#ik-2

1 messages · Page 12 of 1

final raven
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Gonna spend some more time this afternoon seeing if I can find anymore quirks or anything else that can be viewed as regressions~

chilly juniper
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Unfortunately, it seems like the recent regression to the old legacy scale factor for measure by arm has made my experience worse overall. Proportions seem much worse than previously. Is there a canny post to vote on for the prior version instead of legacy?

final raven
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Messing around with elbow positioning, does seem slightly better from what I remember last night~

chilly juniper
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Thank you

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Elbows seemed better from what i was seeing though.

final raven
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Actually gonna go to some avatar worlds I tested previously to further test the adjustments to scale-by-arm

final raven
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Hmmm, so I'm actually kind of confused now. I'll need to find more models to test but what kind of regressions were others finding with the legacy scale factor in scale-by-arm span mode? Noticing a lot of others are finding it in general a regression.
https://files.catbox.moe/alzacw.mp4

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Maybe it's just me, but when I extended my arm back down in front of my stomach, something about it just didn't feel natural at all.

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Oh yeah like this pose for example

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That arm bend in combination with the wrist just doesn't look right at all.

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It looks fine most of the time when standing up, but laying down poses a few quirks with it.

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Crossing my arms like this for example actually looks even better than previously.

final raven
final raven
gleaming igloo
# final raven

Ayyo who’s playing Elden ring in the background? 😂

final raven
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Lmao yeah, in a VC currently. 😛

mint abyss
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I notice that in all instances of the VR IK is that half-body users lower-body locomotion (playspace walking) does not initialize unless in line of sight, and the issue is that it takes a good 2-3 seconds for the lower-leg ik to initialize, so they're sort of moving around without their legs moving for a brief period of time, has anyone else noticed this?

final raven
mint abyss
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I made a post in the feedback site

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it is ik related, and affects all quest users,

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but Kung already has a lot on his plate already so I wouldn't be surprised if this got reworked much later since two betas are being worked on at once.

final raven
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Actually wait...

final raven
mint abyss
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we could double check, I am enrolled in the IK beta, I'll check for the issue around a bit

robust tangle
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Legacy arm scale seems to be better for me though I have not tested vigorously with many blueprints. I wish we could easily AB test by turning beta IK off

final raven
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At least it seems like autostep IK is immediately kicking in now.

wet gorge
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I found a fun bug that doesn't happen all the time with crouch and prone animations. Having a hard time replicating it, but if you're sitting down with one foot on your knee in full body and move around the legs in the crouch/prone animations turn your legs into a monster from the thing.

mint abyss
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but I'm at school

wet gorge
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I don't know if it always did that or if this is a new behavior though, just noticed it last night with the new ik beta.

mint abyss
wet gorge
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I will it was just like 2 am last night and I had to go to bed.

final raven
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one sec

mint abyss
# final raven

compare to non-beta if you can, also the issue happens typically with other peoples avatars and it is based on line-of-sight when no cameras are present iirc

mint abyss
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much better

mint abyss
final raven
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As far as I'm aware, yes.

mint abyss
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I'm not even sure if that was a bug posted in the canny but that its fixed is really nice

final raven
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If you're still unable to repro it, please let me know~

bold osprey
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some of the avatar elbows became misaligned, it was everything almowt perfect before this update.
it rotates crazy when im on 6point

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the 10 point is okay

merry gale
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I know there is a canny, but I have to mention the new scaling was way better than the legacy one. It fitted to my avatar which is as proportional as I could do it with my IRL size in the settings and that with heels or barefoot. Arms would be straight when straight IRL. We really need that back. It made me happy how well it fitted.

bold osprey
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in th3 picture, im doing a 🙏🏼 symmetrical pose irl

distant flame
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im having elbow ik problems too. was fine before

polar blade
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was there any changes to beta? it feels sooooooo much worse now

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i cant fully extend my arms anymore

mint abyss
mint abyss
polar blade
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it's the same it was b4

final raven
polar blade
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oof

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is there any public avatar out there that has "the perfect proportions" for reference?

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all of mine get bendy elbows it's so annoying

robust tangle
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That was like the most ugly part of the IK for at least a year now

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Hype if it’s finally gone

final raven
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comparisons

steel geode
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Just want to confirm

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Oh wait I didn’t see the announcement I’m dumb disregard

tame pewter
# final raven If you're still unable to repro it, please let me know~

I added it to the canny, but originally I reported the issue as “Desktop feet IK targets old still position.”
The IK setting you choose in VR persists to Desktop, so I believe that’s what caused confusion when Kung tried to reproduce. I was using LegacyIK while they were using BetaIK. Both issues are known now, and just for clarification I added a comment to the canny.
#ik-2 message

small quail
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sadly now my elbows go so far inward since my avatar's torso is super duper skinny.

harsh lagoon
robust tangle
final raven
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Slight regression in some cases in other words.

grand lynx
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oh man, tracking both 3 and 10 point on arm length with hip lock was perfect, whatever has changed, it has really messed up my both 3 and 10 on arm length mode, finally testing it

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either arms or viewpoint are off now depending on how i adjust

coral cairn
spare moon
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Can I have a bit of help with bata

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Beta*

tiny token
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Arm scaling is weirdly not symmetrical for me. There’s no way my left arm is that much shorter IRL, right…?

marsh elm
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Uh oh

deft spruce
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Is there a Canny created for elbow crunching in the Beta IK 2.0? Because whatever happened in the latest Open Beta broke the Awtter's elbow rotations.

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Can the Open Beta please revert to the previous patch? I don't like it one bit.

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And I hate the Legacy IK.

deft spruce
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I think @strong nova made a Canny about it too, but it seems to still happen.

strong nova
deft spruce
final raven
deft spruce
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Good, cause I'm not happy about this issue at all. I can't stand using the old Legacy IK since I started using IK 2.0.

merry gale
# polar blade is there any public avatar out there that has "the perfect proportions" for refe...

It's not your avatar that is wrong. With the latest update they went back to the old somewhat wrong scale factor for your arms span measurement, which was fixed to a good working value before with the IK beta. There is a canny you might want to vote that is asking to return the better new scaling as an option. https://feedback.vrchat.com/vrchat-ik-20/p/11711-add-an-option-to-revert-scale-factor-to-previous-non-legacy-value

real bane
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It felt off the moment I put my arms forward versus the previous beta IK

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I am doing the 10 point tracking and the elbows took a hit from the recent beta IK changes

surreal pond
cursive juniper
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The new IK seems to have weird broken arms

final raven
cursive juniper
marsh elm
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oh lord

final raven
vivid apex
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yeah theyre a little... interesting

dusk anvil
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gotta test the beta and see how broken my avatars arms are lul

raw wadi
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Why mine are fine. That idk

final moss
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Is the bug known where if you lay down your right foot is up higher up than your left?

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Ive asked a friend and he has the same issue

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Its noticable when just laying on a flat surface in fbt

flint bison
vital inlet
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So that is the weird thing that was bugging me last night

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already thought my controllers had a moment ...

past spruce
lavish glade
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Have there been any odd interactions with the IK Beta and Unity colliders on an avatar folks have seen? Been wondering if something I've been doing on an avatar has been causing issues or if it's related to the IK Beta

oak pendant
lavish glade
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Okay, and if it's not that I'll check the colliders; maybe I accidentally have some self-collision going on

zenith glacier
lavish glade
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That would explain a lot, I'll double-check

robust tangle
minor rampart
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the elbows are SUPER wonky with the latest update. If I'm lying down and resting my hand on my upper chest...uhhh...things get weird.

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it's fairly understandable your elbow won't bend and conform to your body, as it would in real life (at least not without trackers)

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but now it'll contort wildly and stick straight up in the air or bend inside-out.

oak pendant
minor rampart
oak pendant
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👍 No problem, should be pretty soon. The build is ready, just running a final test on it and then reviewing patch notes for typos etc with comms team members.

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Actually, I'll just put the new build on ik-beta now because the current elbows are pretty annoying if you're on one of the affected rigs. It's pretty early in the morning for the rest of the team but the open-beta-announcement channel needs review before posting there because it goes out to announcement subscribed discord servers.

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I'll just post the patch note here for now, there'll be a more reviewed and stylish announcement later in the announcement channel.

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Build 11712: Made predicted elbow direction less dependent on rig setup.

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Ok build 11712 should be available on ik-beta if you restart steam now

grand lynx
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Is that just a fix for the arms or is this reverting back to the arm length settings from last week?

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I really loved the arm length settings with 10 point from last week, that was the best ive ever fit an avatar

oak pendant
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No changes to measure-by-arms scale factor in this build

grand lynx
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understood

mystic urchin
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Apparently Desktop up and down got reverted (fixed?), This is so sad.

idle apex
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big sad

mystic urchin
# oak pendant Desktop up and down?

