#ik-2
1 messages Β· Page 16 of 1
Is the tongue physics stuck on?
my phys bone hairs are stiff in the IK beta, but in the normal game, they do work.
yeah lol
That's because the IK-Beta hasn't been updated to support AD yet. It's being worked on rn, hold your horses
It might just require updating a animation. I'll find out when I get home after work
ye
I need to see this
just change into any rex avatar with dynamic bone conversion enabled lol
is the ik beta no longer copatble with the stable build?
nope Kung is working on it
when ik fix, update poop
Legacy IK for now
oh so it should be fixed soon?
im not a fan of old ik
Soon probably
can be tomorrow can be 2 days
for now you need endure IK Legacy
Oh shit its Cyber, big fun <3
Hope its soon as well. Currently using driver4vr to spoof my second controller while Meta is taking their SWEET AS TIME fixing it. My spoof doesnt work on the old IK tho. Looks like im doing a permanent nazi salute which i am very much not a fan of
I mean there is still IK-tweaks
It probably gonna be faster than 2 days
Just glad to hear that merging of AD and IK-Beta is being worked on 
that's a mod and isn't allowed
Oh , apologies
likly broken anyway
all good!! just wanted to be sure that people are aware. there's a lot of misinformation about that so it's always good to let people know.
note that there's no such thing as a permitted or whitelisted mod, despite what some might say - #faq covers it pretty well c:
Yeah i heard, didn't quite know what was and wasn't allowed so ill assume all mods then
yes, all mods are banned.
everything that uses loader is bannable
Okie , sr for bringing it up
it's all good. just wanted to clarify it since there is so much misinfo spread.
Yeah i getcha
is there a download for this new live version [hys bone
It should automatically update in Steam and Oculus with the new version..
I know IK2 is not compatible with the live build but i can still hang with people who are running the beta as well right ?
of course
thank god
QCA in progress...
The latest IK-Beta is now having weird behaviour using one slimeVR/owoTrack as a hip tracker, is it a known issue? been trying to look through this channel but the loads of "when ik-beta will be live-compatible" makes this kinda hard to track lol
Yeah, will be pretty soon, I have a working-ish version, but need to check some things
not knowns as far as I know, but you can check the canny, I haven't looked there in last few hours, just been working on this merge
ok back to work, zug zug
no I mean the sdk
hello! I have the oculus quest 2 with vrc, but when I open the app and click on versions I don't have the option to change it to live beta. I've restarted the oculus, restarted my phone, and uninstalled and reinstalled the app multiple times. Anyone know what I need to do?
its not a beta justset it to live
also IK beta is Steam only
Ah. Alrighty.
Thank you π
it should put you automaticaly on live if you reinstalled as the open beta closed
will IK be receiving an update to stay compatible with the Live version?
Kung is working on it literally right now
oh
I literally just asked that... π€¦

kung should just post "Im working on making it work with live. dont ask" and then lock this channel from being writable by anyone until its updated
pff
that wouldnt be a bad idea...
but it would also stop people from being able to discuss bugs in the mean time
.-.
should petition for a "praise Kung" emote here π€
and a headpat emote
itβs the official vrchat discord, and thereβs no headpat emote

Why did they remove open beta when quest players donβt have beta live
wdym, IK 2 beta is only on steam?
I know but quest players canβt go on open beta they removed it
Yea
yea its live for everyone
Ok
Is an IK beta update coming out that is compatible with live Avatar Dynamics? π¦ I'm missing the features hard right now.
@dreamy epoch
keep being based π
im just eagerly awaiting it
ah. I had a feeling it had something to do with combining the different developmental branches.
thinking about programing makes my brain hurts
games are difficult to make :)
and im very stupid
kung do be vv cool though
soo you cant use ik beta with the avatar dynamics
i understand that they need to update the ik beta branch to include the avatar dynamics stuff
but that a little dissapointing
bc now i dont know weather to use the ik 2.0 or avatar dynamics
Ik for now not compatible wait for Kung to release update
It's not like waiting few days.
It will comes up within next few hours if nothing serious issue found.
Just have a tea and rest.
nono its not gonna tear me apart
im so stoked that either of these updates are even happening
i understand all in due time
imma check out both
I've got something working now, but we'll likely have a little patch for live soon too, so ik beta update will wait until after that. But the update should probably be in terms of hours not days.
How do u do this on quest?
Is the new IK in already because the IK seems to be acting tons better
Good news is I was able to test and it seemed to work, will need to merge again after next patch and then I'll get it up for you all
Current live patch doesn't have ik2.0
thank you kung 
I switched from ik beta to live, but on live my tracker calibration doesn't work. the feet trackers are at knee height. is it bugged rn`?
current ik beta doesn't have avatar dynamics, and people can't see each other across version (at the moment)
live is just without all the ik2.0 changes
How do u do this in quest can anyone help?
you cant
The ik beta doesn't have a quest version available currently
I was just about to ask about that
Trying it out on quest would likely wait until the next "open beta" instead of ik beta, which would have any and all other parts of the next major release in it, the open beta (not ik beta, confusing right?) might not be live compatible for that reason
So the IK beta isn't compatible with live anymore?
Not yet yeah
soon tho
Damn, my avatar looks scuffed without the IK beta
Guess I'm gonna have to wait to play on live
Oh sad
laying down sideways is that scuffed for you also?
Haven't tried
its for me
Are the height calibration issues known on live? On beta it always posioned the feet trackers correctly
when i move my arms while laying sideways my chest moves with me
Bless π PB with IK 2.0 would be awesome
but some of my friends dont have that problem
and on ik beta i had no issues lel
Avatar Dynamic release: bugged
IK : some bug + not released
Lol
Why not release everything at same time ?
Pushing fbt breaking updates to live lol
yes
Is ik 2.0 planned for live rn?

ik beta is planned to get support for live, so soon just as before the ik beta will let you see your friends on non-beta
We need a Kung emoji so bad.
