#ik-2

1 messages ยท Page 17 of 1

lusty kindle
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Where do i go to submit an issue with the ikbeta?

prisma jackal
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how normal is that the hip tracker stop traking and the solution is to reset vrchat?

elfin bone
prisma meadow
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Is there a good avatar example with a rigged upper chest I could take a look at?

quasi sable
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IK beta is still inaccurate when it comes to Elbow tracking when it comes to 3 or 6 point tracking. It is an accurate assumption to say or think that and IK system can't figure out where your elbows are without elbow trackers. I've been playing around with vrik, in my Unity projects, which is another ik system that is compatible with the unity that can accurately calculate out where your elbows are without the need for elbow trackers. Obviously it's not perfect but it doesn't much much better job than vrchat beta ik system currently does. I'm very disappointed that VR chats new system was unable to do this properly. My understanding is that they are currently using a modified version of final ik for vrchat ik beta. They should really be using a system that was intended for VR use like vrik. VRIK is free to use for anyone. I don't understand why they didn't use this system instead of final ik.

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For example, When my forearm is straight up and down vrchat kk a system when the beta calculates it at a forty-five degree angle. In testing with my Unity project, VRIK on the other hand they will calculate and figure out that my forearm actually just straight up and down

copper trench
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wym? finalIK doesn't have VRIK?

quasi sable
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That's the actual name of the system

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That's much more Superior system than what's being used in the ik battle right now

copper trench
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so there's some generic "VRIK" that has branded itself "VRIK?" i'm confused, because root motion's product has VRIK

quasi sable
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Also liv's ik system is able to do this as well. When I place my Forearms vertical next to my chest, It shows them accurately unlike vrchat which shows him at an angle

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This proves it is possible for an IK system to correctly figure out where elbows are most of the time without elbow trackers being necessary.

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And also LIV's system isn't the only system that I've seen accurately be able to do this

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I've seen my VR motion capture system also be able to do this properly with its ik system

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Chillout and NEOS are also capable of this.

quasi sable
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My point is that there is a way to improve vrchat ik system the they can have this feature as well

copper trench
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that doesn't seem very smart of them...can't find it in search results

quasi sable
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I have added this to the feedback canny as well

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I would really like to see vrchat's ik system improved to the point where it's the best system that is currently available for vr

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But that would not be possible unless we are critical of it

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Everything always has room for improvement

prisma meadow
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another thing is that they dont actually use the steamvr skeletal input system

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they did at one point, but then removed it

devout current
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I actually really like the new arm ik a lot tbh

grand lynx
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was there a change for full lock today? head is not spinning on older avatars that had neck fix

final sphinx
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Ayo the elbows broke on some avas

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They way too far back

frigid crescent
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in a smaller log file I got from last night, one I can actually open up, I do have a bunch of those. the huge one I wasn't able to open in anything I had.

icy ferry
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i liked the arm ik before the shoulder issues started popping up

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that's the only issue i've been having though

dusk anvil
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hehe BEEG log

fiery barn
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Can I go to a older version of IK?

tame pewter
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as it may be valuable input for a canny

clever gorge
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What's the maximum number of trackers that we can use with the new IK system?

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I'm writing a SteamVR driver to get my XSens mocap suit into VRChat and I'm working on what bones to match to VRChat right now

ionic heron
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11

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Headset, elbow left, elbow right, controller left, controller right, chest, hip, knee left, knee right, ankle left, ankle right

devout current
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I already see my bank account getting emptyer

vital inlet
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Does anyone know how to get the physic bones to work on the live? I got them to work on beta but now they won't work.

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The physic bones wont move at all in game for me now on my avatars I uploaded

ionic heron
soft glacier
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do I need a special SDK avatar version to upload avatars if im using ik-2-beta?

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nvm

harsh lagoon
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no you dont need anything extra for this one

stiff surge
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Has anyone had the issue since the latest update, where legs suddenly decide they don't want to bend? Everything will be working fine, and then sometimes either when someone leaves, or when changing to an avatar with the same armature, legs don't bend anymore. Almost like the knee tracker is now the foot tracker.

Recalibration shows all trackers fine, but doesn't fix it. Sometimes it will go after changing avatars back and forth a few times, and changing the IK tracking. Other times it needs a restart of VRC.

clever gorge
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Is the order that trackers are added important or is it based on the device id? If a tracker is set to disabled in SteamVR, will VRChat happily ignore it?

grand lynx
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I have trackers that are not far away getting ignored.

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Makes locking in a bit of a struggle.

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Stuck at work, can do a video later

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seems to be mostly feet

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(No, i dont have stilts for legs lol)

lethal bridge
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You can adjust the binding distance with a launch option for now

grand lynx
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Ah good

lethal bridge
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believe the default is 0.3 -> 30cm

oak pendant
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Also to answer your other question, the tracker for elbow is actually representing the upper arm. So although we support tracked shoulders, the info for both the shoulders and elbow is obtained from the upper arm tracker

oak pendant
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If you're writing your own steamvr driver for emulating trackers, the most important thing I think would be to ensure they all return unique serial numbers when queried.

clever gorge
oak pendant
clever gorge
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Trying to figure out how to set the hints for different bones to map to tracker types now and match the ground planes. I had to manually shift everything down 2.5m so the origins dont match right now. Literally only just got something moving in SteamVR this evening so baby steps

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I do want to add finger tracking eventually, I think that emulating an index controller is the way to go?

grand lynx
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Kung, was something changed recently in the new release? Previously all my avatars with neck fix had a wicked spin if the head got too close to the chest tracker. I logged in yesterday afternoon and they were no longer spinning

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My older avatars before I stopped using neck fix anyway

oak pendant
oak pendant
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The patch that added calibration saving and chest trackers was the most recent big change that would have introduced fixes and/or bugs

grand lynx
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Saturday, head would flip and freak out on neck fix avatars when using 11 point if head got too close. Sunday latest in the evening I would say for US time, they no longer reflected that behavior.

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(If head got too close to chest)

clever gorge
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Eventually I'd want to pass this through the SteamVRs OpenXR hand tracking extension implementation, but index controller emulation is somewhere to start. I'm using Manus VR gloves integrated into MVN right now.

oak pendant
grand lynx
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later in the evening(I havent had my coffee yet)

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tall person bug?

oak pendant
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Do you happen to be much taller than average?

grand lynx
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not really

oak pendant
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(you mentioned that some of your trackers were being ignored by calibration) currently the ignore-based on distance from body feature isn't accounting for user real height as intended

grand lynx
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Ah

oak pendant
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so far I've only seen it affecting people near 2m tall

grand lynx
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I am no where near 6.5 feet tall

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haha

oak pendant
high nest
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Was there an ik beta update a half hour ago? I don't see the change log but it looks like depots updated

oak pendant
grand lynx
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Interesting. The behavior was radically different.

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maybe have just been play space issues

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I will test again today and see if I am having issues again

oak pendant
grand lynx
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Thank you for being such a boss in looking at all the feedback kung.

oak pendant
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I'm aware that some of the same tall people having issues are also having issues with lock-hip and neck behavior, so maybe when I can address that if there is an existing issues that you're just at the threshold of having or not it would hopefully be improved there

grand lynx
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One thing I did change is, I had my chest tracker Much higher on the first day, second day I had it lower

oak pendant
oak pendant
grand lynx
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Yeah im reweight painting some of the older avatars I still use. Fun times.

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I will test higher and lower later

strange marlin
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Hey, I have an issue with the arms of my avatar.
My left arm is always shorter than my right arm. When I stand in a T pose, my right arm matches my real arm, but the left one still bends.
It happens with every avatar I tested.
I can make the bend less when I tilt my hip during the calibration.
It feels like it got worse since the last update, but I can't tell for sure because I can't compare them side by side.
I'm also not sure if it is an IK problem or maybe steam vr messing up?
Does someone else have that problem too?

oak pendant
lethal bridge
oak pendant
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This is also an issue on live, but the torso-leaning in legacy IK masks it

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If it bothers you I'd recommend adjusting your avatar so that the arms are both short enough such even with asymmetric extension from tracking data you're able to lock the elbows on both. (And use the measure by height mode so that changes to arm length on the avatar are simpler to deal with)

vital inlet
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Hm

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Why is this dev only active in here?๐Ÿคจ

strange marlin
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I did test it yesterday and did the calibration while looking in different directions but I could not see any differences. Would it be okay to have the length of the arms asymetrical in the measure by height mode?

oak pendant
oak pendant
oak pendant
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Actually come to think of it, if you'd like to fix this for all avatars, then measure by arms + the --custom-arm-ratio="0.4537" launch argument might work better for you

strange marlin
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Okay then I will try to work around it. Thanks for the help!

oak pendant
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The value there is the default though, you'd want to decrease it to tighten the arms

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so something like"0.415" might be good to try to get them tighter

strange marlin
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Okay I will try that when I'm back home later today! Thanks again for the help. I really like the new Ik!

honest apex
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Update got queued just now but no announcement?

