animations take over your legs when falling semi randomly. So going downstairs via walking through my playspace my character looks like theyre floating sometimes. Same goes for the jump button. It will randomly disable my legs while jumping. I think a button to disable the animations for all things including walking, falling, and jumping would be the best solution.

#

Love the new ik and calibration though

#

Sorry just found where to report in pins

#

It keeps giving me a 504 so I'll have to report it later

warm lintel
#

I don’t really think that’s a bug

tribal sandal
#

Wait, how do we accesss the beta on quest? I cant figure it out

cyan flume
cyan flume
#

Im sure there's a purpose for it but for anyone who uses alternative locomotion like infinite walking or even just has a large playspace this feature/bug is pretty annoying

#

The "bug" part is that it isn't consistent

#

Sometimes it will have the leg animations while jumping and falling and sometimes it won't.

#

Avatars can be a factor with this but it's shown to be inconsistent even on a single avatar

frosty loom
#

Pretty sure it's all velocity based

cyan flume
#

I know what you mean but I promise it sometimes just doesn't work

#

I'll try and get a video tonight so you don't have to take my word for it

frosty loom
cyan flume
#

Thanks for your interest and support 🙇‍♂️

#

I pretty much only infinite walk so I run into this problem constantly

warm lintel
#

I personally don’t see a problem. The game is made to be that way. As Rubbick pointed out turning off 3 point and 6 point forced locomotion would probably achieve what you want to achieve.

#

Also can disable locomotion entirely in unity as a toggle

keen grove
#

how good is the IK beta right now?

cyan flume
warm lintel
#

Yeah

cyan flume
#

Didn't know that was an option I haven't worked on my main avatar since 2019

#

A button would be preferable but if that's the solution I guess Ill just have to modify every avatar I use?

#

And again if it's meant to do that then it still inconsistent and doesn't appear to be working as intended (this will be more clear once I get a clip of how its inconsistent)

final raven
#

Woah, update incoming~ 👀

clever thicket
dusk anvil
#

fear

#

i wonder if they'll merge the 2 betas before release.

raw shale
crimson mason
#

😫

mystic urchin
#

Doubt it, if anything they'll released AD before IK Beta :>

dusk anvil
#

AAH

#

announcement jumpscare

oak pendant
#

Current plan is IK-Beta stays in live network compatible beta through the entire Avatar Dynamics open beta process

ionic heron
#

announcement go b o o

#

spoomk

oak pendant
#

Once Avatar Dynamics is released, then IK-beta + AD would be tested

final moss
#

lesgoo

strong nova
oak pendant
#

Ah yeah thanks!

strong nova
#

No, no. Thank you all! ❤️

frosty loom
crimson mason
#

dude arent you like.. also in it

frosty loom
strong nova
#

-Time zones are cringe-

dusk anvil
#

time zones are for nerds i live on the sun where there is 1 timezone and that timezone is FIRE TIME

final moss
#

4am gang

static kite
#

3AM here as well xD

mystic urchin
final forge
#

4 am

final raven
#

- Measure-by-arm now uses the old legacy scale factor
Curious if this means my feet trackers will no longer be below my feet when using scale by arms and using irl height just like with legacy ik.

ionic heron
vital inlet
#

Nothing specific to mention but did want to say that new IK is working a million times better for me in fbt so thank you for all the work on this.

oak pendant
vital inlet
#

did notice that saving IK between avatars is marked planned, is there any word on whether that will be included in the beta before full release?

dusk anvil
#

pst cringe!!!!

strong nova
dusk anvil
strong nova
oak pendant
dusk anvil
#

Further improvements and tuning to elbow clip avoidance
woo yeah oh yeah

final raven
empty solar
#

with regards to this patch does this fix the hand drag and head "lock" problems when using forced locomotion in full body

vital inlet
tame pewter
ancient geode
#

love new elbows lol

final raven
dusk anvil
ionic heron
coral cairn
# tame pewter now i wonder, do i immersive scale for height or wingspan <:vrcCatThink:78426466...

well I've already updated the dev version to match the legacy scaling by default but the old value is there as a toggle.

