#ik-2
1 messages · Page 15 of 1
ig this should be marked as complete now https://feedback.vrchat.com/vrchat-ik-20/p/5-point-tracking-no-hip-tracker
this has been seen by at least two devs already anyways lmao
Ah yeah, I need to take a pass through the canny now with all the features in this update
yeah, had to turn up the volume pretty high but as ffxiv player i recognized it xD
nerrrdddd
I keep t-posing out of habit
few things are actually capped in character length on vrchat anyway. and Id rather it stay like that. text flying off the UI is fucking hilarious
i cant make the banana batman joke awesome
Kung, what would the viability of a cancel and revert button be for those accidental calibrations?
I can canny it but since you're here, is it something possible without major refactors?
or does it toss the old data out the moment you click calibrate?
It would be medium effort, just because of how it's set up now. Starting a new calibration clears the old one, then some things depend on the old one being cleared
kung, you did it you wonderful son of a bitch.
I can spawn Amethyst/K2EX trackers AFTER STARTING VRCHAT and they get detected properly and FBT is enabled.
💙 Take all the love from me.
It would be possible, but would need some reworking of things
Awesome! Actually I'd like people to test as much as possible on the various kinds of emulated trackers out there
Yeah that's fair. That's what I was expecting code flow wise
I suppose given that the chest bone and not the upper chest bone is being affected by the chest tracker, I should probably reconsider the amount of influence the upper chest has over the mesh and maybe decrease and raise it more than it is
The alternative would be a confirmation double-click on calibrate if you already have one but that'd be behavior that goes completely against the current UI design.
Possibly, having upper chest will give more room for IK to fix things between the tracked chest and the head, but that means less direct control. Depends on what people want
Yeah, I think doing it that way is kind of unlikely. Probably the ability to accidently clear out your calibration if you hit the calibrate button will just stay. At least you won't accidently clear calibration by clicking on an avatar pedestal anymore
love elbow only tracking, but want sitting mode with it
Hmm, yeah doing a calibration when in seated mode could be problematic. But maybe solvable
Yeah that's fair. A confirmation button breaks the defined UX, and I can imagine a fair chunk of refactoring would be needed otherwise. It'd be a very nice QOL thing but it lies in the medium-effort for (relatively) low gain. Accidental calibrate isn't THAT common
Yeah it's a good point. I think that one's worth a canny. I don't want to forget about it
Lying on back in t pose calibration when for all lazy bed sitters
Just flip the axis 90 degrees and call it a day
game crashed when I enabled extra trackers in Amethyst. I had verbose logging on and saved a copy of the log. will look if theres anything pertaining to the crash and make a Canny later.
Thanks, nice that you had verbose logging on
Actually, I wonder how well that'd work. If you could genuinely just rotate everything by 90 degrees and it just work.
In theory it could lmao
Correction, I did not. :(
let's see if I can reproduce it
I reset my launch options a while back when taking a screenshot to show someone how to change them
Chest tracker, stomach tracker, hehe
holding down trigger when calibrating does this
Brrr
I did find the small camera jump that was happening now a bit disorienting but I'm sure I'll get used to it.
Yeah that's part of the avatar reset after calibration, which is necessary now not to break other things
oop enter too fast
(new keyboard haha)
Is it destroying the game object?
That's a lot of extra mesh loading/unloading that could become funky hitches
If it's killing the GO
Yeah, hmm that's not good
Very much dislike the new auto switch upon tracker setup change ~ freezing the lower body IK upon turning off one tracker was actually a very useful feature of old IK.
Pretty useful for when you sleep in vr
or when it lost tracking yeah
Oh God, is it now remapping things when a Tracker shuts off?
It auto remaps, yes.
Yeah that's bad for people who lie down
:c
I hope we just get a massive menu with like 50 different toggles for fbt
Yeah this was brought up a bit during some closed testing, I checked to make sure that legacy IK still freezes the lower body
Makes sense, there's a lot to consider now with how the overall skeletal structure translates to vrc ik movement with all the trackers present. I think overall this is good, but we'll have to work out some best practices and gotchas as part of the rigging process.
Legacy IK still does~ really hope by release of the new IK there's at least a toggle for it.
Yeah.. That's a behavior I'd love to keep without having to use legacy IK
^^
I've had so many cases where a Tracker has shut off and I haven't realized it's since I got my elbow trackers
tried reproducing it, but couldn't. enabling extra trackers and recalibrating on the fly worked perfect this time. exact same order too.
the only difference is that when it crashed the first time. I ran into a "known" SteamVR bug where enabling emulated trackers in certain drivers can cause them to steal input away from one or both of the hand controllers EVEN IF THEIR ROLES ARE NOT SET TO HELD IN HAND.
As it so happens, when VRChat crashed, both of my controllers had their input stolen. So it must've been related to the controllers losing input.
If I lie down on my side with a tundra on my arm, I end up occluding the tundra long enough that it shuts off. But, it maintains its position so my pose still looks right until I eventually move and then turn the tracker back on
nothing in the logs
and the input stealing bug happens at completely random (partly why its not been fixed yet)
so I cant easily reproduce that
Legacy is restrictive. I'd really like to see that as a toggle for new IK.
I'm on mobile can someone open a canny so we can scope out demand I guess
Ah yes, I complained about the weird arm bending issues a few weeks ago, glad to say they’re fixed :)
Ok thanks for taking another look at it. Yeah that sounds like the likely cause then. I'll keep a look out for that happening more.
I've had vrc crash when I disconnected all my devices, specifically when I shut off my final controller
oh shit, you can reproduce it?
gamer bug hunting moment
vrchat wrong warp any% is finally viable with this strat
I hit a crash like that more than once before but I assumed it was steamvr
Because I've had steamvr freak out in the past when disconnecting everything
I think that's a different issue, that was actually fixed by this patch. Trackers won't remap to the incorrect one now
If getting a canny up for it, please detail how you'd expect it to work in combination with per-tracker IK
Yeh~ Should I create a different canny or just leave a comment on that one?
a different one, if it's about asking individual trackers to lock in space when failing
the previous one was more about incorrect remapping
Alright
I should probably mark that previous one as fixed (though you still have the issue that you want tracking to stop when a tracker fails, rather than use IK)
Two separate issues to be fair. Don't want the old canny getting confused with the new issue and then never being addressed
People go and vote on the old one that is no longer relevant
always wondered, why does VRC freeze IK when you enter a solid object?
It's 3:30 a.m. so I can't really think about design at the moment but all crunch my brain on possible approaches tomorrow that maintains user friendliness (Not something like a toggle between "per tracker ik" and "full map".)
I have a feeling this is one that a lot of people are going to care about though.
I mean technically shutting the per tracker map off and having the old behavior would probably satisfy a lot of people but it's not a good solution
Especially since you can get it through legacy but then you're stuck with 6pt.
Yeah, I get the main problem so I'll think about it too. Though if asking for a toggle, the legacy toggle is there for people who "like the old way better" I understand though that they want new features from IK2.0 mixed in.
Yeah.