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ah nvm, I scrolled up.

vivid plank
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Lmao happens to me alot

grand lynx
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the 0.415 works wonders for me

vital inlet
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So ik-beta is the open beta?

keen verge
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Is the ik beta broken? I have a few friends who were having this issue, my neck is like very long and my shoulders drop down a lot and it doesn't look right

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here is one example

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when I hit calibrate in the menu it reloads my avatar after positioning the trackers and it just gets really goofy

empty solar
oak pendant
oak pendant
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(So far I've heard confirmed reports from people around the 2m tall range) I believe this is why it's a rare-ish issue. I'm aware of it and it's high priority to fix

prisma meadow
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ahhh so thats what was going on

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I was wondering why my elbows seemed to be a bit asymetric

empty solar
oak pendant
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Ah, yeah my message after the one replying to you was in reply to the issue CaydeVR was talking about

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As far as I know 5'11" should not be in range to experience that neck issue (in lock hip mode)

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It's known and somewhat expected that lock-all on the other hand can cause issues with the neck or other parts of the spine depending on avatar. There may or may not be further improvements to lock-all before release, but the lock hip issue with tall people is different.

final sphinx
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the chest tracking support works amazingly well

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also the 1time calibs nicu

weary coyote
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Yeah the chest tracking works amazing with my slime vr setup however I need to look down at like a 45 degree angle to prevent neck scrunching with all lock

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Is that a viewpoint issue?

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Cause all the joints match up with my irl preportions

cloud pilot
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^both in headlock and all lock

weary coyote
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My in-game hips were actually above my hips before doing the head hack

empty solar
vital inlet
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Did you find out what the issue was with the height kung?

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Like, the neck hunching n stuff?

robust tangle
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My friend is having an issue, he can't use fullbody on IK beta at all it totally ignores his trackers. i can use the same avatars and they work fine. his fullbody works on live

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i told him he needs to calibrate and i see him doing it, but it's just regular 3 point afterward

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nevermind i just read the above, my friend is 6'4"

devout current
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well yeah that's the "Tall People Bug"

robust tangle
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isn't there a number you can change in a config file or something

devout current
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there is a launch option yes

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--calibration-range="0.3"

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that's the default

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tall people should higher that one

astral shell
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Whatโ€™s the beta access code

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For ik

devout current
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No need to put one in

astral shell
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Oh ok.

devout current
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just select the IK beta and done

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the access code is for private / internal version of the game

devout current
ripe oriole
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Team what are we using to affix trackers to our chests? Iโ€™m using an extra trackbelt rn but it doesnโ€™t seem super secure.

robust tangle
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The fact that the steam overlay no longer stops trackers is exasterbating the bug where Root.T does not animate correctly when all tracked points are set to animation + index controllers are being used. there used to be a workaround where you could leave one bone on tracking to get Root.T working but that will mess up AFK animations now

tame pewter
carmine gate
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I wasn't able to reproduce it myself, it's interesting to see you got it to happen

marsh elm
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Gamers we need to invest in tigh tracker->waist tracker garter belts and chest tracker suspenders for maximum anti slippage peak performance during intense enterprise resource planning sessions

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Only then will we truly ascend

lethal light
prisma meadow
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ill test it out soon. But i bought a gopro chest mount for chest tracking

lethal light
prisma meadow
robust tangle
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You may not like it, but this is the ideal chest tracker gear.

icy ferry
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so we know height bug is in the list of planned fixes right now which should be good. i'm curious what else is in the list right now. beta testing all of this has been pretty cool ngl so i'm excited to see stuff get more ironed out before full release. i think people outside of beta will like it a lot once it gets all fixed up and good to go.

vital inlet
weary coyote
vital inlet
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what is idts

carmine gate
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I don't think so

maiden rock
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Using a GoPro/action camera chest mount, cheap and does the job

vital inlet
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honestly, i don't even know how i am supposed to put on my chest tracker, it is almost in my throat

maiden rock
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As long as your chin clears it when looking down

limber steeple
maiden rock
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I suppose it could sit a little higher than in my picture and clear the boobs :P

timber grove
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You could probably also wear it on the side of your chest as well no no booba occlusion.

limber steeple
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Masterplan

maiden rock
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HTC had it right all along

marsh elm
pulsar fox
empty solar
dull dew
grand lynx
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Though neck fix is of course no longer ideal, many avatars still have it If you are using 11 point tracker, wearing the chest tracker below the breast line on your chest will reduce/eliminate any strange behavior such as head flipping. Wearing it higher up seems to cause odd behavior to happen more frequently.

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Also tested with avatars from a few different creators, including my self and noticed a few bits of weird bending in the neck or jittering issues even without neck fix. Trying to reproduce it more.

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Been a little under the weather so I havent been able to test as much as I'd like, and a lot of the behavior can't be seen locally.

grand lynx
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Nevermind you mentioned it. Im going to go rest off this real life bug I caught.

burnt wagon
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Scratching my head on why it doesn't already exist. Sure you can go to the avatar testing world but some world creators have moved on and have stopped updating their worlds. As avatar creators we need tools to debug our creations. It would be helpful if they were baked into VRC.

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I feel like @oak pendant might be interested in this idea.

clever gorge
loud sky
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I'm late to this conversation but I definitely still want to find time to redo all of the default animations.

In fact, I think it would be great to actually include the entire animation set in the SDK rather than just one still frame -- it would give more of a chance for people to preview their avatars with a given default animation set without having to build / test or build / upload.

Granted, the IK would end up changing the animations slight in game, but it would still be good overall.

trim fox
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yay Xiexe officialy responded

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i thought you mentioned it

loud sky
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(Don't get too excited, I don't have time at the moment to do it, even if I really really want to :P)

trim fox
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bruh sadge

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guess we wait a year

marsh elm
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Blender vr when

trim fox
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it is actually possible but complicated

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you gonna need use 3rrd party software for unity

timber grove
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What build is the ik beta currently on? I saw a security update yesterday, and I just now updated the ik beta. I got in-game and it says it's on build 11911. Does this version include the other update in announcements?

devout current
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yup

timber grove
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Ok

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I was a little confused when I saw the open beta announcement had build 11902

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lol

robust tangle
# loud sky I'm late to this conversation but I definitely still want to find time to redo a...

On one hand you can update it for all previous uploads and have people scream at you saying โ€œhey you changed this thing extremely slightly and Iโ€™m angry about itโ€

or you can only change the animations for newly uploaded content and have people scream at you saying โ€œ youโ€™re making me re-upload all of my stuff and Iโ€™m angry about itโ€

Good luck XD

fleet loom
pulsar fox
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My avatar uses a humanoid rig

fleet loom
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I mean non-furry

devout current
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It's still a humanoid Avatar lol

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Humanoid Avatars are all Avatars which are build on a human bone skeleton

fleet loom
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Yes i know

loud sky
# robust tangle On one hand you can update it for all previous uploads and have people scream at...

Ideally it would be just a part of the SDK. In my mind, we wouldn't remove the current animations entirely. They'd still exist if you deleted the SDK controllers from your avatar descriptor. The old anims would be fallbacks in that case, and would also maybe still be included in the sdk too for people who wanted them.