In live the head bone is clamped to something less than what the camera could do, the previous ik beta patch allowed the head bone to follow the camera fully, now it's back to live :(

oak pendant
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There shouldn't be any changes to that between 11711 and 11712 (the patch I just pushed a few minutes ago)

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But 11711 did do some fixes to locomotion etc animation blending for the head, I think that would have likely "fixed" the desktop head thing too

mystic urchin
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(maybe it was 2 patches ago)

oak pendant
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Actually, yeah, I know what "broke" it and what "fixed" it and yeah would have been fixed in 11711

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It was fun, but the intended operation is to look less broken I think

mystic urchin
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Awww

dusk anvil
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got emails from vrchat canny where thingies were fixed and there was the mention of build 11712 in the attached comments

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new build imminent?

oak pendant
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It's up now if you restart steam

mystic urchin
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Lol

dusk anvil
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wicked

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ill test when i get home because i am not home rn

oak pendant
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Cool, thanks for testing when you have a chance

dusk anvil
oak pendant
dusk anvil
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aah i see now
not much worth making an announcement over for now

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i should also test to see if i can reproduce those bugs i was having earlier

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ill make a feedback post if i can

oak pendant
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Yeah, we've got cool people who's job it is to make sure communications are good and nobody sends a typo out to 100 subscribed discord servers too, and also make wording be good of word type kind werd yes. But they're asleep now 😅

final raven
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@oak pendant good news yeah, arm bending oddly for my models when palm facing up and arm extending looks fine now vrcLike

dusk anvil
oak pendant
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That's what twitter is for

final raven
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Will test fbt later when I can.

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Was elbow clipping adjusted as well?

dusk anvil
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but yeah if i remember correctly is it true that the ik beta will still remain around and network compatible when the avatar dynamics beta gets pushed out into live

oak pendant
final raven
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Ah okay, yeah that may have been it~

dusk anvil
dusk anvil
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sounds good

flint bison
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I shall test and come cry in 5 minutes if elbows are still uga buga

oak pendant
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Might be a slight delay as I work through merging it, hopefully I can have it out simultaneous with release though

flint bison
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I assume this Made predicted elbow direction less dependent on rig setup means that elbows wont be as aggressive

final raven
flint bison
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Mine just updated

dusk anvil
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yo wait i just remembered these plushies start shipping like a week or so after my birthday

oak pendant
dusk anvil
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no more helikopter helikopter

oak pendant
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Now to just wait for the Canny request: "we need an option for helicopter elbows"

dusk anvil
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someone make this it'd be funny

oak pendant
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(j/k please don't request that... well unless you actually want it)

dusk anvil
final raven
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Although I am still not quite understanding the issue many others it seems with the way measure-by-arm scale works now.
#ik-2 message

flint bison
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Alrighty

dusk anvil
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i wonder if it's possible for vrchat to implement something that automatically guesses your height and applies the settings, going off of where your floor is set to be in steamvr or the oculus guardian.

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just stand straight up, have the floor at well.. the floor, and press the "auto guess height" button or something

final raven
oak pendant
# final raven Although I am still not quite understanding the issue many others it seems with ...

Before 11711 measure by arm was a tighter (more accurate) fit. After 11711 it's the same as legacy. The issue is that some people liked the better fit, and a whole bunch of other people were confused by the change not even knowing scale was the issue, thinking IK broke or something. If we do implement the new scale factor it'd likely be a separate update after the release of IK2.0 I'm thinking. So many people just thought everything broke because the scale was different.

flint bison
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I've only ever done geometrical IK & FABRIK so I've got a very uga buga understanding about more complicated systems:
It's better but it still feels like the elbows go from nothing to 100 way too fast in terms of rotation for the chest clipping fix. The rotations should probably start earlier and end later in order to not have these bizarre snap rotations where the whole elbow just zooms around the chest in half a second

flint bison
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Haven't changed rig stuff since last video & same settings
user real height (real height set up), head locked

oak pendant
flint bison
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It feels very off in game, might look okay in the video but the snap happens too aggressively DaFeels

final raven
oak pendant
dusk anvil
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banana rotat e

lyric peak
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I have the Ik-beta turned on in steam, but i dont seem to get this new menu

dusk anvil
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what's your build number

flint bison
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yus

final raven
flint bison
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Wait, is vrchat using FABRIK for IK actually?
I can't think of many real time solving algorithms that look humanoid

dusk anvil
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off topic for a second
will the vrchat docs like the cloning avatar doc ever be updated to have the new ui

oak pendant
lyric peak
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its just the normal non beta quick menu

dusk anvil
final raven
oak pendant
dusk anvil
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or is it like your own thing that you can't publicly disclose or something

flint bison
oak pendant
# flint bison Build 11712

Ah I think I see what's happening there. The hand will take priority and allow you to escape the anti-clip if you fully pull on the arm. And also you may have a bit of back lean in your chest. The anti clip is determined by the chest orientation, so if the chest is leaning back, the under the chest area will protrude forward a bit more making the clip exclusion zone slightly larger

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I may play around with a smoother escape from the anti-clip as the arm approaches full extension, but if it causes too much clipping near full extension I'd likely not do that

flint bison
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D::

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😔 the first IK beta worked well in regards to the clipping fix

oak pendant
oak pendant
# dusk anvil what does it use if you don't mind me asking

Well FABRIK is a general term for "forward-and-backward-reaching-inverse-kinematics" any algorithm that solves iteratively from both ends can be referred to that way. There's a bunch of different academic terms for various methodologies for handling IK and FABRIK is one of them.

dusk anvil
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yaaay announcement

thick rose
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well that was fast

oak pendant
# dusk anvil what does it use if you don't mind me asking

In general legacy IK used FinalIK to do the solving. IK2.0 uses FinalIK as a kind of wrapper to handle arrays of bones flying around but under the hood it's largely using our own custom solving functions to produce the results. As to specifically how it works under the hood, unfortunately I can't give those kinds of details.

raw shale
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non-pinging one this time around since it's a small update, but wanted to make sure we recorded it somewhere 😛

dusk anvil
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cool beans

robust tangle
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Is best practice that the knees still have to be bent slightly on armature or can we make them perfectly straight

devout current
viscid inlet
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So i heard the beta would become and update near the end of the week or in summer, is this information accurate or just a rumor? I dont wont to get my hopes up too quickly

dusk anvil
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current eta is just "it'll be out when it's ready."

viscid inlet
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Sounds about right lol

robust tangle
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"Near the end of the week or in summer" is quite the speculation range. Though I'm confident it will be one, the other, or somewhere in between. 😄

tawdry glen
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Avatar Dynamics is definitely going to release before IK 2 though.

robust tangle
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That's a common expectation, yes

prisma meadow
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thats what the devs said so ya

steel geode
zenith glacier
steel geode
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Oh thank you

flint bison
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D:< ping

steel geode
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Srry!

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😆

merry gale
# oak pendant Before 11711 measure by arm was a tighter (more accurate) fit. After 11711 it's ...

I really hope that's a "when we release the new scale factor" and not an "if". I know there are many others like me that always wanted to have their avatar fit like a glove to their proportions and it was always off because of the legacy scale factor. Now we had for two weeks of joy about it finally being so good (perhaps best VR IK) after years of tinkering with avatars and trying to find work arounds. I have a hard time to accept that it was just taken away from us again because people that don't even bother to check the scale setting are confused while trying a beta.
Using height measurement seems to produce different results from avatar to avatar, I guess because of shoe height etc. so that's not the best solution.
Using legacy arm scaling has the problem that you have to adjust your play space and than you hover over the ground when you sit down etc.
Wouldn't it make more sense to use the accurate scaling and tell people to check their height setting in the release notes?

high nest
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I wonder if you could drop people into a calibration routine of some sort (even for 3pt) to determine arm length or height and reset the initial value

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move your arms in a circle around you to finish setup, sort of thing

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(possibly out of scope though)

tame pewter
high nest
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true, but you can't just run that all the time or you'll get a bad value when people put their controllers down

oak pendant
# merry gale I really hope that's a "when we release the new scale factor" and not an "if". I...

I'd personally like to have the new scale factor be default too if it was just for me. The group of people it negatively affected was very large though. There are a lot of people who uploaded/commissioned avatars iteratively fit to the old scale factor, who don't know how to rescale avatars. There are also a lot of people who dislike IRL arms reaching beyond avatar arms, something that's also more likely without torso leaning. Still even with that risk I was motivated to implement it initially for the sake of it being more accurate. However scale by height is now the most accurate option and scaling arms to fit that mode iteratively is much simpler than when arm length also affected world scale. So for the "we want accurate scale" use-case, I consider scale by height to satisfy that now, thus rendering the initial development purpose of the new arm scale factor unneeded. The only use case that remains is a smaller slice of people who don't actually want accurate scale. They don't want it height wise because their avatars have high heels while IRL they don't. That slice is small enough and enthusiast enough that it makes sense if they continue using custom User Real Height and playspace shifting. The end result of those is functionally identical to the tighter scale factor. This isn't a "no, never" response though. It's reiterating that "if" the new scale is implemented it's probably best to separate it from the initial release of IK2.0 because of confusion issues. Later on I'd like to see it, but it's much less necessary than previously because scale-by-height exists as the accurate scale method.

harsh lagoon
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i'll check out this latest update tonight yesyes

oak pendant
mint abyss
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for fullbody Ik, I wonder if there should be "elbow locking" for whenever the avatar is laying in some position and its elbows are floating around the floor (keeping elbows realistically grounded) so people don't look like they're in akward poses when lying on their side on the floor.

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I'm in the new IK beta but there's still the akwardless of laying down

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if you want to "rest" on your arms while lying on your side it will look funky

oak pendant
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If you can get screenshots of awkward elbow poses I might be able to address them. It's true though that what makes a natural pose when standing might look strange when laying down and one aspect of IK2.0 is that it should always provide the same pose regardless of the avatar's worldspace rotation

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Also if* the pose worked better in legacy that's useful to know too

mint abyss
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I know that there are already 2 public betas but when one (or both) of them close I'd be interested in testing one of the next betas (open or closed) for the new rendering technique, from what I can imagine it might be compatible with live depending on how VRChat handles unity versions.