I'd need to commission some art or something π
Thanks for keeping us updated kung
How do we set up the dynamic settings for quest?
How do we propose to Kung
You should just be able to update it and it will be working, not every avatar has physic bones so you gotta find either worlds or people that have ones that are working. And from what I was told by a creator thereβs a limit on how many bones you can have. So if you have avatars that have bones to them and they arenβt working the creator has to fix them
I figured it out. But thank you!
@oak pendant sorry for the ping, but apparently thereβs a limit on bones right now cause I assume since itβs just the release you are seeing how it works and if so like will you guys be increasing the bone limit?
what's getting fixed? :o
I saw you typing there Phasedragon :P
It should be called like "kungscoot". I remember a while back we were joking about how we should replace the army crawl with a scooting animation π
@oak pendant even after the beta would it still be valid to post about any problems with IK2
Update yay :3
Wait there's an update?
Yup
Restart Steam π
bornana
Tupper is already typing in #open-beta-announcements
IK2.0 + AD is go π
pog
ayeeee
homie hug
You actually don't have to, you can also verify the game files and it will also update
And yeah, IK bugs still go in same old IK2 canny
π€
π no more arm clip! π
uhhhhh
pin this

build 11901?

do u mean 1191 lol
no
sick
has anyone told you how awesome you are?
Okβ¦
aaaaaaaaaa
So like on quest?
Based Kung 

Is now live compatible
is there any set date/around time this will be pushed to live?
Thanks Kung
Yay fancy IK with fancy bones
fany bones
As always, when it's ready!
Confused
Wait is it available for quest and to merge with live at the same time???
Ahhhhh
Or just steam
ik beta aint on quest
FU-
forgot to move update banner
Ok
Hello I came to ask when IK 2.0 beta will be updated so I can use it again
thank for help
now lol
qwq
owo
lol
am i being yelled at
praise King Kung π
what were those ghost pings
wait with the chest tracker does this mean we have 11 point tracking?
yes
King kong
Yeah, PB weren't working and got me thinking why PB is broken after I updated my avatar, forgot I was in Beta IK. xD
Yup
Lmao
I forgor
build 11901? oh
steam messed me up
So I switch back to the ik update now?
Bug fixes and so on
Yup you can
Sweet
back to beta!

ik-2 is where itβs @
When I updated I don't see the IK2 options
Make sure you're on build 11901
Yeah it says 11901
Which PB numberr should I focus on for bounciness, spring?
Is anyone else having the issue of not seeing IK options?
I see it, but update is not the correct one. x_x
oh so thats why the lobbies were empty
wait, re-updated, went back then back to beta fixed it for me.
That's weird
You're in VR right?
When I update, should I go the the new live update, or should I do the IK beta update?
Ik beta
Glad it showed up, If anyone else has issues with the options showing up first go let me know
Hmmm when I switch to the IK beta it keeps loading me into an old version without dynamics telling me to update
Verify your game files
Or restart steam
Both will force it to update
new ik beta is just live compat doesnt have Phys bones
@oak pendant Thanks for the help π
Towneh you see the IK2.0 options there?
Are you in 11901?
Geee Kung, that was quick.
Woah..
Kung I really hope that once the new Main Menu comes out you can put some of your launch options in it so we can change them ingame
And if you restart does it show up?
Also confirming, they don't show if you're not in VR
are you in VR?
i can be, gimme a second
Oh if you weren't in VR then, it wouldn't have shown and that's expected behavior
no worries
I'm just trying to gather if this is an issue or not
I suppose people actually testing in VR probably aren't in discord right now
gotta regression test the deskies too!
i was
Hmmm
nice update, all trackers are charging up
Do you have trackers on?
They probably don't
first I was in bed
Otherwise the FBT option would show up
Thanks Towneh, looks like it's good
can confirm tracking and ik section in quick menu settings is there in vr
Good
now with FBT
The "Tracking and IK" tab will show in VR but the FBT options show up on the second row only if you have trackers on
Thanks for checking!
so in desktop, half body and fbt, all checks out
since adding chest tracking, I am going to try locking all I guess
Whew, had me sweating. Hey guys it's released! (release has no IK options) π
no problem kung from kung kung studios kungmarked twenty twenty-kung
I have to say the QM settings are getting kinda full with Avatar Dynamics and IK beta xD
Since the IK beta now makes it that the actual user height is recommended my avatar proportions are off. Is there a chance something might change or can I start adjust all my avatars to the new proportions and not worry about having to do it again in the future?
it's a good kind of full though π
cant imagine what the main menu settings are gonna looked like when the main menu gets its overhaul
more toggles (but pretend i used uppercase to yell)
is the ik beta back working yet?
I hope all the stuff we need launch options for are in that then
if they arent im going to type up a canny so damn fast
yea
I'd recommend scale by height instead, if that doesn't work you can mess with the custom arm ratio launch option
Arenβt all pc bones ment to convert to physbones?
nice should i switch to regular and back to beta or can i launch straight from the beta
here's the patch note with details on that from awhile back: Added --custom-arm-ratio="0.4537" launch option. "0.4537" is default, "0.415" will approximate previous beta arm scale
They do lol
I just checked about an hour ago, they havenβt
Such a small difference xD
In terms of numbers
thank you for getting IK compatible with AD so quickly lol
Question will all avatars soon have phys bones?
i absolutely love it all working together
ok back to bed, looks like my physbones all work nicely too
That's not what this channel is for
laters
They're all supposed to represent the ratio of one arm to your height, so going far out of that range would represent a pretty crazy creature
Ahhhh
Awesome, thanks for testing that too
what's the arm scale values based on?
is it expected behavior to see framerate cap for desktop at 240 (my monitors refresh) rather than 90 (no launch options used)
Half way through updating my avatars for phys bone... will do plenty of testing tomorrow for the IK release
Well I adjusted my user height by about 6 inches to what I had before the beta. So it might be best to just adjust all my avatars together with updating to the new physics bones.
