#ik-2
1 messages · Page 20 of 1
Anyway, really happy that IK 2.0 is now finally out. ^^
How long has it been in beta? Since like February?
Delay-labs
Yeah, been in soft-release live compatible mode for a long time. That sounds about right
Well, I still want them, sadly they just aren't in stock.
Not even lack of stock, i bought some crap from them 3 months ago and it was only shipped this week lol
Logistics go brr
Yeah that's sadly the case :/
If you get a chance to get some though, I can highly recommend them
Yeah, I still use my old 2.0 with the Track Strap+. They are really heavy and big 😅
Also the dongles are just terrible for them, so great that with the Tundra Tracker Dongle you only need one.
Can anyone recommend leg/upper arm straps?
I don't use a Xbox Kinect for full-body tracking but would folks who do be able to utilize more tracking points now
@oak pendant is this from what we were talking about last night?
Sort of, that was the feature that caused the freeze on tracker data refresh to be needed
Btw, the fix I discussed made it in to release
There is a beta for the kinect2vr that supports the new points
They emulate vive trackers so it should work as normal
Cool
so if you don't use that option, using trackers with poor connectivity should be as good as before the ~May11th (or whenever it was) update
Okay I'll give it a shot, thank you!
lmk if it's fixed for you
haha!
Look what it's done to this world
xD
put -90 on rotation.
Hmm.... It looks like the full-body-tracking page has not been updated on the website. Is there any eta on when that will reflect the IK-2 changes for all those that have not been paying attention to this channel?
uhhh, I haven't seen any bug reports about that
ohh :c
All the totally secret branches from Kung are now dead, RIP.
yeah....if need to test something, need to make from scratch based on 1201 so makes sense delete once before start over on new patch anyway.
So ik 2 is official
Will this channel stay in the development category, or be moved to the general avatar ones? 🤔
its still being worked on so probably here
it will stay here as discassion yesterday at least for while.
oh, this is the white paper terrifying maths channel now, I see.
so ah...is there ever going to be an update that fixes the view point dropping when doing literally anything that involves bending over, sitting down, etc.
using lock head should fix that?
or lock all
wut. wheres that?
quick menu > settings > tracking and ik > lock behavior
oh ok. just didnt say lock head on it i guess.
lock deez
no, dont do it.
I'll have to measure myself lol
Been using the same measurement for like 5 or 6 years already, and ik 2 wants accurate height 😩
Prob been wrong for ages already
What does IK stand for?
my issue with one avatar floating while t-posing (which necessitated use of playspace moving) , seems to now have been fixed on live
no. it is not. apparently it's fine the first calibration after startup
so i calibrate again and i float
i'll make a video later
seems i only float on re-calibrations
re-calibrating by changing avatar measurement, for instance, does not make me float
interesting
Since like late Feb, it literally came out around my birthday so was kind of like a b-day present~ ^^
is there a way to disable walking animations with the new IK update?
Sadly not, I made a toggle for that on my Avatar because of this.
that sucks
um, im using full body and since the ik 2.0 update i noticed there is a lock hip lock head and lock all in the vrchat setting menu but is there a way to unlock the hips at all ingame ? my hips on my avatar are stuck in one pose and dont move in full body tracking and i cant figure out how to unlock it, all 3 of my trackers are showing up
so i use my old Vive Controllers as trackers for my feet and with the IK 2.0 update it no longer works! the tracking balls appear like normal but dont get assigned to any bone when i press the triggers, only the tracker on my hip works as intended
is it an animation that toggle these 2 things only to stop the walking animation fully ?
This is a short series of videos explaining how to install, customize and utilize the functionalities of the LocomotionFix Wetcat, Alctrap, Dj Lukis.LT, Inyo and I created.
In this video we talk about how FBT works and what DisLocomotion does within the LocomotionFix. And we have a quick guide here on how to set it up. Grab your copy at https:/...
Check this out.
You can't toggle those sadly
im having issues where vrc doesn't calibrate at all, it makes me halfbody every time
x2
came here to say the same thing. did you get a fix?
no!!
ahhh
😭
helpppp
Mann so how long did this beta exist lol
too long
College semester started with IK2 beta, and ended with this being live and me graduating 👌
im stuckkk idk how to fix my issue
same. would be great to get some help
tried switching back to legacy but it still wont let me calibrate
same
- Ensure that you have your User Real Height set to your actual height. This is an option in the quick-menu settings area. 2. If your VRChat install folder has ever touched improper files, do a full folder clearing reinstall https://help.vrchat.com/hc/en-us/articles/4408235200403-How-can-I-completely-reinstall-VRChat-
Even if you haven't touched improper files, a reinstall might be a good idea
- As a troubleshooting step you can try starting with this launch option increasing the value. The default is:
--calibration-range="0.6"
so try increasing to maybe --calibration-range="1.0"
however, if it's really not finding a tracker within 60cm of the expected location, you must have some serious issues with your scaling (which is why number 1. Ensure User Real Height is your IRL height is the first thing to try)
Btw this is not about matching your scale to the avatar, even if the avatar looks like it's the wrong scale, you must use your accurate IRL height in the User Real Height setting
there are other ways to adjust the avatar's relative scale
@oak pendant Any chance on addressing the hands near shoulders issue now that we're post-release?
https://vrchat.canny.io/vrchat-ik-20/p/elbow-behavior-while-hand-is-near-or-on-the-shoulder
https://i.gyazo.com/c25711758d4aff90d7f8f6c682423a2a.mp4
lol didn't mean to remove the embed for the video...
Yeah I hear a lot of people complaining about that currently 😅
They all like the new IK but they really hate what the arms are doing in when they are near the shoulders.
That will likely have more iteration yeah, but if you put your hand behind your shoulder pointed forward like that there isn't really any predicted pose that makes sense
But there are possible ways to improve it some, so yeah will likely improve
Alrighty~ good to know~ 
my issue that my avatar floats on recalibration when calibrating (note: using --legacy-fbt-calibrate). As far as I can tell this is the only avatar affected for me
Have you tried disabling legacy calibration? 🤔
not yet, but i assume it's not going to make much difference, since the avatar becomes pinned to my head
or rather it's not going to be noticeable/problem will be absent
let's test my theory, though
might be that the translation is there, but then gets undone by said head pinning
not a problem with non-legacy calibrate, as I expected
and i still prefer legacy calibrate. at least in the absence of a mirror. plus the whole feet thing that was mentioned above. despite calibration saving i sometimes will recalibrate after avatar switch even, to make little details like that feel right. mostly only in extreme cases, however
So you've confirmed that this doesn't happen on other avatars? You mentioned it's only that avatar, so you tested others and it was ok?
of all the ones I have tested thus far, this is the only one that exhibits this behavior. if I find another one I'll say
Ok, interesting. If you have a public avatar id that shows this behavior that would be good to know
it started happening towards the latter end of ik beta. mayne last two-three updates before going live? (didn't have time to report it earlier)
Something else you could test, if you use the "reset avatar" option in the action menu on AV3 avatars then does a subsequent calibration work properly?
Hmm... I can't think of anything in the last few updates that would affect this, but that may turn out to be useful info thanks
I suppose it should. Let me try... No. It seems to persist after resetting my avatar. Toggling avatar measurement works.
I might be able to locate a sample version of the avatar that is public.
Yes, the public sample has the same issue. Do you want an avatar ID?
Ok if you can let me know, even though this is a single avatar issue, it might be good to make a canny for it https://feedback.vrchat.com/vrchat-ik-20 and post the id there
it'll be hard for me to find later in discord 🙏
ok
you can link to the discord hosted mp4s your posted too in there
Hey Kung, thank you for all the good work and also the communication with the community.
It seems as though my primary avatar, and friends avatars have an issue where if you look down it's easy to see inside the body of the avi.
Is there a configuration in settings to prevent this?
Yeah DrBlackRat has the right idea that using a different lock setting would help this. Probably Lock Head
And yeah Lock Hip is best for dancing because it tends to give the best appearance from an outside perspective
but if you're having issues with your first person view, trying Lock Head is a good idea
Alright, thank you!
sorry about wall of text, hah
Haha don't be sorry, wall of text is much preferred to a post like VRChat broke my stuff won't work, plz fix
thanks for the report!
In the meantime, I'd recommend the workaround of double-toggling the Avatar Measurement button instead of the calibrate button for now
So uh,,, like is there a tutorial on how IK 2 works now? I saw the video displaying all the new features however I'm completely lost on how us FBT users are supposed to use it
yeah. that, or using playspace mover, or calibrating in another avatar all can workaround the issue
There's a docs page here: https://docs.vrchat.com/docs/ik-20-features-and-options
IK 2.0 is a complete revamp of every aspect of tracking in VRChat. This includes support for more tracking points, calibration saving, new IK settings, and more. It's important to note that these changes aren't just for full-body users — they'll also improve behavior for users utilizing 3-point trac...
Is there a troubleshoot documentation for IK 2.0?
Any documentation specifically for avatars? I seem to be having an issue with an avatar I made. I'm assuming it's related to my bones, but I'm not sure. When I use any of the locks, my tracking doesn't work properly, mainly with my head.