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but thats several months away

high nest
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Or otherwise forcing people to reset their settings when they switch over

merry gale
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Thanks for the reply and the good work for VR in general. That there are not many people who have heels on their avatars but not IRL I would estimate differently judging from my personal experience in the party scene, the number of female avatar pictures here or the number of thumbs up from strangers on my previous post within minutes. I thought so too that existing avatars that are made for the legacy scale factor are a reason, too. Therefor just toggle box or runtime parameter would be neat to switch between these methods.

tacit kite
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First IK beta scaling was so good once I adjusted in game height to my real height. Every avatar I tried fit me so well and my arms actually locked where they would lock, no shoulder droop.

dusk anvil
oak pendant
merry gale
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Out of curiosity how is the height measured? I would have assumed from head bone to ankle bone.

strong sundial
# oak pendant Yeah I'm definitely hearing the feedback that the new arm scale factor was also ...

I think the other use case besides heels I've been seeing is that it was a nice middle ground between legacy arm span and height based for just generally less proportional avatars.
Legacy arm-span just feels like it let's avatars be as un-proportional as they want. Arms may be accurate, but the feet aren't close at all and you aren't even close to the ground.
But height based scaling was just the other wild end of the spectrum. It would make arms feel as short as they possibly could just so feet would match. This worked well for some avatars, but just really didn't for others.
The beta arm span was just a nice middle ground between those options. Arms were a bit shorter but nothing unreasonable. And the feet got close enough to allow for rotation while still keeping the arms sane.

Some avatars just feel like they have to pick between two extremes right now. Either let your arms or let your legs be horrible. And it's frustrating when we already had a good middle ground before. It honestly feels like the beta arm span could fit as a third scaling method alongside the other two with just the use-case it provides that the others dont

oak pendant
coral cairn
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Most people aren't avatar creators. Height scaling works amazing if you are but if not you're stuck with what you can find, and the chances of that being good for scale by height are slim. Imo it's not a solution for your average player even if it is an amazing one for avatar creators and users who get commissions.

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It's entirely possible the set of available Avatars gets slowly scaled better over time so they do work with height scaling, now that proportions there are more intuitive. In that context I see where you're coming from wanting to keep arm scaling the same to see where it goes, but what's happened so far is that base creators do what looks right for the character regardless of scaling and I don't personally think that will change.

oak pendant
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Make sure if you're pulling for the newer scale factor that you've also voted in the canny for it. This is all good feedback.

merry gale
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So if toe bones were assigned they could be used instead of the origin for humanoid avatars at least. But don't want to suggest too much, because I always hated that when I developed and people that don't know the code or coding made assumptions 😅

coral cairn
strong sundial
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It would probably be good for us to copy some of our points to the comments of the scale factor canny just to keep it easier to see and consider.

oak pendant
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How about I merge the canny post into this one and make you all battle to the death! (j/k)

strong sundial
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oh no

oak pendant
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But yeah, this is good feedback so keeping it organized in that canny will help when trying to find solutions to things

coral cairn
oak pendant
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That was people noticing the new scale factor for arms is tighter

strong sundial
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I think its the same. Someone else also responded saying that the new build fixed it

oak pendant
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Not trying to shoot down the feedback you guys are trying to provide though. I was only joking. But yeah there's an other side to the scale factor stuff

strong sundial
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Yes, there really is. It's why I would advocate for a toggle or additional scale setting. This update should accommodate as many avatars as possible without going full ik options just yet

coral cairn
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On the first iteration there was definitely something else off with user height/scaling, which the second iteration fixed.
That canny was the only one talking about scaling though and now I'm arguing in both directions lol. (I care way too much about this)

oak pendant
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It turns out there was no bug with height in the first iteration... I was convinced there was because so many people seemed so sure. It turns out it was just confusion for how scaling works

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The "fix" to the height was to just add the scale to height option, for people who needed a way to guarantee floor height

coral cairn
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Hm...
You sure?
Imscale with your new constants was off on the first iteration and wasn't on the second. I'm now confused.

oak pendant
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Pretty sure, I might have fixed something without remembering it. But I specifically have the memory of digging in thinking "alright the bug should be here with height if there is one... no no, this is all correct." And so I started work on the scale to height option, because there really was no other way to supply perfect floor height to users

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Oh, but there were a couple iterations of the arm scale

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nothing to do with how floor height reacts to arm scale though

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just different scale factors honing in on it

strong sundial
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Yeah, both seemed to be kinda worked on at the same time. And solved kinda different issues. The most recent "beta" scale factor was the one that was pretty well received.
But it also made the arms still a bit shorter for some avatars. So it makes sense to have the legacy one as the default since it matches the arms. It's better for new/returning users with unproportional avatars. But the beta one ended up being good for enthusiasts with unproportional avatars that didnt find height scaling adequate

coral cairn
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There were definitely behaviors that couldn't have been explained by a different scale factors - significant deviation in viewpoint position for example since no scaling configuration should have that being off when user height is set right. That's what I assumed the canny was talking about since it also had a knock off effect on scaling.

Aside from the most recent change have you tweaked the scaling factor publiclly?

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Although given how canny works related issues get kinda mixed together anyway.

oak pendant
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I think there has been one change to the scale factor during open beta besides the recent one reverting it to legacy

coral cairn
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I can try dl'ing an old steam depot later and investigate more. I'm curious if it wasn't just some error in my avatar setup but my process shouldn't have had an error like that

oak pendant
#

Yeah, it's not something I'd specifically request feedback on because it's an old version, but if you find something interesting in a specific build feel free to post in here. (btw I have no idea on our policy for dling old depots so don't take this as either endorsement or discouragement I guess)

lavish topaz
#

uhhhh so the head rotation in desktop was reverted to the old way i see?

#

when u look all the way up or down u dont actually look all the way up or down in desktop for others interested y this was changed?

oak pendant
#

It was introduced accidently as a bug that was a consequence of optimizations elsewhere. Then the bug was fixed. I think the original design idea behind the limited head rotation was that desktop avatars can look pretty scary with full 180 degree vertical rotation.

lavish topaz
#

oooooh so it was a bug ok i thought it was intentional ty

dusk anvil
#

instead of being a grey square it now works as normal

grand lynx
#

Height scale shrunk the world space and perceived avatar size to the point it felt awkward, the recent change to legacy on arm scales has caused arms to curl up. that new legacy scaling that was moved away from a day ago didnt have those issues. hope we can appease everyone.

#

Could use real height

#

testing right now with a bunch of mine

dusk anvil
#

really went " 🧍‍♂️ "

oak pendant
#

It would make sense if this is caused by the base layer's crouch or prone pose. Does this issue have a canny post? If can remember to test later I can try testing on an avatar that both has and doesn't have the default crouch and prone activating under the IK

#

If you have avatars with custom locomotion layers you could also test on them to see if the issue goes away with a custom locomotion controller

final moss
#

Happens no matter how high im up

#

Also still have toe bending I just noticed...

oak pendant
#

Oh, if you playscape drag up you mean? And ah, the toe bend was intended to have been fixed. I couldn't see it in my own testing. Are you sure you have an avatar uploaded with nothing in the locomotion layer slot?

#

So it uses the default I mean

final moss
#

I use an edit of default to disable falling in fbt

oak pendant
#

Your edit would then have the old behavior still baked in

final moss
#

But that foot issue with one being higher up has always been from my experience...

oak pendant
#

Does it also happen on the live build for you?

final moss
#

It happens as long as I can even remember using fbt, before ik 2.0

#

Only recently realized that I dont seem to be the only one affected

oak pendant
#

Interesting, I haven't seen it myself but I'll keep an eye out for it. If you have a canny up it'll help collect more data on in what situations it happens

final moss
#

Imma make one later then

oak pendant
#

Could be IK related, could be base animation related, could be avatar rig related, could even be vr hardware or tracking driver related. Thanks yeah, figuring out when it does and doesn't happen and what's in common is the first step (no pun intended)

final moss
#

Its been on most models ive used so animation or rig would be odd

#

Ill try some avatars

oak pendant
#

Yeah, I'd say try a super wide variety including public row avatars etc

#

if it's on all of them then unlikely to be custom animator related, but could be related to the default crouch still because the left foot is back in that pose

final moss
#

It doesnt fix when playspacing up unlike toe

oak pendant
#

I'd be surprised though. Bones not directly controlled by the IK especially those past the end of the chain might make it through (like toes) but directly controlled ones like the foot should stay in place

#

yeah if playspacing up doesn't change, then it's not likely to be the animator

#

wide sample of avatars (not just one base type) would help rule out rig

final moss
#

will do

oak pendant
#

thanks for testing, and yeah keep a record of it on canny if possible

tiny token
#

Does scaling factor mean the assumed wingspan based on a height?

wooden lion
#

elbow bending is pretty screwed up now

#

i can't sit and rest my hands on my lap without one elbow bending up like i'm breaking my arm

final raven
#

I think a lot of it comes down to arm clipping needing more tuning~

tiny token
harsh lagoon
magic wigeon
#

so i see on right foot is twist

harsh lagoon
#

yeah biggest issue i had today was if i stick my arm straight out and downwards and stretch it out, my upper arm jutted out and moved really wrongly. Also, when i was doing the thing from before when i stick my palms out and flex my hands downwards, it wasnt broken like yesterday but it didnt feel right at all, like my upper arms felt like they were being magnetized to my torso

devout current
#

hm idk I have to say that from the small testing I did yesterday, I'm not so big of an fan with the changes to the arm IK