Amazing job getting this done so fast, wow
Yup
They changed it so it will always use your monitors refreshrate
Just worried that the moment I put in work something needs changing and I can start all over again.
Yoooooo @oak pendant thank you for your hard work getting this branch back up. πππ
Real mvp here
Anyone else having issues with hip tracking?
Use the arm scale launch option for now
Can confirm it does appear
if u dont mind me asking, whats ik-2beta? is it compatable with quest? and is beta on live atm? !
Awesome, looks like the menu thing is ok then, thanks for checking
It will be compatible with the quest when it releases. Itβs a complete overhaul of the VRC IK system. Itβs not accessible as a beta for the quest
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...
Sipp makes some good stuff
To answer your question see above ^
well part of your questions
it's PC only for now
but is cross-compatible with live
Steam only to be specific
is good
Are people in the live branch able to see me now that this one was updated?
Yes
π
Yep. People in the live version will see you in the ik beta version.
Do I remember correctly that IK2.0 beta works with non-beta tester unlike the last beta? Thanks
iks working like a dream. I had to do my workout class in ik 1.0 and almost left then and there because the scale was all off
Ah I see 
You have a workout class in VR?! :O
That looks interesting
Comfortable.
What the catgirl doin?
Anybody here getting strange 10-point tracking issues ? Where everything works, but the feet ?
hmm getting other reports from elswhere that the feet have issues
did anyone have their feet work who's tested so far?
just got on vr, see ppl in live fine, physbones work, thanks for the quick update
fbt working fine here
Same
just to confirm, that's feet, and all right?
Testing between the Standard Live Vs IK-Beta Live, It's only the feet can confirm.
(because some people may use 4pt)
Yup
feet and hip here
Yeah got that since the update that came out almost a day ago
If i while calibrating have the white balls a bit above the avatars feet everything works fine for me but if the white balls are inside of the feet it uses the knee trackers as feet trackers
Can confirm that one too.
Siren-Mode activated.
You're all using your actual IRL user real height really really right? because that could affect this
Yep
Yeah.
Yes
kk
tried many different ones as well
my right controller is a vive puck again and my left controller is gone
just to rule that out

only visual, everything works
only change from prev beta so far is vrc boots in half body for me, now have to hit calibrate in menu first
That's intended
yeah also intended
cool, thanks again for being so quick
I'm gonna test this a bit in vr so I'll be away from discord
Okay! if you need me for testing, feel free to DM!
Did a bunch of testing before releasing this so not hopeful I can get it to not work, but maybe I missed something
I didnβt notice anything. Iβm on 6 point.
I'm doing a bit of testing on my end aswell to see what could differ from me and other 8 to 10 point users.
If not, i can provide testing on a debug build
Switching to SteamVR Stable-Main now
hmm, the avatar interaction override for specific users might be broken on ik beta. the section is there but appears to be empty
Thank you Kung for working hard and staying on top of everything 
yep same here
help i cant upload the avatar π¦
works with a calibration range of 0.5
So now if I use the IK-2 beta I should be able to use the Avatar dynamics? Or I missunderstood? lol
how
yes .
ik2 works with physbones
kung just released a patch for it
Great, thanks! π
Hey!
After the most recent IK beta update, my neck has been doing this really bizarre bending when sit down and lean a little forward using hip lock. It's happening on every avatar I try and was not doing this on the previous version. I use 6 point tracking.
Try cycling the lock types, there could be issues with the AD and IK menu merge
it might display something that it's not possibly
there's a new sdk version now?
does the neck issue in all 3 modes 4 me
hey is the steam IK beta branch compatible with live now, did I read that right?
I can't read announcements ignore the prior message lol
Couple more things to check, do you have any tracker devices roles set in steam to held in hand? Do you have more than 11 total (8 trackers + hmd + 2 hands) tracked devices simultaneously connected (even if VRChat isn't using them)?
Beyond that, verifying vrchat's files on steam
and maybe swapping to other builds and swapping back could be a thing
shoulders being wierd while walking (8 point tracking with elbows)
I am still bit new to FBT (3 point vive) but it seems some avatars wont line up the feet height to trackers properly with real height so I have adjusted that and mostly been working well, what kinda problems that may cause I wonder
i got a problem with the ik beta build ever since the update came out yesterday, the quick menu takes up the whole screen and the main menu does not exist, it's fine on the avatar dynamic build, please help what should i do?
If you fake the real height it'll be harder to guess the expected locations trackers should bind to
Tracker roles are set, I have 3 fbt trackers and 2 cntrls, 1hmd, i verified, works with --calibration-range="0.5"
Neck is scuffed though
Thanks for clearing that!
So confirming, increasing the --calibration-range got your feet to move, but neck behavior is off?
Yep
ok, that really helps to narrow down what may be causing it
kung do you know a fix? i will be sad if i have to say goodbye to the ik beta :c
more wierdness
I'm beginning to think the UI might not be displaying correct info (most of the merge challenges were in different menus for AD and IK2)
so might be worth it to play around with the values and then put them back to what they should be
for things like lock types and user real height etc
feels like shoulders are over-active in general
to troubleshoot that I'd need a full list of what tracked areas you're using
but also unfortunately, I'm gonna have to sleep before starting to dive in to all the little issues bound to pop up with a merge like this...