There are considerations to be made, and none of what I just said is a final decision, just what I would like to do with it personally.

robust tangle
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Yeah Iโ€™m all for including the actual animations in the SDK!

hot fulcrum
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ok, live patched, so ik branch to be patched later on.

solid moth
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ive already logged in

karmic schooner
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So I have fbt 3.0 trackers.. and idk if thatโ€™s why I canโ€™t use beta version, but when I try to get on it my vrchat loads like normal and than closesโ€ฆ dose anyone how to fix it or

devout current
devout current
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If you are trying to get the IK beta I have to disappoint you, it's only available on Steam for the moment

solid moth
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ok

jolly matrix
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are the old style locomotion animations still disabled in FBT for ik2beta?

silent surge
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- Fixed an issue preventing users from adding more Favorite worlds if they had more than 192 world favorites

oh no ! I don't like this fix...

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also at when more favourites world / category ? for people who paid 99/y

karmic schooner
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I guess im the only one with the problem ๐Ÿ˜‚

oblique marsh
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Is there a proposed or existing variable I could look at to determine if a user is in T-Pose for calibration?

grand lynx
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wrong video

silent surge
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@karmic schooner it's often a problem cache, then the best way, erase the content of %APPDATA%\..\LocalLow\VRChat and restart VRChat

karmic schooner
lean badger
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still borked here

lusty sierra
silent surge
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oh ! ok ! I thought this update downgrade the number of favourites world

lean badger
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if you need any additional screenshots with the arrows or so I can produce them

oak pendant
ionic heron
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pog

old mulch
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this update also get the patch from main branch?

oak pendant
old mulch
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๐Ÿ‘

oak pendant
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In general I've been appending incrementing numbers to the live build number for ik beta, so because 2022.1.2p3 is build 1192, ik beta is 11921 (1192-1)

icy ferry
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oh nice i'll have to test at some point!! i'm hoping for less of the funky shoulder clipping issues. i have a condition that causes my shoulders to dislocate irl, i was kind of shocked to see it spread to vr too. lmfao.

oak pendant
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so checking the build numbers will show what live build it's based on

icy ferry
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i'll test it out tonight or tomorrow and let you know if i'm experiencing any more issues.

old mulch
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ah okay good to know, ill be sure to check that!

icy ferry
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thank you for the hard work kung!!

oak pendant
icy ferry
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i'll be careful!! thank you so much

jolly matrix
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are the old style locomotion animations still disabled in FBT for ik2beta?

oak pendant
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Do you mean having head-bob in FBT?

lean badger
jolly matrix
oak pendant
oak pendant
# jolly matrix Yeah

Yeah, that's gone back and forth a few times. It was at one time made to be like legacy (with headbob) but this killed a certain user case: some users enjoy attaching their hair using a parent constraint so their own hair is visible in first person as it moves around with physbones. Having forced headbob via the IK system itself, made this use case unavailable.

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The proper solution, if headbob locomotion is desired, is to change the default animator, not the ik system. This would allow users to control when they have headbob or not

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So for now larger default animator changes are out of scope for ik2, and the ik system respects whether animate hip tracking control is applied or not

jolly matrix
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does replacing my Base layer with a different locomotion blendtree work to achieve that as of now?

robust tangle
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If the IK Beta has made a pre-existing bug even worse / more annoying, should it be re-filed on IK beta category?

oak pendant
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Just using a different blend tree isn't enough

oak pendant
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In general if it relates to a difference in behavior between ik beta and live though, it can go as a second canny in the ik beta canny

robust tangle
lean badger
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there seem to be some interesting difference with locomotion on SDK2 avatars, where it takes really long to blend into the locomotion anim
edit: reupping files

oak pendant
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Yeah, locomotion blending is still an outstanding issue. The per-tracker-ik system touched all blending

oak pendant
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If it's still present in live builds then the canny should stay there only probably.

queen solar
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I am unable to get my feet to track no matter what I do (3 trackers being used currently, can test with 7 shortly)

robust tangle
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Itโ€™s present in live builds thereโ€™s just a work around that IK beta hasโ€ฆ removed lol

oak pendant
oak pendant
queen solar
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Steamvr is tracking perfectly, vrc balls are even tracking but it is refusing to give me feet when I calibrate dbt

lean badger
oak pendant
queen solar
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This is a new issue as of the latest patch for me

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Oddly adding my elbow trackers now my feet are tracking perfectly

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That is quite odd

upbeat vault
upbeat vault
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haha
and yeah, faster, just not instant

lean badger
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it looks bad when standing up normally. i was sitting for the video to illustrate the blending more clearly

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also seems to mainly affect sdk2 avatars. although we have this blending thing on sdk3 avatars as well after you switch avatars and similar

oak pendant
# queen solar Never have before as if I do all of my trackers become 3 ft+ away from my actual...

I'd recommend using your actual height for your user heal height and using other available options such as the --custom-arm-ratio="0.4537" (reduce number to shrink avatar) or probably better is using the measure by height mode. Using inaccurate user real height isn't supported, and with the new system of excluding trackers that are far from your body, the user real height is used to determine your body size

queen solar
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I am able to reproduce the problem of feet not tracking as long as I am using 3 trackers, if I add a right knee, my right foot tracks, if I add a left knee, my left foot tracks, if I add both elbows, both feet track

oak pendant
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Could you try toggling into legacy mode and back into beta-ik mode and seeing if this behavior persists?

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There's an issue with the legacy button where it doesn't always update and display the correct state

queen solar
oak pendant
oak pendant
queen solar
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Ok so it IS a problem with my "user real height" but I cannot use fbt like this... My feet are in my knees

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Which is just unusable

oak pendant
lean badger
queen solar
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How exactly do I do that and what setting should I use?

oak pendant
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(The one that looks like it's measuring the height)

queen solar
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wow... that just...

oak pendant
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And be sure to have your IRL height set in your user real height while using it, or it can't match to your height

queen solar
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did a perfect map to my feet

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this is the first time that has ever happened since 2018

lean badger
oak pendant
queen solar
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I was worried that using those settings would make my avatar appear GIGANTIC in my eyes like is always has anytime I set my height accurately

oak pendant
tiny token
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Is a straight hip->spine->chest->neck->head still recommended for IK2?

modern crater
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Calibration in Ik-beta will forcefully terminate. Also, pressing iklegacy will force the shutdown and this happens repeatedly. Is there a solution?i am using 3 trackers...

grand lynx
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as good as the scaling is, I hate how tiny scale by by height makes the world scale and my avatar feel

queen solar
digital ivy
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So exactly how does one download the beta? It says I need a code๐Ÿ˜… idk if Iโ€™m just stupid of what

queen solar
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Too bad my elbows are still all out of wack, they are a tiny bit closer than before though XD

oak pendant
grand lynx
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So, I was getting the same issue with the head being crimped down with full lock, even when using 11 point tracking and a head tracker. But by lowering my head a bit and locking in, when I stood up straight, it fixed the issue and full lock seems to work perfectly fine now.

oak pendant
queen solar
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I also dislike how when using knee trackers (Mine are placed slightly below my knees because too small of straps to go above) if I roll my ankle around, my VR knee rocks around even though my IRL knee is not moving at all. I would normally expect the knee to have a higher tracking precision than my foot, like each point farther from the "locked" items (hip and head for me) would have a higher value than any farther away.

oak pendant
grand lynx
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Yeah notice feet weren't perfect, but I was able to get nice hip snaps I wasn't able to achieve before when testing today:

tiny token
oak pendant
grand lynx
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Also, highly reccomend finding a way to get it above your knee, much better movement all around

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same with elbow trackers, need to be above the elbow

oak pendant
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So if there's a large angle and the spine solves it straight, then the avatar will end up in pose pretty different from how it looked in blender

oak pendant
queen solar
oak pendant
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wide elastic is best so that it doesn't dig in

queen solar
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But it is less drastic on thighs

#

Still get ~2 inches of knee movement when only moving foot

#

Was getting close to 6 before

oak pendant
#

The knee tracker itself is lower priority than the foot and hip tracker. So it won't be a positionally precise as the other two

#

it has to be that way because the avatar's relative thigh-to-shin length might not be the same as your body

#

so for example if the avatar's shin was tool long it would have to push the foot away out of position and pull hip in out of position

queen solar
#

That kind of sucks, wish the foot would take more priority when being rotated but oh well

#

The knee should really only need positional tracking and not rotational

proud burrow
#

wait there was a issue that prevented some taller users from calibrating their feet due to their height. that explains my issue i had lol

#

๐Ÿ˜…

queen solar
oak pendant
queen solar
#

Blegh, oh well... I'll just deal with this till I can get a better strap for my knees

oak pendant
regal pier
#

i use my own tracking system to work with the ik beta. am i allowed to share it here for people to test on the beta?