#

But I have to test it out a bit more today to say something for sure.

fiery plinth
#

I got asked if I had elbow trackers while in 6 point, was like nope just in the ik-2 beta wee

devout current
#

xD

flint bison
ripe mauve
#

what is this effect in the ik beta? it happens on all avatars and only in the ik beta branch, not release. Also happens in both new ik and legacy settings, but is much more pronounced in legacy mode. its very unpleasant.

oak pendant
#

Ah thanks Salbug was about to post that.

final raven
#

Although never experienced that on the beta ik

#

only legacy

ripe mauve
#

its on default avatars too, and in every world i've visited, not a custom locomotion controller thing

final raven
#

Yeah, it's affected every avatar I tried while in 'Legacy Mode'

oak pendant
#

Yeah that one's known. It's kind of working as intended with beta mode toggled on. What you're noticing is a faster triggering of the auto foot placement. People complained (can't find the canny right now) that feet would float and drift without autoplacement for a few seconds when stopping locomotion. The snap to auto placement is somewhat intended. But this new quicker activation doesn't play well with legacy at the moment because legacy doesn't handle the fast blending. Legacy should actually have the slower activation still (because legacy should always be old behavior) but I didn't gate the new behavior behind the legacy toggle properly, so that's a bug for what's appearing in legacy

ripe mauve
#

oh, yeah just saw that foot placement change. kinda preferred the old way lol

oak pendant
#

Old way had your feet slide on the ground for about 1.5 seconds or so after coming out of a locomotion state

mystic urchin
#

I hated the delay because it cause my knees in 3 point to follow my head direction until foot step kicked in

oak pendant
#

It needs further tuning probably though

#

because right now it doesn't handle standing up quickly from a crouch well

mystic urchin
#

I think it needs a small blend in time, looks too snappy.

oak pendant
#

it needs to blend slower if you're crouching and faster if you're standing

mystic urchin
#

The public alien avatar does it if you jump > move (left/right) > land

oak pendant
#

Yeah, stand from land, and stand from crouch needs a slower blend

#

even if you stand straight and jump you can see the feet extend from some up position down to the ground because it's playing the landing animation while auto foot placement is also active

final raven
oak pendant
#

In the initial pass I just set it to activate faster, but it needs tuning based on states like crouching, or not grounded etc

final raven
#

Much better now that this has been fixed, such a small change, but one that does add a lot in the end~ vrcLike

#

Also damn, my upload speed vrcTupDead

oak pendant
#

I was actually spending quite a bit of time on all the intricacies of animation blending and tuning up issues people had with old legacy behavior as well as new requirements to fix blending and animation things that broke due to IK2.0 coming in with different implementation of similar things.

#

Thus the last update had a big chunk if tiny animation related changes and took a long time

#

But I'm going to try to focus the next set of stuff on feature implementation a bit more I think

#

over the long beta things will likely break and break again, so polishing to perfection might end up being wasted effort if a feature change requires it to be redone

#

Though, I do want to address the elbow avoidance looking worse in this current iteration compared to 2 updates ago

#

But soon, 8+ tracker behavior needs a bit of work. And also there's calibration saving that's just sitting there un implemented while I polish animation blending etc

#

Keep posting this stuff on canny though, really really helpful to get these videos etc that show exactly what's off

final raven
oak pendant
#

Oh yeah, so that's a thing I was aware of but was kind of waiting to see if anyone would complain

#

The issue is, the pose is actually correct if you put your hand there by relaxing with your arm behind your head

final raven
#

I'll usually be the first to notice 😉

#

Oh? I'll have to remember that later then when I get back into VR~

oak pendant
#

So if that pose is fixed to stay in front no matter how far behind your shoulder you put your hand... then when you relax with your arm behind your head and approach the opposite shoulder, it would then pop in front while youre arm remains behind

final raven
#

I see~

oak pendant
#

Yeah so imagine you were like scratching the back of your head, then relax to lean back on your elbow behind your head

#

In that case, the pose is actually correct

#

So when they hand is way back there, the elbow should be doing what it does when it popped there

#

problem is if your avatar's shoulders are further forward than your IRL shoulders, it might be too easy to get your controller behind the avatar shoulders and have it pop around

#

I may implement further countermeasures to try to determine what pose you're in. But countermeasures require relative position info. And I've already fallen in to the trap too many times of assuming a rig's bone orientations give accurate axis info. Of course I can reconstruct correct axis orientation based on the bone chain etc ignoring the original rigged axis directions, but yeah... at least for now, the expected pose there is that the elbow goes behind the head.

#

If you reach to the opposite shoulder from behind and rest your hand there the rotation of the hand itself in space doesn't really change so much between reaching from in front or behind, so hard to judge from that data

#

I've got some ideas for countermeasures though. But gotta be careful about talking too much about all the tricks and solutions IK2.0 uses. There's a grey zone between info needed to help people create avatars and what's VRChat's proprietary info.

final raven
oak pendant
#

I've still got some ideas though. The beta feedback here has been great for finding if the solutions work out or someone finds an important pose that is ruined by it

final raven
#

Glad I could help out as well~vrcLike

#

IK 2.0 has definitely given me more of an urge to get in fbt every session instead of lazying around in 3pt. :v

oak pendant
#

Yay, yeah I'm glad the beta can be network compatible so people can just use it in their casual time.

final raven
#

The biggest plus for me is the immense increase in usability every avatar has gained out of this. I spent so much time when measure-by-height was added going to old avatar worlds I used to frequent back in the day and just being flabbergasted as just about every avatar I tried out just fit really well now in FBT as well as correcting most rig hacks any would utilize.

tardy galleon
oak pendant
oak pendant
tardy galleon
#

No custom IKPose, no. I do use custom locomotion however

robust tangle
#

lots notice it, it looked sloppy

tardy galleon
#

In legacy before the beta I used to make my height down to like 160cm on most avatars but it works just fine with measure by height in beta as well when using legacy IK. IK2 on multiple avatars is the only case where I cannot close my legs

final raven
oak pendant
final raven
#

Whoop, meant to disable that ping :v

oak pendant
#

Also nice legwarmers!

#

I spent a long time in getting the cloth sim right on mine, but yours look very natural

tardy galleon
#

oo, you did great! I wish I could say I made mine but I got them from a really nice creator on Booth c:

#

but yeah, I could go and try out the Measure by arms right now to see how that works out!

oak pendant
#

Thanks, if you find anything make sure to keep it recorded in your canny post too

tardy galleon
#

yess, I will update ^^
Thank you for answering it so fast!

tardy galleon
#

big true!

oak pendant
final raven
oak pendant
#

But actually I don't mind so much if people leave the @ on when replying to specific issues in here.

#

But it's technically against the rules I suppose. I personally don't care if it's directly useful info for my work

final raven
#

I feel that rule in this case with this channel is definitely more so up to the team member's discretion~

oak pendant
#

I for sure don't enjoy it when people go down the list of all team members @ ing us all in #vrchat-general-1 to report something like a ToS violation that should be sent in via a ticket instead though

dusk anvil
#

also yeah the funny arms thing no longer happens on my avatar since the patch yay

#

that's what im calling it now
the funny arms thing

robust tangle
#

Was the most recent patch more than just a revert? Because I like them even better than (before funny arms)

#

Probably placebo

oak pendant
#

Nah, not placebo, it was more than a revert. Revert would have lost the hands-on-hip elbows out pose support

final raven
oak pendant
#

It was another method to solve things

#

(which is now causing issues with snappy elbows when reaching forward into the elbow anti clip zone)

final raven
oak pendant
#

It's currently somewhere in between build 11711 and build 11702 but using a different method

#

however hands-on-hips pose should be fully as supported as in 11711

robust tangle
oak pendant
#

hopefully it doesn't get worse when I try to address the snappy elbows. The anti clip behavior will have more iteration on it to come

final raven
#

How does the arm clip prevention work if you can say without having to go into confidential detail of course?

oak pendant
#

I can say it's not just a capsule collider or anything like that. It's a lot of vector math

final raven
#

Ah gotcha vrcLike

tardy galleon
#

what is that IK test world people in here keep using? to show bone orientations

tardy galleon
#

aa, thank you! I should have read them properly 🙏

oak pendant
#

Kurotori (the creator)'s the real MVP 😎

#

This world has been really helpful

tardy galleon
#

I can imagine!

final raven
high nest
#

shouldn't be too hard to make. I've done something similar for my attach-to-me prefab, but it only shows one at a time

oak pendant
#

That test world only shows humanoid bones

#

Or you mean you'd rather see it as bone-length geometry?

final raven
#

Basically, being able to view your full rig in-game

#

without having to open blender or anything

#

I feel like that would help ten fold with ik-beta testing

#

and just avatar testing in general really.

high nest
#

one thing I'll note is when I created that asset, I chose the bone-axis-rotation vector fairly arbitrarily. It just uses a look-at quaternion to place the bone pointing to its next child

#

the main problem I faced with that display is that, depending on the 3d software in use, the bone rotation can be fairly arbitrary - there's no single rule for which axis points "down" the bone (or indeed, if any local axis points down the bone)

#

so it's not actually rendering the bone axis, but rather the direction to the next child bone. Which is maybe okay, but the problem then is figuring out which direction it's twisted in

#

which for my purposes didn't matter too much so I just made it mostly point in a consistent direction to avoid constant movement

tardy galleon
oak pendant
tardy galleon
#

No problem! Just hope it's useful ^^

high nest
#

I've also noticed a tendancy towards legs opening in a sitting pose as well

final raven
#

Same as well actually. I tend to sit with one leg down, and the other folded with my foot resting against the side of the other's knee and I noticed the knee of the folded leg is lower then my IRL knee.