Regardless of what the scaling ends up being, you'll be able to use immersive scaler to
a) match height and arm scaling (default), or
b) put in your own scaling somehow, with the expectation that you use height scaling. Not 100% sure how this will work. I might include the old-new scaling as a preset (just uncheck legacy scaling r.n.)

ancient geode
#

making canny now but its funny

final raven
# ancient geode um lol

Will test this out myself once I get back on VR in an hours time but uh oh, canny time? 👀

ancient geode
#

ya the elbow ajustment i think is to sensitive

oak pendant
#

The intent is that scale by arms is for people who got confused by or didn't like the new scale factor. So they have a simple way to have it "same as always" and then if you really care about proportional fitting you'd use scale by height to automatically have your feet fit, then iteratively scale your avatar's arms in blender until you like the length of them

ancient geode
#

seems to only happen on my left arm

dusk anvil
coral cairn
ancient geode
dusk anvil
#

establish FLIGHT

final raven
oak pendant
# ancient geode heli arm

Can you test on other avatars too? Also make sure to leave info in your canny about what vr setup you have (particularly your controllers)

#

if you find it's only that avatar if there's a public version available would be helpful to troubleshoot

#

That could potentially be it trying to activate elbow trackers that exist in steamvr but aren't tracking also, if you have extra devices in steamvr active. The tracker assignment processes still needs a cleanup pass

empty solar
ancient geode
thick thorn
#

question for the beta on pc

#

do i just like switch to none on steam vr?

#

or the ik beta

oak pendant
final raven
thick thorn
#

im still confused

#

so which one do i do?

final raven
#

open beta is for avatar dynamic stuff but that branch is not live compatible

thick thorn
#

which one is live compatible ?

lilac wave
#

IK beta would be

raw shale
#

ik-beta is live compatible

thick thorn
#

oh ok

#

thanks

#

im brain dead so took a while but thank you guys

tame pewter
raw shale
#

` before and after

#

or, are you referring to something in the announcement

lilac wave
#

` inline `
or ``` full formatting```

final raven
#

Basically surround the text you want code block with a single ` on each side

tame pewter
#

this
thank you

final raven
#

or if you want fuller code block it's three ` on each side

oak pendant
empty solar
# final raven Oh? Can you clarify on this?

So if you had a custom locomotion layer and you moved forward or backward the arms dragged a bit more than where they are relative to where your hands are IRL. As for the head the head would lock position too. So if you looked up and you were moving your model would be looking forward instead of where you are actually looking in VR

oak pendant
final raven
oak pendant
#

I'm very interested in people testing with custom locomotion layers etc though to see how it goes

empty solar
#

I'll be able to test it properly tomorrow or whenever I can

ancient geode
strong sundial
tame pewter
gleaming canyon
#

"- Measure-by-arm now uses the old legacy scale factor" before the update i was able to fit every of my avatars well without scaling but now i have to readjust my height. i can't kneel properly like i did before without weird bending

coral cairn
#

Is there already a canny for collecting scaling by arm comments?

strong sundial
ancient geode
gleaming canyon
tame pewter
strong sundial
#

Okay, so it's both. Interesting.
With the reasoning that Kung provided I doubt we could get it reverted, but I'm tempted to atleast make a canny requesting an option to change between the two scale factors

ancient geode
gleaming canyon
#

i wish that part be revert. it was perfectly fine for me

tame pewter
strong sundial
coral cairn
strong sundial
#

I disagree with the second point. Having the do playspace/height adjustment every single time you want to bind in is annoying and inconvenient

tame pewter
#

still a pain, but its just an idea

strong sundial
# tame pewter still a pain, but its just an idea

Yeah, it'd be atleast something.
I feel like the best option would be to have a "advanced FBT options" button in the big main menu. But we haven't gotten the new main menu yet so I don't think we'll get any buttons added rn

oak pendant
#

The initial changes to the scale factor were to provide a more accurate fit, but it also confused or caused trouble for a lot of people. If we weren't providing the scale-by-height option it probably wouldn't have been reverted. But I now view scale-by-arms as the mode for people who either want it the way it was, or don't like it when arms under-reach due to not having torso leaning now.