8 point with elbows
thanks
for me the qm is huge on small avatars and the main menu appears in weird locations, sometimes really far away depending on the map
Ok interesting, yeah anything off with the UI is also helpful to know
oh you are right, only my small avatar's have the unusable QM, my regular avatar's are fine
Hmm just catching up but what's going on here essentially? Haven't gotten back on yet to check on things~
but the main menu does not show anything at al, so the ik beta is unusable for me sorry kung, guess il go to the non ik beta, i hope the fix will be out soon since i love the ik beta
restarting vrc and steam a couple times seems to have fixed it? idk what i did
Yeah, the goal for today was to get this "working" and although it's unfortunately not working for some, I'll need to go for now in order to get back to work on this tomorrow. Feel free to document things, especially those you can reproduce with as much info as possible (or videos are best because they show things you'd not think to say maybe) in canny
This could also come down to everyone jumping on this update at once, and a few people getting bad downloads
I mean, people didn't restart steam etc (in theory not needed, but I usually do that anyway)
i dont think physbones has any idea how to convert bones that use force... my hair looks wack.
alright g, keep us updated.
get some sleep π
but using coordinates from an avatar with a hud seems to indicate the menu was sticking to 0,0,0
Some people are having trouble with getting calibration to bind, but it seems to be a semi rare case
also useful info, yeah document all that kind of stuff if you can in canny
well if it's a recurring bug
Anyway, I've got to go for now but I'll check canny when I'm back online, so put detailed stuff with videos if possible in there if you'd like me to look at it
Hmmm, I see. I'll be on the look out for anything in that case and see if it crops up on my end.
thanks
Ok I g2g for now
Thanks again for getting this out quickly for us ik enthusiasts ^^ 
No issues noticed so far, but this small bug seems to have been fixed. π
https://vrchat.canny.io/vrchat-ik-20/p/11731-avatar-measurement-button-doesnt-properly-update-initially-upon-fresh-star
Oh yeah, the avatar interaction override settings are non-existent 
how can you use the interaction avatars on quest?
The new IK-2 beta will have it working with a chest tracker or?
I use oculus quest 2
And will have 4 vive trackers
chest tracker is supported yes
neck is borked in lock hip mode
Now with the IK beta, how do I download it?
Or, well, is it just called SteamVR Beta Update?
Beta is now live
everything that was in the Quest beta is now in the main version
IK Beta is a separate branch and only on PC
Oh my god
I am so used to using steamvr to launch vrchat, I was looking at the wrong place
Thatβs.. really fucking stupid
Huge brain fart moment
They have a hard limit on quest. Over 64 transforms and they are removed entirely. That might be why it doesn't look like it works, if you're on quest.
I will watch this beta in high expectations, even though I don't have FBT xD
theres stuff for non-fbt people
for example, you can now move your hands while in the steamvr dash
Oh wowie, that is pretty neat!
hey can anyone here help me make sure i set up the new PhysBones correctly
Read the channel name.
thx
π Wrong person.
yeah sorry
oh no. is my beloved gorilla pose dead? :p
is there a way to adjust how much the clav bones move versus the shoulder? i really dislike how much mine move
it feels like shoulders in general are a bit overactive in the latest version
the fact you dont need to recal when switching models is crazy
is there a way to do it on quest?
I've been experiencing a weird issue with IK2.0. My menu is out of place and my Full-Body-Calibration is most of the time not calibrating
And I have checked on the normal version of VRChat and the menu and the full-body-calibration are all still fine, it's not my play-space
wdym gorilla pose? the tracking only happens if you have AFK detection turned off
this came back
I just wanted to say that Kung is doing a god-like work and I have utmost respect for them <3
blew my mind how quickly the branches got merged so IK is usable with live again
Uggg why must mine be in shipping. I want it nowww
yep sure did
π
IK beta is updated with the live physbones update right?
yes
Nice
Are we getting options to disable avatar running animations through IK so it doesn't have to be avatar dependent? (the usual fbt float)
Everyone is hoping and praying, no official comments
Oh damn
See one twist to this which could help people who get motion sickness from the movement you'e not doing yourself could be to not just have the option to float, but the option for the float to be purely client side, if it's because they really don't want everyone to be floating around lol
I don't get why that isn't a standard setting in your menu. Why keep it up to the avi maker's discretion?
Is the avatar interactions working for anyone else on quest 2?
VRCSDK broke when i upgrade it in unity, what should i do
I'm not able to switch to beta on meta quest, is anyone else having this issue?
Remove Pumpkin's Avatar Tools
fixed it by delete some wrong scripts, thank you though
there is now a new version of pumkins tools v1.0
you can use that later if you'd like
Ah nice, didn't knew they released a new one
avatars that have stuff below the origin point are acting very differently after update
Is anyone having tracking issues since the update? Im using ik 2 beta and wondering if itβs probably my end
so far seems okay for me
I think I know what you mean
Do you mean like, whenever you try to calibrate your full body but it doesn't calibrate it sometimes?
Nah more like i fly into oblivion more often
Iβll try to run room set up tomorrow and see if it helps at all
I would recommend to check if your height in VRChat is correct and/or like you've said, set a new guardian
Thanks π
If it still doesn't work, try to get off the Beta Program and check if VRChat is the issue, which is likely not
the avatar creator may be using the locomotion layer for other things, so adding a toggle that overrides could cause issues with their animator logic
Yes, before with the AFK detection off (or before AFK detection existed) and it stopped tracking your hands your avatar would kind of stand in a pose with the arms in front of them like a gorilla. It was just kinda funny π
E
Hi, my legs are being ignored in calibration, this is the case with every avatar. What's the cause?
Ok. Its because new ik doesnt like tall people. I'm 2m and I have to bend for it to pick up my feet
thats cringe.
are the tracker balls far from your avatar's feet
no
they are perfectly onto pf them, they get ignored unless i bend down so theyre just below my knees, only then they register
and you're using six point tracking?
yes
This appears to be a new bug after the merge with AD. I'll be investigating soon. In the meantime you can try increasing thing calibration range with this launch argument: --calibration-range= 0.3 is the default, try maybe doubling it: --calibration-range="0.6"
If that works for you without issue, or causes other issue, I'm very interested in the results, so let me know how it goes if you can. You can reply to this message with @ turned on for that
Calibration with higher range works perfectly now, thanks
Awesome! Thanks for reporting back
yeah, seem to be noticing this too
There is a newer bug with full body 10 point tracking. The weight of my legs are not the same. I pick up my right leg and then wiggle my foot, it's represented correctly on my avatar.