#

Hmm, lemme see if I can ms paint a mock up real quick

#

So when viewing me from straight forward, Black lines are IRL leg positions, Red lines are avatar leg positions

oak pendant
#

That would imply that your avatar's legs are more closed than IRL though. Maybe I'm not understanding the combination of your description and the image though

final raven
#

Maybe I could've been more descriptive yeah

#

Hmmm, So basically, the knee of my left leg as well as the general angle of my left leg (horizontal line) is lower compared to my IRL left leg which is more straight and basically at a perfect 90-degree angle compared to my right leg.

I'll be getting in VR here at the end of the hour, I'll see if I can get a good image to better demonstrate what I mean then~

oak pendant
#

Yeah, same thing as Riley did, if you can use same User Real Height and set to scale by arms and swap between legacy and beta in the bone viewing world and show the differences and maybe add notes to the images, that would help

mint abyss
#

Could the new VRIK be built to combat things like tracking jitter, if not already?
whenever things such as trackers experience a sudden change in velocity it tends to oscillate back and forth because of the way trackers are attached to the player's body.

#

Also, in rare instances, VRChat legs will jitter between two locations every frame, causing them to appear to be in two locations at once, this issue appears occasionally, I think I could log it and record it.

#

I'm not quite sure if its related to VRC however, that's what I need to check.

#

VRChat fullbody motion smoothing and jitter reduction (on clientside), I don't think that would be a wise idea because that would mean input latency, but such a feature would be great for media created by fullbody users.

oak pendant
# mint abyss Could the new VRIK be built to combat things like tracking jitter, if not alread...

I have some plans to experiment with things related to this, currently it's only planned for experimenting not planned for implementation. May not ever reach a beta or release. I was going to begin taking a look after IK2.0's release. Though things could shift depending on length of beta or release timing of AD etc. This is very much not a promise to implement such a change, gotta be careful how things like this are phrased.

mint abyss
oak pendant
final raven
#

Ah okay nvm

mint abyss
#

tracking interpolation

oak pendant
#

But this is pre-experimental stage of a not-promised thing so I probably shouldn't really dig into details here

final raven
robust tangle
mint abyss
#

I don't know if I'm mentally insane, but what if the vrchat cat was an interactable UI cat that sat around, slept, purred, and went from parts of the UI?

robust tangle
vital inlet
#

question
if i make a avatar with the beta can i upgrade to full realease when its out?

#

or will i have to start over

ripe mauve
#

i guess i just got used to the slow one

robust tangle
#

Do you play on desktop? Because you can’t notice the problem on desktop

#

But if you move around in real life at all after you stop locomotion you just glide around

ripe mauve
#

i play fbt most of the time, so i don't see it at all

#

but i gotta test stuff in 3 point

robust tangle
#

Yeah, the problem is not noticeable in fullbody

#

But for 3pt, which is most people, it has been terrible for like a year until now. This change was very long wanted

final raven
vital inlet
#

thank you for the help

fossil oriole
#

is there a way to join the beta on quest?

tawdry glen
#

Besides, I wouldn't recommend doing anything related to beta versions on Quest, it's a pain to get back to the live version if you want out before it releases.

fossil oriole
#

dang

oak pendant
#

Heya, probably a good idea to edit your message to not list things out so directly. As you note there are some rules about that stuff 😅

half cradle
#

Dang

craggy abyss
#

where can i find the ik 2.0 to test

raw wadi
#

I̶̡͛n̶͚͋ ̷̯̄s̷͍̑ţ̵̒e̵̳͆ạ̸͒m̷̬͊,̶͉̽ ̸̻̓r̸͕͐i̴͚̋ĝ̵̲h̶͖̕t̸͇͆ ̶̼̚c̶͎̀l̴̠͝i̴̙͊c̷̃͜k̸͙͝ ̶͈̍t̴̠̃ĥ̷̠e̷͈̚ ̷̦̕V̷̛͍R̶̜̄C̷̯̆ĥ̶̰à̶͔t̴̹̔,̴̝̆ ̴̧́p̶̝͝ŕ̵̪o̷̢̓p̷̖͋r̶̹̕ȇ̵̜t̶̬̀i̶͔̊e̸͇͌s̶̡͑ ̵͓͋ẗ̷͓h̵̰͋e̵̥̒n̶̹̊ ̸̈betas, chose ik-beta

craggy abyss
#

Okag

empty aspen
#

whats the code?

rustic berry
#

there's no code for the beta

empty aspen
#

its asking me for a code?

bleak anvil
#

Just click the drop down no need for a code.

gaunt cypress
#

so everyone rigging upper chest bones now ?

rustic berry
#

it's a good idea yes

final raven
#

Yeah uhhhhh, probably not a good idea to just outright talk and/or namedrop what "certain things" you use(d), especially here.

vital inlet
#

Its asking me for a code and idk what to do

ripe mauve
#

roger roger, i should probably reread the rules

loud patio
real bane
#

Initial testing with the adjusted IK is it is a little better other than when you put your arms in front of you it bends the elbow while in IRL, the arms are straight. I will check on other avatars if they behave the same.

upbeat dew
#

Hello, apologies if the question feels dumb, I looked through many messages from this channel before asking.
I just tried this beta and so far it's such an improvement!! However, I'm confused at the "lock" feature (allowing to lock the hip, the head, or both). What exactly does it do?

high nest
# upbeat dew Hello, apologies if the question feels dumb, I looked through many messages from...

Your avatar is probably not exactly the same size/proportions as your real body, and your trackers aren't exactly on your joints. So it's impossible to make your avatar exactly match your movements; something has to give. The lock setting tells VRC to make your hip/head/both exactly match - and as a result it pushes this drift in various places. Lock hip pushes the drift to the head, lock head pushes it to the hip, lock both pushes it to the spine.

upbeat dew
#

Ohhh, that makes sense!! Thank you for the clear explanation.

#

Considering I'm using owoTrack for tracking, I probably want to use head locking then, since the headset is much more trustworthy than the trackers, haha

high nest
#

I'd recommend just experimenting with them all and seeing what works

#

results will depend on your tracking method, rig setup, posture, etc...

#

with tundra trackers I'm usually doing lock head but I'll switch into lock hip sometimes when exercising

robust tangle
#

lock head will remove all head drift, and make sure other people are always looking exactly at your view position. It's nice

#

waving around in front of a mirror won't look weird since your head stays locked like you'd expect

#

If you have a perfectly scaled avatar you can enable lock both AKA Kung Mode, but it won't have good results for most random avatars

high nest
#

it's very nice to have options here now

#

one size does not fit all

robust tangle
#

yeah having all three modes is great

#

lock hip admitedly usually looks better for other people

#

but they may not look exactly at your view if they see your head a bit higher

past spruce
#

https://feedback.vrchat.com/feature-requests/p/full-body-tracking-problems - not too sure if I should be duplicating one point from this request to a new post in IK 2.0 section, but I would want to see this addressed in new IK:

The thigh should not be rotating 1:1 with the ankle. This has never been how the human body works. Most characters are not weight painted for such abusive twisting in the hip.

robust tangle
subtle arrow
robust tangle
past spruce
#

It's more like 60% on ankle joint and 40% on upper leg - hip joint.

robust tangle
#

Upper legs actually have far more twist mobility than ankles. (In real life)

subtle arrow
past spruce
#

I have yet to see a model that uses twist bones on knees though.

#

These are popular on wrists or elbows, but not anywhere on lower body from what I can tell.

subtle arrow
past spruce
#

And from what I remember aren't twist bones a hindrance with new IK now?

#

On arms at least.

robust tangle
#

Personally I wouldn’t let how people weight paint their models drive how IK is calculated, IK should bend realistically plausible like a human and people can learn to deform it properly

subtle arrow
#

The other way is making the forearm with 2 bones so there is more twist as the wrist rotates

robust tangle
#

Hips twist a lot, if the model breaks it needs to be painted better, basically

#

We should be going with what feels like one to one motion with real life

past spruce
#

I don't think hip can twist 90 degrees though...

robust tangle
#

Actually they have a range of like 160

#

Try it

past spruce
#

Like if you stand straight and rotate one of your feet 90 degrees (so they form an L shape), how much of that rotation is handled by knee and by upper leg - hip joint.

robust tangle
#

Well zero is handled by your knee unless you’re dislocating it :)

past spruce
#

But you will see your knee rotating at around half the rate of your foot still.

#

As in where it will be pointing.

#

Hmm... I guess twist bones would make more sense here.🤔

subtle arrow
#

To bring this back to IK, I would have to do math or someone else can comment: If you don't enforce the constraint that the ankle and Knee line up there is a chance you could get an indeterminate system for the IK solver on the legs without knee trackers. Also I need to get in the game to see how it handles extreme outward rotation again.

#

This is bringing back memories of doing the IK solver for robotic arms with multiple joints. so many singularities and under constrained systems

dusk anvil
robust tangle
#

Yeah don’t move it that way

dusk anvil
#

you can't tell me what to do!
(jump cut to me being driven to the hospital)

subtle arrow
#

actually I'm curious what constraint they use. A foot and hip fixed in space have infinite solutions for the thigh/lower leg bone position. they form a triangle (points at the joints: Ankle, Hip, Knee) where you can rotate about the Ankle-Hip line and still have a "valid" solution. so the system has to constrain it to the ankle angle.