It's not an easy one
A really big ui menu with 50 buttons would be great right about now 😛
So just a sense of precisely what people are asking for would be helpful. I expect people would discuss in the canny
Haha, yeah people complain about more launch options etc... There's a good chance we can get more stuff in the UI some time after the main menu update comes out (no promises, but after that is when it'd have to be)
Just give us quake /source style cvars and we can call it a compromise
Haha you gonna type /commands in vr?
Bet. lol
Honestly configure it once and have autoexec.cfg, yeah
And then make it save the updated config when you edit a cvar
Still less effort then rebooting the game, recalibration, requesting to get back into the instance, etc 😛
But I get vrc has many different users from many different backgrounds. You have us people spoiled by ye ol dev console and then people who have very little experience. There's a balance to strike.
I'm personally in the "just make an ugly ui menu that's hidden away from the average user where people can toggle any number of combination of options" boat still I get why that's not super viable
I got spoiled by the console window in Helios where it even auto suggests command completion
Make us click the version number a bunch of times to make it like Android
@oak pendant I know this is not directly IK, but it's definitely related to FBT---is there any chance we will ever get the ability to turn locomotion on/off?
Having it be something you have to compile into your avy is unfortunate. Sometimes you wanna look like you're running around--other times, when lying down or sitting, you'd rather float.
Did helios have a console that didn't suck? NEOS' irc bot was terrible from when I tried neos.
🤔 Air gesture rune commands for all options?
We just need kung to threaten to add more launch options and Im sure the ui team would let him do a big ugly ik menu
Think it's basically a console feature from the unreal engine, pretty solid implementation
Hey. I have one question about the new IK and elbow tracking.. Since I really can't click my trigger or grip on the left controller when locking into FBT tracking due to an injury, I usually do it with my controllers over my chest so I can click both controllers with my right hand. It's not perfect, but it works. I guess elbow tracking would completely freak out and be horribly calibrated? Do someone here have 10point and can try this?
For as far as I know you can't change what buttons you press for calibration. But please inform me if I'm wrong.
That one's on the canny and I'm aware it's wanted. No promise/comment at the moment (which means that's not a no)
I mean, OSC is supposedly going to have a UI to replace the json down the line and I can't imagine that being a simple UI
fair enough. Thanks
huh, that would be useful
That's gonna be a dev ui through and through for it to be useful
having a higher network sync rate is direly needed for OSC, at the moment--unless you blend animations, things look wonky for eye/face tracking----but that's neither here nor there.
having your pie menu's open for a better rate is...uh...unideal
Well this new update has been very nice to me so far so I'm happy beyond the IK lock change, but we've kinda hit the extent of that discussion for now.
A possible alternative, if you press the spacekey it'll also trigger the calibrate. In your case you could maybe have some kind of macro set up to do that with a delay
Someone needs to open a canny with a viable alternative that isn't UI menu with 50 buttons and we can continue that convo from there
Yeah, I'm aware it's an issue. Which at least had me make sure to keep it functioning that way in legacy mode
(legacy actually gets a bit of the calibration saving stuff, because the underlying tracker handling that gets to legacy mode too has changed)
Im wondering too
I've been spoiled by knee trackers Kung my immersion is ruined because legacy without knee trackers places them in spots that aren't where my knees are
I'd love this so much and upvoted the canny post the other day. I have a toggle on all my avatars using AV3 but it would be nice to not have to set that up on every avatar
The entire new ik system has just spoiled us. These updates have been honestly more exciting than AD for myself personally
Ah, so space locks in as well? That's really good to know 👍 I'll have a look around in a bit if I can find a nice macro thing that I can trigger from my controllers. Or just have a cheap keyboard on the floor 😏
A global locomotion toggle can be more complex than you'd expect because of stations.
I think it's a platform level decision for how to handle preventing users from just walking through solid VR objects. Every VR app has to figure out a way to deal with that IRL vs VR issue. It could be handled other ways though
full boneworks style collision when /s
God no
Just make sure your macro has the spacebar down long enough to be detected during a frame and it'll work. Sometimes macros are nearly instant and can be missed.
Is the plan to keep legacy around long term? It being in the UI implies that'd be a yes.
But that's also tech debt
And God knows you guys don't need more of that
That's the plan yeah, but long term != forever. So no promises. And people will have different impressions of what "long" means. But yeah the effort was put in with the intent of allowing it to be used.
certainly has looked a lot more mellow in here
Roger that. I'll look into it. Thanks :)
kung, have you seen the canny I made about the chest/spine not being able to bend backwards or sideways?
Yeah, I saw that. I hadn't made a final decision about to handle so I haven't made a comment yet, but what you're asking for in there would cause a lot of issues. If it can bend in any direction based on the rotation of the tracked objects feeding into the chain, and it gets as much spine crunch as lock-all tends to need to deal with, the spine would rapidly shoot around to different bend directions as you move. Think like pushing on a bent twig between your fingers trying to make it bend another direction. It'd snap around a lot
Chest tracking will allow you to get a bit more of what you're asking for, but that costs money for more trackers
Lock hip will probably give the best looking leaning back bend for the spine if that's what you're after, but I assume you're interested in the other features of lock-all as well
More trackers when
What else do you want?
Uh
Got it, was just wondering. I might have to do some testing with a chest tracker then since async trackers are now a thing, and yeah I am only interested in lock-all as too many other things have to be sacrificed when using either head or hips
If you need more then 11 point tracking, im concerned
Actually entirely seriously, the "best case" would be shoulders this point as that gets rid of the last possible location that can seriously deform
But it is seriously diminishing returns....
Hmm yeah having them actually mounted above the shoulder joint would give an accurate read on the bone rotation there
But at that point "best possible tracking" is hitting literally £1300
😏
That is insane
And yeah not only diminishing returns on dev time vs usage numbers etc, but also on average user's radiofrequency environment
Mmm
Well the argument might be that folks would sacrifice knee trackers for full tracking of elbow and shoulder
Beyond that the only two things I can think of, and these are extremely theoretical
Already hitting 11pt can be more of the challenge than just buying the trackers. Gotta be careful about dongle placement. And if if you live in an apartment near neighbors who use a microwave all the time, not much you can do
Yeah
Not only rf, all the usb ports you need aswell
It would be nice to be able to use those 8 trackers strategically mind
Tundra's dongles can help with usb port limitations but yeah
Any more is insane
i keep forgetting about tundra ones
At that point it becomes a case of getting someone to get one of those Rokoko kits working in VRC. Strapping a dozen USB devices to someone is incredibly niche
butt cheek trackers when?
put a tracker on your cat and make sure it's in range of your foot when you calibrate, then your foot will always point the way to your cat! (I'm not responsible if you step on your cat)
cat starts running around the room wearing the tracker
That was kinda my last possible addition. Some way of wiring up that a tracker can move an avatar prop rather than just a bone
It would need a major SDK change
Probably a script to allow for marking up that a GameObject is moveable
I see what you mean. Yeah, could sorta be done with a custom app grabbing the tracker location and then syncing something over OSC to an animated bone on your avatar
But that would allow for someone to bring a physical prop into VRC with them which could have an extremely important use
you should be able to still toggle seated/standing when using just elbows. theres already a second calibrate button in settings anyway
Now i kinda want to put a tracker on my cat and see what happens, can i blame the vrc team for broken hardware?