oak pendant
regal pier
#

me and a friend are working on it actively. during the summer will make more progress. have had some good results on the beta including decent shoulder movement

oak pendant
#

In general users are allowed to share SteamVR tools with each other with the understanding that people downloading things from discord are doing it at their own risk

regal pier
#

alright. it is only me working on this project but i do accept community contributions after manually checking through them

oak pendant
#

I'm sure you understand, but just in case someone else is reading, this is very different from something that modifies the VRChat client itself, and things like that aren't allowed.

proud burrow
#

i am like 1.9 meters and my feet were not going right place. will need to test it next time i get in vr.

regal pier
oak pendant
oak pendant
regal pier
oak pendant
regal pier
#

i still need to find people who are more adept with overlays

oak pendant
#

by the way cool looking project!

regal pier
#

thanks! i am very new to whole steamvr driver stuff so i am mostly learning from other people, although i am a long time programmer

#

but yes this system supports all 11 pts of tracking for this beta

#

and you can enable and disable which points youd like in case you want to mix and match tracking types, or would rather not track elbows/knees

muted yarrow
#

Having this issue with FBT with the lock all option, if i bend my spine too much it ignores the hip lock and moves my pelvis up for some reason

oak pendant
oak pendant
muted yarrow
#

No i only have 3

regal pier
muted yarrow
#

this problem showed up just now after the mini patch

regal pier
#

so it would cause issues if you run out of tracker slots (since vrc only supports the first 11 tracker devices)

oak pendant
muted yarrow
#

no its positional

oak pendant
muted yarrow
#

if i ben my head down my hips move up

regal pier
#

i also had this issue on robot avatars with reduced limbs where if i crouch down too far in FBT mode, my avatars limbs kinda โ€œexplodeโ€ and the avatar teleports to the spawn point

#

when i un-crouch the avatar goes back to normal

oak pendant
# muted yarrow no its positional

Ok, if you're able to provide a video of the issue recorded in this world and post in canny I can take a look at it https://vrchat.com/home/world/wrld_01025423-c339-4735-8af9-ba45cc9e46f2

ใ‚ขใƒใ‚ฟใƒผใฎใƒœใƒผใƒณใฎไฝ็ฝฎ่ง’ๅบฆใ‚’ใƒใ‚งใƒƒใ‚ฏใ™ใ‚‹ใƒฏใƒผใƒซใƒ‰ใ€‚This is the world that checks the position angle of the avatar's bones

regal pier
#

i can send the id of the avatar for anyone to clone since its my avatar and public, or privately, for debugging

muted yarrow
#

How should i go about recording it ?

muted yarrow
#

I mean i could hop in a call a sec and show ya in stream since i'm in game

regal pier
oak pendant
muted yarrow
#

oki

oak pendant
dusk anvil
muted yarrow
#

Got it

oak pendant
#

If your video file is short you can drop it in this channel here too, and then get the link to the file on discord and share that in the canny as well

regal pier
dusk anvil
#

hands too if you can get the controllers

regal pier
#

and if you have controllers enabled then yea also hands

dusk anvil
#

yea

regal pier
#

from there I can automatically calibrate (eventually)

#

angles, scales, and offsets

#

and from there I will enable two options, weighted average or winner takes all

#

the algorithm I use computes confidence levels for each tracking point

#

so i can use the confidence to determine which point is more accurately described

trail junco
#

I might have missed it but were there setting for metric user height when in FBT cal mode

empty solar
muted yarrow
#

@oak pendant I recorded the video, the issue only happens wen both head and hips are locked and only wile i'm laying down. There is no such issue wile standing up right

#

My hips as well as the tracker do not move, its the models hips that disobey the hip lock and move up

oak pendant
modern crater
#

Hello, When calibration is performed on the Ik-beta server, vrchat is forced to terminate. The same goes for pressing the Iklegacy button. Has anyone experienced this before?

oak pendant
muted yarrow
#

I use height prioritisation instead of wingspan and as previously mentioned i have both head and hips locked

#

Hope the information helps

#

Oh yeah the issue persist with all my avatars so it is not a rig issue

oak pendant
muted yarrow
#

Ill make a post there as well

#

Thank you for your time

oak pendant
oak pendant
#

If possible could you reproduce the crash again on the latest version and submit your log file to your canny post? Or if you're uncomfortable sharing logs publicly you could DM it to me

modern crater
#

Ok i see it...thank you

oak pendant
#

If you're going to DM me let me know here so I can allow it, I block DMs in general

modern crater
#

Ah...But how is Log file created?

oak pendant
#

It's located at C:\Users\YOU\AppData\LocalLow\VRChat\VRChat\output_log_xxxxxx.txt

#

the xxxxx changes with the time it was created

modern crater
#

Ok...i'll try it and submit it..

oak pendant
#

Thanks!

muted yarrow
#

I have made a canny post about the issue

oak pendant
rustic berry
#

is the issue where your neck is heavily bent forward known? the current fix for it is to calibrate while looking down ~20 degrees, but it would be nice if we didn't need to do that

oak pendant
#

If you're talking about lock-all, yeah it's known and somewhat unavoidable by the nature of what lock-all represents

#

I'm considering baking in what happens when you look down without needing to look down, because it's probably a better experience for more users... but it does sacrifice accuracy at the feet

rustic berry
#

I see... yea I kinda need to use Lock all if I want my chest tracker to be utilized to its full potential

#

is it something that could be fixed via rig tweaks/viewpoint tweaks?

oak pendant
#

So having it "give" elsewhere (at the lower body) is probably the only way to make people feel like it's "fixed"

rustic berry
#

I see, this is quite a complicated issue then

muted yarrow
#

Best fix i have found for the neck issue is to position you hip tracker slightly higher than the nature resting position so wen you stand normally your spine will be slightly stretched and the neck will be straight

rustic berry
#

it's like, you change one thing, but at the same time you cause something else to behave differently

oak pendant
#

I think it might also just be ideal for people to adjust how much additional spine tightening they get by how much they look down, and let the super enthusiasts trade tips for best experience like that

ancient geode
#

ya like having more sttings is always nice given the only people who tend to have full body especally past 6pt are enthusiasts

wise dew
wheat relic
#

Ye

wise dew
#

Oh nice, so full 11 point is a thing now?

ancient geode
#

ya

wheat relic
#

Also, big agree with having more settings for us nerds

ancient geode
#

or have a option to enable advanced settings with alot of aditional settings for enthusiasts. so its all neat for basic users but people still have the ability to tweek it to perfection for there given avatar

rustic berry
wise dew
#

I haven't been following this beta as much. What is lock all mode? lol

rustic berry
#

you can choose between "Lock hip" (keeps hip tracking 1:1, allows viewpoint drift), "Lock Head" (keeps head 1:1, prevents viewpoint drift, but allows lower body drifting), and "Lock all" (tries to keep both the head and hips locked, but can cause odd bending in the spine depending on the rig)

wise dew
#

Ah fair enough

alpine kraken
#

is ik beta live still

rustic berry
#

IK beta is still a beta

#

but compatible with live

tight hemlock
#

What's a ik

wheat relic
#

๐Ÿ‘€

regal pier
rustic berry
#

Inverse kinematics, the process of figuring out where joints in a bone chain end up given a start and end. for example, figuring out where the elbow is, knowing the shoulder position and wrist

#

in this case though, it refers to the full system that controls how the avatar moves based on the tracking points you have

wise dew
#

Well now i need to add another tracker to my list of things to buy lol

final raven
#

@oak pendant shoulders are looking much better after tweaks in the latest update. ^^

prisma meadow
#

so would shrinking the torso help with the lock all neck issue?

flint bison
#

Iโ€™ve had this issue for a while but forgot to mention it

#

While clicking on the scaling mode does change it, the icon stays the same

#

No change on it, I canโ€™t tell which scaling mode Iโ€™m using based on the menu

modern crater
#

@oak pendant The log file is ready. Where should I send it?

oak pendant
#

I'll message you so you can dm it to me

modern crater
#

ok thank you..

empty solar
#

Glad ppl are upvoting my canny post because I know I'd take advantage of the tracker debug

fringe scaffold
#

Hello o/ quick question. can i use 6 trackers now ? feet,knee waist and chest ?

quasi sable
oak pendant
#

Thanks for providing the screenshots, yeah I was imagining a different pose. The one you're showing might get some changes if I can get to some of the issues that arise when the hand is near its same-side shoulder.

midnight herald
solid moth
#

oh i thought it asked for a code

midnight herald
#

Oh yeah no, Codes are used to unlock access to new Betas in the dropdown menu

high nest
#

It is and you're in it it looks like. That password box is how you add secret betas to the list

wise dew
#

Codes are only for closed betas.

rain grotto
#

can somebody tell me if the ik beta is working with phys bones now?