But if I do the same with my left leg and wiggle my foot, it's partially weighted to the avatars left knee. So it pulls the avatars knee down.
There is also some error where it things the toes are pointed odd directions. I will calibrate with my toes pointing forward and the avatars right foot will appear askew. (about 30 degrees clockwise)
I do have enough trackers to test out chest tracking. However I'm unable to come up with a mounting solution to my chest that doesn't slide down my body during use. Anyone can link me to a proper solution would be appreciated.
DIY backpack style harness? π
I'm trying out a gopro chest mount with a 1/4" unc adaptor
Any more straps and harnesses and im going to start looking like a exhibitionist lol
There definitely was a regression in 3 point (headset+controller) tracking in the IK-beta. It's more akin to live's tracking again now. (Which is drastically different.)
Was this intentional?
IK Beta is broken with the avatar interaction Permissions tap/menu.
avatar interaction works but the Permissions tap/menu is broken when you click on another player to force it on or other things.
Meaning i can't pick who i want to be able to touch or grab bones.
Same thing happens to me sometimes. I will just be sitting in my chair chillin, then suddenly fly into random parts of the world.
I even made sure to cover/remove all reflective surfaces in my room
Got a Go-Pro chest mount. I will be able to test 11 point tracking tomorrow stay tuned.
as if you aren't. xD
π€«
Is anyone else finding it super awkward to lay on their side in VR with 6-point tracking now? For example, if I turn to lay on my left side, my avatar's torso almost stays completely static (as if I'm laying flat on my back). It's only if I take my right hand and stretch it out an uncomfortable amount in-front of me that my torso turns to face the direction I'm facing.
Another issue is if I'm laying on my side and propping myself up with my elbow. My avatar's shoulder/elbow will position itself behind me, making the pose look super unnatural and weird. Really disappointed so far.
I think for 6 point tracking when u stretch ur arm out infront of you ur shoulders now move and they rotate so much forward that it looks like my shoulders just become none existant and I just have an arm because how much it rotates and I become shoulder less and I think that should be addressed because im sure our shoulders dont move that way when u stretch ur arms out forward although it looks much better when u lift ur arm up and stuff
and the neck just seems super stiff
but I think the chest is fine but I haven't tested the chest since a few beta updates ago
so idk
how immersed will you be knowing that your elbows will bend in the right angle at the cost of wearing a heavy-ish suit?
well, I have a bit of muscle on me, so avatar's slender arms don't really match one to one. There is a bit of diminishing returns when it comes to more and more tracker points.
what is that arm scale thing in the launch settings
Hey is the beta available for quest becuase I wanna try out physbones
Mooon!
I made a canny about that a while back. Using Arm measuring helps but it's still not great
https://feedback.vrchat.com/vrchat-ik-20/p/knees-too-prone-to-open-when-laying-on-the-side
Physbones have already come out! See #announcements c:
i.e, there is no more physbone beta
Hi cutie, Upvoted, lemme re-post in the servers that have active canny users
Oh how do I turn it on because the setting people keep telling me to turn on isn't there.
waaah, appreciated! It's unfortunate cos its the only thing keeping me from permanently using IK2
You think that's bad? My neck hunches like crazy now o.o makes me feel uncomfy in fbt
eh? guessing when locking all?
It is on! However as no existing Quest avatar has dynamic bones on it, there's nothing to convert - you'll have to equip an avatar that has physbones added to it
There's also some limits for the standalone Quest - see #announcements
Would you be capable to add those yourself? If you make avatars?
you can add them yourself ofc, yes
Ah okay thank you very much you have been extremely helpful
yw! c:
Thanks!
Is that hard? I began using unity couple days ago
not really! though this isn't the channel for that, should move to #user-support-old c:
Oops sorry-
So I was having a few issues last night that I'm not sure if they're related to the ik or just the game in general but when I was walking around while standing in 3pt, it felt like my body was jittery at the start of the walking animation. I could often see my avatars tail get moved so quickly from the jitter that it would be sent the wrong way for just a single frame, as well as my whole body doing a small and barely noticable stutter
Barely noticable but for me it was really messing up how I test my avatars dynamics
I will need to test with the ik reverted to see if this persists but I have a feeling it happened after the merge with AD
On all 3 modes
oof π
anyone know if there is a documented performance comparison to dynamic vs physbones
like "40% better frames" "able to have 1000x more physbones than dynamic bones"
just say >9000
on the official docs and announcements, yes
anywhere from 12-20x faster or more, depending on multiple factors - from https://medium.com/vrchat/avatar-dynamics-dev-update-9582d674ab1d
also, this is the channel for the IK beta, not for physbones o:
my bad and thanks
you're fine! and yw c:
Please move all Avatar Dynamics chatter to #avatar-dynamics !
(If there's a specific bug related to IK2.0's interaction with the Avatar Dynamics system, that's ok to be in here)
is anybody having any issues with the shoulders looking really strange all of a sudden?? it's like my shoulders are moving up too high and now my arm length looks incorrect/too short despite no changes to my avatars from the previous update. for reference i'm using 6 pt tracking.
and my arm when crossed over my chest makes my shoulders like cave inwards too far if that makes any sense
it seems there's been a couple of people mentioning it but i don't know how common it is and if there's something wrong with the avatars or the calibration itself.
is the ik-2 with live now? :X
like i can play with my normal live server friends ,-,`?
yeah it's network compatible now so you can use it with everybody
Check the height measurement settings for ik2 if you haven't already
already did. it's my height.
in steam launch options try --calibration-range="0.6"
it might fix your issue
Ooh, what does that do?
Speaking of debug options I need to disable shoulder tracking
fixes problem for tall people
Nice.
i'll give that a try later thank you!!
This determines the distance from predicted supported binding points that the calibration will search (in meters)
i'm 5'9" so idk if it's me being "tall" but worth a try
So especially tall and especially short people
worth a try
i'm in an average range. i'll give it a try later when i get a chance though for sure!! thank you!!