Track your drink whilst partying in VRC
Yeah AdeonWriter mentioned this as well. It's a good point
No. Blame the cat.
OSC wise: that is not happening for the time being for anything that needs decent throughput
Blame you for the idea, got it
well im in vr testing, cant keep up with chat lol. good to hear im not alone having that concern
It works in theory to sync a real object but the data quality is bad. Same reason few are using face trackers.
Well
That and the lack of hardware


It wasn't me, it was this guy! https://pbs.twimg.com/media/FPTMROzaUAAQtHp?format=jpg&name=4096x4096
Strap a tracker to your VRCat plush
I wasn't aware, though I'd assume it'd be the same on live too. Is that a change with ik beta?
Kung, as a catboy I see this as a racist remark of giving cats the blame
ye
I will remember this.
Depends on if you like the idea 😆 maybe I was saying cats are smart
tested in live
Mhhhmm, staying with my point for now xD
I stay standing despite sitting on the floor IRL when switching avatars
switching in ik beta puts me back at the same height as standing mode, but still in seated mode
Ok that sounds like it deserves a canny if you have time.
https://raytracing-benchmarks.are-really.cool/4r2ezea.mp4 this bug has returned too
beta
is that AV2?
av3
Hmm, I tested for that myself and it was ok. Does it happen on many avatars?
Can't get on in vr at the moment, but it's not occurring in desktop. I'll take another look when I'm in vr again
@knotty acorn next to me just tried in vr and it doesnt happen
I was able to repro it on AV2 with a sideways jump though in desktop just now
I'll take another pass at locomotion transitions, as you can imagine per-tracker IK touched everything
yea
So kung, are you in charge of under the hood IK?
Sort of, if I make a decision that the team doesn't like it's not like I can just push it through anyway though.
rip, not meant to go to discord xD
good thing I didn't auto enter my password as well xD
I thought you were actually doing some of the programming, I applaud your team for programming this black magic system!
I think in general we avoid naming one person as in charge of something. But yeah, I've been programming IK2.0
Then I applaud you, and your mental state, keep up the good work!
out of VR, canny time
Time to became canny.
the ik locking "feature" is broken on legacy too now ;-;
Hmm, when I tested I was able to get it to freeze my lower body pose when turning off a tracker
Whenever I try it, the tracking point merges with another
So my hip moves to my foot and then it freezes.
How many trackers did you have active total when doing that?
3
Hmm, yeah I was thinking it might have issues if you had many trackers but if the 3, turned off to 2 was your case it should have locked it I think
Hmm.. It seems like the neck, upper chest, and chest bones are stuck in a straight line with chest tracking
(sorry for low quality photo)
I'll do more testing later (but there's a bunch of these "do more testing later" I'm piling up, so maybe add your issue with legacy as a comment in your canny so I don't forget)
Can do
Upperchest is pretty stiff when using "lock-all" chest tracking. It moves but not so much. Reason being that most models look pretty strange if there are large angle differences between chest and upperchest. But with tracked chest it's possible that would happen as the IK must make up the different in position between tracked chest and tracked head
Neck should be able to bend afaik, maybe it was just your pose?
for another view on what the bones are doing you can check in this world: https://vrchat.com/home/world/wrld_01025423-c339-4735-8af9-ba45cc9e46f2
gimme one minute, index decided to die
canny time is now over
Thank you for the 4 posts!
Figured out why it worked for you~ As long as the first tracker disabled is the tracker that last connected to steamVR, it works like before. 
Funky but easy to do in overlay.
Ah, interesting and that makes some sense now. Thanks for figuring that out!
To confirm, is the freezing when you turn off the lucky last tracker the desired behavior here? (Does it freeze like it usually does?)
Yup!
Ok cool 👍
The three bones I mentioned (chest, upperchest, and neck) only seem to bend forwards and backwards (blue axis). I could not get them to bend sideways at all. I am pretty flexible so that shouldn't be an issue. Also, the neck + upperchest joint does not seem to be able to bend forward at all, leading to wierd backwards neck bend. (armature is 100% straight for the record)
If you grab on to the chest tracker and tilt it around are you able to get those bones to bend?
no, they will not bend
(also it is on my back because it is a harder surface and less likely to move around, same with my hip)
Ah I see, ok I'll try to remember to check different bend directions next time I'm in too. Might forget though, you can put up a canny to help me remember if you don't mind. That might help collect info from others with the issue.
If you're able to get a video recording showing the poses where it breaks down that would help too
yeah, I will make sure to put up a canny
uhh.... if windows decides it wants to let me play vr again sure xD
You can add it as a comment later too if you can't get back in vr at the moment
I just woke up to this, glad I woke an hour early
I have obs on windows, but it wont load so doing this testing from linux. I will try and get on windows in 5 min and see if I can get it to work. The pose is really messed up when trying to do the bridge xD
going to try chest tracking with 11 pt... fun part is mounting all these trackers
now it's so hard to choose what beta to be on. Both are just so ♥️
the chest tracker canny should probably be marked as available in open beta
oh yeah, I still need to take the time to sift through all the older ones and mark appropriately
I'll get that one now
Where on the chest should the tracker be?
Higher is probably better, I'm able to get mine up to slightly below armpit height
does front/back also work
As for front/back whichever is easier for you though back will probably have less occlusion but more issues when sitting
boy I am not sure how girls with handle the mount of the chest trackers
You at least want it higher than your sternum so that it doesn't collide with heart rate chest straps or woojers
Should be good
That sounds like a good location to me
you could do it lower too, but you might get less difference in rotation between there and your hip tracker, reducing the meaning of chest tracking
If I move the chest tracker back down to where I had it before then the distance from hip and chest was 10 inches
no
10 inches now
Yeah, it's kind of a "whatever works for you" thing, but in general higher is probably better
remember that the lock hip/head/all option changes the effect of the chest tracker
I do lock hips
hip/head is rotation only, all is position + rotation
got it
(I'll be away from discord for bit starting now)
Made a chest mount @Tundra_Labs tracker base with an optional @Woojer bracket for the backside. Also included a version for 1/4" mounts. Seems to help stop the Woojer from sliding around while dancing and simplify things! https://t.co/uBinO6OeZK
Gief
also uploaded a version with a screw hole for HTC
the print files are all in that link
I want to move the woojer to replace the next link up since it seems to be in the dip caused by my spine now
kung if you see this, I will make the cany tomorrow
have a nice day
regarding the --calibration-range launch argument
Am I correct in assuming that 0.3 is the default if the --calibration-range argument isn't passed?
- Added the --calibration-range="0.3" launch option. This determines the distance from predicted supported binding points that the calibration will search (in meters)
0.three...