#

Scale-by-height would be the mode for anyone who cares about proportions and customization

#

which leaves room for everyone left in a hard situation by the scale-by-arms change to have that back as the legacy scale factor

strong sundial
#

Yeah, I understand that. I agree that the default scaling shouldn't be confusing anyone.
But why can't we just get an option to change the scale factor ourselves? Ik enthusiasts could actually adjust it to perfectly fit their avatars

gleaming canyon
#

honestly for scale by arms before legacy patch worked fine for me on all avatars in most movements. with the other options i can't get the same result without rescaling my height over again. I mean we have the option rn for old legacy could it just apply to only that with scale to arm legacy instead of the new IK

coral cairn
#

With most avatars, you'll now have two options
a) scale by arms - giving noticeably too large scaling (better to err this way)
b) scale by height - giving noticeably too small scaling

Before scale by arms was much closer but it was pretty good and anecdotally people who tried it liked it more.
Most people don't have a scaled avatar and tuning it by height isn't an option (don't know unity, etc.), so there's no easy middle ground.

#

Also I know it often goes unsaid but thanks a ton for letting us know your thought process on all this and taking the time. It really does help.

lilac sandal
#

for me i had finally been able to use my models without an offset with perfect scaling on scale by arms before the most recent change

tame pewter
#

hm

#

its like my feet ik targets the place i was standing before i moved

dusk anvil
#

sliide to the left

#

sliide to the right

misty palm
#

LMAO

tame pewter
harsh lagoon
#

friends avatars arm is really broken with the latest ik update

tame pewter
harsh lagoon
#

uh huh

#

their arm and elbow isnt following the way the other arm is

#

it flails and seems almost backwards, its happening on this and another avatar

#

it do a hurt

coral cairn
harsh lagoon
#

oh yeah

#

same thing

harsh lagoon
#

gratsi

oak pendant
# strong sundial Yeah, I understand that. I agree that the default scaling shouldn't be confusing...

It's hard to give a satisfying answer to the "why can't we have an option to ___" question. I'd refer you to that canny NotAKid linked. But in short every option has multiple costs: in UI space, baby steps to the tipping point that the application looks like an airliner cockpit, dev time for both implementation and maintenance (which can prevent or slow new features), new user confusion/give-up tipping point mind-share, etc. But when an individual user is faced with the single question of "do you want the option to X, or would you rather not have the option" They'd choose to have the option every time forever right until all the hidden little costs that options incur pile up to unreasonable levels. That doesn't mean that options can't be added. It just means it needs to be done more carefully than it might appear when looking at each potential option as a one-off. If things area really really important there's a good chance they'd get an option at some point. If asking my own personal view (not a promise that something gets implemented by the team when reaching such a threshold) I think that if you want a sense where things sit if you compare a "Can we have an option to X" canny post to one that doesn't require a new option, and multiply the votes on the option one down to 20%~30% of what it has, you'll get a sense for where it might stand relative to other posts. BTW personally if it was just for myself, I'd love to have a whole UI page full of things to tune and poke at for FBT and IK. So yeah go vote on that canny. But it'd need quite a bit of upvoting to overcome the high option-cost it would have.

#

Also don't want to shut anyone down from suggesting an idea for an option if they've got an idea. Just doing my best to give an answer to what can't really have a satisfying answer.

harsh lagoon
#

i wouldnt mind if there was like a secret menu or page with advanced options like that, though i understand that would have issues in of itself

final raven
#

Noticed my left arm doesn't seem to extend fully anymore when standing at attention. 🤔

oak pendant
final raven
oak pendant
#

It's likely the slight added motion range in the shoulders then

final raven
#

Ah alright, I see~

oak pendant
#

Also if default, SDK2 or SDK3?