#

looked through the search and couldn't find any information

trim fox
#

yes it does

rain grotto
#

thank you โ™ฅ

eternal musk
#

Anyone else can confirm after the latest update today FBT is weird? My waist bones are tilted backwards more where if i sit the back isn't straight anymore but the avi has its back a bit hollow bend. changing to locking hips or head does not change anything it stays the same.

#

Also my legs aren't straight anymore does not matter what i do, Calibrating 100 times or chaning real height measurement or turning it off. The only fix right now is manually set the height of the avi higher so the leg's aren't bend anymore. It's not a massive bend but its like you squad a few centimeters

jolly matrix
ancient geode
hazy sleet
#

So I was sitting on the ground and randomly decided to use play space mover to fly in the air. Seems the IK in the recent update did not like this. For whatever reason deviating from the calibrated standing position (both up and down) causes the IK to thrust the hip forward or backward, respectively. This is in head + hip lock mode, and I'm using 6-point tracking..

Has anyone else experienced and reported this?

oak crow
#

I'm having some strange behavior where standing the double lock is... okay, but sitting the back straightens out in a way where it's 100% not locked to the hip

#

I also realized that when sitting, now the head lock with avatars I've proportion fixed is PERFECT, while the hip lock messes up. But when standing, hip lock is perfect vrcThinking thank heck there are options lol

#

I'm guessing most issues now are related to the exact locations of bones rather than model proportions

lethal light
keen osprey
#

guys you can use phybones option with ik beta now?

timber grove
#

Latest IK beta has the physbones capability

keen osprey
#

thanks!

livid skiff
#

i love it... and works super well for me too. i'm just not too sure how to have the chest tracker attached the best without it getting lose over time. currently i just use a tracks trap around my neck/shoulder and underneath my arm. when standing, the chest tracker doesnt make much of a difference but it gets completely rid of all weird roations etc when laying down. together with knees and elbows i finally dont have to worry about anything being angled weird and everything looks much more natural. so far no issues, just need to get used to having so many extra trackers on me xD

celest yoke
#

my vrc wont load on pc unless i press ik 2 beta but when i do its rlly laggy

lethal bridge
#

Has anyone else experienced extreme neck/head flipping with the chest tracker? My friend using 9pnt (everything but knees, vive trackers) on latest beta has this consistently happen if they go upside-down with the chest tracker on:

prisma meadow
#

thats what I personally use and I havent noticed any issues

serene ermine
serene ermine
prisma meadow
#
prisma meadow
#

np

livid skiff
#

that looks perfect. thank you!

final raven
#

Also not sure why my footage keeps corrupting for a bit in the beginning. ๐Ÿค”

devout current
hazy sleet
hazy sleet
devout current
#

I haven't tested it in the normal Live version of VRC, but for some reason my arms are effected by my locomotion animation in VR, so as soon as I enable locomotion my arms aren't really stuck to my controllers anymore but are drifting away from them while walking. (using WetCat's Locomotion Fix Lite)

zenith glacier
#

any of you ever noticed that?

#

(the shifting of the avatar when using the stick to move? i hold my right hand still, but my avatar gets offset a bit during movements). force 6p animations turned off, hip lock mode

eternal musk
#

waist bones being tilted known issue? it happened since last 48 hrs on alot of avi's

gleaming imp
devout current
tame pewter
robust tangle
zenith glacier
#

i notice that if im sitting its getting stronger, maybe some offset stuff @oak pendant?

devout current
#

for me it's weaker when I sit down

oak pendant
#

We can keep the height offset and also the same relative horizontal offset of the head to the body, but instead of centered on the body it'll be centered on the head causing the body to pop over slightly.

#

There are a few ways I've been thinking of addressing this, but it's low-ish on the list of things I'm working through

loud patio
#

While on the topic of locomotion, I've noticed an odd issue where my avatar would sink all the way into the ground as soon as I move and then float back up during the next second. I have to do a bit more testing to see if this an IK2-specific issue or not but I don't remember it being an issue before the beta

oak pendant
loud patio
oak pendant
#

Thanks! Also whether you're AV2, AV3-default, or AV3-custom with your locomotion animation would be useful to know

#

If you can get it in canny I'll be sure to see it in case I miss on discord

loud patio
#

AV3-custom is what I use. I use the proxy anims for idle and movement and set tracking control to animation for Hips and Legs only

oak pendant
#

Ah, ok yeah maybe some screenshots of your animator would be good to throw in the Canny as well

marsh elm
oak pendant
#

Someone once demonstrated to me how funny it looks if you lie down with your head at the edge of a cliff and your body extending over. You'll be safe until your head goes over the cliff

#

Reworking the root to swap around depending on if you have a hip tracker is probably out of scope for IK2.0 (at least at initial release)

marsh elm
lethal bridge
#

@oak pendant Sorry for the ping, just wondering if you saw this: #ik-2 message
And have any thoughts on what the source of the issue could be

oak pendant
#

I haven't investigated that yet but I did see. Does that avatar happen to have a zero-length neck?

#

In general seeing the same thing again in the bone checking world would be the most useful

lethal bridge
oak pendant
tame pewter
#

kung does handstand to test ik KannaConfused

oak pendant
#

Wouldn't be the first time ๐Ÿ™ƒ

tame pewter
hot fulcrum
#

Is there any canny for following case?
"When enable 11pt on SteamVR launch, SteamVR tells you default controller changed to Vive Tracker instead Index Controller"?
I got these popup shown everytime when I try to use 11pt recently.

oak pendant
#

I don't see a canny up for that at the moment. I think I remember hearing about it in discord only

#

I'm able to start up fine in 11pt so I'd need steps to reproduce the issue

#

Hopefully it's something on our end we can fix and not a general SteamVR issue

hot fulcrum
# oak pendant Hopefully it's something on our end we can fix and not a general SteamVR issue

usually, I start VRChat in 11pt in this workflow.
(to show correct app on "Playing VRChat" on Steam Friend status)

  1. Turn on trackers 1 by 1 while wearing it.
  2. (Wait for all auto start app to get initialized for status matter but usually done by finish wearing all trackers.)
  3. Start VRChat normally from SteamVR Library in VR

Nothing special but hope this help.
(Basically not directly launch VRChat, instead launch VRChat after start SteamVR)

oak pendant
hot fulcrum
oak pendant
#

Maybe it matters. I think people talking about it before in discord mentioned that it matters if you turn on controllers first or not

#

Either way it would be an important detail for me to follow the same steps to reproduce the issue

hot fulcrum
#

interesting.
As it was ok with 10pt so only on 11pt be like this.

oak pendant
#

Ah that's also good info to know

hot fulcrum
#

will see it makes difference tomorrow for sure. thanks for tips.

loud patio
oak pendant
ancient geode
loud patio
zenith glacier
loud patio
ancient geode
oak pendant
zenith glacier
#

a couple of screenshots would be nice, and if we dont see anything quickly, i can offer to send you the "locomotionfix" controller a lot of avatars use. (i didnt see any issue there today during playing)

oak pendant
# zenith glacier

Are you successfully able to have headbob during locomotion while using animate hips in your locomotion controller?

zenith glacier
loud patio
#

Sorry for the image spam

oak pendant
zenith glacier
#

im hopping quickly in to test it, gimme a minute

oak pendant
loud patio
#

Transition from idle to run

oak pendant
# loud patio

Hmm, yeah looking through it I can't see why it would behave inconsistently. In general the tracking control fires on the first frame of the transition. Do the transitions look like they're getting stuck someplace maybe?

oak pendant
loud patio
zenith glacier
oak pendant
# loud patio Transition from idle to run

Hmm, yeah it could be a bug. If any of the other locomotion animator creators have time to look through it in more detail that might be good too. I have to be careful about spending too much time on discord with animator issues if it turns out to not be a bug. But I'll keep an eye out for if I see this occurring with other people.