Is the neck hunching gonna be fixed? (for tall people)
Kung already said that it's being worked on
pog
amazing work as always Kung β€οΈ
that IK beta is a blessing, I fucking love it
Kung = chad
Just wanting to check in with some troubleshooting help in case I'm being stupid: Am having this weird issue, specifically with one avatar, where the IK seems to drift a bit compared with the actual controller positions while moving. feels like the avatar's hands are a fraction of a second behind where the controllers were.
This is with a set of avatars I uplaoded today on the newest SDK with physbones. The locomotion setup is the same as I've had on other avatars, and those are fine (albeit they are on the pre-physbone sdk). The lock type doesn't affect this drift hapenning, but reverting to old IK heavily mitigates it
Just encoding a video showing this now with a demonstration. I think a friend had a similar issue but it got fixed in an update (?), not sure if there is a canny for these or not
i haven't seen any feedback posts about it i don't believe. i know some people are having complete loss of tracking, but not quite a lag/drift issue.
might be worth it to make a feedback post with the video
the person with full loss of tracking on one hand said they also saw it happen in the steamvr dash. it really seems to me that theyre just having radio interference with too many trackers on
this isn't radio interference or anything, my steamvr tracking is fine. i had that one bug(?) where i saw controllers in normal vrc and i could clearly see the drift hapenning there
if your in a apartment or something with alot of diferent wifi's around you it can kill tracking the trakers are on the 2.4 band same as wifi
yeah it's just the only thing i can think of that was similar at all to what was mentioned
yeah will do
send a link to your post when you've made it and i'd be happy to check it out and upvote if it seems like a problem
I did actually notice that I got a lot of trackers dropping out out of the blue when it was not happening before
mainly elbows and hands
yeah the only issue i've found seems to be the shoulders moving way too far but that seems like it'll be a less time consuming fix than some of the other issues people are seeing. could just be issues with the new calibration settings and stuff.
since there was so much changed about how calibration works
also i like the fix for not losing calibration when having steamvr's menu open. lmao. i would accidentally do that all the time so that's a good fix.
i'm also surprised at how smooth the calibration saving is. i've been testing it out on a bunch of different proportioned avatars and everything looks great. haven't had a single one get wonky or weird.
Is there no way for a person who uses a quest with no computer, to use the new avatar dynamics ????
Misread. The avatar dynamics update is live for everyone
Including quest users. And this is the wrong place to ask about avatar dynamics
Wait has ik2 been rolled public already?
no
it's live compatible. so still in beta, but you can use it and still see everybody in game.
it hasn't gotten a full release yet
Ah I see, thanks
IK beta still has minor issues with dynamic bone and physbone, but to a much lesser extent with physbone. Will be checking out the new sdk tonight to see if the performance restrictions regarding constraints have been relaxed a bit, since this is the next best thing until IK beta goes stable release
Just a reminder to toss all bug reports / requests related to IK 2.0 onto the canny as only talking about them here on the discord is equivalent to tossing them into the void π
https://vrchat.canny.io/vrchat-ik-20
@oak pendant when one is starting with FBT and does load into half body (till one presses calibration as you guys set it up to), trackingtype is get to 6- custom lococontrollers will go into FBT logic instead of half body logic (as mine does), meaning its at least for me the same my avatar is not moving stuff as before. You guys may want to keep trackingtype on 3 until FBT is getting activated like you do with "toggle fbt"
Has the IK2.0 beta been updated to live compatibility?
yes, long back
Long back? It seemed yesterday it wasn't.
it wasnt live compatible for like what? an hour?
says....few hour
Ok sweet
so a little under 6 hrs
not that bad. still half a day of work
I presume discussion on how IK2.0 compares to modified clients isn't permitted right?
at least not here
Not here.
Cheers

SCARY

ye take your time 
an important patch
@vital inlet can you test your tall-person problems in this build too
when suddenly stopping movement in the ik beta the legs kinda snap into place and it looks fuckin WEIRD
(no fbt)
your doing gods work already
Yep!
Not sure if it's fixed, but this is actually a complete redo of the merge that I did yesterday, only slower and more careful this time π
So other things that popped up might have been fixed
is neck hunching fixed? π
Are you really tall by chance?
if you are; just ungrow.
i am 210 so yes
Ok, yeah that looks like the neck issue is related to the other binding issues. Not sure if it'll be fixed but if this doesn't fix the tall issues, I'll be doing a targeted pass on those problems next
hi can we trade spines
6'8 is 203 afaik
So yeah please give it a test and report back if you can
google might lie
goddamn
jumping on rn
Also another tall person question, did you not have this issue in the last patch?
Meaning after the calibration saving was implemented but before the AD merge
That was build 11748
if you did have the tall person issues in build 11748, then this merge redo probably won't fix anything
but yeah checking and reporting back is the best way to see what's up
(no pun intended)
(pun intended)
I'm short, so only a little (pun intended)
5'3" (161cm) here :>
Testing now with new ver
im on vrc with latest IK update menu still borked
build number?
build 11902?
waitca sec
lol
works for me
still says 11901 odd
I'm in 11902 in verify your game files, it will force an update
close the game, restart steam
kk will try sorry for this
No problem, I appreciate the intent for quick testing
Neck hunching is fixed for me
Nice!!
Amazing work kung 
how about binding without the launch option?
Launch without args?
Yeah
trying now
thanks!
Also (once you're back from vr) @vital inlet can you confirm that you were able to bind correctly right after the calibration saving update came out (but before Avatar Dynamics merge)?
Without calib range its still broken
kk
the build that came out that introduced calibrange i sadly couldn't test
ok, then this was likely an inherent issue with that and not a problem with the merge
Probably
Ok, that simplifies it actually. Yeah, this will be the next thing I work on
Cool!