#

I'm unable to reproduce the issue on desktop trying a bunch of avatars

tame pewter
#

Custom animator. Its split for Desktop/VR/FBT but the Desktop bit is pretty basic other than adding Xiexies jump/fall animations.

tame pewter
oak pendant
#

oh interesting, I couldn't reproduce it on the alien myself

#

do you have a link to that world?

acoustic snow
tame pewter
raw wadi
harsh lagoon
#

my arms seem fine other than this new thing

tame pewter
carmine gate
#

this is on vive/tundra? and here I thought the kinect had finally given in

oak pendant
carmine gate
#

Though, I need to check rq
I think there might be a strong difference between Kinect V1 and V2 when it comes to handling elbow rotation if the arm is stretched out

oak pendant
harsh lagoon
#

for me yeah i'd say so

#

if i were handing out an item or patting someone with the back of my hand it can happen

oak pendant
harsh lagoon
#

it does only happen at more extreme angles though so not too often i feel

#

uhh

#

like my avatars fingers?

oak pendant
#

hopefully your avatar's fingers point in roughly the same direction as IRL

raw wadi
#

Doc. I feel pain when doing X. Then don't do that.

harsh lagoon
#

yeah they do xD maybe a bit slanted but nothing bad

oak pendant
harsh lagoon
#

if i move my wrist as if i were reading a watch it twists

#

okai

#

i got 2 more to wrack your brain with

oak pendant
#

If you give video examples with poses in normal range of motion that's extra helpful

harsh lagoon
#

friends elbow is moving weird when they 1. turn neck and 2. extend leg

harsh lagoon
willow iris
#

I was just about to report this but Taco seems to have it covered. It effects motions like putting a closed fist on your hip, twisting your elbows from a palm down to palm up position, and laying on your side with your head resting on your palm

#

Some motion is to be expected in those instances but it's waaaay exaggerated since the update

oak pendant
# harsh lagoon

It's actually the slight extension of the arm that's causing this (even due to the neck turning). This isn't ideal but it's currently allowing the hands-on-hips pose that people wanted without having the gimbal lock issues with hands behind back that people don't want that legacy has

harsh lagoon
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ah so just happens then

raw wadi
oak pendant
carmine gate
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@hearty raft IK-Beta is not on Quest, you most likely meant to post this in #open-beta-discussion

As for the issue, if you have a shared account on the Quest, reinstall VRChat on that other account and it should fix itself.

oak pendant
harsh lagoon
raw wadi
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I remember A pose have some IK issue at some point in the past.

harsh lagoon
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as for my avatar, far as i know ive followed the rig requirements pretty dang spot on, no weird hacks or angles

oak pendant
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Oh, it's likely an issue that needs fixing then

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I missed it, did you set up a canny? and if so can @final raven put that video in there too?

harsh lagoon
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oh heck lemme do that

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just a moment

raw wadi
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@final raven try one of my avatar am curious.

oak pendant
# tame pewter still occurs

Sorry got side tracked, I still can't reproduce this. I'll have to wait and see if more people have issues in the canny.

tame pewter
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but im guessing thats cause it disables the feet tracking for that moment

oak pendant
tame pewter
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possibly

tame pewter
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ill check

oak pendant
# final raven

Thanks, that's helpful, yeah those are some normal looking bones. Ok that pose will need addressing

final raven
oak pendant
#

I'll forget about this later for sure if it's not in a canny though, so I guess just watch out for if ItsTacosDude makes one

raw wadi
final raven
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@harsh lagoon ping me when you do pls~

tame pewter
oak pendant
oak pendant
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I'm beginning to believe that I didn't make Legacy mode fully legacy when doing some fixes for animation blending

tame pewter
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issue is not present with beta ik

harsh lagoon
tame pewter
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ill fix my canny to correct for new findings

harsh lagoon
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just my pov of the thing

oak pendant
#

Ok that explains it, and yeah I think I know what I need to do to fix it. Also I should probably force new IK when in desktop because that toggle isn't visible in that mode

oak pendant
final raven
oak pendant
#

Yeah, the toggle still has an effects in theory, though desktop mode should basically be the same between the two

harsh lagoon
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sorry that took me so long i was busy

oak pendant
#

but that's one of the things I want to get testing on in this beta is if legacy mode is properly functioning as the actual live build does too

raw wadi
# final raven

Seen fine to me? or am missing something? Those don't have twist bone, so the deformation in the elbow when the palm is up is expected. But yes, yours really get funky.