:D
the literal next line says
- The default value is 0.3, corresponding to a 30cm radius sphere around possible binding points
my bad
D:
so far so good 11pt tracking with my avatar
Infinite point tracking B)
I’m currently working so I can’t check my self but does full body calibrations save even when u quit and reopen the game? I think that should be a feature because every time my game crashes I don’t switch avatar and when I load back in I have to stand up again to calibrate
???
For the beta
Good point on if it crashes, but yeah currently it saves for the session only
Awhh
Quick question: what is IK2 Beta?
I really hope that maybe one day the beta will suggest saving when quitting and not restarting steam vr or something actors them lines
Ik2 is an improved version off the full body tracking movement
Oh. I see.
Currently
Sadly cannot use tho lol
Like for example our elbows and knees don’t have trackers but vrchat has to assume it
Sippbox made a cool video about it: https://youtu.be/qUa1uIcOCmE
While VRChat's IK system has always been pretty decent, there have always been many annoyances that bogged it down. Thankfully, VRChat's IK 2.0 update fixes almost everything wrong with the old IK, and you can use it right now!
Join VRChat's discord for more info on the IK beta: https://discord.gg/vrchat
Join my discord for avatar help and fre...
looks like chest track on titty good.
And there improving and allowing to add more tracking and way more
the elbow clip avoidance works for just headset and controller mode too, if you have that kind of VR
I mean I only have the quest. My laptop is way to underpowered to run VRChat alone let alone anything more than that.
Vrchat barely gets 5 fps on it lol
I want to get a PC capable of running it and FBT though.
Ah, yeah the beta is only on steam now, but the new IK will come to quest too (head and hands only changes at least will be usable)
I had some ideas in the #vrchat-general-1 channel. However they aren't very in depth as I don't know how to do code lol.
For Quest 2 Standalone FBT and Finger Tracking
I feel like if this was added u should make it a toggle able feature to have calibrations either saved on 1 avatar only or have 1 calibration share all avatars and also have the choice to have calibrations saved after a restart.
Finger tracking does seem like a sweet idea for a tracking idea and the quest is super good at tracking the fingers and it’s only going to get better so trying to mimic that in vrchat would seem amazing. Being able to spread and open ur fingers and seeing it within the vrchat world
All I hear is a pain for gesture compatibility
The idea I had for implementing it without means to modify the games source code is to write a separate app as a compatibility layer which enabled support for things like Finger Tracking and Full Body Tracking. The FBT will have to be ran from an external device though as I am sure the quest cannot track everything in its own (too much processing power for it to handle)
The app will then have a button which launches VRChat with the compatibility layer enabled. The only thing I imagine is that in order to implement something like that, I am sure drivers will have to be either hosted or implemented which will be an issue for the quest since you cannot unlock the bootloader and root it. If there is a way around that then that would be cool.
At that point it seems logical to write the Finger tracking and FBT into the game itself instead of doing it a longer way just to find out it doesn't work.
yall liking the new ik beta update?
not gonna get to try it, but it seems a lot like what ppl were asking for
especially excited for the chest tracking myself
Kung, any plans on how soon you would be able to merge the IK beta with the Avatar Dynamics Update once it comes out?
Regression test all the things! 
I'll be doing my best to merge it quickly, but there will probably be a little gap where you'll need to be without IK2.0
noice
Good to know ^^
So many big updates at the same time, I'm going to get crazy
Dynamics rolling out is going to be chaos anyway
i cant wait
You mean IK2 won't be network compatible anymore when the AD update releases?
Yeah, ik beta is compatible with the current live version, but when the avatar dynamics update comes out ik beta will also need an update to be compatible with that
Okies
😭 i dont wanna go back to ik1
I'll do my best to get it over quickly. A lot will depend on if/how many updates the avatar dynamics release candidate needs, and how much lead time I have knowing which version I can start the merge against
And then if the final timing of that happens to be when I'm asleep
But my goal will be to minimize that gap time if I can
It's understandable
Suspect the focus will be on squashing any immediate bugs after a release, people just need to make a quick note of their old settings and revert
Thank you Kung, its going to be hard to give up my 10 point
its been amazing for dancing and immersion in general
Hey could there be a way for the calibration to save accross sessions? For example if the game crashes and i open it again with the same trackers in the same position, could it automatically calibrate to how the trackers were calibrated last session so i dont have to get up and calibrate to the same position manually?
Currently it doesn't save past the session. This might be possible in theory at some point, but there currently isn't a plan. It's a good point that it would make crashing less inconvenient.
Putting a tracker near your foot but above the ankle would do that now I think
Without separate knee tracking the knee position is based on the foot orientation, so if you're not really using foot rotations the rotation feeding in should result in a pretty good placement for the knee
Or I mean if you're not tracking the swiveling of the ankle (that's the thing that usually makes non tracked knee prediction a bit hard) tracking by attaching just above the ankle would prevent that confounding factor
Yeah, I know that popular constraint setups for that use the humanoid foot as the "toe" on digitigrade legs, and toes wouldn't have full ankle swivel mobility
putting the tracker just above ankle would make sense I think
If I go in the full body beta rn will I be able to see other players in the none ik tweaks beta?
Uhm 😅
U keep deleting ur messages lol it’s okay
Shhh I'm not here
Okie okie
ik beta is compatible with the non-beta version of VRChat
Mmmm Omg I didn’t know that till now
If you're asking if the IK beta is compatible with the other Open beta, then no
I’m aware it won’t work with the other beta I just mean the current main live version of vrchat
When I get home the first thing I’m doing is going into ik beta
And then when the update comes out for the physic bones I’ll be sad cos Ik beta won’t be compatible with the main version of vrchat current lol
Woah this Ik beta update is insane
Can't wait for it to eventually hit live servers
Yes yesss
Hehe. Ima go to the ik beta and go to a public world and sadly I only have 6 point tracking but I really want to just go to a world and move me elbows like a chicken and I want people to look at me and be confused as to how I’m doing that so I can explain to them the update lol
So many people are unaware of these updates coming and it’s actually sad
Cos I always keep up to date with every single update for years now
You could always move your feet trackers to your elbows with this update :^)
It lets you do this:
Nice
currently neck isolation isn't possible though
I love and hate that I'm gonna have to eventually buy 5 more trackers
I never imagined wanting to buy more trackers lol
Not as cool as elbows tho
Elbows and shoulders is one off my fav parts off this update
It is cool nonetheless
And the view point drift thingy
MONSTER
😂
IMO (elbow-)tracking shoulders and proper shoulder bones on the avatar benefit everyone, but positional chest tracker (through lock-all) would benefit dancers most
Does that avatar have an upper chest bone? Like in unity humanoid configuration, did you add an upper chest? My theory is avatars with upper chest bone will work better with chest tracking.
Vrchat DOES support upper chest bones contrary to popular beleif, it's only supported on sdk3 avatars I think tho.
I did add an upper chest bone to my avatar, and it does rotate slightly in the bone checker world
Thanks, that's interesting. I would expect that to be used more.
Won't be able to test for a bit but with the new update curious about just tracking the upper body. So chest and elbow tracking with the headset and controllers.