What proportion of the rotation do you think would look more natural?

dusk anvil
#

this beta is fueling my interest into getting full body tracking.

raw wadi
#

Bypassing the land animation to go strait to the walk have a better result

#

When the user give no input, it look like the Head take priority for the hip /head placement. As you can see the body go up to match the view point.

#

It's when doing this that is the hip/feet get drag behind on avatar that have them set to tracking on the current beta.

#

An example of when a world move a player but the hip and feet are still tracking.

cyan flume
#

Sorry it took so long, heres a video demonstrating the issue i couldnt explain a few days ago.

final sphinx
#

@oak pendant sorry for the ping, but what is causing arm(+elbow) tracking to die when you playspacemove through colliders with disabled locomotion via av3? I reported this on the canny 2w ago but didnt get a response yet. I kinda not like to see noclipping die like this and its an important feature to use my arms elbows (and hands) while performing this technique as thats the only way i have as a vanilla user to pull this off. It doesnt happen in live and afaik didnt happen in rhe v first public ik2 beta build.

oak pendant
#

Could you link the canny again?

#

I remember seeing it, but I want to take another look

final sphinx
#

It wasnt really detailed, didnt include an example vid (i only posted one here somewhere) or reproduction steps and also wasnt sure it always happened at that time

oak pendant
#

Ah ok, I think there was a similar one with an example video, I just wanted to double check it was the same issue.

final sphinx
#

Lemme search the canny

oak pendant
#

I believe this would have happened on live if you were to do it in 3pt tracking

final sphinx
#

Nah that just freezes your legs

#

like make them point into the direction where you disabled loco

#

Arm tracking would still be usable

#

but thats judt a minor issue affecting like 0.2% of the playerbase

#

I only have seen like one other person even knowing bout this technique but it would still be sad to see it destroyed, its always sad when vrc updates eat v useful features imo (a lil bit unrelated but the last bug thats gone now was the selection bubble ghost that was useful for keeping tracks of players in maps without nametags/tagging of players for "locomotion checks")

oak pendant
#

Ok thanks for linking

cyan flume
#

I am using a managerie of avatars here (one is sdk2, one is a recent quest compatible, and another i dunno) but i have this issue regardless of what avatar I use

#

switching between legacy and Ik2 beta may be part of what triggers it

#

I should probably try replicating this without using the brown hair avatar at all to be certain

#

but I dont really wanna go bug hunting if this is actually an intended feature like others have suggested

#

I'm jut not sure why this seemingly random issue would be purposefull

toxic cobalt
#

hey! I noticed some pretty funky things with the ik beta when in half body, mostly to do with the way legs and hips move. I'm not really familiar with how to report this behavior the most effectively so I'll just list it here in the hopes of moving it into the canny or having someone else do it too.

Basically when in halfbody on legacy ik and you move, the hips will rotate in the opposite direction before stopping, proportional to the distance you moved. (So walking a short distance to the right, will cause the hips and legs to twitch to the left, a longer distance will cause the hips and legs to twitch further, going off the floor even) This happened both with my friend in halfbody and me who has trackers connected but had fbt toggled off. We also tried several worlds, including one that had been updated the day before to the same behavior.

In Beta IK, the leg and hip behavior isnt quite so janky but if you stop suddenly there is an odd stutter? Happens across multiple avatars, both sdk 2 and sdk3 with humanoid body type. The best way to describe the stutter is when you move and suddenly stop, there is a thigh bone and below rotation for a brief moment?

Let me know if theres a way i can make this less janky for posting on the canny, or feel free to reproduce yourself!

#

In any case, really love the new beta! I told my friend about it and we LOVE the extra level of immersion from being able to fix the armspan regardless of avatar proportions!

In particular, the full body fixes have been so wonderful for me. I have an Oculus + Vive Trackers setup so I thought maybe the strange disconnect and extra dysmorphia I was feeling was because i didnt have a valve or vive...It was distressing to be in full body and look in the mirror at times. But this is a real game changer and I finally feel better with my trackers and less weird. Looking forward to more!

icy ravine
#

but how

vital inlet
#

would it be posible if the full body callibration could be saved so if you change avatar that it aplies it to the new avatar ?

lethal light
carmine gate
#

already marked as planned

lavish glade
#

Well, after some looking into my weird issues, I can confirm that it's not the IK Beta at fault here, it was the colliders that were generated on my body for interactions. There was some odd clipping issues with them crossing into each other, so I tried to shrink down the colliders to conform to the body more tightly. Also did that "is Trigger" change to all of 'em to see if that helps

final raven
lavish glade
#

Ah, priorities

final raven
lavish glade
#

No, this is from Live/IK Beta

final raven
#

Huh, because that was the impression I got from that quote right there

lavish glade
#

A plugin I installed on the avatar auto-generated Unity colliders for it that were kinda bigger than the avatar mesh

final raven
#

Huh, okay.

nimble storm
#

So I figured out the root cause of this issue, and I was able to replicate it too: it turns out, if I launch "OVR Advanced Settings" before logging into vrchat, these phantom controllers will show up like this, but if I launch VRchat first and OVR second then this issue does not happen. Additionally, this issue only happens when I'm using my valve index plus my 3 Vive trackers

#

So if I launch OVR advanced settings without using my vive trackers, or if I launch vrchat before OVR settings while using my trackers, then this doesn't happen

harsh lagoon
#

havent been a fan of the way my body throws itself to the direction we look in

#

shoulders sometimes end up thrown sideways too

tame pewter
# harsh lagoon

should use stream camera to have a stationary camera angle

harsh lagoon
#

ah fair

#

lemme try again

#

arms doing a weird, and i personally dont remember the body moving towards the direction you faced so much

#

also what i talked about earlier too, when bringing arms forward they do this, happens when standing or crouched

tame pewter
#

you can swap between LegacyIK and BetaIK, does it occur on both?

#

pretty sure thats normal, just maybe a bit exaggerated with BetaIK..?

harsh lagoon
#

definitely new

#

without a doubt

#

this with legacy

prisma meadow
#

I have a pretty well proportioned avatar, but when i calibrate with height scale and both locked while looking straight my spine gets all bent, But if i calibrate when looking down my avatar fixes itself and looks normal. is anyone else experiencing anything similar

lethal light
#

I can get a photo if you would like a visual

prisma meadow
#

a photo would be good

lethal light
#

one sec

#

good armature

tame pewter
#

so everything straight as possible is best with new ik?

lethal light
#

yep

prisma meadow
#

still want knees a bit bent though right?

lethal light
#

few more sec for the bad armature pic

prisma meadow
#

ya thats what mine looked like

lethal light
#

pretty sure the new IK attempts to pull the head forward to correct for it not being straight up and down

tame pewter
lethal light
#

I think at some point the docs should house a lot of this info, but it seems that is not a priority at this moment

prisma meadow
#

whats a good way to correct this? should i just scale all the bones in the y axis in edit mode? or would pose mode work better?

lethal light
#

depends on your avatar. If there is enough room, you can just move the bones in edit mode.
If yours is like NotAKid's, pose mode might work better, although with pose mode, the child bones are also going to move

#

which you have to be careful of, you could also move the bones in edit mode and use a lattice to move the mesh

tame pewter
#

gonna straighten out the head bone once applied pose mode changes

#

then will compare with original rig later

lethal light
tame pewter
#

i guess that makes doing eye tracking the slighest bit easier..

#

eye bones are easier to align with the head bones angle if the head bone is straight upward

#

hurts my brain though to not have a curved spine after working on source engine models for so long

tame pewter
#

i guess just gotta try the straight spine ._.

lethal light
#

yeah, I think that is a bit out of date, considering the spine is bent back and the hip is raised quite far above the legs

prisma meadow
#

they really should update that

lethal light
#

They just need to update the entire documentation. I think they are holding off though for now as stuff is still prone to changing, and it would be a lot of effort to rewrite the entire documentation just to have to do it again a month or two later

#

They could start pinning some of the tips in the IK beta channel though, so that it is easier for people wondering what is wrong to find that information besides trial and error or re-asking questions

prisma meadow
#

it would have been nice though to at least give some text guidance for the new ik best practices

lethal light
prisma meadow
#

but i fixed the rig and still seem to be having issues. Looking down when calibrating seems to make it all disappear, so im just going to roll with that

lethal light
#

have you made sure to "regenerate" the rig in unity?

prisma meadow
#

yup. But its almost 1 am and i want to sleep. So i guess ill figure it out tomorrow. thanks for the ik tips tho

raw wadi
#

sitting, dancing, etc

#

there might be 1 or 2 inch overreach issue, but it might be just me with long arms.

#

The spine strait itself. Anyway, that exact rig from mine that was ping at some point show no issue in the beta. Why it work, I don't know. Magic

zenith crescent
#

Any info about when will constraints replace the Final IK?

raw wadi
#

silence from the crew

polar blade
#

Or is there some official documentation on how rig should be specifically?

oak pendant
# polar blade <@!153868400282566656> Sorry for the ping. Could you confirm is this is true. Is...