tame pewter
oak pendant
final raven
harsh lagoon
# harsh lagoon

not all my avatars react the same as this, some of them, the elbows tips just get brought together

tame pewter
raw wadi
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Maybe a A pose issue ?@final raven

tame pewter
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if not, ill just add it to a comment on the other canny just to have things noted down

final raven
oak pendant
tame pewter
harsh lagoon
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this is likely the same thing me and sal are having but ive just noticed when i look around it also messes up my elbows a lot

harsh lagoon
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its heccin weird

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yeah all my stuff is 3pt

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on a CV1 if that matters

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guess i should have mentioned that sooner

oak pendant
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the slight rotation is causing the arm extension to change, (and it sticks because 3pt won't turn until you turn your head far enough) so yeah it's the same thing as when you just extend your arms in the other video

harsh lagoon
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ah i see

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well i dont know exactly what changed in tonights update but overall it seems my arms are generally much weirder than ever

raw wadi
harsh lagoon
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my avi is T posed and same issue as sal

raw wadi
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t pose in the fbx?

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Or force t pose in unity

oak pendant
harsh lagoon
oak pendant
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The issue doesn't occur there until you point your palms forward / fingers down

harsh lagoon
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mmm mmm ok

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ive also just had this happen while sitting down

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seems to happen more downwards, hand is at a completely normal angle for this

oak pendant
harsh lagoon
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SHOULD ADD it happens when i move that arm half way past my middle of my avatar, something i just now noticed

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sure thing yis

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new canny post?

oak pendant
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I think same one is ok

harsh lagoon
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okay

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how would i put a video in the canny?

oak pendant
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right click the download icon in discord and do copy link

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https://cdn.discordapp.com/attachments/946881839400882196/953157870143299644/2022-03-15_00-07-35.mp4 is the video you shared

harsh lagoon
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okay

raw wadi
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And there is me. That try to fit all the information in a 8 mb gif when doing a canny.

harsh lagoon
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will put in canny

oak pendant
# harsh lagoon

Oh boy... looks like bone roll on the arms matters again. Yeah I'll have to find another way to handle the twist

harsh lagoon
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hecc is thst a bad thing for us or for you? xD

oak pendant
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For me I guess, I mean it's my job so not really "bad" but can't have avatar's so sensitive over non-zero bone roll

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lots of avatars are like that and it's not really reasonable to require

harsh lagoon
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mhm mhm

lilac wave
#

I'd like to say that this beta for me at least has solved a few persistent and annoying issues that only majorly affected my avatars for some reason, I'm excited for further work and improvement in it, since I really enjoy not having to rotate my hip tracker 12 degrees counterclockwise every time I calibrate on my avatars
I've seen some issues with the elbows liking to bend more to the right on some avatars, but it looks like people have already been sharing issues that are related to that.

oak pendant
carmine gate
strong sundial
# oak pendant It's hard to give a satisfying answer to the "why can't we have an option to ___...

As others have said, thank you for the transparency Kung. This is a more thorough response then I have gotten from any other vrc dev when I've asked a question.
(Also, sorry for this being a bit late of a response. I really wanted to take some time to read through your response and create a meaningful reply. It's also a bit of a wall of text)

I understand the worry of adding more options, too many can become an ui nightmare. It's hard to have a balance between new features and more options.
But for FBT/IK, I believe it requires atleast a few additional options. It is inherently experimental right now. But not everything has to be adjustable right now, a full page of options can wait. I don't even think it would be practical to try to implement anything that thorough with how limited the amount of FBT users are. It would be wasted dev time.
But atleast like 2 or 3 "advanced" options for current known pain points like (for example) scale factor, elbow ratio to body positioning, and what parts of avatars bend to accommodate locked points would help. Just a few options would go a long way to make this beta feel more "finalized" and ready to use on 90% of avatars.
The beta scaling factor really showed an useful alternative IK option that some of us would benefit from. Having it suddenly changed with no option to revert/change without a popular canny post just feels... shitty. And the playspace mover/height method to get similar results isn't viable for regular use.