Thanks again for the quick testing
If you need anything tested feel free to dm
I might do that thanks
Alright, back to vibetribe i go :3
Enjoy π
is there a new sdk
For avatars working with physbones yes, for the ik, no.
ok sorry to ask but is it the one in vrc becaus ei wanna try to add phys bones
#avatar-dynamics is the correct place for questions about physbones
ooh i'll have to test later when i get on again to see if any particular issues got resolved by the remerge
so... all my dynamic bone avatars are now messed up when the psybones happened, is there a way to redo it because i don't want to go on unity and fix all of them again π
I am experiencing the same problems the last time I was on which was yesterday none of my previous avatars made for the update work unless Iβm mistaken with update notifications
alright, i found it
so if you want it to get disabled, you have to go on safety and go on performance options. after that, disable "convert all dynamic bones to phys bones" and bam, your avatar is back and fixed
For you. Everyone else will still see the converted bones
also, #avatar-dynamics will get you better help for bone help
Oh okay
beta keeps crashing when i start it up
On steam? have you tried verifying the game files?
I am only able to attach 1 tracker.. hip and right leg wont attach after tpose. this known?
seems it was working for others
are the trackers properly tracking in steamVR? and the tracker balls lining up correctly in vrchat before binding?
if they are then you could maybe add the calibration range launch option and try adjusting that?
--calibration-range="0.3"
though, on second thought, if your trackers are that far away from the default range, you might have other problems to worry about
never had the problem before today
but if i stand very akward and line balls too "perfect" it works but its all wrong.. balls are usually very close just not exact on the feet as my model isnt buildt for that
where do i change that value?
ohh launch option. ill try it thanks
How do I try the ik 2 beta?
- be on pc. 2. right click vrc in steamvr and go to properties, beta, click
i went with 2 instead of 0.3 as 0.3 seemed worse.. the value of 2 works like normal now.. did they make it very picky? not had a problem with calibrating in years. even the ik beta before the dynamic update was fine
instructions for quest can be found in #open-beta-info if your not on PC
Could be less range than before
Probably because the update allows for more trackers and asymmetrical setups
I did and its just broken... When I load in and calibate it just makes me have no fbt
option or warning would be nice.. i wouldnt know about the launch setting without your help.. noone i know in vr use perfect humanoid rigs...
Unfortunately there isn't a quick fix, but its really not too bad to fix within unity. The auto convert works well, a lot of issues seem to be a couple odd collider size conversions, so you likely just need to adjust a couple colliders.
Is this fixed? https://feedback.vrchat.com/vrchat-ik-20/p/tracking-in-walls
The bug where your hands and head desync when in full body?
it was new since Avatar Dynamics released
Are the old locomotion animations back in FBT? Or are they staying gone?
I encountered a bug with OSC just flat out not working
is there any fix? i did a clean download and everythimh
This channel is for discussion about the ongoing IK 2.0 beta, you can use #avatar-dynamics for question / discussions about them.
ok thank you
E
just a heads up that if there are issues that are happening within the IK beta that has to do with the new avatar dynamics, but only happens in the ik beta, thats absolutely something you should discuss here
Where do you get the build number?
quick menu > settings tab, all the way at the bottom
sometimes phones can interfere with IR signals of other devices, especially really cheap ones
if i am remembering correctly
is the bone feature only out for steam clients right now?
sorry, clarify? o:
If you're asking about Physbones, no, that is for Quest and PC, though this isn't the channel for that
what channel would it be then?
Has anyone had issues who is on IK 2.0 beta, post AD, and has issues with Space Calibrator?
I don't use it, but someone I know does
and if they use regular AD/Live---FBT works fine, but if they use IK 2.0 beta---things get super wonky and things won't activate at all or attach to weird things and bend and contort the avatar horrendously.
perhaps its the default calibration distance
@minor rampart do you perhaps think it's the same issue I'm having?
Hold on let me send a video
Yes
Not shown in the video but I also had some weird stretching occasionally
But it's not been filmed
Btw I'm not using fbt here
I do have it tho
I've noticed something similar with the beta and Space Calibrator. It could just be the default distance being too high between trackers (no idea how to change it though), but unless I'm standing with my feet uncomfortably apart both my feet trackers glue themselves into one leg. I've also noticed an issue now where my waist tracker decides to just ascend randomly, I'd be standing still and suddenly I'm pringling into space every ten seconds or so
new sdk kinda messed up the unity file. Will have to redo everything
is there any way to go back to a previous build of the IK beta? 11731 worked much better for me (4pt tracking) and i wanted to record comparison videos between it and 11902
I don't think there is a way to do that
curiously, what exactly do you think was better in the previous version
This bug is back with the most recent updates sadly. Was working perfectly just last week. As recently as Monday. https://feedback.vrchat.com/vrchat-ik-20/p/location-of-handsarms-arent-correct-when-moving
Hey so i was in live trying to se the physbones and it would not let me. It even showed that they avatar had none can you tell me why?
definitely having issues calbrating,
its just not picking up some trackers that are working fine in steam
IMU-based trackers (slimevr/owoTrack) located at the hip are now causing issues with the chest, being pulled forward to unreasonable levels
hey are the new avatar dynamics also in the IK beta or do you need to switch back?
i however don't doubt that the update is better for any vive/tundra tracker :>
they're in the beta too!
ok thank you!
Old IK restricted 6DOF waist movement quite a bit. I guess this worked quite well in conjunction with 3DOF trackers?
New IK works much better with 6DOF trackers than they used to anyway.
So, I got a question. how much does where the bones are at impact the feet?
cause, for example, my avatars current feet bones are like this :
Should i change them to:
Or does it not actually matter all that much?
the latter image
otherwise they will rotate weird
try rotating the bone in pose mode
they've never rotated weirdly
oh actually I might be on crack, this is a robotic joint, so you want it to bend around that?
yeah, you need the rotation to happen on the joint. π
This is an avatar base i've been using for like 2 plus years now, and with the new ik i just ifgured i'd fix any weird issues
You can point it down slightly and add a toe bone though.
Why the toe bone?
that just adds the annoying weird tiptoey thing
unless theres more significance to it?