If you have a physbone directly on the head, that is known to mess stuff up (even if the head bone is in its ignore list)
This can be fixed by parenting any hair bones to a secondary hair root that has the physbone on it that itself is parented to the head
Not in this case. I made sure to give each chain that needed physbone it's own root bone away from the IK bones
In what way does the head tracking not work properly? Do you have any screenshots?
One moment.
With head locking:
Second screenshot is me almost fully rolling my head left
This does look the like the physbone issue, how about the ears?
Hair, ears, and cheeks, all have their own root bone and no script is on the head or any other IK bone
Hmm then it's an as-yet unknown issue that looks pretty identical to the physbone issue. My troubleshooting advice would be to double check that no physbone has any humanoid bone anywhere as a child in its* hierarchy on the avatar. Next troubleshooting step would be to remove all physbones on a copy of the avatar and upload and see if that fixes it for you
I'll run a fine-toothed comb through the avatar to double check. Appreciated.
good luck, if it still happens after totally removing all physbones then it's definitely an unknown issue and would be good to document your findings on canny
Sorry but does anybody know why my feet are tracking but my hip tracker is not; I can see all my trackers when I'm calibrating but it only ends up tracking my feet and my hip one does not move anything. I do not have any mods installed, etc.
i think the new update broke the gestures for quest 2 controllers
What kind of trackers do you use?
3 vive 2.0's
Is your User Real Height setting in the quick menu set accurately to your IRL actual physical height?
Yea I'm 5'7 irl and my user height is set to 5'7.
You could try messing with the calibration range launch option
this is the default --calibration-range="0.6" Maybe try increasing it to --calibration-range="1.0"
Just in case, do you know how to use the launch options?
i do not.
In your Steam library, right click on vrchat and select properties, in the "GENERAL" tab that pops up at the bottom is an area labeled "LAUNCH OPTIONS"*
only spelled correctly 😅
in there paste this: --calibration-range="1.0"
I will try that, thanks so much for the help <3
Good luck, you can try increasing the "1.0" number further if it still fails the internal max is 3.0 but at that range it'll pick up extra trackers across the room if you had them turned on and didn't want to use them
If increasing it doesn't work then something else must be wrong
it works woo. you're a life saver
Awesome glad that helped 👍
please roll back this trash update
my hip is controlling my thigh and setting my "REAL HEIGHT" like you all propose puts my feet in the wrong place half way up the legs
thanks for listening -signed literally everyone thats used to actual IK
LMAO that works but i just tried it and then took my trackers off
the hips dont even move remotely like IRL
im throwing my spine around for a inch of movement in VR
im done for now ill play in a week
thanks i guess
Your hip tracker may also not have calibrated. I'd recommend following the advice I posted above here: #ik-2 message
k so it doesnt work for people that are 5'6"
that seems to be the problem im talking to my taller friends and it all works fine for them but no matter the setting it behaves like trash
I'm 5'6" and my hip tracker doesn't have issues
My trackers won’t work
look how little it moves at all when i throw my spine around and when i tilt the tracker it lifts the avi off the floor and stuff
wild
this is using "height" on 5'6" size
Yeah that appears like the tracker did successfully calibrate to your hip. If you put your controllers/hands on your hip when you move your hip do you observe the controllers moving more than the avatar's hip?
It appears like it bound to the hip, but it could have activated chest tracking and not hip tracking, though that's very hard to do, there's a pretty tiny range where it would pick up on the chest and not the hip
barely. maybe the old IK was really overcompensating the hips?
Got too used to old ik?
The hip movement should be very similar to legacy if all the trackers bound
If you'd like me to troubleshoot could you record a video moving your hip with your main menu open? That will cause your tracker ball stay visible
It's also possible for me to see what points are getting bound by enabling debug logging and sending a log
the legs also jiggle a when standing still
If it looks like the legs are doing auto-footsteps then maybe one of the legs failed to calibrate
Otherwise, it's possible for the legs to be dragged out of position by the hip tracker, it takes priority
I'm 5'7" so I doubt it's a problem specifically with your height. There was a time in beta when we had issues for very tall users but those issues were resolved
im jus still tryimgnto figure out why my gestures arent workimg at all
how do i enable log?
I'd say 1. ensure that you set the User Real Height to your IRL height, and keep it set that way. 2. try increasing the calibration range launch option, maybe to --calibration-range="1.0" 3. double check with the legacy toggle that it actually does behave differently. 4. record a video with your tracker balls visible for trouble shooting. 5. use the --enable-ik-debug-logging launch option and submit a log
--enable-ik-debug-logging will do that
alright
i feel when i click lock hip sometimes it doest work
If it's lock hip, when you shake your hip tracker it can drag your head out of position
So you select it but even if you grab your hip tracker and wiggle it with your hand you can't get it to pull your head out of position?
Yeah, that sounds like it's not toggling properly, does the UI update to highlight it?
Does the hip otherwise track normally?
i think its only folliowing my feet
Is anyone able to upload avatars with the new SDK? my content manager says they uploaded, but in game they won't show up
i see it in game though while calibrating tho
K was just gonna ask that
Do you have your User Real Height setting set to your accurate physical IRL height?
ive tried both but right now im in real height
Ok, yeah it's important that your real height is set accurately, the predicted area that it'll look for each tracker is based on that
it is
Though it may still be failing to find the hip tracker, the next troubleshooting step would be to try adjusting the --calibration-range= launch option
I'd recommend trying --calibration-range="1.0"
You can set this by right clicking vrchat in steam and selecting properties
Yep just like that
i set the range to 1.0 and it binds every time now and i guess it works pretty okay but in a video you can see the leg shake i mention
Oh, working then stopping may be a radio frequency issue or something like that But still worth a try to mess with the launch option
how would i fix that

Ah I meant the large main menu, this one will cause your tracker balls to appear, though if it's working for you not necessary to take another video:
The leg shaking is due to it being calibrated just on the threshold of where the knee starts to bend
That would just be due to how you were standing during calibration
If you want to bring it away from that threshold so it doesn't ride the edge of starting the knee to bend, you could very slightly bend your knees during calibration
When you* stand normally after calibration it'll pull the leg just slightly tighter and likely solve the problem
oki thanks
That's tough, did you previously have issue with your FBT totally dying after that amount of time?
The new system allows individual trackers to disconnect but keep on going with the remaining trackers
Before it would freeze up your tracking
have you guys seen the quest 2 issues at all recently?
Basic advice to mitigate RF issues would be to keep your dongles spread out from each other and away from things that would cause interference like a wifi router
I don't know about any Quest 2 specific issues
because the gestures arent working but i wonder if its just from oculus new update or something
Oh, I had heard something about that I think, though I don't know the details of the cause or a fix
hmm okay because ik its not working in vrc either
Oh.. you mean the Quest internal gestures? Like the finger tracking home-menu thing?
yeah? i think?
because i cant point thumbs up or in vrc i cant do all that and i cant do the the open hand all i can do is rock on or closed fist
Oh that would be different from the Quest internal finger tracking features
Yeah I think that might be a bug introduced with the changes to gamepad support maybe
those gestures are detected by what parts of the controller are in contact with your hand
But I don't know details about the issue
It looks like it may be related to this issue: https://feedback.vrchat.com/bug-reports/p/gamepad-interaction-ability-disappeared
damn i hope they can get that figured out because with me i do the metaverse rp stuff and having gestures is a big thing with combat rp and not being able to use the gestures because of oculus gamepad breaking the gestures just sucks yo
You could vote on, and reply there, if you vote it'll notify you as comments, updates happen with the issue
BTW on topic of Canny, we've decided to keep the ik-2 canny open even after release so if you have something that's specifically IK2.0 related please continue to post in this Canny: https://feedback.vrchat.com/vrchat-ik-20
Are we gonna get a toggle for shoulder tracking?
Elbow tracking solutions like using kinect, slimevr / haritora x all mess up with shoulder tracking, as the do rotation only + taking position from controllers
there is a launch option for it
That I know, but you shouldn't have to do that lmao
It will most likely be an ingame option eventually. Just rn, Kung isnt allowed to add anything to the big menu until the ui 2.0 update. And the quick menu is already overcrowded
Especially considering how common stuff like the haritoraX / SlimeVR are about to become
Makes sense
Any clues as to when said UI update is coming?
Nope
They havent really said anything
But with how many other updates/features are seemingly blocked behind it, I wouldnt be surprised if we get atleast a beta in the next few months
That's interesting, UI has definitely been in need of a refresh
Haritorax doesn't have elbows innit
So if I'm reading #vrchat-general-1 message right... I assume that Vive Controllers (for as long as they identify as Controller) aren't compatible to be used as a full body tracker anymore? I'll have to uncripple myself somehow...
Yeah, though if they had been flashed to behave as a tracker they might still work. (flash your devices at your own risk)
Guess there's one way to find out, then.
woah out of beta, less go
Balls tracker
Looks like flashing the Vive Controller device_class from controller to generic_tracker is working fine so far as an IK 2.0 tracker. The wands still have worth!
Glad that's working for you 👍 thanks for reporting back
No problem. I have to really test it more, so if anything is weird, I'll bring it up.