If you managed to make it through the wall of text, I would like to atleast ask one thing. Do you think a seperate canny requesting a scale factor option would be useful/considered? Or should I just let it be and hope that the big post by Knah eventually gets more consideration down the line?

oak pendant
# strong sundial As others have said, thank you for the transparency Kung. This is a more thorou...

I think a separate post requesting the option would make sense (for scale factor). It would help gauge what kinds of things people want. And also you can vote up the existing ones for elbow clip avoidance options and spine bending config. I think scale factor is a slightly less likely one though just because although it's not exactly ideal, the difficulty of offsetting playspace and using a custom User Real Height is about on par with the level of enthusiast that would need a custom scaling ratio that couldn't be solved by scale-by-height and adjusting arm length. But that's just my expectation that people would be more interested in options that provide functionality they don't currently have a way to configure (for example adjusting the elbow clip avoidance)

strong sundial
# oak pendant I think a separate post requesting the option would make sense (for scale factor...

Okay, I'll look into making the post and we can see what the interest is like. I understand your expectations and I can see it. Other options may just have to take priority.
I think an ideal scenario would just be more regular IK updates. Like atleast a small update every 2 months or so that either adjusts a pain point or adds an "advanced" option. Then stuff like a scale factor setting could come later down the line after more major settings have been addressed.
But that's just my personal ideal thinking, I don't really work on Ik systems and you are the dev at the end of the day.

Also, just thank you in general for this beta. It's been nice seeing this number of changes at once. And being able to just openly discuss it. It's a breath of fresh air compared to previous Ik updates adding 1 or 2 small things then getting nothing for a year. You've said before you plan to do future stuff with IK and you seem to have real passion for it. Im excited for the future of FBT/IK in vrc with you working on it

oak pendant
# strong sundial Okay, I'll look into making the post and we can see what the interest is like. I...

I'm glad you're enjoying the beta. It's actually a bit of an experiment having such a long running beta that covers an update when not even all the features are implemented yet and changes come in on the fly like this. I personally wanted to do it this way because FBT in particular is a very personal thing for people, I mean it's how your own body moves. So I wanted to get granular feedback on incremental changes. I'm glad it worked out with the timing of other updates and agreement of the team that we could do it this way this time.

strong sundial
hot fulcrum
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I don't expect it happen that soon but how is your interest to 11 point tracking by now @oak pendant ?
You got some comments on canny by now so curious of knowing what you think.

tiny token
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Poggers

rustic berry
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lmao

hazy sleet
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Muh elbows sadCat

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Don't have that issue on my full custom avatar. Guess I did something right with the armature

oak pendant
# hot fulcrum I don't expect it happen that soon but how is your interest to 11 point tracking...

That one's gonna require a decent amount of experimenting and some internal testing before I can give a definite response. I can see that the interest is very strong for sure, so will at least be doing those experiments. Just had a bigger list of small things to get to before digging in to another thing that could likely take a bit of time away from the current polish pass. And with how the elbows are so rig-sensitive now, that'll take another pass for sure. I'm planning to take a look at more-than-6-point improvements once I can get through some of this other stuff though.

oak pendant
hot fulcrum
tiny token
#

What’s the world that shows the coordinates of the bones?

regal cargo
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Heeeeo, I have a question, It seems that my avatar's arms no longer extend fully when I stretch my arms out in front or when I am standing, in the previous beta version it was working perfectly, do I have to fix something or is this a beta issue? This use to happen a lot on with the old IK and I was really liking it

strong sundial
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Are you using "measure by arm-span" or "measure by height"?