It's currently the case that a bent spine in the rest pose is viewed as slack that can be applied as the ik solves the spine curve. This combined with the generally increased mobility of the upper spine compared to legacy, and the tendency for lock all mode to look better the tighter the spine is, means that right now a straighter spine will produce better results in most cases. This isn't something that should be in any kind of official docs at this point though. I'd like to address the issue but it's currently medium-low priority and also a fix would be potentially limiting to the range of solutions the spine solver can find. So the current state of straight spine being best is very subject to change.

polar blade
tame pewter
#

which is why i wanted to try it on my own rig and compare later

zenith glacier
#

mine is like this for example and it seems to work pretty well. Hip & head lock require a slight looking down, like 5-10° degrees

latent ocean
#

So I have found that in the ik beta I'll sometimes be fine and sometimes my elbows don't track properly, they will track the right position by the ik will act strangely. Next time it happens I will get a video. I'm currious if I should bend the elbows forward but wanted to hear if ya'll already knew a fix.

lethal light
latent ocean
#

Thank you, I'll keep it as is for now. Glad I asked before trying things

lethal light
#

Mmhm

robust tangle
oak pendant
#

It should still be the case for AV2, but for AV3 the IKPose should handle applying the correct knee bend. However, there's an active canny that IKPose is not correctly working to adjust the bend direction. I still need to investigate what's going on there. The intended function of the IKPose in AV3 though is to handle that.

#

The knee bend in the TPose if use a custom one, would mainly be to allow your feet trackers to align well with your avatar's feet in the longitudinal direction, as the avatar hangs off your face during calibration.

#

That could be handled with bend at the thigh too though, so it additionally kind of sets the amount of slack in the legs and could be adjusted if you feel the avatar's knees lock sooner or later than your IRL knees when bending knees.

toxic cobalt
#

I dont wanna post a duplicate issue.

oak pendant
raw wadi
#

For constraints, straight armature is ideal. So good thing we can align everything now.

raw wadi
zenith glacier
#

i mean, where else should it be on a female avatar without breaking potential weightpaint on the upper chestarea?

robust tangle
#

How would you all feel if "Real User Height" change to "Real User Wingspan" when scale by armlength is active?

tame pewter
#

if there was a button to calibrate/automatically assume wingspan with some little arm circles though…

robust tangle
#

well the plus side is once you get it right it's right for everything... but height -> wingspan assumption seems to be hit or miss

#

Apparently I have to lie about height to get it to assume the right wingspan

#

it's also pretty easy to measure wingspan in-game, just get the distance of the controllers from each other

#

No easy way to do that with height

oak pendant
#

Assuming the user stands straight, we have real world measurement of the HMD from the floor, but at least for release there won't be large changes to the default scaling I'm pretty sure

#

(still thinking about solutions though to the issue brought up in the canny that high-heel avatar users are having. I'm not ignoring that feedback)

tame pewter
#

it just… moves

#

drifts away each time you start the headset without guardian

#

it’s not too hard to fix, just throw the guardian back on for a sec to set the floor

#

but the quest sometimes bugs out and won’t allow you to enable or disable the guardian unless you factory reset or toggle developer mode a few times

#

just something to keep in mind if looking to use floor for anything

zenith crescent
#

Any info yet on the replacement of the Final IK?

acoustic snow
#

iirc finalIK is not on the way out

sharp ermine
#

Final ik will never be gone

#

It's the king of whitelisted components

carmine gate
#

final fantasy, final ik, when is anything actually final???

subtle spoke
#

self collision avoidance sounds like it could get annoying.

modest imp
#

Can i ask question about the SDK that is out, the one from March from the map of the beta ? Since i just install it in a clean unity project and got only error

modest imp
#

yup yup i just notice while logging in into the sdk

high nest
modest imp
#

is it on the discussion on ? Either way i found the solution, now im just analizing the robot to figure out everything

polar blade
#

When using the lock head + hip type, does anyone know if there's any way of making it so that head doesn't lean forward excesively? like this?

#

My armature and viewball position (z=0.06) look like this

zenith glacier
bleak anvil
#

^ can confirm this help alot with the way it works/looks

polar blade
#

Interesting how a seemingly small difference when callibrating can yield such a difference

#

but yeah pretty satisfied with this thanks again. I liked lock head + head cause it felt like the most immersive one but the head slouch was a bummer.

zenith glacier
#

yeah, the amount of looking down differs from avi to avi, mine with an upper chest and "i tried something out" alignment almost does not need it (i do like 5-10° on her), while my old models need like 20ish

final raven
#

Uhhh, looks like you meant to post that in avatar dynamics section.

robust tangle
#

Fixed thanks

mint abyss
#

"Toes wiggle aggressively while walking in FBT with "Force locomotion animations for 6-point tracking" disabled."

hot fulcrum
#

xD

ionic heron
mint abyss
#

its hard to miss

dusk anvil
#

when the toes

final raven
marsh elm
#

Yup i recorded a video about it a few weeks ago but decided that i didn't care enough

#

Toes wiggle and your chest moves like you're trying to free yourself from being lasso'd up

#

😂

tardy ingot
#

Where can I find the access code?

#

I was told to press enter without putting in anything, but it's not working

dusk anvil
#

if you're on steam it's the box above the code input

knotty acorn
tardy ingot
#

Ah, I see. It was saying the code wasn't valid or whatever, but turns out all I had to do was press the X and the beta was applied anyway.

harsh lagoon
#

yeah there is no code

#

dont know why it tells us to put one like we need one XD

devout current
#

The code input and the beta selecion thing have nothing to do with each other

harsh lagoon
#

ooo fair enough

devout current
#

so for any of these branches (other than Public, Open Beta and IK-Beta of course) you would need to put in the corresponding code

knotty acorn
robust tangle
#

VRchat has secret codes didn't you know

#

Sadly they are not listed on GameFAQs

ionic heron
#

toes

vital inlet
#

How to turn on the bones for yourself

icy vector
#

Hi @terse kestrel 🤗
just pooping in to ask
what is the current Unity version VRC is supporting an any plan this year with changes for new versions

ionic heron
#

this is also the channel for the IK beta branch, and Tupper is a community manager at VRChat, not the sole developer of the game lol

devout current
ionic heron
#

pfftdon'tknowwhatyoumean

robust tangle
devout current
#

xD

icy vector
#

lol thanks for the 404 page not found
ya we all know who Tupper is as we been in VRC for any years
thanks for the tip cheers

ionic heron
bleak anvil
zenith glacier
#

smell like troll, anyway. any eta for the next ik beta update? (just my curiousity)

polar blade
#

I've had this issue for a while where it feels like any of my avatars is always slightly bending forward. Does anyone know what the reason could be? This causes things like pic related where my avatar's front body doesn't match my real (before someone asks, no I'm not fat)

#

On the left pic my hands are touching my skin irl but the avatar is still super off. On the right one my hands are down on my hips sideways but the avatar has them somewhat forward

#

On the other hand if I touch my back it's the opposite, my hand would go through my avatar's skin, as if the hip were offset backwards

robust tangle
#

What tracking type do you have?

#

I know in 3 point your viewpoint will hang over your toes instead of your feet if you have toes bound as humanoid. I fix that “MJ lean” by just not binding toes

tough rock
#

Does anyone know when open beta ends because I had been told about 4 times that it would be ending soon

#

One person told me it was gonna end then the actual update for dynamic bones in love version will be coming out so I just wanna clarify so I can go back in and test out some more avatars and have fun before it ends

vestal oriole
#

ik2 likely wont be out until physbone is (heres another guess, we dont know)

robust tangle
#

I would realistically expect it to last a few months

#

It will be kept up-to-date with live so there’s not really a difference in being live in the first place

#

It just gets to have more frequent updates

teal pier
#

will the update break all pre-existing avatars with twistbones? cause that is gonna break hundreds of avatars 😬

rustic berry
#

why would it do that?

tranquil cipher
high nest
#

IK beta updated?

final flint
#

one thing ive noticed is that almost every other time i go onto VRC i have to re-do my avatar height, cause the trackers are almost a foot off from my last session, is this happening to anyone else?

hot fulcrum
#

Let's see what changed.

#

I think same update as live update so nothing special.

#

ohh many

ionic heron
#

pog

#

shoulder tracking? o:

prisma meadow
#

ooo

real bane
#

oh boy!

primal viper
#

People are gonna be covered in trackers

real bane
#

good thing I was going to FBT tonight!

#

10 point here we go again!

acoustic snow
#

Shrug update dropped

final flint
#

anyone else having the issue im having?

loud forge
#

furries are going wild rn dude

merry gale
#

--custom-arm-ratio from the IK beta update sounds good, have to test!

real bane
#

because we need 10 trackers for each toes

lilac sandal
#

Likewise ^^

ionic heron
#

ten trackers on each toe?

real bane
#

joking of course

ionic heron
#

das a lotta trackers

loud forge
#

Just like

strong sundial
#

Im glad we atleast got a launch option for the beta ratio. A full option would be nice later on, but atleast having it for now is good to test.
Im also curious about how the shoulder tracking works

merry gale
#

The toes thing should be from when they fixed that your left toe curls up when you crouch in SDK 3 avatars

real bane
#

@merry gale oh that bug!

loud forge
#

Whoops

real bane
#

I was wonder why my toes were lfting

loud forge
real bane
#

yeah it happens

merry gale
#

used to, is fixed with this beta

loud forge
#

This shit sounds so funny

#

Just the toe curls up

#

lmao

ionic heron
#

some put their pinky finger up when they drink tea
others..

real bane
#

NO, we want 10 trackers one for each toes make it happen! joking of course

hazy sleet
#

So, wait: is the shoulder tracking a separate thing from elbow tracking? Or based on elbow tracking?

oak pendant
loud forge
real bane
#

"0.415" will approximate previous beta arm scale so what version of beta we talking about?

oak pendant
#

I posted a video of what it looks like here: https://twitter.com/Kung_VR/status/1506060927678181377

VRChat IK2.0 Beta update 11721:
-Fixed legacy autostep blending
-Added --custom-arm-ratio="0.4537" launch option. "0.4537" is default, "0.415" approximates previous beta arm scale
-Implemented shoulder tracking for 8pt+ arm tracking. You must wear arm trackers above the elbow

▶ Play video
tame pewter
#

woa shoulder roll

ionic heron
#

can finally shrug woo!

silver geyser
#

wonder if anybody has slime VR to test how it behaves with the new stuff

maiden rock
#

I wondered when this would happen :)

oak pendant
hazy sleet
#

I need more trackers so I can finally shrug whenever someone asks me why I'm mute.

strong sundial
real bane
#

so I can go the launcher and change --custom-arm-ratio="0.4537" to --custom-arm-ratio="0.415" ? @oak pendant seems to be it but just making sure

dry wedge
#

could you calculate custom-arm-ratio for a given avatar in blender or unity?