Elbow tracking requires additional trackers but according to the patch notes it SHOULD be possible to just track upper body.
I got 3 trackers for the old full body so should be fine. Feel for casual hanging out with people that just upper body tracking would be better.
How well it is though will have to wait to see and try it out.
Lol I can't decide if the jank makes it better or worse.
crab
let me try av3 locomotion tracking lock behaviour
locomotion lock toggle makes it very decent imo
(chest and elbows only, no hip)
how much Hairspray did you use to make it so static? xD
i love the new update's changes, but i'm not sure about starting in normal 3pt tracking instead of t-pose.
if i have trackers turned on, i think it's safe to assume that i will want to use them. making me manually click "calibrate" is a bit annoying.
in a very rare case when i have trackers turned on but don't wanna use them (like when the tundras just turn on while charging, argh), i can always just unplug the dongle or turn off fbt in vrc.
you know, it's the difference between an additional action for 99% of cases vs an additional action for 1% of cases.
t-posing was a great way to remind you that you still have to callibrate. i feel like sometimes i will just forget now because i will see my hands moving normally and i will forget to look down.
^^ having this and the calibration lock be optional would be nice
This reminds me of the Boston Dynamics dog thing the way the feet keep tapping away
ferrets used to do tiptaps like that 
interesting theory
Not starting in t-pose does feel odd, but I'm completely fine with it. At worst it's two button presses extra you do once after starting up VRchat
holy shit ik beta update
In exchange for never needing to calibrate again even after changing into avatars that have never been calibrated before I’d say it’s worth
The only problem I have is it seems to default into standing mode every time for me when I don’t have full body
Be in sitting mode, change Avatars, now I’m in standing mode again
you are going to the standing dimension
I should check if anyone’s bug report that
You go in standing mode but the button continues to say you’re in sitting mode so you have to hit it twice to fix it
I think it's this issue: https://feedback.vrchat.com/vrchat-ik-20/p/11748-seated-mode-does-not-remember-height-when-switching-avatars and yeah looks like a bug that crept in
I have an idea what's causing it and should be able to address
The IK update is an amazing update that vrchat needs it seems that its getting better with every update. does chest tracking work with all other forms of tracking
adn can you use it to with just a hip tracker as i belive you can just use a hip tracker for 4pt tracking
wdym?
I mean, I’d rather look normal first run to a mirror and calibrate once
Instead of t-pose to a mirror and recalibrate every time I change avatars
basically that's it actually
im picking up a gopro chest mount to hopefully secure it well
ah thank you. very good update thanks for making vrchat better
if you wear a single tracker it would work even, but proximity detection would likely put a single tracker as hip unless you wear it very high
aha thats what i was wondering
also wouldn't recommend single for chest even though you can, would be better suited to controlling hip, but in theory, to answer your question, even with one tracker you could use chest
But yeah for example if you had 6point (feet and hip) and wanted to go to 7pt adding chest, it would work fine
alright well thank you for your answer was just wondering the extent and if it was similar to how the hip works
is there a fixed date for when the beta comes out?
no fixed date, but it won't be before Avatar Dynamics releases
alright im exited for this update and was wondering to when the date is
doesnt really matter too much because its live compatible
The plan is test just ik2.0, then Avatar Dynamics comes out, and then test IK2.0 + Avatar Dynamics, then IK2.0 comes out
Ah yeah, I should have mentioned, you can use it now as if it's released because you connect to the same instances as people on non-beta
alright souds like vrchat will be amazing once that all is released
the dynamic beta isnt though?
Yeah Avatar Dynamics is in it's own little universe right now and* doesn't connect to non-beta
duuuuude this update is wild
❤️
chest gang time
yeeee
im just sad my chest tracker wont arrive until monday
Avatar Dynamics will release before IK2.0, so any IK2.0 bugs wouldn't hold up AD
Oh great to hear. I can't wait to push it to live
how fast can we expect 2.0 to be updated back to live compatible once ad drops?
Yeah I'm thinking Avatar Dynamics going live will be a bigger deal, because up until now it's been separated off
Expect a small gap, I'll do my best to get IK2.0 merged ASAP but timing of various things may make the gap longer or shorter
praise Kung 🙏
hopefully it will actually come out today :p
alright
I hope not! I'm trying to release an avatar when AD drops and I still need to make a preview vid 
tomorrow would be nice though!
chest tracking with full lock on is super fun 😮
no no, today please
I have waited over a month for this
technically for over a year
xD
i want to test ik beta when i get home
Glad you like it. I saw this from a community member on twitter too. Does a way better job demonstrating than I would be able to: https://twitter.com/solart_E554/status/1517144734627950598
I could do body rolls it was so nice
Awesome, glad it's working!
There's a high probability it'll be today evening PST. 👀
Thursdays are their weekday cutoff points for big update drops anyway and they usually push to live in the same week of RCs.
question though: does adding a upper chest bone negatively or positively affect the chest tracking?
That's a good question, it depends on what you want from the chest tracking. Having upper chest will have a longer length of IK controlled armature between the tracked points. Which will give more range to smooth out odd crunching. But that also means slightly less direct control near the collarbone.
Both have pros and cons
(that's with lock all mode for positional tracking)
if you're going lock hip or lock head, I think with upper chest is better in all cases probably
kung have I said that you're the best yet
time to experiment 🙏
check it in this world to really see what the bones do https://vrchat.com/home/world/wrld_01025423-c339-4735-8af9-ba45cc9e46f2
Yep been there testing already 
Question: Will the general guidelines on what the "Optimal" armeture setup change like in terms of bone alignment and positioning? I know IK 2 is more flexible, but are there more optimal alignments like in IK 1?
id love an optimal rig setup that I could use
Also shout out you Kung, you have done so much these last few months 
Yeah big love to Kung!
It might a bit, currently it's advisable to have less sharp angles in your spine, it doesn't need to be 100% straight but but straight-ish is advisable. That might change before release, but adjustments there are still medium-low priority
And thanks! You're all so kind. Being in direct community contact as a dev comes with the risk of positive and negative vibes coming in.
I gotta say, even when things are buggy this community has been very kind to me ❤️
I mean, you've basically taken it upon yourself to singlehandedly add a ton of features that have been long requested for FBT
I'm sure that all of us are really thankful for that
Elbows only: Works fine
Hip only: Works fine
Elbows and Hip only (Or Elbows and Chest only): Weird roll issues on upper leg IK
Also is the avatar meant to reload now for a moment during calibration?
About 25% of the time I bind into elbows only, one of the elbows binds to hip instead. Recalibrating until it works is fine though
also noticed this
I'd like to see the upper leg thing in video if possible
Sure thing I’ll canny it
Yeah the reload now is intentional
oh yeah, uhh does this title explain itself? https://feedback.vrchat.com/vrchat-ik-20/p/toes-wiggle-aggressively-while-walking-in-fbt-with-force-locomotion-animations-f
is the that option in the SDK outdated or being reworked?