But it looks... as expected, so.
I have tried everything I have seen here to get my fullbody tracking working with the new update short of recording a video or sending a debug log and it hasn't worked
Shoulders are actually not broken usong a kinect anymore. Last time I tried the beta it was unusable, now it works well enough 
they're not perfect but they were literally unusable before
Did you try everything here as well? #vrchat-general-1 message
Nice! There was an effort to make shoulder tracking work in a wider variety of situations
It's not unuseably broken using a kinect now, so that's good
unsure about Slimevr stuff though
We'll take it as it comes
most people don't do elbows anyway
Any one else experience vive 3.0 trackers not working with IK.2
In what way?
I removed the option that changes calibration range and it worked, that is annoying it didnt work before and now it does, thanks for the help
Its only registering the feet. this also happened in the beta
#vrchat-general-1 @tropic loom go to that channel and check pins
ty
Ok i did that but now when I move my hip my legs lift up when im not moving my legs
The hip now tracks but basically the IK is not well done
Im sorry but the VRC development team needs to improve this. Its very buggy and doesn't work well at all and causes to many issues.
no
User real height is very important to be accurate now, also having your playspace floor being accurate.
just updated the playspace, real height is set.
Like im sorry but if i pay for 1000 + on tracking. i expect it go be accurate
any slight movement that is incorrectly made is unacceptable
and i know its a dev team issue
I mean, it's not like you bought it from them... but what exactly is going on?
@tropic loom kinda funny…. if u cared this much why didnt u try the beta?
They did.
I did
U make any suggestions?
I did via email
plus i work a 8.5 hour job
Cool I work 16 hours a day
i cant be on 24/7
I mean, that's not relevant to troubleshooting... to clarify, you did end up getting all of your trackers tracking, right?
Exactly its not relevant
@tropic loom What are the specifics of your issue and what have you tried?
Yes they are all tracking but when on the IK beta. If i move my hips on a horizontal plane, my left or right foot lifts up completly from the floor ewven though my feet are not moving.
Everything your dev blog suggested
Do you wear your hip tracker in the center or to the side? Also was this an issue before IK2.0 for you (the foot moving in this way)
Yes it was a issue before and Ive tried it front, side and back
Ive tried it on either side as well
Is it all models or one specific model?
The hip will take priority over the foot if the tracked hip point is pulled away from it beyond the length of the avatar's bones
So what im hearing is that in order to have tracking on the new IK you have to sacrifice accuracy of your tracking?
🤔
It sounds to me like the mounting of your hip tracker is allowing some kind of tilt to cause the calibrated avatar hip bone to move in an arc when it also translates horizontally and vertically. This would drag the hip out of position
I mean, I could consider keeping the skeletal integrity of your avatar/body proportions a type of accuracy here, but... does this happen on multiple avatars?
Yes it happens on multiple avatars of varying heights
You may want to look into a method to mount your hip tracker more rigidly to your body if it's able to flop in any way. Moving it against your spine mounting in the center of your back may be a good start
The thing that puzzles me is this does not happen when using the old tracking method
Ah this confused me then
Its not a mounting issue. The tracker does not rotate or / sway.
To get a better sense of what's going on I'd recommend recording a video in this world: https://vrchat.com/home/world/wrld_01025423-c339-4735-8af9-ba45cc9e46f2 while your main menu (not quick menu but the big static one) is open so that your tracker balls are also visible
I will try and record one soon.
Thanks
Oh, I should also add. If you're looking down when you calibrate it will bind the hip and feet trackers higher on the avatar (as the avatar sinks down when you look down) this could contribute to misalignment at the feet that depends on hip position. Looking precisely straight ahead when you bind it would solve that if that is the cause of your issue
TY, i did know that already though
the new ik 2.0 is honestly garbage. the tracking points are way off the place they should be. like a solid 5-10cm
What do you mean by tracking point?
🐰
well. after setting the correct height, arm length etc. when i check the balls position they are correct. but if i touch my feet or hip or something else its like a solid 10cm to the right of the actual place. this was not a issue before
Yeah, that sounds like something is wrong, does your avatar jump over by 10cm when you pull your triggers to bind in?
Another thing to check, if you physically turn in your room (like IRL not joystick turn, the type of turn you'd have to be careful not to tangle your wire) if you turn a 360 like that do you observe the offset shift from side to side?
If that's the case it could be your tracker hardware, but I've never heard of a 10cm offset from that
most is around 2
Also other troubleshooting info, does this occur on all avatars?
Does that bring it into alignment?
Or is it aligned when you're standing and it shifts out of alignment by 10cm when you sit?
shifts and i have to recalibrate
Is it possible that your sitting posture is causing your hip tracker to shift when you sit?
If it requires a recalibration after you stand up this sounds like what might be happening
It may also be occlusion from sitting, if the tracker becomes completely untracked from occlusion then comes back it may come back with an offset (or fix an offset if one existed) when reestablishing tracking
I think this is a base station problem, usually sitting down could cover the tracker and cause a drift, I have mine to the side and nothing blocks my trackers, only get drift when I'm wearing a sweater or shirt and it covers it a bit when I'm dancing, but I've never had to recalibrate. Are you on quest 2 possibly?
I've noticed that when I use my custom locomotion controller, my hands still "disconnect" a bit from my hand while walking. Wasn't that supposed to be fixed? This only appears to be an issue with custom locomotion controllers and not with any normal Avatar.
It's isn't as bad as it was in older betas, but it's still there 
If you use animate hip that'll happen, happened in legacy too. At least I believe I was able to reduce it in IK2.0
Ah okay, thx for the fast reply anyways ^^
(I really hope you can give us a locomotion toggle at some point, so I can just throw out that entire custom controller 😅 )
Just gonna report, this works great with a kinect, as expected 🙌
Better than legacy IK by a long shot
looks good
Hybrid setups still work with this update, right? I’m slightly confused by the final topic under Tupper’s pinned message.
Are you also using the elbow points in VRChat?
Hybrid setups?
Base station trackers with non base station tracked headset
Using a kinect they're a bit hit or miss, they work fine when standing up, but not that well when sitting or lying down, which makes sense. VRCs elbow IK is good enough for mostly everything anyway
so I stick to not using them
I don't see any reason for it to not work
But they do add something interesting
i didn’t have any issues with vive trackers and a quest during beta
Ok that’s good to know
Ahh okay, makes sense ^^
someone did have issues using vive wands as feet trackers, but their tracker roles were set to Controller instead of GenericTracker
Currently anything reporting to SteamVR with the tracked device class of "GenericTracker" will be recognized, trackers that aren't will not. If you're using for example emulated tracker software or something else that hands the device over to SteamVR as a GenericTracker it should work. If you're trying to use tracked objects with the "Controller" TrackedDeviceClass it may not work. If you've lost a use case due to this make a post on canny with exact details of your tracker / vr setup here: https://feedback.vrchat.com/vrchat-ik-20
Knees are fantastic though
That always created problems though, not really a new issue with IK 2.0
well the message i responded to claimed it worked in legacy still
or well previous update
Overall it's good to see that this update is good for basically anyone under the sun with FBT, not just vive people
Weird, from what I know it has always been a bit problematic
It's in general good for everyone, new arm IK, measure by height or by arm span and so on.
Also 256 bits parameter limit and the new Input API
Yup, but it was really needed
the old IK wasn't really good
Oh yeah, definitely
Wingspan scaling was... not good
Touch your knees challenge (impossible)
It's the best solution in 3point, since there it's more important for your arms to line up.
That depends on how the proportions on the Avatar are, but yeah it can.
Aaaaand when it comes to avatars, the majority of them aren't gonna match your proportions too well, some worse than others
I've seen a lot of avatar with wayyyy to long legs 😅
My avatar is scaled to my real proportions. You should always take an extra day to make the avatar match your real body. It will greatly pay off in the end.
Not everyone makes avatars
Yup, some people just can't do that sadly
the effort
but finding a model that's close to you actual proportions is definitely noticeably better
- height scaling and bam
mhm
How did u remove the option? Do you mind dming me what u did. I can’t use my trackers at all
best way to find out arm length ratio?
and also how do i know if the calibration length that is default 0.6 is correct or not?
Can someone please explain to me why the waist location is STILL prioritised over the head (or if there is a way to change it)? it honestly makes no sense. Just makes you look stupid when sitting or laying down. Yes, it's much better than the original IK... but come on.
Lock head?
OMG I'm dumb... I redact my statement xD I didn't even see that... That being said... it should be default lol
Isn't that more for 3 point tracking?
Yes, but in legacy that was the only option even for fbt
i take back what i said, i now love this update xD
i still want this too though
lmao
You have done a 180 in like 5 min xD
this is what happens when ur up at silly o'clock in the morning, try the update, don't look into it properly, get mad and log off to sleep xD
so apologies lol
Still does this though:
Not sure how it would be fixed, but should prioritise the arm going backwards rather than forwards at an impossible angle. not a huge deal but just wanted to point it out incase it can be tweaked a bit in future updates to stop stuff like that from happening. It's mostly when the hand is near the shoulder
Yep, that's known
If your hand gets to close to the shoulder it comes from, it will uhh yeah do that
it's realistic I swear I do that all the time /j
Fix is to get elbow trackers
I mean it would be a fix for it yeah xD
Ik2 is cool but i miss the old walking animations already
Old walking animations?