regal cargo
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I tried both

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But usually I use height

strong sundial
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Hmmm, then it could be related to the changes to elbows or the changes to shoulders. People have been having trouble with the elbow changes, though those are more so the elbows bending with weird angles

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The only other change that would be related only affected "measure by arm-span". Since they reverted the scale factor on arm-span to what it was with legacy IK. So it now scales you differently to your avatar. And that's caused some avatars that worked well with it to have issues with arm length and distance to the ground

lilac sandal
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They need to put the scale factor on "by arm span" back to the improved version and not legacy

devout current
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They put it back to legacy so people can use the new IK within getting confused of the new scaling

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If they want the new scaling they can use scaling per height

lean badger
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I can also report having one avatar with wierd elbow bending in the larest beta

lilac sandal
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Some of us had better results with that scaling though.

strong sundial
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The beta value works better for some avatars. The legacy one works better for others. We should have both

lean badger
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The elbow scaling has slightly better results in general for me (still a lot of avatars with too short-feeling arms thpugh)

#

but for this avatar, stuff like this happens

#

seems to be avatar specific though

lilac sandal
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The model in question matches my irl height. Only with improved arm am i capable of using it with an ingame height set to my irl height. Otherwise i have to resort to using an offset thru ovr as and a shorter height to get the same results

lean badger
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elbows point way too much inward (6-point)

#

add elbow trackees though and it works fine

strong sundial
lean badger
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i wonder if this avatar has some odd rotation in the rig or so? don't think so though.

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identified another avatar with issues

lean badger
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this one i know might have some rig issues though(it loosk funky as hell in blender

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trying to post a picture of blender but discord thinks its lewd...

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there we go... despite this, it has tended to work well in most applications I've thrown it in

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one thing these avatars have in common: A pose

final raven
#

- Further improvements and tuning to elbow clip avoidance
After a bit of time tonight, I feel like the tuning here feels a bit too aggressive in some cases~

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might just be me tho

harsh lagoon
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yeah i was on for like 5 hours and overall i much better liked how it was yesterday, the only thing i consistently noticed was how nice the shoulders stretching upwards felt, they were good before but even better now for certain

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it felt like my elbows and the torso collider were slightly less smooth than before? i'm not sure how to explain it but it felt like a smooth rotation before and i feel like now its smooth but has steps in the rotation or something

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on top of tons of other weird little things, like when i stand straight up and walk left and right my elbows might fly out and jitter around, or when i look to my side and hold my palm out my elbow flips out. Like, i was talking to someone who was a bit below me and i was just moving my hands to express and my elbow was not having it

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felt really weird

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AV3 Tracking Control for head should no longer be limited when hip is set to animated - those who had issues with this, please test it again and let us know how it goes!
I didnt even think about this part fully, but does this mean it should fix that thing where if i crouch or i'm laying down i'm not able to look up fully even though i should be able to?

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i'll definitely take a look at that tomorrow

lean badger
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arm detail

grand lynx
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The arm scaling that has been in the beta for the past few weeks allowed avatars to feel larger around my body. It felt perfect in 10 point tracking. The height scaling makes avatars and the world so small that it feels like im overlayed over the avatar puppeteering. I hope there is at least an advanced option(even if its a bit hidden in the ui) to use the arm scaling as it was before this update.

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Also, I like that the shoulders/body didnt movement when arms extended out.

strong sundial
grand lynx
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Thank you fizzy, will go updoot it

strong sundial
#

Ty!

grand lynx
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As a dancer, tracking has never felt so good as the arm scale we've had the past two weeks. I'd be pretty devastated to lose it.