#

If you'd like to make a Canny about it even if it's not a confirmed bug, that might be a good idea too because maybe others who experience the issue can add more details

oak pendant
zenith glacier
# loud patio

might be a long shot, but try instead of "proxy_idle" "proxy_stand_still" for your idle state. proxy_idle (~6s long) is used in the additive layer to create some "idle movements" on your arms and legs. Proxy_stand_still however should only be two frames long if i remember correctly. Maybe the issue comes from there

#

also @oak pendant if you guys ever happen to rework the standard controller, you might wanna put additional blendvalues into your blendtrees, so if you walk slow, the avatar walks slow instead of tippy toeing:

raw wadi
zenith glacier
loud patio
loud patio
#

Yeah it's strange. I have no idea what could possibly cause it at the moment. I'll have to test with it a bit more to find a possible cause

tame pewter
#

looks uh

#

something

harsh lagoon
#

That's pretty funny lol

maiden rock
#

for @hot fulcrum 's chest tracker error in the steamvr overlay I get this myself every time

#

I always start controllers first, then vive 3.0s, then tundra;s in that order, chest tracker is a tundra and is often last

rustic berry
#

talking about the "no bindings" thing for the chest tracker?

#

I've seen that many many times, not sure if there's a fix for it, besides just turning on your controllers first. would be nice if there was one though

maiden rock
#

I reduced the size of the upper chest compared to the chest and the IK looks better

#

and it doesn't need to be a straight line either

rustic berry
#

can you show your spine rig?

maiden rock
#

dancing and posing last night looks really natural in lock both mode

#

I did have to look down though to fix the neck

rustic berry
#

yea I have to do that aswell

oak crow
#

wow, most of my avatars now look good with double lock ๐Ÿ‘€

#

the neck makes weird movements occasionally but this is nothing compared to earlier hunch back stuff

whole glacier
robust tangle
#

link me and I'll vote for it too

serene ermine
#

So, anyone got any idea why the neck tilts on the non-link avatar?
I've fixed the spine being so bent, but I can't figure out why the neck behaves like this. This is on IK 2 with a chest tracker btw.
I've posted the rig of both avatars.

final raven
obsidian ice
#

YES I get that same issue all the time, I brought it up in a comment on a related canny but I didnt make a new post idk if we should?
it's really annoying though and probably the only think with the new IK that bothers me

obsidian ice
#

Oh cool thanks!
I looked last time I was on like 3 days ago so right before this post was made lol

livid skiff
#

can i somehow prevent my knees from going crazy during walking/crouch walk etc. when moving with the controller as soon as i use knee trackers? doesnt matter which avatar i use and i dont want to just disable locomotion for fbt and only glide through the worlds. oh and i just use the default locomotion stuff

empty solar
#

the thing thats weird atm is swapping the hip tracker to a chest tracker doesnt show the arm drift im experiencing

shy berry
#

I've been having this crazy issue where if I'm sitting/laying down with head+hip lock (lock both), and I move my head forwards, the hip will thrust up/foreword(hip not locked) and very obviously drift and it's been driving me nuts. Keep in mind this wasn't an issue in the last I.K 2.0 beta but with the recent update to the beta it just broke my hip. anyone else been having this issue?

lethal light
lethal bridge
# oak pendant In general seeing the same thing again in the bone checking world would be the m...

Did some testing:

  • it doesn't really happen locally (it can happen, but like a single flip instead of the head going insane)
  • it only happens in lock all mode with the chest tracker. Don't happen otherwise
  • it affects only some avatars (seems related to the setup of the neck in the armature?)
  • the neck of the avatar with the issue seems to like to tilt forwards in lock-all mode

I put a bunch of videos under difference scenarios in a public folder here: https://drive.google.com/drive/folders/1aHaEAph-F7_QnbwhAshHjdUY5D7Jw4pE?usp=sharing

If not specified in the video title, the setup in the video is 9 trackers (all but knees) and lock all

runic cipher
devout current
devout current
real trellis
#

Was a change made since yesterday? I'm getting a really strange bug with tracking set to all that I didnt have last night

silent surge
#

๐Ÿ˜†

lethal falcon
#

yeah i just noticed i got the hand drift again on my avatars that use gogo loco

livid skiff
fair cove
livid skiff
ebon rune
#

The ik2 branch keep crashing my game. I have been trying it for like 3 hrs but I have no luck. Most of the time it crash launching, sometimes it crash while I am doing calibration. Sometimes it crash 2 seconds into the game.

#

Is it a reported issue?

#

I already did reset avatar, clean install, remove cache and such

#

Also, I have restarted my computer

timber grove
unborn whale
#

Ive been having an issue where if I look down too much while calibrating my avatar will kinda of snap-rotate to the side a little bit. There is a specific point where this happens and I can look slightly up and slightly down to have it jump between front-facing and slightly-rotated. And when I finalize the calibration it seems a bit off, like my hip is twisted a little.
This seems to be happening to all avatars for me (and it wasnt like this previously). I think maybe it started happening a week or so ago.
I need to look down quite a bit to fix the neck/chest bending issue with head+hip lock and this gets in the way of that.

Is this a known issue with the ik beta?

hollow cargo
#

I seem to have an issue in ik beta that shows my waist tracker in game but refuses to track it. Any ideas on this one? Tested multiple avatars but nothing works other then switching back to the old version of vrc. Note I did not have this issue on the first pass of the ik beta.

loud patio
limpid vessel
#

E

marsh elm
#

E

prisma meadow
#

I cant seem to get the weight painting right for my chest tracking. anyone know of somewhere where I could find an example of it working well?

copper trench
#

what's wrong with it? i just eyeballed it and basically split the previous chest weight section in half

#

seems ok so far

prisma meadow
#

It's not really gradual/smooth enough

ebon rune
prisma meadow
#

There are like steps to it

ebon rune
ionic heron
#

go around the transition between both vertex groups with the blur tool, in weight paint mode

lethal light
#

@prisma meadow I based mine off of this and I feel it works quite well

prisma meadow
#

Cool alright

placid crown
#

Is there any plans to enforce viewpoint regardless of calibration?

lethal light
final raven
placid crown
#

Does that include animations to move viewpoint or if you placespace while calibrating?

#

If so ill have to test it when I'm off work

final raven
harsh lagoon
#

One day they'll let us change world scale again

#

;-;

worthy pawn
#

i dont have the open-beta tab

devout current
#

Update let's goooo

hot fulcrum
#

ok, let's go

limpid vessel
#

E

zinc plank
#

E

limpid vessel
#

Yes

devout current
#

A

oak pendant
#

There are a few other smaller edge case fixes in there too that were too small to make it into the patch notes

limpid vessel
#

Sports

dusk anvil
#

open beta announcement jumpscare

knotty acorn
#

thank you Kung ๐Ÿ™

#

any fixes are appreciated

oak pendant
#

@runic cipher's issue with hand drift should be fixed again

hot galleon
#

now time to update toes ๐Ÿ˜„

oak pendant
#

Also the hip shifting in lock-all should be fixed

devout current
#

Yay

devout current
oak pendant
#

but there's still a case where extreme crimping with the chest tracker can cause it to fold over (that's an issue of 3 points being tracked and chest getting priority over hip)

oak pendant
#

Hand near shoulder changes aren't in this patch, but it's on my radar still

grand lynx
#

Are there notes somewhere I am missing? After the new patch my spine on all my avatars is crooked in All lock mode.

oak pendant
coral cairn
#

Are the first two points actually separate things? A welcome change either way ๐Ÿ’š

grand lynx
#

yeah give me a minute, i think i got the new build when I got crashed earlier, was wondering why I was so broken

oak pendant
#

new build wasn't available until about 4 minutes ago

grand lynx
#

nevermind I was just having issues, forget what I mentioned

#

Definitely going to hop back on and test though, sorry for confusion

oak pendant
#

no problem, if you do end up having issues though feel free to share later

worthy pawn
#

Why dont i have the open beta thing?

final raven
#
  • Avatars are no longer forced to reload right after calibration
  • Speedier initiation of tracking after calibration
    Nice! Thanks Kung ^^
oak pendant
#