#

or what is it a ratio of exactly

oak pendant
clear wing
real bane
#

@oak pendant Thank you, also since I use my trackers above my elbow, I will see that quality shoulder tracking.

coral cairn
#

Is the command line option going off of neck or head?

coral cairn
oak pendant
#

It goes off head, thus 0.415 "approximates" the previous beta

maiden rock
#

head as in the head bone of "Head" IK assigned bone?

final flint
#

so you just need elbow trackers for the shoulders to work?

onyx nest
#

Does the new launch option for custom arm ratio work when using scale by avatar height?

coral cairn
oak pendant
#

It measures from root of the head bone to wrist, the custom scale factor does not re-implement the measuring from neck. Supporting both methods in ik-beta would cause some tuning problems elsewhere.

final flint
#

if so imma just use my feet trackers as elbow trackers, if that works >.<;

oak pendant
#

If 0.415 is not exactly how you want it you can do more fine adjustment

real bane
#

very nice!

carmine gate
#

oh you know Im gonna mess with that slider till it goes real wonky

coral cairn
maiden rock
#

getting more understanding on how it previously worked to begin with helps as well, its not well documented, but thanks

carmine gate
#

(value*)

real bane
#

given the notes, my shoulder going to pop off. lol

oak pendant
final flint
#

ah, makes sense, and cool, thanks

dry wedge
#

assume distance from head to wrist is only in one axis?

oak pendant
real bane
#

cannot wait to test this out! all my stuff is charged up and going to dance my hearts content!

coral cairn
onyx nest
#

so now with this update we can now track both shoulders and elbows using 10 point?

maiden rock
#

for sanity reasons it sounds like it makes your life easier having your wrist bone at the same Y axis coordinate as the root of your head bone

oak pendant
pure hedge
#

DLed and loading in with 8pt rn to test

real bane
#

@oak pendant woah there, need a massage?

coral cairn
#

kung's shoulders MVP here

oak pendant
maiden rock
#

I do that currently, my avatar descriptor is exactly my pupil height from the floor

coral cairn
brazen condor
#

Does adding shoulder trackers increase the number of potential trackers?

#

Or is it an optional elbow or shoulders and the max is still 10

summer garden
#

What counts as "above the elbow" exactly for elbow trackers?

brazen condor
#

I'm assuming above the joint

real bane
#

I personally assume towards the front of the biceps

oak pendant
real bane
#

near the joint of the elbow

summer garden
oak pendant
# brazen condor Does adding shoulder trackers increase the number of potential trackers?

It's not either elbow or shoulder, it's both. The upper arm bone is being tracked in a sense, which is used to calculate an IK position for both ends of that bone (the elbow and shoulder). As I mentioned before it's not quite that simple because the pivot point of the shoulder rarely matches between avatar and IRL. Unfortunately I can't go into specifics on how that problem is solved, but conceptually you can think of it as tracking the upper-arm bone.

brazen condor
#

I gotcha

#

I'm trying to think of if there would be any elbow accuracy loss

#

Honestly don't think there would be

oak pendant
#

It will increase the accuracy of the elbow

brazen condor
#

I meant doing it on the shoulder

#

Rather than above the joint

#

I think in theory it should be the same, the only conflict would be maybe hitting your head/face

#

The arms a fixed joint, if you know its length you can solve for where the joint should be

oak pendant
#

Oh... positioning the tracker you mean. I'd put it wherever feels hard to occlude and rigidly attached to the humerus bone

#

so probably somewhere around the middle maybe?

brazen condor
#

Honestly, some impressive workaround

oak pendant
#

depends on how ripped your biceps are... those might tend to move around

brazen condor
#

oop

#

So basically the best spot is either above the elbow joint or on top of your shoulder

#

Biceps is probably a bad idea

rustic berry
#

YOOO shoulder tracking

#

thank you Kung 💙

brazen condor
#

Though serious Kung that was some good thinking

oak pendant
#

I wouldn'*t put it on top of any joint. I've been having good results with it basically in the middle of the upper arm

brazen condor
#

I wouldn't have thought you could use elbow trackers as shoulder trackers

#

Makes sense in retrospect but an impressive idea non the less, good job

rustic berry
#

I was ready to wear extra trackers for shoulders but this is a much better solution lol

brazen condor
#

I'll wait for the dance pros to give their input but the idea and concept seem solid

#

I'm curious how the hell I'm going to get trackers on my shoulders through

#

I don't think a strap through my armpit will be confortable

rustic berry
#

just over the elbow should be fine

maiden rock
#

something like this?

#

using a bone to take the exact measurement is strangely easier than using Blender's measure tool

oak pendant
rustic berry
#

now that the logic is there for using a tracker to solve for 2 ends of a bone, can we expect a similar implementation for a chest tracker?

coral cairn
brazen condor
#

The chest tracker is where I'm kinda lost

oak pendant
brazen condor
#

In theory the only joints in that area is the neck and maybe the bending of the back

rustic berry
#

figured, all good lol

brazen condor
#

Do we have outside source info if a chest tracker improves accuracy measurably?

#

(Aka from that other similar game)

oak pendant
rustic berry
#

I found that in Neos it would definitely help making sure that the chest stayed put during shoulder or head movements

maiden rock
#

OK one question I have, for a more accurate scale by height, what should we be targeting here, the head bone again, or is this relying on avatar descriptor to hmd eye position

rustic berry
maiden rock
#

I'd like to be a bit more scientific in dialling in the avatar rather than "keep changing stuff until it looks good" :o

merry gale
maiden rock
#

ok then that's what I'm doing right now then

coral cairn
maiden rock
#

for reference

#

assuming that's to match up exactly with the location reported by steamvr of the hmd

short knot
#

what happens if you have elbow trackers on your forearm?

#

does it behave as normal (like last version) or does it break your shoulders

oak pendant
#

It'll break your shoulders. Forearm elbow trackers are no longer supported.

short knot
#

what?!

#

Would it be possible to add a toggle for forearm

maiden rock
#

stop wearing them wrong

short knot
#

SlimeVR's elbow tracking needs them on the forearm as we use the controllers as reference point

oak pendant
#

If you really don't want to track your shoulders, you can make super tiny shoulder bones. The shoulder tracking will detect this and give up. In that case you could continue wearing the trackers below the elbow

tranquil cipher
#

wait if you're just using the controller then what's the point of having elbow trackers at all?

oak pendant
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Oh... you're using slime VR, slime VR will have to use their internal FK model to provide a reference of the upper arm bone, if they want to support this properly

short knot
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Except this isn't possible with the sets we've been selling

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We would need 2 trackers per arm for it to work with that

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which is ridiculous

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That is, one tracker on forearm and one tracker on upper arm

oak pendant
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You'll* need a more sophisticated FK + IK model then to predict the upper arm position of an average humanoid wearing the HMD as seen from the predicted elbow position

short knot
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Can you not just add a toggle to switch between "Elbow" and "Upper Arm" tracking? Or did you entirely ditch the old system?

oak pendant
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This makes a good case for a need to disable shoulder tracking but keep elbow position only tracking. Please make a canny for this. The fact that there's an existing product that this would break is a strong motivator

short knot
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Alright thank you. Will make one

rustic berry
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this is definitely one of those things that would go in an "advanced" FBT config menu

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pretty sure I already have a long canny comment about that

short knot
brazen condor
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I think to a extent they are trying to minimize UI as much as possible

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Since UI space is a luxury

carmine gate
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VRChat ought to be supporting all the methods and usecases, this game is THE reason there even is a consumer full-body tracking industry

oak pendant
rustic berry
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^ agreed

short knot
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oh the canny is about the advanced menu

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alright

rustic berry
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ye

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I think having a floating menu while in FBT calibration mode would be cool

raw wadi
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For UI space. Everything can be drop down so that's not an issue

brazen condor
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Drop downs hard to do in UI (For VR and make it intuitive and functional)

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There's a reason the VRC UI overhaul has been a process

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Its a design problem much harder than it initially appears

raw wadi
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I say drop down but what I mean is the expend

brazen condor
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Sorta like the feather menus?

raw wadi
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The wing are under use

oak pendant
# short knot alright

It does make sense to have our IK2.0 model handle the shoulders based on the avatar rather than an internal IK + FK model from slime vr that doesn't know the avatar's proportions... so this is likely something that I'd implement. But make sure to document it on canny (so I don't forget)

brazen condor
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I mean sorta like that

maiden rock
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would it be facetious of me to raise a canny to ask for documentation

raw wadi
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We should be able to customize those freely

oak pendant
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Just joking, documentation will come a bit later when things are more locked in

maiden rock
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👍