Yeah walking looks and feels different
I have not noticed that
not having the greatest experience with the new ik so far. chest, knees and elbows are extremely twitchy. when i walk desipite having force locomotion for 6 point tracking turned off it still plays in my chest, knees and toes so my avatar looks funny when i walk. no matter what avatar i use, lock combination, height i pick or whether i choose height/arm spam measurement it just feels off and broken. very disappointed.
is it just me or is tracking just being total trash rn
Naw it's trash atm for me too
my tracking is fine, but hair/ear physics is completely dead on most of my avatars.
anyone know how to get back the ik tweak when you just slide on the floor instead of the awkward fbt run
After the update a friend has one of their avatars that seems to rotate forward about 30 degrees after they calibrate into it. All of their other avatars seem to be fine. Any clue what may cause this? It was uploaded today, and the armature was not adjusted from a previous upload.
Hi I'm friend
Just updated the SDK, no difference, still slightly rotated forward.
Vote on this cany:
https://feedback.vrchat.com/vrchat-ik-20/p/add-an-option-to-disable-locomotion-animations-on-all-avatars
Also, probably not the best to talk about mods here
That did it thanks!
how do i fix if i cant calibrate fbt?
There are NO "modifications" of the VRChat client that are considered safe or allowed, no exceptions.
Any application that interacts or modifies the VRChat application is a violation of the Terms of Service, and using it will result in your account being banned.
Think the update messed up my arm tracking? I'm on quest and it spasms a lot now
ty dr , i know that stuff. found out it was a mirror in my room not letting them track ty
the fbt tracking that locks head, waist, or all messed my fbt. You can't even take it off when it is on. This new update is pissing off some of my fbt friends including myself because it also messed up our avatars that we have recently uploaded
This is an existing issue since before the new update, it's something we'd like to fix but didn't make it in yet
Yeah, technically this is not supported. But I agree it would be nice if our default base layer reacted better. Here's what the official docs have been on it for quite awhile though:
VRChat supports additional tracking points using the HTC Vive Trackers. These work with the Lighthouse ecosystem to permit these two additional modes of motion capture: Four-Point (4PT): Tracking headset, two controllers, and one hip trackerSix-Point (6PT): Tracking headset, two controllers, hip tra...
Having the same issue but with my legs.
So is there anyway to turn off the locked heads and hip, because I swear it does not feel right.
Oops mb bot.
Agreed.
Lock hip prioritizes keeping your hips accurate, while allowing viewpoint to drift. Lock head keeps your head accurate, while allowing hips to drift. Lock all will try to lock both in place, but can have mixed results depending on your spine rig
the old behavior was mostly like Lock Hips, since the viewpoint could drift
You can’t take it off tho, that’s my problem
if your rig is very well proportioned to your IRL body, then Lock all is the best option
"take it off" what do you mean? make everything not accurate? I'm not sure if you understand how any of this works.
Unclick, un apply, having it not locked at all
something has to be locked. something has to have priority
it used to be that hips were prioritized, allowing your viewpoint to drift
the new IK gives you more options
you can either Lock hips to get behavior similar to how it was before, or Lock head if you want no viewpoint drift at all
depending on your rig, one mode might be better than another in different circumstances, like laying down
which is why you're able to switch between the modes on the fly
Sacred I don't think you understand what me and potentially other FBT users are asking here. There shouldn't have been an option to lock hips and head at all.
so you want none of your tracking to be accurate?
The new IK-2 is cool and all but I really don't like that it's locking my avi hips and head.
That's not what I'm saying. But if this is really the only way for it to be "accurate."
Then remove the update honestly.
Like you can’t undo what you clicked
I preferred the old one way more then this new update.
same
Feels so wrong.
it's definitely "different", I wouldn't call it wrong. if your rig is well proportioned, the new IK makes your avatar follow your real life movements much more accurately, especially if you have more than 3 trackers
it could just be one of those things that takes some time to get used to. there's also some rig modifications that used to work well, that now do not. likewise, there are things you can do to your rig now that will improve the look of the avatar
My avatar's head no longer follows my headset, locked or unlocked, can't tilt head, it just moves side to side while staring straight ahead. Also has issues turning left and right, gets stuck at 45 degrees and refuses to turn further lmao
make sure you don't have a Physbone directly on your head bone
any physbone on humanoid bones will fuck up tracking
There’s no more options than (lock waist, lock head, lock all)
everything is just going complete haywire
When I go down my hip locks up and I can’t do the splits anymore
ya've got a crick in your neck
i recommend a massage
I sigh, but I think that's the fix I need
perfect example @soft pond
it's possible your tracker is losing tracking. are you using vive/tundra trackers? if so, ensure that they don't lose sight of your base stations
Physbones on any humanoid bone (even if the humanoid bone is in the ignore list) will cause this
I’m using vive trackers
if you experience neck tilt issues, try looking down ~20 degrees while calibrating. I call that issue the "gamer neck" issue
And my base station is always looking there
😤😂 perfect example of my avatar vs ik-2
There is a legacy mode toggle, it's the little button with a little person next to a rewind arrow in the settings quickmenu
Kung, whatever happened to that idea of "pre-baking" the effect of looking down during calibration?
It literally just locks completely
However, the old behavior was basically lock-hips without any option to change it
hips dont lie
she did thats the thing no matter how many times she recalibrated it was so screwed
wait
I didn't do that because I'd like to provide a better solution in a future patch
fair enough
so looking up/down changes the direction your head faces vs. the HMD?
ensure that their "User real height" is set to their actual height
it is
i always thought it was completely baked into the direction of the view point
it is, that's not the same issue
we're dumb as to not put our real height to fix the problem
are you stretching the spine before calibrating then?
can you get them to go to this world, and take a screenshot of how their avatar looks when standing up straight? https://vrchat.com/home/world/wrld_01025423-c339-4735-8af9-ba45cc9e46f2
I'm suspecting that their spine is very curved and not straight
Wdym everyone spine is curved😑😑😑
Wether irl or in a game
That definitely sounds 100% my issue, thank you!
some avatar's rigs have the spine very bent, which adds a lot of slack in the spine.
Legacy is bs, no way my arms jumbled that much.
facts
Btw the avatar spine is not the problem
This tracking feels so off on 2.0
I feel like ik-2 shouldn’t exist period
I can say that the new IK feels the most natural out of all of the other options, including Neos.
then again, I am one of those people that will spend hours tweaking their rigs to match them as best as possible
and use 11 point tracking
sooo
¯_(ツ)_/¯
Scoliosis innit
Shall I repast my nice paragraph

repastit
dosent feel natural to me just feels like my avatar is having a Tourette's fit sometimes
I am Very happy with 2.0 so far, it's pretty cool
I’m about tired of vrc, these updates are messing up with my avatars, a recent avatar of which I literally bought yesterday and uploaded it yesterday night. These updates considering from yesterday to recent has officially made me want to bang my head against a pile of bricks. Yes I’m going to need to take a HELLA long break from vrchat. These updates have also messed up my full body tracking to my new/pass avatars, especially the IK-2 which I am assuming is the whole locking trackers into place or in that area. Now speaking of the fbt locking trackers in place to your avatar, you can’t take/turn off or un click even if you wanted to. Unfortunately I’m now stuck with my hip locked and that makes me triggered because now I can’t move my hips of the avatar.
I don't really have your specifics to help you troubleshoot, but just in case, by correlation with other people who have had issues and make statements that sound like yours, just in case I'll mention that client modification is not allowed and will cause problems for you.
make sure the hips don't have a physbone on them aswell
for things like butt jiggle/tail
but the butt jiggles tho
It could be the case that your hip tracker is not calibrating, the per-tracker IK will allow FBT to function even if the hip tracker isn't calibrated. I suggest following the steps here, including the calibration range launch option #vrchat-general-1 message
either have a separate physbone for each butt, or have an extra "butt root" bone, which is parented to the hips and has both butt bones parented to it
once again, don't put Physbones on any humanoid bone
the fbt locking trackers in place to your avatar, you can’t take/turn off or un click even if you wanted to. I’m talking about the ik-2 (lock waist, lock head, lock all) which is giving me my problem
Was this update centered around the people who have more than 3 trackers or what?
yes
at least from an FBT side.
This explains it all, cool
You may be misunderstanding the function of the lock-hip lock-head lock-all options and believing that a case of uncalibrated hip is one of the lock options, this isn't the case. I suggest you follow the steps in that linked post and see if your issue resolves
a majority of the people using the beta were probably people using more than 3 trackers, so it's possible there was a bias
however
not all of the people were using more than 3 trackers
Heavily a "no-duh" moment
if you had opted into the beta before it went live, it's also possible that some of the issues you are experiencing could have been caught earlier
for bias anyway.