The other change was that it was using the after-animation tween speed after calibrating

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So made that instant

coral cairn
#

gotcha, that's really neat.

oak pendant
worthy pawn
#

vrchat is brokent for me

oak pendant
#

Double check that your build number is 11922 and possibly verify integrity of game files if it is

worthy pawn
#

how do i find the build number?

oak pendant
#

in the settings tab

empty solar
#

I wanna test it out later because I notice interesting behavior when I have the tracker on my chest vs my hips

oak pendant
#

In general if you're using it for one or the other, using on hips is recommended, its only "technically supported" to use the chest without hips but IK will behave better with tracked hips

worthy pawn
vital inlet
#

Hey Kung :3 Im glad stuff no longer reloads, you think the "closing leg issue" is gonna be the next thing?

final raven
worthy pawn
#

its that build

oak pendant
worthy pawn
#

its validated

oak pendant
#

But informally I'd like to get to that before the beta is over (hard for statements like that to not be taken as a promise, but that's not a promise ๐Ÿ˜‰ )

worthy pawn
#

its still broken

oak pendant
#

Or I guess I shoudl ask, broken in what way? because you were able to get far enough to see the build number in settings right?

grand lynx
#

what was the bone test world?, having weird lock in issues

oak pendant
grand lynx
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thanks

worthy pawn
#

yea. i dont habe openbeta thing

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i dont know how to join the open beta thing

oak pendant
#

And that should be good enough, there isn't an open beta build right now, only ik-beta

worthy pawn
#

it is select3d

#

oki

oak pendant
#

ok if it's selected you can just start vrchat and you'll be in ik-beta

worthy pawn
#

ok thanks

hot fulcrum
grand lynx
oak pendant
grand lynx
#

no, but it does it with my booths as well

#

let me try a public

oak pendant
#

Yeah it would be good to see if this is avatar specific or not for you

grand lynx
#

public did same

oak pendant
hot fulcrum
#

oh true. wrong place. xD
(my brain got mixed)

grand lynx
#

same crook in spine from another creator

jovial shadow
oak pendant
#

Lock-all isn't guaranteed to work on all avatars. It's mostly there as an "well you asked for it, but it might break things being this strict with tracking" However, what you're posting looks like a possible bug, so feel free to make a canny for it

grand lynx
#

yeah just trying to see if something changed

oak pendant
#

There's a fix to the hip drift issue reported earlier but it appears to be causing other issues. I still intend to do a more careful pass on chest + lock-all so this info is helpful

#

I didn't see this issue yet on any of the avatars I tested with though, I'll carefully check again though next time I'm in 11pt

empty solar
grand lynx
#

regardless of what avatar im in, spine is doing this

oak pendant
grand lynx
#

yes

#

lock all let me do that snazzy hip snap

empty solar
#

I still would want a good reference so that there wouldn't be any problems when lock all is active

oak pendant
#

ok thanks for the screenshots. that's pretty clear what the issue looks like if it occurs. I think getting a canny up would be good to see if more people have that issue

grand lynx
#

will do

oak pendant
# empty solar I still would want a good reference so that there wouldn't be any problems when ...

"wouldn't be any problems when lock all is active" may not be possible no matter what reference is used. Tracking that strictly will never totally match the human body because our real joints don't rotate around single 3d points in space the way it's simplified in the Unity humanoid rig. I still want to try a few more things to improve the spine behavior there though but it's limited on what's possible when being strict on both ends of the spine (and even harder when being strict in the middle too with the chest)

grand lynx
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it breaks when tracker is on side

empty solar
#

I've tweaked my IK a lot during this beta, and I honestly would like to prep up a new base to coincide with the release

oak pendant
grand lynx
#

side is better for dancing, but yeah, this is super repeatable

oak pendant
#

It would help me to not forget about checking later and let others add any details they find

grand lynx
#

hip tracker on side, chest is center

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here is example

empty solar
#

I have my hip tracker on the front

oak pendant
#

Interesting, that's how I do my own setup, (hip on side, chest in front)

#

I haven't done chest on side though because it'd be inside my armpit

grand lynx
#

never had chest on side, sorry for misunderstanding

oak pendant
#

ah ok, then scratch that on the canny post title

grand lynx
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will get on canny

oak pendant
#

in any case, this is useful info

teal halo
#

has something changed with legs as of the most recent update? noticing a large issue thats affected every avatar i use that has gogoloco on, regardless of leg rigging.
the prone override's legs attempt to go backwards when looking past a certain angle, they stay stuck behind until you prone and un-prone again. tested to confirm its an ik beta issue only.

oak pendant
grand lynx
#

Sorry Kung, ive only ever voted/commented on Canny, do I just post right to the main page or do is there a category for ik I can post to?

grand lynx
#

thank you

oak pendant
tame pewter
grand lynx
#

"In 11 Point tracking, when hip tracker is on the side, spine comes out of alignment"

oak pendant
oak pendant
empty solar
teal halo
#

ill test in vr then make a canny

oak pendant
#

(it was an issue in build 11921)

empty solar
#

I'll hop on really quick because that update went live when I got off

#

I also didn't know that was fixed since I didn't see it in the patch notss

oak pendant
#

Yeah, that and the lock-all hip shift aren't in there because they're somewhat edge case (the hand shift only happens with animate-hip custom locomotion) and because it's hard to write a patch note that would be accurate

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Because "fixed hand drift" or "fixed hip shift" won't mean there's zero drift or shift in all cases ever

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in particular the hip may need to have some amount of drift if chest is given priority when hip chest and head are all locked in

empty solar
#

This was with hip locked and head locked

dusk anvil
#

good afternoon open beta

oak pendant
#

and the hand drift is due to the hip being allowed to pull the avatar around... but in any case the drift is reduced

oak pendant
#

the hand drift (in all the lock options) and some hip shift (in lock all mode)

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For those I was making my way through the canny posts and requesting people check again, rather than put in patch notes

grand lynx
#

Okay Canny is up for the weird hip tracker in 11 point lock all as requested

oak pendant
#

thanks!

empty solar
oak pendant
dusk anvil
#

i made a funny

oak pendant
teal halo
#

actually i dont think it does, atleast after testing more

oak pendant
# dusk anvil

Haha yeah, no more bug reports unless they're easy to fix ok? ๐Ÿ™ (j/k)

dusk anvil
mild nimbus
empty solar
#

Besides bug reports I'm just feature requesting

dusk anvil
oak pendant
dusk anvil
oak pendant
teal halo
oak pendant
dusk anvil
#

yaay i dont have to make a canny post myself

oak pendant
empty solar
oak pendant
#

Side-note, hand-near shoulder will always have tradeoffs and it behaves strangely in different ways on live too. But I think it can be better than it currently is in ik beta

halcyon forge
#

The feet are being forced to follow the footstep IK at all times. Whereas previously they would only do that when standing still and upright.

#

Really easy to repro, just put on any AV3 avatar on desktop and lie down. The feet will continue to run footstep IK and the avatar will double over and/or crunch up. Even visible with the default lying animation.

oak pendant
#

Yeah, was able to repro just now, this is totally a new bug (I think I know what's causing it too). Thanks for the report. I've updated that canny as "planned"

foggy mauve
#

My custom sitting pose is busted (edit: its the above issue)

foggy mauve
trim cradle
final raven
final raven
harsh lagoon
#

all my prone anims are broken xD

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oh my crouches too

#

i'll be crouching/laying and the animation will display fine for one second then my feet will go WEEEEE

limpid ruin
#

setting the feet tracking to Animation no longer overrides (and disable) auto footsteps in the new ik beta update