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Avatars have never felt so good to use.

strong sundial
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Yeah, I really don't want to lose it either.
It was useful to have. And honestly, with how well it worked for some avatars it doesn't even really have to be an "advanced" toggle. It could just be a 3rd measuring mode.

grand lynx
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I get that Kung doesn't want there to be an overwhelming amount of options for the user. But yeah

strong sundial
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Yeah, it's why I made a seperate post. A full big page of IK options would be really nice to have but it's probably destined for a different update if it ever happens.
But this alt scale factor is something a lot of people got used to over the beta and is something we need rn

final raven
harsh lagoon
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it felt like it was overcompensating if thats what you mean yeah

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i for one noticed that when just sitting in casual pose with my arms to my side but kinda in a bicycle pose, if i wiggled my wrists there, my arms were doing a ton of movement when really i was just doing a tiny wiggle

final raven
# harsh lagoon it felt like it was overcompensating if thats what you mean yeah

Basically overcompensation yeah. I'm kind of starting to see the appeal of this canny (https://vrchat.canny.io/vrchat-ik-20/p/provide-in-depth-ik-configuration-options-for-enthusiasts)

Kung can only do so much when it comes to fine-tuning the IK to suit as much as possible but obviously can't account for everyone. Maybe having a seperate tab or options window for "IK Enthusiasts" to configure different aspects of the IK would be great~

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Although I guess that depends, I dunno how many different variables the IK uses for adjustments, but I'm assuming there are many.

harsh lagoon
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yeah i know lol

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i definitely felt like we were at a really good spot for both fbt and 3pt users before todays update though

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its probably just one thing wrong that'll fix 95% of the issues we had today, since nearly all of them seemed to be related to the arms in one way or another

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i absolutely prefered the way the arm measurement was working before though, my one avatar with long arms felt god awful to use today, it was like having really long but skinny arms and my hands were like half the size they shoulda been lol

lean badger
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I feel the new old scaling might be working slightly better for avatars with shorter arms for me, but I still have to increase the value over what it ought to be to make sure that I do not become unable to reach things/my real hands going further than my avatars' most of the time. It is almost inevitable to happen at least some of the time... (lock hands feature/torso leaning toggle option when?)

As for which one to make default, I definitely prefer measure by arms. I can deal with slight stilts, but my hands not going all the way is outright uncomfortable to me.

flint bison
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old IK beta was better imo, the arm rotations mitigating the clipping is way too harsh.
tested on multiple out of the box booths.

oak pendant
# final raven Although I guess that depends, I dunno how many different variables the IK uses ...

There are various constants defined that could be plugged in to slider style adjustments, but the majority of the difference between IK2.0 and legacy as well as many differences between modes of operation like the "lock" modes, is a difference in code itself. It involves writing IK solver code to get the desired behavior so there's no combination of sliders or variables that could be made available to users to produce IK2.0 from for example a stock FinalIK setup. If any options are implemented they need to be specifically coded for and blending between whatever configurable states the user might have (if not just exposing some constant in use) must be implemented (and also execute simultaneously if blending, which would have a minor / theoretical performance difference). Toggles are more practical than sliders because it doesn't require simultaneously running different ik solving functions to blend between. But still, I agree having a ton of user configurability would be cool, it just touches on my wall of text above on the topic of options.

oak pendant
flint bison
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Danks :D

oak pendant
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This update attempted to use the same algorithm from legacy FBT to determine the arm bend direction, but legacy has a few issues with gimbal lock that IK2.0 (last update) didn't have. So I made an effort to solve gimbal lock by containing it to hard to reach poses. But the legacy algorithm is more prone to gimbal lock in general, so there was a lot to solve. Trying to contain to specific poses made it rely more heavily on bone orientations and so some avatars work and some break. I got it to the point that all the ones I tested on worked... but turns out still there are many that break, so I'll rethink the arm bend direction solving again.

real bane
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@oak pendant thank for all the hard work! I did some testing with my avatars and with the newer IK with legacy FBT and had similar issues like other that have mentioned since the release. Keep it up!

final raven
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Yeah, seeing from how much tuning and tweaking the IK is gonna need to get as many things as possible just right, definitely was the right call in the end on making this a long-term beta.

final raven
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Another thing I guess I could probably note down is it feels like there’s a bit too much movement in the elbows when bending your wrists up and down~

robust tangle
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Elbow chest avoidance seems perfect for me in this latest update

final raven