New functionality for both people with and without more trackers was added with this update, for example the elbow clip exclusion
there's definitely going to be some kinks/edge cases at first, but nothing that can't be ironed out in a future update
I did follow the steps tho
My trackers have never had a calibration problem
What value did you use for --calibration-range= ?
If your* feet are tracked, but the hip seems surprisingly unexpressive, I believe increasing the --calibration-range= launch option will solve your problem
Idk what you mean by that unfortunately, all I know is that you line the tracker balls that show and try to line it to the avatar as much as you can
Right click on VRChat in Steam and click properties. On the right there will be a section labeled "General" in the lower half of which is a section labeled "launch options" in the small textbox there paste in --calibration-range="1.0" and see if that fixes your issue
You could increase the "1.0" number even further if you'd like, the default is 0.6
the max value there is 3.0
I'd suggest starting with --calibration-range="1.0" though
I’ll try that tomorrow, considering it is 10:49pm, thank you for your help I’ll reach out if that has solved my problem or not
Good luck, if it doesn't there are other options to enable debug logging, if you submit a log with that I can actually see precisely which trackers are binding to what. But if the above launch option works for you then that's not necessary
@onyx sinew I believe the above post about --calibration-range= may fix your issue too if you feel like your hip isn't moving correctly
I can try that.
When using legacy-calibration & IK2 "lock-hips"-mode the result is ~15cm taller as the configured IRL-size aka you get bigger once you confirm your calibration...
"lock head" works as its supposed to be tho!
(yes, cant wrap my head around the ik2-calibration... viewpoint & avatar z-axis centering feel way off.
pretty sure I'd need to create a custom t-pose to get it right - which I have no idea how to do, yet)
calibration is basically as simple as standing up straight, putting your arms in a T pose (required if you have elbow trackers, optional if you don't), looking down aprox 20 degrees, and calibrating
the looking down part is to fix the common issue where the neck will be hunched forward
I got the basic concept, its just not working for me 💦
Might be my armature or tracker-position is the culprit, but its basically just a pandabase-edit, so nothing weird or unusual.
So this new update has made the game entirely uplayable for me if i want to use my fbt, im broke so im using cv1 controllers and running them through a series of cmd promps (3 to be exact) and everything worked perfect and flawlessly before the new update where it forced the ik 2.0 and gives me this error
The issue never happened back on the ik 1.0 stuff but now its completely broken
If you could take a video of what it looks like when you calibrate I might be able to see what's going on. Misalignment is much more likely when using legacy calibrate though
Sure thing... as soon as my trackers are done charging
If your emulated tracker software is not passing the cv1 controllers as SteamVR "GenericTracker" tracking type, they won't function currently. You might want to look into how that software functions or change it to return GenericTracker if you made it yourself
Yeah i dont know anything along the lines of coding or anything so im probably sol, and this is how they show in steam vr
Change the role to not be "held in hand"
I had them changed to what they actually were and the same issue occured, same error as well
That's a nono
But you're still missing the "generic tracker" part it seems
"held in hand" role will cause issues depending on when the devices are switched on and is very much not recommended
However the fact that you have the option to configure tracker roles is a good sign that they may be being emulated as GenericTracker s
I believe th issue comes from my hip tracker wich is a 3rd controller aka oculus tracked object wich isnt assignable in the steamvr menu cause it doesnt even show up
That is the problem for sure
Ah yeah, that would be an issue. You could at least still use the other two though
I know some people are using an old open source app that emulates controllers as a LIV camera, that's known to cause problems now
Officially we list in our docs that we don't support devices other than SteamVR trackers, but this is something that I've been investigating during the beta and am still looking in to
The weird thing is that right after the update, i was able to get it to launch once without crashing and all 3 trackers worked, but my game did its usal thing and crashed after like 30 mins and now it wont work
Do you use that LIV camera emulating tool as well?
Nope, didnt even know that was a thing
How is your 3rd tracked object being added to SteamVR? You mentioned running 3 cmd prompts
So all three comand prompts have a different purpous, 1 of them just makes oculus think its running a game through my cv1's hmd, 2nd one is the send the tracking data to steamvr, and the 3rd one is the add the arguments to make the oculus controllers register as vive trackers, so they are all added the same way
interesting, do you use the "all controllers are tracked objects" option?
So heres the thing, i dont know how to add the arguments so i had to run a batch file to do it for me, but i believe it has them set ass all tracked objects
is it intentional to have your arms not straighten out the entire way when lifted above your head, an avatar issue, or just something being finicky to adjust??
for some reason even when my height is adjusted and my controllers line up, i'm still not getting straight arms.
it shows there that you should add all the arguments in sequence though I'm getting pretty far out of range of supporting VRC and now supporting 3rd party software
Avatar proportions issue, generally caused if the shoulder is not lined up with your own shoulder bone
it's happening with every avatar for me though
99.9% of avatars are not proportioned well
i've tried one closer to human proportions but i'm not sure if it's just me or what
Well will there be some form of fix for 3rd party trackers rather than just steamvr ones?
Try the Avatar Measurement option set to "by height" and see if that helps you
otherwise you could tighten the arms with the custom arm ratio launch option, but that's a little more advanced
yeah i've tried it by height as that was default for me since starting the beta and i've went between the two. it's okay if it's just bad avatar luck or something i'm not like pressed about it i'm just curious about it cause it looks a little funky at times.
Here is an image that was drawn @icy ferry that kind of explains what is happening. And whoops~ I was assuming height. I need to stop doing that
again not a big deal anyways was just curious about it
I can't promise, our official stance has always been that we don't support non SteamVR tracker based tracking currently. But I'd like to investigate more exactly what is causing things to crash or fail with some of these 3rd party emulated devices
It depends on avatar proportions and your measurement option choices, so it's not exactly intended to work in any specific way. With a well proportioned avatar with proper joint placement as well, you should be able to fully extend your arms upward though
Allright, well thank you for your tme, i really appreciate it, and i dont know if this helps but this is the error it gives me that causes it to crash
i'm not sure how i'd tell how off the shoulders are. when i touch my shoulder in game, it lines up but i'm also proportioned irl a little strangely. any advice on figuring out if i need to readjust shoulders??
There will be more info if you use the --enable-ik-debug-logging launch option, most of the IK related logs are actually absent without that. But yeah hopefully the situation for some of these non standard setups can be improved
Loosely, if the arm is too short while reaching up, you need to move the shoulder further in, and if it is too long while reaching up you need to move the shoulder further out.
Still, it is just a game of small adjustments till it feels right
If it lines up then it might be ok. I'd recommend making sure your user real height is set to your IRL height and then first try using the Avatar Measurement toggle set to "by height"
if that doesn't work you can add this to your launch options in steam: --custom-arm-ratio="0.415"
i'm worried about adjusting the shoulders just because when i reach forward or to the side, it straightens out. i managed to adjust to have that stuff worked out, up is the only direction i'm not seeing it go straight with.
Always use your accurate User Real Height btw
i do have user height accurate since you asked us to do that in the beginning. love that i can use that accurately now lmao. i'm 5'9" so it stays at 5'9"
Ah if it straightens out to the sides and front then, yeah maybe your shoulder joints are too low
Is there a way i could force it to use ik 1.0 through launch options?
ahhhh okay. low then. i'll have to try maybe moving some shoulder joints up.
thank you!!
Unfortunately not for the new tracker acquisition and handling that's going on behind the scenes. There's a legacy toggle that reverts most of the IK motion behavior. But because we implemented the feature request of calibration saving and allowing trackers to exist without being forced into calibration when they're far away, the overall handling of trackers had to change at* a deeper level
This isn't working well right now with devices that are controllers or other things besides GenericTracker when trying to use them as trackers
Oh allrighty, tysm and again i appreciate your time
You're welcome, sorry there isn't a quick fix for you right now. Though looking into the config options in your 3rd party cmd prompt software thing might help if you can force them all to be trackers
is it possible to revert to an older version of vrchat before the new ik update and still play online because this shit is god awful and its causing me severe pain. the scaling system is completely messed up and the arm clip thing causes your arms to break.
Using Touch Link to convert CV1 Controllers into Vive Trackers crash the game upon even loading the game, but mainly when going to calibrate.
They are all registered as trackers, but the hip freaks out the steamvr tracker menu since its a VR object
Hmm yeah I can't provide direct support on that, but the list of various launch arguments in your screenshot looked like some might help. If you're using a different method to launch the 3rd tracker with your batch file, making it like the other two might help
Ah okie, and again, tysm
can you elaborate on what sort of pain it's causing?? and what you mean by the scaling system being messed up??
well i have a strange case of phantom pain to where i cannot wear any other avatars without it feeling like my skin is being torn off and my limbs, and i cannot play in vr without fbt or the disconnect causes extreme pain, and the pain can go on for weeks sometimes post playing VR due to the severity of the phantom pain.
Yeah, this is officially unsupported, but I'm looking in to it so it may be fixed at some point. It's similar to the issue Shyy is having
That sounds extreme, I recommend you don't use VR and consult a doctor
and the new system either is not working, as it wont even allow calibration, or its breaking the model
are you extremely tall or extremely short by chance
i wish but i am on a no service list due to corruption in my state related to a previous employer, so yeah
i am 7' tall yes
then it's likely because of your height. you can change your steam launch options to accommodate your height better.
the height system does not work
that's not what i'm talking about though. there's a line of code you need to put into the vrchat launch options.