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breaking prone animations on avatars that have auto footsteps enabled

tame pewter
#

and crouch

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i always missed how 2.0 had feet ik when crouched when 3.0 hit, but if this was what it fixed then i see why it was removed

limpid ruin
#

it would be nice to have a manual toggle for auto footsteps as an animator behavior

tame pewter
#

oo

harsh lagoon
lyric cape
#

my avatar in the video i linked has auto footsteps disabled

final raven
tame pewter
harsh lagoon
#

who needs fullbody smh

vital inlet
#

crab

lyric cape
#

we crabbin baby

muted yarrow
past spruce
mellow lichen
#

so derpy. xD

gleaming vale
#

oh, upon scrolling up I see this is apparently a known issue and not just me

tame pewter
devout current
#

That was fast for an update ๐Ÿ˜…

zenith glacier
oak pendant
#

This is a quick fix to the regression when crouching and prone (build 11923)

zenith glacier
#

please consider giving us that possibility (i do not know that thing would fall within your responsibility, but if not, please talk to the dev team about it ๐Ÿ™‚ )

oak pendant
#

The comms team is asleep so there may not be an announcement right away, but that issue was annoying so I wanted to push something out quick

tame pewter
devout current
#

๐Ÿ‘

oak pendant
clever thicket
#

7AM beta updates lets goooo

zenith glacier
devout current
rustic berry
#

8am for me, I haven't slept and I've been in bed for 4 hours lol

tame pewter
#

i havent slept in 18 :>

oak pendant
zenith glacier
oak pendant
#

This last patch was just a quick fix but I'm probably gonna do some slightly stronger reworking to this auto step stuff because it's causing issues all over

oak pendant
zenith glacier
tame pewter
oak pendant
#

You could enable/disable tracking control on feet depending on velocity as well though

zenith glacier
#

that happens if i disable auto-footsteps for 3 point i just noticed

#

(auto footsteps on), if i only animate the feet, the rest of the pose is still getting adjusted by ik

#

comparing it to laying, it seems like the standing ik is constantly trying to mess with the pose. It would be amazing if one could stop that (used different avatar on purpose, since the testing avi did not set the feet back to tracking)

oak pendant
zenith glacier
#

as example first movements are with trackingcontrol = tracking, the second pose is feet set to animate. you can see that after moving left/right, that the hips stay in the direction they were moving during movement

#

while having everything set to tracking as in pose 1 resets the hip always to match the viewing direction of the avatar

oak pendant
#

Ah yeah auto footstep will allow it to take steps to turn to face the view direction, but without it you'd only be clamped by the max angular offset from the view direction

#

To simply implement the bool you requested though it'd be basically doing the same thing there, so if you want different behavior you'd need to try what you can with animate foot tracking control and then detail where that method fails and precisely what new behavior you'd want from AV3.

#

New AV3 features are probably out of scope for IK2.0 at least for initial release though, but still good to get those kind of requests up on canny

zenith glacier
#

like always does what the animations want and avatar simply gets turned without any rotations within the pose

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and i shouldnt have done that messing around in the locomotion layer in the project where i share it to the community from ๐Ÿ˜… time to... undo things

oak pendant
zenith glacier
#

kinda curious why the behaviour between crouch and standing is so much different ๐Ÿ˜…

oak pendant
#

In general crouch needs special handling because of issues like the bug that crept into the last patch. But so it sounds like the feature you're missing is the ability to lock avatar rotation to the exact forward view direction while still allowing looking up and down?

zenith glacier
#

i wouldnt say lack per se, more like nice to have. Desktop is pretty limited in terms of what they can do and how they can express their avatars with poses, so i sometimes get requests for "more poses please?", but until now if its about standing i sort of limited myself to upper body stuff, since lower body behaviour was a bit of a black box.

#

unlike crouch/prone, which is pretty much "eat this animation and just do it"

oak pendant
#

Yeah, I think what crouch has that is lacking elsewhere is the ability to still have headlook but have the avatar always facing exactly towards the view direction as far as the animation is concerned

#

So this is more of a request to modify the head turn clamping distance it appears. That could be useful. Though I think most animations would just look good in general by allowing a bit of motion at the head when the user looks around

zenith glacier
#

that would probably get closer to what people would expect i guess? do not get me wrong, i am still an amateur regarding unity, posing, animations etc and i do not know what is right. I can basically only provide the view of a user who (as you certainly could read xD ) has issues of setting something up correctly xD

#

and maybe i am just missing the old days where people had the most amazing standing idle anims back in 2018 in desktop xD

oak pendant
#

Some people are making some pretty cool idle animations these days too. You could look into a solution to record animation and make your own too. This is pretty cool: https://gitlab.com/lox9973/ShaderMotion

#

Ruuubick made a cool guide for setting it up: https://youtu.be/r8YpXP0RlZc

IF YOU DO NOT USE THE PACKAGE BELOW, THIS SYSTEM WILL NOT WORK DUE TO AN UPDATE TO SHADER MOTION !

Additionally, it's not longer possible to shift click the .exe, so you will have to make a shortcut of the vrchat .exe, go to its properties and under "Target:" and add "-width 1600 -height 900", you will need to record the window opened by double...

โ–ถ Play video
raw wadi
#

I think if the foot are are set to animation the IK should behave like we are crouch/prone. No weird hip offset.

tidal trellis
#

is shoulder tracker support a possibility in the future

tame pewter
tidal trellis
#

i didnt notice vertical shoulder movement in any avatar i used

tame pewter
# tidal trellis i didnt notice vertical shoulder movement in any avatar i used

In order to support shoulder tracking in today's VRChat beta update, I have roughly edited my Misty-Myyrylainen shoulder bone structure and weight paint.

Turns out many avatars do not support shoulder tracking because the shoulder bones are either too short or not painted.

Likes

250

โ–ถ Play video
#

itโ€™s there

tidal trellis
#

oh thats odd

#

well i guess its something i gotta edit on the avatar then

zenith glacier
quasi sable
#

How's the IK beta coming along, @oak pendant?

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๐Ÿ˜

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I'm about to go in to test it after updating some content

#

Excited for 12 point tracking!

oak pendant
#

Haha 12 point? What else needs to be tracked?

quasi sable
#

I'm gonna need to buy tundras wearing 8 or more 2.0 or 3.0 vive pucks isn't comfortable

oak pendant
#

(11pt is what we're at with the chest tracking)

quasi sable
oak pendant
quasi sable
#

If you ever go shoulders someone is gonna need to build a suit with lighthouse sensors, that many trackers isn't comfortable.

quasi sable
#

I lounge around in vrc, and dance. and I could see myself hitting something with my elbows or knees and cracking a tracker, lol

#

I usually just stick to 6 point.

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I can't go back to 3 though unless testing an avi for 5 minutes

oak pendant
quasi sable
#

I don't use it for 3 point and I'm pretty sure the elbow clipping is an issue with 3 point in that software

#

But it's 6 point and above is amazing

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Also your calibration system is much better than any I've tried.

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Most just put feet on the floor and it's difficult to tell if everything is lined up

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Most mocap software has an adjustment feature, showing where the trackers are on the virtual body, but it takes too much tweaking to fix.

#

Neos has this feature as well, but their IK is permanently in head and hip lock and you look like you're leaning forward when your spine is straight.

#

Not a fan of that

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I prefer head lock

oak pendant
#

The issue you noted with the arms is being caused by some handling of the hand-near-shoulder pose

quasi sable
oak pendant
#

That's a complex issue, especially in a system like ours because people can easily upload an avatar where they can for example reach their wrist behind the avatar's shoulder with the hand pointed forward (something pretty painful to do with your IRL body)

zenith glacier
oak pendant
#

So currently there's some elbow vector bias and other things coming in to play when in that zone. Just pointing the arm back along the reverse of the palm to fingertip vector won't work because fundamentally a triangle needs to be solved between the wrist and shoulder with an elbow at a far point

quasi sable
oak pendant
#

I'll change how it's being handled though because people don't like it, but I'd be surprised to see any IK solver with untracked elbows have 100% stable behavior when the wrist goes near the same shoulder on all different sides of the shoulder joint

quasi sable
oak pendant
#

It's being caused by people getting the avatar into physically unlikely or impossible poses because of relative differences in proportions and shoulder placements

quasi sable
quasi sable
#

That may have something to do with it

#

I should attempt it with another avi (without twist bones). I don't have any VRMs that don't have them though.

#

Its possible the twist bones help achieve this behavior but I am not certain of that.

#

Is it possible to have the solver implement twist bone behavior without avatars needing them?

oak pendant
#

It's not a twist bone issue, the fundamental problem is what's the expected elbow direction in situations like this:

#

now imagine the hand moves in a straight line forward a bit, even closer to the shoulder. Remember we aren't changing bone lengths. What's the expected elbow orientation?

#

You can solve that triangle but near the shoulder it causes a bunch of numerical instability