That's an issue with the default animation set actually more than the IK system. I did do an update to the default standing anim set to branch based on FBT status so the toe doesn't bend when standing crouch, but I didn't redo all the walking cycles (yet)
There are a few things that could/should be improved about the default base layer animation set, but that's kind of tangentially related to the IK system, so I might get back in to fixing that up, or maybe another team member might
Is a different IK loaded for avatars that don’t have an upper chest?
Just wondering if that’s a variable worth exploring
I actually probably shouldn't comment directly on which other team members did/do what thing. That's up to them if they wanna risk the good or bad vibes, I chose to risk it for myself which is why I'm again thankful that it turned out you all sent many good vibes 😁
For the spine in particular, the handling is individually tuned for with and without upperchest. But other elements will behave the same between the two, for example legs or shoulders or arms etc
VRChat Team is quite small, and the VRChat playerbase is massive in proportion. I'm surprised here you can talk to a dev to help them or point out a bug this casually.
Canny is still better :D
So I use both ^^
I haven't heard anyone talk about this but objectsync for worlds breaks when the owner of the world updates the world.
If the owner of an instance is in an old version and new users join, they'll load up the new version, and objectsync will break horribly.
Its an issue so niche I'm unsure if it would be even worth the hassle fixing.
Maybe it's a credit to you all as well. Some software companies may have pretty toxic communities and eventually communications get more and more closed off. But decisions about how open communications are for us overall are not mine to make. I'm glad it's alright for me to communicate with you all so much as well.
Yeah both can be good especially if one of us is here for direct back and forth about the issue, but days later, if it's not on canny it will be lost with all those moments in time, like tears, in rain 🌧️
I'll put it on the canny in the appropriate channel ^^
That's a Blade Runner reference just in case people thought I got suddenly depressed 😆
lul
Kung please share some of the good vibes with the QA team that had to deal with the combinatoric explosion of tracking combinations you've added with this release 😄
(or that will need to deal with it in the future)
with the new feature to ignore trackers that are further away, it's now time to implement drink/chair tracking kek
osc tracked object when?
it will be amazing for music players. they could overlay a 3d model of their instrument over the actual thing
So far I've been avoiding bogging them down from their work on AD actually, but yeah it's true that more combinations means more questions about what's happening for QA, sorry QA! 🙏
One thing to note actually, even though VRC will ignore far away trackers, it still only supports a max of 8 tracker pucks in SteamVR ( + 1 HMD and 2 hand controllers)
which means if you want 11pt AND your turntable or cat tracker or something, that cat tracker might push out one of your 11 points of tracking
If that's a hinderance to people we can look at adding support to populate more connected trackers so that if some end up being unused they don't push out the ones you want
Honestly the communication has gotten better with the new hires in the last 2 years
that would be great actually
And that's a credit to the change in mindset that shows it's not always beneficial to remain tight lipped about everything
with custom hand tracking solutions that require additional trackers to give position, it's sometimes a pain to start the game with the wrong order of trackers turned on
exactly this. Been using this daily with 10 point tracking (now 11)
have to be very careful that I don't turn on my gloves trackers before I turn on everything else
yea, already have 10 trackers on hand, so I have some to spare lol
kinda wish i didnt sell all my 2.0s now lol
3.0s
first set of tundra's don't come till may unless u got them early
how u liking them?
Great for everything except the hips
they are tiny and weigh literally nothing
and outlast my index controllers in battery life
tracking quality is near perfect
I recommend holding on to a 3.0 for hip tracking
in turn on when you plug them into charge 🙃
their size does mean they can be more easily occluded though
I just told steamvr to not start when controllers are turned on
whats wrong with it, just them getting occluded?
yep
Yeah
but I use a 2.0 + power bank for my hip
I use my 7th tundra for chest tracking in neos, and will be doing so in vrc now aswell
Hip causes you to fly off so it's more disasterous
so with my 2.0s i don't have any issues at all tracking (big open room)
so i don't seen anything changes with tundras
about this, might be time for an option to highlight which bone each tracker is about to bind to if in range. with a line going from the tracker to the bone.
is the chest worth it?
I definitely had stuff like that happen a few times
I haven't tried it in VRC yet, but it looks really promising
Once they figure out multiple trackers for a single bone, so a tundra either side of the hips...
if you have money to burn, go for it. but you should definitely go elbows > knees > chest if you're getting more than 3 trackers
definitely
where do u place ur tracker? side or center of hip?
side
Right side on the hip bone
best spot imo
Less flesh less wobble
My main issue with a line system like the one I described, is that some people would wrongly assume they need to adjust their avatar or tracking until the line is as short as possible, and would think their calibration is "wrong" otherwise.
Maybe if the spheres had little icons above them telling you what they're about to bind to instead of lines
and the icon goes away when out of range
still doesnt fix knowing what theyre going to bind to
Speaking of, the spheres should totally have an outline when behind objects, it's easy to lose them in large avatars, and you don't even know if your trackers are properly working
I kinda love the neosvr way of doing things, where you can walk around your avatar and adjust the tracker position to fine tune it
Or others can as well for you
If you're up to doing some programming you can make a steamVR overlay that is a tracker driver and calculates it based on two other trackers.
I much prefer the VRC way honestly, much less hassle
it's a good balance between very fine control and ease of use
But once you've dialed it in, it's never going to change
but it assumes your trackers are always in the exact same spot
^ makes neos fbt a pain
Pretty much
especially since thats per avatar
Right now the floating body based on where you're looking is ridiculously inaccurate
not helped by the NEOS FBIK being uhmmmm, interesting. especially with the scaling
yeah... scaling is wack
Long may legacy calibration launch option live
learned first hand yesterday that i don't really like the neos way of setting stuff up
That's why you just get someone else to do it for you
😆
But it has it merits, for instance, there's something similar for Liv where I can manually adjust the placement on my avatar that I can walk around, after doing a vrc style initial calibration
If the avatar doesn't completely match your body properly you just move the trackers instead
Some of my best mocap-like movements has been in Liv, better than any other platform, just a shame it's IK was a bit awful
Still, high praise for what is essentially a virtual camera app
I guess that sounds like I should make a canny 👀
Pump out all the cannies!
Really wondering if these roles will ever be respected besides held in hand
i was expecting to have issues with the calibration saving in the beta but it's actually really smooth. i think my only complaint is that i don't like that when you first open the game, you have to go and hit calibrate instead of already being ready to calibrate. but that's not really a big deal.
what if
when you start the game, if you click both triggers before opening the menu
it puts you into calibration
Yes, giving developers an organized avenue to debug their game is the best respect we can give them!
i just don't particularly understand why you would want to start up in 3pt tracking when you have your trackers on and connected in the first place. if you have your trackers on, chances are that you want to use them. i can't imagine more people having their trackers on and not wanting to use them upon startup. and we already had the option that if you don't want to use them, then you can hit the button to disable fbt.
usually when you're actually charging trackers in between
sometimes vrchat needs a restart while your trackers are charging
yeah, but once again, it's been an option in the beta to just disable fbt.
and that seems less common for people to need to do rather than calibrate upon startup.
if there's something that i'm missing or not understanding, then i'd be glad to hear. i'm just confused about the necessity of not just starting in calibration.
overall though it's very minor so i'm not super pressed about it. it just seems like an odd decision.