Are you using your accurate User Real Height (so set to 7' if that's your physical height)?
I have to set it to 9' to get it to line up properly sometimes or 4' 2
I made a canny that I will keep updated, but on top of that if you guys need feedback or anything, just tag me or shoot me a DM.
hence why i said it does not work
you can use accurate user real height now that's why kung is asking
it's made to better be adjusted to real height
Thanks yeah having it on Canny will help keep a record to get you contacted if things change
You must use your accurate User Real Height or you will have problems
as i said the real height number never stays one number and bounces around. i set it to 9' to get it to work, changed worlds then i had to set it extremely low about 4'
There are new options to accommodate discrepancies in avatar scale now
But User Real Height is now used behind the scenes for many more things and having it be inaccurate will cause issues for you
it wont sync up properly if left in one number. Basically the trackers will go way higher or way lower than the model causing me to adjust frequently
with the new ik?? that could be a rig problem at that point or calibration range or something
Yeah, so you're having issues with relative avatar scale. There are new options to adjust this. The easiest is using the new Avatar Measurement toggle
its always done this
it may have always done it, but the new ik is meant to accommodate that so you don't have to deal with stuff like that.
IK2.0 is big change to how things work, it doesn't have to anymore. You must use your accurate User Real Height and use the other options available to you to handle scale discrepancies
but not anymore, that's what's being said. it shouldn't cause an issue with ik 2.0. user real height is accurate now.
it still is not
Yes, before IK2.0 messing around with User Real Height was your only option to adjust relative avatar scale. Now things have changed. You must use your accurate height there. Did you try this toggle? Set it to the "height" mode
so the trackers are jumping around or what?? what type of avatar are you using anyways??
i have a rex avatar that i have made
but the trackers arent jumping, just the height positioning changes on every world change
making it so that I have to constantly change the real height which has been an issue for a while but seemingly worse now
I was able to read the message that bot deleted. If you've used client modifications (that's very much not allowed) but if you have you must perform a clean reinstall of VRChat. Here's info on how to do that https://help.vrchat.com/hc/en-us/articles/4408235200403-How-can-I-completely-reinstall-VRChat-
You must include the step of deleting remaining files in the folder after uninstall
oh yeah absolutely don't use modifications they'll break things and aren't allowed anyways
yea i am aware its not allowed but its the only way i was able to play the game.
but if you have them at all in the install now, you have to clear them completely or it may be causing your problem
it fixed the broken full body system to where i could actually do things and not be in pain the entire time
i do not
i removed it before getting on because the uiexpansion thing it was in was not appearing anyhow so it definitely was unusable if anything
ive been on desktop last few days doing avatar work so i havent had a chance to see the system till today
oh god vrchat is fucking massive
r.i.p. internet to reinstall vrchat
@tight scaffold Ok I'd like to help you but I can't provide support for issues caused by modified clients. So I'm going to post a link for you to follow every step in to get you back to a working baseline. Then after that you can do the following, first use the Avatar Measurement toggle set to by height as I mentioned. This will likely solve your scaling issues for all avatars. But if not you can set it back to "by arms" and input this launch option --custom-arm-ratio="0.4537" the 0.4537 value is the default. Decreasing this value will decrease avatar size / make it fit tighter. Increase will do the opposite. this is the the new way to fine-tune adjust relative scale (though the Avatar Measurement toggle will make this automatic so probably use that instead). Always use your accurate User Real Height. Ok.. so here's the link to follow before all that to get you back to baseline: #vrchat-general-1 message You'll have to have an open mind and follow these directions or things won't work out for you. Good luck!
good luck
thanks
Yep, best of luck!
if it doesnt work gonna have to find another way to spend the rest of my time on earth before god awful fucking cancer finally takes me.
Soo i found out the issue, due to the names of my controllers being used as tracker in the steam vr menu being LHR_OCULUS_x it gets confused on load and cant figure out a 3d model to give the tracker wich then causes it to crash, so if i could find a way to change the controllers name it would work
I refuse to read the docs that explain all of the changes to me. This sucks, I can't use the same hacks to fix the broken IK even though various fixes are already part of the game. I refuse to uninstall my mods because I can't play without them. This game suck, horrible worst update ever I am super mad. :rage::rage::rage:
What everyone complaining in this chat sounds like
im not mad i am in severe pain and stressed out and bit depressed.
the anti arm clip thing twisted my arm in a way it should not so thats the pain part
stress and depression is unrelated to any of this and its more of personal stuff that isnt going to be shared here
Consider getting elbow trackers if it bothers you that much
i need to find where the straps ran off to
why is my 5 point fbt not working anymore?
it is what it is. once that fresh install is finished and if you're still having issues, then go through the options that kung linked. after that, if you're still having issues, then you can either ask about them or look into elbow trackers.
i have elbow trackers that i have never used as well as knee but i gotta find the straps because i kinda threw them somewhere when i used the trackers as backups for when the battery packs died and the trackers were out of juice
the straps are somewhere, but the question is where
would anyone know why a hip tracker would show tracking in steamvr but not track in game
Why do you not use them if it is the easiest solution to your problem
well the elbow and knee trackers solve one part of the issue, which is the arms. doesn't solve the weird height calibration issues.
Read the previous messages
the fresh install might though
literally just follow what kung said and this would have already been fixed
i mean at the very least they're working on it now. more than what most people do.
yea am currently waiting on my middle of nowhere dialup internet system to install a 700mb game at 500kbps
This may help you: #vrchat-general-1 message
I mean, you are not wrong
atleast i am not uploading vrchat because upload speed is peak 170kbps
lol
people wish they could return to the 90s for nostaliga sake, but techically i am in the 90s xD
Consider getting satellite internet
i stil use my tapes and tape decks and have old sound equipment for playing them music
i wish we had that here. only got comcast or at&t or a reseller of at&t xD
@tight scaffold while you're reinstalling did you make sure to follow these steps during the uninstall?
but i dont think that satellite works in a forest
yep went through all the stuff evel the local app data and cleared house
if not you might need to repeat the download to get a non-polluted install
The beauty of satellite internet is that you can use it mostly anywhere because it only needs to see the staellites
but trees
ok good to know 👍
Didn't want you to finish your download then start looking at the directions one of which is uninstall and delete the folder 😅
even cleared cache which i had relocated to another drive instead of the main one
Awesome, yeah getting back to a clean install is pretty important for it all to work out, cool
yes! i finally installed it! oh nooooo i didnt delete the folders!!! has to completely reinstall again
yea i learned my lesson the first time i forgot xD
ik 2 is wonderful so hopefully you can get it working!! i've been using since the start of beta and i still love it
a lot of the big stuff got knocked out of the way during the beta so it's a lot better than it was originally too
actually i think i broke the screw out of one of the straps putting the tracker on it for the first time
yea i had to secure it using a phone cable to my leg xD
because at that time there ended up being a stocking issue
I've heard a lot of people who do pcvr with the quest such as me, have been having fbt break because of this new update, I just bought fbt and wondering if i just spent that for nothing 😅
flashing my vive wands fixed the issues i had since 1-2 weeks ago on ik 2.0 beta where wands didnt get picked up, ik 2.0 is really nice
i got them big meaty calves i dont skip leg day and they stopped stocking the XL leg straps in rebuff so i wasn unable to replace it
hey so just wanted to ask and see if anyone else had a problem with calibrating full body tracking in vrchat since the ik 2.0 beta?
ive tried reconnecting everything, uninstalling and reinstalling, i remember when i was using the beta the tracking problem worked after i stopped using the beta.
Is there any known fix for it yet? I cant really play the game now with fullbody since i cant opt out of the beta anymore. i love the ik 2.0 it just doesnt work for me
so i found a random phone line cord and cut it to fit and used that to secure it to my knee
which worked for 10 minutes until it got loose then the tracker would evacuate and enter the floor dimention
If you bought lighthouse trackers (so vive trackers or tundra trackers) it should work just fine
tundras finally release?
The issues are with emulated trackers where a non-lighthouse controller is being passed across with a helper app or something
end of may is when the first round is supposed to be shipping
due to the high demand, they are doing multiple runs spaced out by a couple months for now
the live version has some odd stuff tho, like when stretching my arm to the side while in running animation does some weird banding, and it seems like after calibration avatar is a bit to the left or something
ahh ok
the first public round was march 10th
I got mine a long time ago since I was backer 42
im gonna eat and stop talking in here lol
I can definitely recommend them
You had like 30 seconds to order before everything was sold out and now a 4 month wait
I am so ready to get my left knee tracker whenever tundra gets around to shipping them xD
not as bad as the rtx 30 series launch
yeah I bought the 3.0 vive trackers and the 1.0 base stations, just got really worried hearing that I may have spent 700 for something i may not be able to use, I read through the doc but didnt see anything about the problem i was hearing about
A little advice, try it out first before asking based on rumors. Also, vrchat is not going to break a massive thing like hybrid fullbody tracking except by accident
Yep that should work just fine, some of the VRC staff use a similar setup
Sorry didnt mean to be a bother, I wasnt trying to say it was broken forever or anyone's at fault, just verifying what ive heard cause I was worried abt making such a large purchase than seeing stuff like that happening to people I know
Thank you for the info 😄
@oak pendant you mind pinning the message for me so I can find it when it's done?
you can right click > copy message link
Right click, save link
This
I can't do anything with it until it's done downloading due to the download using all my internet rn
........