Not if you don't set it as toe in the Unity thing.
But yeah it's not used for the most part, just thought it'd be a nice addition to the model since you have a toe joint.
nope
okdoke, thanks!
@upbeat vault @fallow widget a friend of mine is having the exact same issue you had earlier, where is it that you change the calibration range? he uses fbt with a non-base station tracked headset and he has the issue while i don't on the index. I get the same issue tho if i try to use legacy fbt calibration
Right click on vrchat on steam, open properties and add this to the launch options section: --calibration-range="2"
worked for me
awesome, thanks!!
The neck bone doesn't tilt to follow the head anymore with hip Lock or head lock in 6point tracking
My physic bones donβt work anymore and Iβm on quest, can anyone help? I tried checking if I had to change versions and it only was 1 version of it
I can't find the beta version on my quest 2, anyone can help?
I'm having the same problem..
I don't think the IK2.0 is available on quest yet
:c
#avatar-dynamics .....
seems if feet are below the floor it has issues
try increasing the calibration range?
as stated in the changelog, it's 30cm by default
--calibration-range="1" would increase it to 1 meter
A bit of a late update in terms of testing, but it looks like this was inadvertently fixed in the dynamics update. I don't see anything in the changelog that'd imply it was fixed but I can't repro it any more so something under the hood hit this in the meantime. I'll keep an eye out for future regressions though
try adding --calibration-range="1" to your launch options, the default 0.3 may be too sensitive for you
what
Inverse kinematics is the mathematical process of calculating the variable joint parameters needed to place the end of a kinematic chain
Same
Oh okay, do you know when it will come out on quest? (If it ever will)
Its a beta for fullbody tracking improvements, basically
So while you'll be able to see the pc people using the new features, they aren't a quest thing
It also benefits normal none FBT VR users with things like the new scaling or the new arm ik
everyone on quest when no ik, just floating heads and hands.
Enter the metaverse
It's not just for full-body as stated by BlackRat....
I wouldn't be surprised if IK 2.0 does end up as an Oculus/Quest branch later down the line
but for now, development is limited to Steam, and I feel I know why. I just don't wanna get into it here.
and arm vs height scale
I change it all the time depending on the avatar
even in 3pt
it's great to have
why do I have a 6.5 GB log file?
Yo anyone with 11pt here?
I wanna know if the chest tracker can show breathing movements
its a feature, makes everyone automatically look down on quest users.
i mean u can disable head axis movements with avatar3
haven't checked because i've been too busy looking at how scuffed my model becomes when lock both is used
Noticed this lastnight as well, glad to see im not the only one suffering from stiff neck syndrome. Mine does the exact same in 6pt with the neck back tilt and locked. Happened right after the IK beta conversion to AD
where do i download the sdk with phys π bones
From the VRChat website, as usual
this is also the channel for the IK beta - see #avatar-dynamics c:
I am also experiencing the problem with the stiff neck problem with my avatars after the conversion. Any solution?
i couldnt find it 0.o
i though that was the normal one ?
yes, which now includes physbones c:
also, see #avatar-dynamics
I have 11 point, I haven't noticed anything for that. Maybe if you take very deep breaths you can see something, but for me I didn't notice anything.
feels like it'd show your torso wobbling forward and back since it's attached to your bone, not any sort of animation
im kida curious too now
The avatar seen to start vibrating violently in desktop over time.
Shoulders are moving a LOT more in the IK beta now. In legacy IK the shoulders had some movement but the torso would reach out with the arm. Now the shoulder bone will move drastically more causing several models to break or fold into the chest.
this a bug or intended?
pretty sure its a bug and already known
figured so, needed to confirm anyway as it ruins most avatars for obvious reason
I believe there is a flag you can use to disable shoulder movement with fbt
That might help
it's a bug i believe. there's been a feedback post about it here https://feedback.vrchat.com/vrchat-ik-20/p/11748-oddities-with-shoulders-in-the-latest-ik-beta-build
if you have more stuff to add for info, you can add it there and upvote
whats a good avi with an upperchest bone that I could use as an example rig
I don't know who manages featured avatars and when those open up, but I'd love to make some simple optimized avatars for the community!
just going to provide my non-issue feedback about the latest build:
- it feels good being able to physically turn off the chest tracker to ignore it without having to recal. I needed to do this when I know my chest would become occluded, and it works
- no recal to switch avatars convenience has incentivized me using the avatars wing in the quick menu to switch avatars. there's a good chance I'll keep that as a permanent wing because of it
- no recal to switch avatars convenience will likely cause me to shove less av3 gimmicks into one single avatar to spread them out across a few select ones
I noticed this with shoulder tracking, and I assume chest as well. I can test later (although I only have 10 point so I sacrifice a knee sometimes). Also, you probably need a really solid strap setup
shoulders moving too much 8-point tracking, elbows [1190-2]
another example, other avatar
yes it does. it's much more visible in Lock All than in the two other modes
ikbeta keeps crashing when im on vr, i dont have any mods on ( just insta crashing when i start up )
i tried reinstalling everything
going out of steam
it might work on desktop for a little bit
and then when i switch to vr it lets me load into the world for a bit and then crashes
thats a lot of avatars woa
Ooo cool thx
everytime I went in Shelter main on IK beta, I crashed within 30 seconds, no crashes on live
will peruse logs later
I was told to look down about 20 degrees before locking in, helps in these situations!
What was your performance like prior to crashing?
no lag

i've also noticed the performance is worse on IK beta compared to live
Quick question. Is the IK beta updated to the phys bone build?
Thanks
which version of unity should i be using for the new sdk
if i use 2019.4.31 the new scripts dont work
and if i use anything newer then 2020 tey work but i cant open the sdk to upload it just sayd reload sdk
you should use only 2019.4.31f1, make sure you delete vrcsdk folder their plugins folder if its oldest sdk where it separated, restart unity and try to import new sdk, also try to make fresh new projct for test
Old versions of PumkinTools will also break stuff.