I can see the use case of someone still using legacy calibration mode, which requires you to bind in before you can move, and you need to reach a mirror to help you during full calibration
hasn't the plan been to remove legacy calibration at some point though
Eventually yeah, it's not a great use case granted :D
i'm not sure if that was said or not, but i do know that it's not recommended to use in the first place
yeah that's fair lmao
legacy IK yeah, idk about legacy calibration
it's been said repeatedly to not use legacy calibration
the new ik is great
it's not actively supported
yes, for most people it's easier to use the new calibration but there are still people who prefer legacy
It's more useful if you bind to hips
that depends on the lock mode that you're using. Try lock all. The others will keep the spine straight
that one guy who uses only legacy ik and only legacy calibration, has their home world set as a reupload of the old vrchat home and constantly complains about how vrchat used to be better.
I used to calibrate from legs/hips upwards
yeah i've had to lock back and forth a few times to see what i like more for different things
For dancing
yeah, I prefer lock head only but atleast I think there should be a bit off neck bend when u sit or something or bend ur body forwards. @tranquil cipher
the lock head and lock hip bends the neck but idk I just dont seem to like locked both on my avatars is makes the body bend in such an unnatural way
I need to try and tackle the whole mess of getting lock both working without looking like Quasimodo
yeah lock both is a bit of a mess
More like a necessary mess
It should be a bit better with an upper chest bone in your spine chain though
oh no it can be necessary and still have problems. not everything is perfect for every situation and i'm capable of understanding that.
it doesn't work for my needs personally and that's completely fine
Honestly prefer how it's handled now tbh. Still having use of my avatar hands on start up and not being in t-pose until I'm ready to calibrate is nicer imo.
i can see it being a thing that some people like, but personally i'm not a fan. just feels like another step i have to do before i can play. it's not a big deal at all, just felt odd to me.
it's nice to know that other people like it though. i was curious about what made it appealing so that's good to hear.
What I mean is a lot of the jank you'll see if due to your body and the avatar body spine lengths being mismatched. You can't lock two points of one bone chain to another, differently proportioned bone chain without compromising how it bends
Add a chest tracker and it can really get funky
I need to double check I'm not still using two spine bones
yeah i'm aware of that. but yeah the chest tracker addition i would imagine can make some real weird stuff happen.
i only have 3 trackers so i have yet to test any additional trackers. not really in a position to buy more at this moment to play around more with the ik lmao
Once the physbones goes to the live version of the game will the new ik 2.0 beta remain network compatible with live?
Nope, the IK beta has to be updated by Kung to work with live again
Which he will try to do as fast as he can
Another video of odd shoulder behaviour.
https://streamable.com/tjjes6
have you tried clearing bone rolls on your avatar?
is that one of the yeens?
after doing that in blender, you need to use Reset pose in the rig config, then fix the pose in the scene with Pumkin's
I haven't touched the armature at all on this base.
Correct.
Also to clarify, Kung most likely knows whats up, I just wanted to make another video, show off this pose for example.
Since I've been saying it in Open beta I think I could try to create a version here lol
Kung IK2.0 Open beta moment when?!
meeeh the viewpoint drift is more important than the previous version
This would be a huge change that I would love to see, cause they have all these weird work around currently to mess with avatar scaling and stuff for avatars that have legs/ torsos/ arms that are too long or short but being able to just reposition the trackers virtually where they move proportionally to the real ones like LIV does would be a godsend
just set it to lock head then
will the IK2 beta fast-forward changes from live once the physics bones beta is merged to live
I think it will merge with the live version, yeah
Kung said so a while back if I recall correctly
(IF I recall correctly)
yeah not holding you to your word if you don't know for a fact
yes it's been stated that the ik beta will be kept live-compatible
ok cool
I wonder if avatar transitions where the saved calibration kicks in could be made faster. 🤔
https://streamable.com/z497io
oh its me ? or the calibration is now memories when we change avatar!?
yeeee now they just have to fix the viewpoint drift in hips lock mode and the weird stuff with the shoulders like at my photo more up
what? that's how "lock hips" works
it allows the viewpoint to drift
if you don't want that, use Lock head or Lock all
if you get odd spine bending, then that's not as much of an IK issue as it is a rig issue, which you would have to fix
is it correct that when i calibrate and 'save/lock' the avatar gets reloaded
that's just how lock hips work as Sacred said, some parts of your body will always have to drift a bit
if you look you use lock hip the hip will always be the one part of your avatar which wont drift away from the tracked position
if you use lock head, your head will be that part
so in lock hip mode you will always have view point drifting
what do you mean you "save/lock" the avatar?
the moment you hold both triggers
to stop the calibration
it now refreshes the avatar
That's how 'lock hips' works though.
If you want the viewpoint to be accurate, use 'lock head' or 'lock all' mode.
oh no other chat closed
oh no
oh god oh fuck
Same
oh my god
Does it mean it’s getting released??
It's literally going to drop now.

Yes.
Where do i actually download the ik2.0 beta?
I’m at school damniy
well time to for me to remake all avatars for real now
aaaaaa
BAH didnt get to test 11 point tracking before dynamics
wait lol
im looking for the download as well. is it just the link on VRChat official website? file name 2022.04.21.03.29 Public hence I'd like to think it is open beta
Gib network compatible ik 2.0 update 
You'll get to test it WITH dynamics
much better
wait what
I joined the beta and everything is the same as before 😭
I haven't even tested the new IK yet
Ik 2.0 branch isn't updated yet as far as I can tell
is the physbones update gonna work with the IK beta?
we were told it wouldnt
Waiting for ik to get avatar dynamics now
They said IK 2.0 will track live early on.
I don't see why they wouldn't continue to track live.
Kung has said over and over that he has to merge the ik 2.0 branch with avatar dynamics
Yes
and there will be a period where we dont have both
WILL track
which will take a bit of time though
Clearly enough time to test and deploy
i mean if the beta would work with live
I gotta rummage through my stuff and find that tracker I lost to try out chest tracking. It'll probably be merged by the time I find it
I hope it can be merged before I have my workout in 5 hours
Did he say it would be merged that quick?
Clearly you can hit rebase, watch git cry, then open unity, wait 20 hours for the library cache to update, resolve merge conflicts, test, deploy in 5 minutes
whos hitting the git blame
Working on it at the moment
Appreciate it (:
I'm not sure if we were talking about the avatar dynamics, but are they available on the beta? Or should I switch to live
kung ur a legend
Kung based chad
Yeah ik beta is not live compatible right at the moment, go enjoy some tasty legacy IK
Any rough eta?