It's a little too specifically directed to you for a channel pin I think hmm, lemme read again if it would work for that
here's the link tho #ik-2 message
Thank ya
Yeah, a little too specific case for a pin probably
@digital grove you seeing this? xD
Im old i don't know how to work these social medias things
But the non internet side of computers yes i know those well
we literally told you how to get the exact same thing that kung just sent you. That is why we are laughing. Also, right click save as has been a thing for decades
Oh shit sorry
gotta learn eventually, atleast you seem capeable of that which is surprisingly few people here ¯_(ツ)_/¯
We didn't have no dishcords back in my day. Best we had was them BBS rooms
Hell I watch documentaries all day and build shit in my garage like robots and homemade sound equipment and other things that randomly pop into my head. I really dont do the video games much not too interesting
I prefer tinkering with shit or going to a track and racing or just building stuff because bored
I got plenty of fun stories on all that too lol I could go on about in the general chat or something if anyone would care to hear it
@oak pendant found another avatar that floats on calibration with legacy calibration. also forgot to mention i also use --freeze-tracking-on-disconnect if that has any sort of effect
Is that a public avatar?
If it's public, if you could update your canny with the avatar id that would be helpful
not sure if there are any public uploads of the Chipori, unfortunately
it would have to be a sample by the creator, due to the licensing
Ah kk, if it's not public then that's alright. Thanks for the extra data point
Knowing that it happens in SDK2 is helpful already
my private upload of akiho (the rabbit) is SDK3 as well. it's just the publically available sample avatar is SDK2
Interesting, so SDK2 or SDK3 upload of the same base will cause the issue
yes, it seems so
Kinda rules out animator issues, which would make the most sense. Hmm, good info though 👍
im having issues with maknig my avatar fit me well enough in vrchat now since the update i normally used ovr advanced settings to help solved that issue of fitting in the avatar but doesnt work anymore since the update my feet irl dont go all the way down to the avatars feetsry for my bad explainin
If you read the docs, you would come to find out that setting your scaling mode to height would fix it.
Also, use your actual height in user real height
I had an issue where I couldn't calibrate
I saw the balls, but can't calibrate, htc vive, index controllers
What kind of trackers do you use?
3.0s trackers with 2.0 base statiojns
Ok, yeah there should be no problem getting those to work, (there are a few issues now for people using controllers in place of trackers or emulated trackers)
Actually this should probably be pinned in this channel, just a sec
I couldn't calibrate through, it wouldn't let me . it was weird
wait im dumb, its 2.0 trackers 1.0 base stations, sry, long day
Having trouble with IK / Full Body after the last update? Check out this link and follow the instructions carefully. And it's worth mentioning here too, you must set your actual physical height in the User Real Height setting. Ok here's a bunch of troubleshooting steps to get you up and running! #vrchat-general-1 message
'precciate it!
No problem, hope it helps! 👍
@oak pendant Something I just realized and surprised I didn't test during the ik-beta. I wonder if it's intentional that you can bypass having to recalibrate when swapping measurement methods or swapping between legacy and 2.0 by toggling off FBT prior to swapping and then turning it back on after. 🤔
Oh yeah I remember noticing this and didn't do anything about it. It's not really 100% necessary to clear out the calibration between legacy and 2.0 so I let this "workaround" remain. The way the hip is calibrated in legacy is different and so you'll have a somewhat off-position hip if you do that, but if you really want to I guess I won't stop you 😁
Oh okay! I was curious if this meant there was a way to do away with recalibrating in general when swapping. Although I'm more curious if that is possible when swapping between height and arm span measurement without many adverse side effects.
Actually, yeah... that forced recalibrate on Avatar Measurement setting was implemented before calibration saving and I never revisited it. 🤔 The saved calibration would work after a measurement method change.
Ooooh, should I put in a canny as a reminder?
Yeah do it! Don't wanna forget to revisit this yet again. Thanks!
@oak pendant
Kungさん、こんにちは。
私はVRChatのアバターに適したボーン構造について、日本語話者向けのnoteを書いて公開している者です。
Hi Kung-san.
I am the one who has written and published a "note" for Japanese speakers on suitable bone structures for VRChat avatars.
Link: https://note.com/ko13/n/nf1725928157a
背骨のボーンの構造が地面に対して垂直でない場合、背骨がアバター製作者の意図していたカーブを描かないことはもう知っているのですが、今後のアップデートでどんなカーブの背骨にも対応されるという可能性はありますか?
I already know that if the bone structure of the spine is not perpendicular to the ground,
the spine will not curve the way the avatar creator intended, but is there any possibility that any curve of the spine will be supported in a future update?
それとも、アバター製作者やユーザーが望む背骨のカーブを実現するためには、ボーン配置を修正するしかないのでしょうか?
Or is the only way to achieve the spine curve desired by the avatar creator or user is to modify the bone placement?
(This text was translated at DeepL.)
Deepl not bad innit
its just a shame that im having so many issues with jittery tracking and my avatar looking plain stupid when i sit down. and that i have to go and rework all of my avatars to fix one tiny issue when it worked absolutely fine using a certain .dll file im sure you are all too familiar with
Are you saying you designed your avatar to work with a mod
You are fine, testdostres was talking about woomie
Σ( ´・ω・`)!! Thank you!!!!
(I will study English...😭)
㍗
すみません!
自分に話しかけられたと思って返事しちゃいました!!
(文章は消しました!)
Sorry!
I thought you were talking to yourself and replied!
(I erased the text!)
なるほどね
@oak pendant guess what? it just finished installing...
might be best not to ping him. Have you tried the steps he linked? Are they working?
about to yea
it just finished reinstalling the game is all
what was that, 4 or 5 hours?
1:30 am or so and finally done
Miyokoさん、こんにちは。今回のIK2.0アップデートでは背骨のボーンが地面に対して垂直になる関連のことよりも、ボーンとボーンの間に大した角度がある場合、その角度はIKチェインの緩みと読み込まれ、IK計算が始まるとゴールに引っ張られてその緩みが真っ直ぐになることが前より多くなる。特に胸のボーンをヒーローらしく強く前に出しているアバターの場合は、その胸ボーンが凹むことがある。今のところでは背骨のIKチェインに大した角度を入れないことがアドバイスです。LegacyIKではHipとSpineの間でボーンが大きく回転して、Spine-Chest-Neckの部分は非常に硬かったことで視点が大きくずれることがあったり、IK中背骨(Hip-Spineの関節)が変な角度になったりすることもありました。しばらくIK2.0は今のままで進むと思いますがアバター作りでより自由な角度で背骨ボーンを組めるようになることが望まれていると意識しています。
was there a vive 1.0 tracker?
Yeah, it had a grey triangle instead of blue like the 2.0 for the logo, and only supported 1.0 lighthouses but had slightly longer battery life if I remember correctly
ahh so thats why it was cheaper and looked different.
i found a tracker but the other 3 are gone so doing some hunting for straps and 3 others now
the ik 2.0 does support knees correct?
forget if its arms only or 10 point
11 point
On lock all with an extremely well proportioned avatar it is quite nice
So nice, in fact, that I sacrificed my left knee for it xD
i see
i mean if i do anything in vr its playing guitar in vr or dancing like a madman and i lock joints and do a lot of movement unseen with 6 point so might be interesting
i could make 6 point look like 10 point but with actual 10 point hmmm xD
@final carbon Canny投票をしたい場合はここです:https://vrchat.canny.io/vrchat-ik-20/p/chest-bone-gets-moved-back-when-its-not-directly-above-spine-tilted-a-bit
Dancing is one of the activities that is most benefited by the new IK
i just gotta get 3-4 new trackers and straps and figure out where the chargers went
4 if i want chest but i did find some of the straps and they are no longer usable. i think i danced in them already
surprisingly the fabric tore through before the velcrow failed
how many trackers did you say you currently have?
i thougt i had 10 but i remembered i gave 3 away so 4
counting index and controller 7 currently
Yeah, I would do feet+hips+chest until you can get more. The chest is surprisingly amazing, or at least it felt like it completed the package to me
oh fuck
something just went nuts
Scared the fuck outta me
#general-media put vid there
xD
Put another from when it happened
Is that some sort of radio reciever?
no its a stage rackmount effects machine minus the rack because its too heavy to move in here alone
so it randomly yelled at you? xD
wonderful
yep
i just wanted to sit and enjoy my chicken and look at trackers and watch grand tour in peace
お返事ありがとうございます!しかも日本語で!!ビックリした!!
新しいIKは素晴らしいと思います!
自分が作ったアバターはVRChat向けのボーン構造にしているので、私自身は何の不満もありません。
アップデートして下さってありがとうございます!!