Springy neck? I'd rather be alone in my own instance
I'll be thinking of all your twisted up spines while I work on this
ow, right in the badly aligned hip bone
Because my expectation was going to be that it was going to take at least a few days
can't give an eta, won't be sure how long it'll take until I'm done, but I'm working on it right now, so I'm gonna get off discord
why are you so mean? xD
merges aren't fun. big merges like this gotta be a real pain
hallelujah
Will the IK 2 open beta be updated with the physbones update?
they're too busy staring at our twisted spines
Labe, hes working on the merge now
oh good
we dont know how long it will take though
Holy moly, banger update to the IK
Vrc team Killin it lately
uhh imma post something in avatar help so brb
Anyone having a problem with the menu when playing on Desktop with the Ik beta?
Same xD
Ik-beta is no longer live compatible for the moment
No more legacy IK!
i was just on the IK beta speaking to people on live tho
didnt have any phys bones tho
kicks IK
Yeah someone joined me
O.o
aye question, tried downloading the new SDK off the website and it didnt seem to give me the proper download, anyone else experiencing this?
Does the update that dropped mean IK beta is no longer compatible with live?
check on at #open-beta-announcements there was
^
@loud hound

same question
please, take 2 seconds to read the chat
no u
It probably won't be too long until it's compatible with live
git rebase
If the beta is still listed in Steam, there shouldn’t be anything that stops you from doing that, as long as you both are on IK-2-Beta
the weird thing is it says the update was today
i’m not home though so i don’t know if it is listed
but the physbones don't show up
sadly i missed this ik beta update before avatar dynamics released 
OOF
i am the salt, but physbones still is exciting
I thought so too, till I broke all the weight painting and accidently yeeted my hip to the moon
So since I obviously missed it, is this still compatible with live now that dynamics is out?
No
Sadge
IK Beta is NOT live compatible
Thanks
xDDD
Might just spend tonight working on my avi till I finish getting it fully ready
That way I get all the kinks out before the weekend
Then I can hopefully 🤞 test both IK Beta with physbones
it being work on to be combatable with the live and merge as we speak, eta unknown at this time
I just have a meeting in 15 minutes so I assume it won't be by then lol
I love listing numbers like that but with no scale of reference
Yeah that will take three
so is the new dynamics update compatible with the ik beta?
not yet
not yet
great
kung is working on it now, who knows how hard the merge will be, I doubt kung does
Ehhh you don't work on a branch like this in complete isolation
people have yet to explain why there's a branch of VRChat in steamdb just called "toes"
I'd assume there's probably a working branch where the two have been touching that's been merged a few times to scope out complexity
fair enough, but there's always the expected unexpected, and then the unexpected unexpected
Yep
I saw this and I am dying to know
It's not gonna be an ultra quick merge and we'll probably have some regressions
Especially if they skip any form of substantial internal beta beyond basic validation
will this take a few days, weeks or even months?
wondering if anyone knows where I can do to download the new SDK for the new physbones?
go*
It's probably just on the normal avatar sdk download now
Is IK beta compatable with dynamic bone live ?
Yep. Kung will patch it in. The savior of us all.
He is literally god but in VR form.
This patch is incredibly based
lmao
how can i join the beta?
I’ll even go as far as gift Kung a month of vrc+
a
nobody knows?
nuu
i have searched in the page but i cannot find it :c
its the sdk3?
i dont have the code
oh
If I use the Ik2.0 branch, is the avatar dynamics update integrated
so this is?
i have another question
what if i already rigged the avatars with the another dynamics?
no, Kung's working on it atm
Bless Kung
or i just have to wait for the beta?
we must all wait
oh so nobody have downloaded the new dynamics
Because I don't really want to my myself being spineless
you must be lost; the new dynamics is in the latest sdk
I keep updating my SDK but I have not opted in the open beta
it's in the live game now, no need for a beta
What exactly is IK?
so i have to export this to unity and that's all
Better full body
Oh nice
IK means how the game calculate where your joints (elbow, knees etc.) is automatically, without knowing exactly where they are
You can take it that way
Oh inverse kinematics?
IK stands for inverse kinematics
inverse kinematics, i.e how the game handles bone movement
I wish vrchat has bone work level of ik
thanks!
Oh that’s gonna make the game feel much better when it releases
Plus the interaction
that's why the old IK make your elbow clip through your chest because the old IK does not know there was a chest, it just sends your elbow directly into your body; now that the new IK knows there's something it prevents, e.g. your elbow, from entering your body
Like damn, immersion boutta be up to 100
Haha yeah
well entering your body sounds weird but you get the point lmao
This is gonna be so good, especially since I’m gonna be playing on quest until like next year when I have fbt and better gpu lol
The main thing I care about with this beta is just them fixing arms personally
I am saving up for next gen eye tracking vr devices
FBT just looks like it adds a painful amount of more setup and frustration to VR lol
I have been trying last month to make my eye tracking works but cannot
Oh nice
I think cambria is gonna have eye tracking
So maybe wait for that or smthing
Does someone know, how long will it take, until IK is also Live or Ik get's also PhysBones support?
It shouldn't take too long... right?
No one here is gonna know when a merge will happen lol
I use VRM but I import them in blender and export them as .fbx
ooh it botters you if i send you a message?
(sorry my eng its not the best bc i speak more spanish)
so are we just waiting for avatars to be updated ? i went to a “quest physbones” avi world and the physics arent working yet (worked in the old beta tho so idk)
the IK beta now just insta crashes on launch?
is it just me or did the live compatibility of the IK beta break when the physbones update to live dropped?
Yes.
its cause its not on the same build anymore
Give kung a bit of time to update it.
live is ahead of IK so we gotta wait for them to update it
ah ok
Maybe the VRCSDK that tupper linked today:
#open-beta-announcements message
did he deleted older OpenBeta SDK posts on the annoucment channel?
But my Avatar with a SDK from 04/08/2022 does work fine with it's physbones in the Live Version of the game
Mine with 4/20/2022 also worked in Live.
so what's the problem? I mean the beta sdk does still work on the LiveVersion of the game...
if you want use beta but it can be buggy
is the ik version still live compatible now that physbone released?
I only know the bug that I have to use a LiveSDK BLueprint ID and can't create a BLueprint in the beta myself. But it's not a problem, because I just took an example avatar and uploaded it and copied the ID from this blueprint and overwritten the LiveSDK avatar with my beta sdk avatar...
Are Avatar Dynamics out on the ik beta as well?…
no
no. Kung is working on merging the two for the next IK beta update
how do I enable the new IK?
IK beta update is not currently live compatible
for me i had the ik beta on but..i cant join any of my friends or public worlds were i usually hang out...i better go wait with this untill its live
IK Beta will match live soon™️
a huge update was just pushed to live
and IK Beta needs to be updated to reflect those changes
Just set it to live and switch to IK beta when its updated.
until that happens, you won't see anyone else on IK Beta
i stay normal untill this hole thing goes live..i rather stay with no beta with friends then go beta and lose them :/
Considering half of my friends will be crying about their avatars being broken, and the other half will complain that the other half is too lazy to fix their shit. I think the temporary solitary confinement of the IK 2.0 beta branch is welcome.
you havent seen the people talking about the rex avatars tongues lol
working on fixing that rn
will share results