Thanks for getting back to me! And in Japanese! I'm so surprised!
I think the new IK is great and I have no complaints myself as I have made my avatar with a bone structure for VRChat. Thank you for updating it!!!
でも、一部のユーザーは「アバターの背骨がカーブしているせいで、新IKでは胸の部分が凹んで猫背になってしまう。新IKは使いたいけど使えない…」と言っていました。
But some users say, "Because of the curve of the avatar's spine, the new IK makes the chest area concave and hunch back. I want to use the new IK, but I can't..."
新しいIKは素晴らしいのに、上記の理由で使わない選択をする人が居ることが残念でなりません。
The new IK is great, but it is a shame that some people choose not to use it for the above reasons.
Canny投票して、私のnote記事にもそのことを追記します。
本当にありがとうございます!
I'll be voting for Canny and
I will add that to my note article.
Thank you so much!
my shoulders seem to droop a lot when i sit down no matter what avatar i use and i dont have the blender skills to edit any of the armatures or weightpainting
I'm very confused why the angle of my hands has changed in the new IK. They used to be accurate, but now they are slightly rotated.
From what I know, they have not changed with the new IK. You probably were using Modifications of the VRChat client before.
There are NO "modifications" of the VRChat client that are considered safe or allowed, no exceptions.
Any application that interacts or modifies the VRChat application is a violation of the Terms of Service, and using it will result in your account being banned.
I had not heard about this at all during the beta period, this makes me suspicious that this issue is coming from people who had used client modifications on their VRChat installation, but it's really hard to troubleshoot that because people who do would say they don't. For now I can point you to the pins in this channel. If I'm able to reproduce this issue myself I can attempt to fix it, but as far as our beta testers were concerned, this issue never appeared during the beta period as far as I know.
I did not notice this during the beta either, honestly.
i would say the only complaints i've heard about hands lately are that the predictions that the elbow/wrists make when moving hands behind the back or into some more strange positions (ie. touching shoulder with hand on same side, putting arm over eyes, etc.) are a bit strange but that's all
Oh well.
and that more comes from other parts than the hands themselves
私日本に住んでいますがネイティブじゃないので漢字が苦手です。変に日本語を使っていないか自信がありません。😅 Cannyの参加をありがとうございます。そうですね、LegacyIKの問題を再び生み出さないで解決出来るといいですね。不可能とは言えません、ただIK2.0でまだ修正や磨きたいことの中で優先度が今のところ比較的に低いです。例えばLock-Allの首の動きとか他に本当に「バグっている」と言える優先度がまだ高いものが残っている。
Random question Kung, do you have DMs disabled for this server?
Ya, I'd often get requests related to moderation and stuff. I'm just an engineer yo! And that stuff's not to be handled in DMs even by moderation team. Even after directing people to the #moderation-reports channel, some still want to talk about their moderation issue in DM and that's a no-go. So yeah, I've got them switched off.
Ah okay, that's understandable ^^
Yeah, kinda a "this is why we can't have nice things" situation 😖
Anyway, I've noticed that if turn on walking animations in my custom locomotion controller my hands aren't really connected to my controllers anymore, they wobble around a bit from where they normally should be.
Anything I could do to prevent this?
Not really at this point, that's also an issue in legacy IK and would likely require deeper updates to animation blending and locomotion to fully eliminate (on our end) I messed around with it during early part of IK2.0 development but it's quite a deep rabbit hole
Ah okay, I mean as soon as we get a locomotion toggle in game I can kick out that custom locomotion controller 😅
そうだったんですね…!大丈夫です!ちゃんと伝わってます!
ネイティブですが、私も漢字は苦手です🤣
対応するとなると、どうしても優先度が高い順になってしまいますよね…。わかります…😭
最近はプロの3Dモデラーさん達がアバターを制作してBoothで販売するということも増えて、
そういう方々の作るモデルのボーンは、人間の骨格に類似した構造が特に多いと感じました。
time for google translate xD
(for me)
When laying down, my chest seems to break once it reaches a certain angle with any avatar.
Ok I'm just double checking, is new IK supply full body tracking on quest, if so what tracking device I should use
そうですね、少しずつモデラーさん達がヒーローポーズやフィギュアより普通の人間らしい骨格で作ってくれるとこの問題はそれである程度解決になるかもしれませんが、確かにそのために少し芸術の自由を失うこともあります。Legacyスイッチを残したはこのような問題の為だったけど確かにできるだけ多い人にIK2.0を使ってもらいたいですね。「解決します!」と今のところでは約束ができませんが、問題を意識しています。解決も望ましいと思います。優先の順番が回ってきたら嬉しいです。
Not on native Quest, but if you connect your quest to a PC and use SteamVR and also buy some lighthouse base stations and htc vive trackers or tundra tackers it can be made to work that way
If you're using lock-all mode I'd suggest one of the other two options. But it's hard for me to see what's happening in those screenshots. Could you try again in this world? https://vrchat.com/home/world/wrld_01025423-c339-4735-8af9-ba45cc9e46f2 Also a video would make it clearer too but I know not everyone is set up for recording.
By the way I'll be going to sleep pretty soon here, so I might not be around, making canny posts if you've confirmed you think you've got a bug on your hands is a way to be sure I'll see something
Ye, the video will help a ton. let me set it up.
This is just head lock
Oh yeah, that's clear now. Your base locomotion pose is moving into full prone-crouch mode
That's affecting the IK it appears
I hope this helps <3
It can be fixed by making a custom locomotion layer, but yeah... our default locomotion layer is not ideal for laying on your back like that.
I think that would be worth putting on canny
They way to fix it yourself though would be to make a custom locomotion/base layer that doesn't play the crouch animation when in full body (TrackingType parameter)
I'll head over and post on canny as well as update my avatar, thank you <3
Welp, I probably have to wait till either there official oculus quest tracker from oculus or save enough money to get stronger pc
GPU prices are coming back down to sensible levels, a PC upgrade would be a better investment if you've got other games you play on PC.
Only games on my laptop is fallout 1
i sincerely doubt we'll be getting a decent fullbody solution, or anything at all for the quest 2 standalone anytime soon
Maybe l4d2 if wasn't corrupted
maybe project cambria, but that guy will be expensive
Project Cambria?
new 800 dollar, work/stuff focused oculus headset in the makings
it'll be like a quest 2 jacked on new tech and a different shape
I already saw oculus quest guns trackers in Amazon but for that yeah no
(x) to doubt
gun yes, they're just controller clip-on attachments
Plus there was rumors about there gonna be new quest model so
but there is nothing else you can connect to the quest for extra tracking points right now
unless you count the weird ass keyboard tracking, but that doesnt really count
Why I imagine someone wrap up keyboard on their body as full body tracking
Tbh I would pay $800 for that/s
Twitterで呼びかけたところ、投票する人がちょっと増えてました!☺️✨
私も、別の件でCannyに投稿をしました。
カテゴリーをどうしたら良いか分からず、IK2.0にしましたが、おかしかったら投稿し直します!
もし間違っていたら教えて下さい🙏
https://feedback.vrchat.com/vrchat-ik-20/p/please-publish-clearly-the-details-about-avatars-adapted-to-vrcs-ik-from-the-off
The index controller root motion bug needs to be fixed, as expected from beta the new update made it even worse. MMD dances are a total mess now with all avatars stacked on top each other.
used to be a workaround where you could open your Steam overlay but the new update made that workaround no longer work so there’s just no way to have group dances work on index
It’s so annoying that it works perfectly for non-index controllers. It’s making me want to go out and get a Quest and that just is awful :/
Any news about the Hybrid FBT Fix?
I used Driver4VR with the controllers and it works just fine @oak pendant
So the problem is only when using https://github.com/mm0zct/Oculus_Touch_Steam_Link
is beta connected to live?
Beta is now official release
I used my HTC controllers as foot trackers. Unfortunately this doesn't work anymore since the new update...
that’s fixable
set tracker role to GenericTracker in steamvr
Currently anything reporting to SteamVR with the tracked device class of "GenericTracker" will be recognized, trackers that aren't will not. If you're using for example emulated tracker software or something else that hands the device over to SteamVR as a GenericTracker it should work. If you're trying to use tracked objects with the "Controller" TrackedDeviceClass it may not work. If you've lost a use case due to this make a post on canny with exact details of your tracker / vr setup here: https://feedback.vrchat.com/vrchat-ik-20
Thx I'll try it tomorrow 😃 👍 @tame pewter
This requires flashing your controllers so do it at your own risk though. There's also a chance that support for controllers-as-trackers may return one day, just as a fyi
Here's where Vagafilo tried it and reported it as working though if you wanna see what was done: #ik-2 message
Thx ☺️
@dark copper maybe you could try this
me as well
you're spot on 😂
yeah, tried that and its way better
yo what if you calibrate while doing a hand stand
you can use spacebar to calibrate rather than pressing triggers
use VoiceAttack to make a voice command to calibrate
ik2 disables fullbody when i turn off controllers?
also legacy ik moves my body when i turn off my controllers and fullbody and moves headset
is there a way to enable legacy IK
very annoying
