#ik-2
1 messages Ā· Page 22 of 1
Iam using the CV1 as my main headset and want to use a third controller as a hip tracker, how would i need to go about it with touch link? Or is that even possible? I want to pair it with vive wands as feet tracker. This setup worked before the ik2.0 update with the help of LIV and "LIVVRObjectServer".
Unless youāre dummy thicc, your leg should be a hair thinner just above the knee right before the thigh starts
Yeah I think we just have very different bodys xevian
What would be good straps for above the knee, most ankle straps wouldn't fit
1 sec
Guess I'm dummy thicc š¤·
Skywin VR Tracker Belt and Tracker Strap Bundle for HTC Vive System Tracker Pucks - Adjustable Belt and Hand Straps for Waist and Full-Body Tracking in Virtual Reality (1 Belt and 2 Hand Straps) https://www.amazon.com/dp/B07P149XG8/ref=cm_sw_r_cp_api_i_JKYPH5B9J04XC678SJ4C?_encoding=UTF8&psc=1
These straps are more leg straps than foot straps, they donāt tell you that and I found out the hard way trying to use them as foot straps
You can attach the belt and hand straps to your waist, hands, feet, and other objects for a better gaming experience. You can easily resize the belt and straps depending on your size needs of the object to be attached. The attachment points for your tracker is well-padded and helps accurate track...
They can fit all the way around my upper thigh whereas their other set canāt even fit around my ankle. They really should specify the sizes
not sure if that applies to you, but i've used a gun belt with a leg holster before to jerry rig a hip strap lol
not the most comfortable thing, but it sure holds in place
This should move to #full-body-tracking
meh, ik 2 is just an extension of fbt to be honest
knee tracking is an ik2 thing so might as well
I didn't even see that channel, I stopped scrolling when I saw ik2 lol
Though just to clarify, the knee trackers bind to the upper leg right? So ideally the knee tracker should be attached to the upper leg?
Yes
ya
Really they only detect rotation of the leg relative to the foot
Hmm I always thought it was more of a knee ik target kind of thing
Like you know how you can move your knee side to side without moving your foot
Like the stanky leg 
Thatās what knee tracking does
Itās a minor thing, but nice
Not near as noticeable as elbow tracking for example
Also thanks for the link, I bought them.
Ye
Honestly adding elbow tracking is almost as much of an upgrade as adding foot tracking
Knee tracking is less so
Coming from someone with 10 point tracking
Once you use elbow trackers youāll never be able to go back
Knee tracking has let me do really nice things with dancing, it really frees the hips
but yeah, your arms feel dumb after you've had elbow trackers then you remove them
General use I'd say elbow is better, for dancing, knees, well debatable.
use some sort of belt/strap/rope/string to tie the knee trackers and the hip tracker together is how I do it
Honestly, if you donāt plan on walking around a lot or dancing, get elbow trackers anyway.
I'd agree
But I can't say much, im all in with 11 point
I dont want to give up either legs or elbow
knees*
interesting, I have completely ditched one of my knees for chest because I find chest to add a lot of accuracy
Does it allow spine arch? Do you need an upper chest bone?
it does allow spine arching, and you don't need an upper chest bone, but it helps smooth stuff out
Also, how do yall manage your receivers
I resorted to plugging the hip tracker receiver into the Indexās frunk to avoid interference as much as possible
But yeah the hip snap i do at about 14 seconds
cant do without chest tracker
im not a great dancer, just vibing, but chest tracker feels great
I've found a surprising amount of stuff that is impossible without a chest tracker in my time in pypydance
I donāt dance as much as act action
biggest thing ches tracker gives you is a nice disconnect between upper body and lower body, its immediately noticeable in your movement
I have a few avatars with some neat effects, combined with my martial arts skills I can put on a good show
but you have to fanagle with all lock a bit, it can take a bit to learn how to lock into properly
Iāll try ditching a knee tracker for chest
See how I like it
Before buying another tracker
I swear more games need to support >6 point tracking
Even just 6pt
Thereās really only BaS
Which I still havenāt tried
fbt in non-social sandbox type games is just in a sad state right now
It would be great for an insane level pf immersion in a R6 Siege type shooter
Gotta make sure all of you is behind cover
Get those leggies shot
every game that has any sort of belt needs to support hip tracker to parent the belt to loking at you pavlov
its great, but their implementation is caveman tier when you compare it to VRChat
thankfully no one really looks at you, so you just need it to sweep da legs
Fine, Iāll do it myself 
I have faith that more FBT games will come
kek
Meta needs to fall first
Honestly Appleās leaked VR system could do some serious damage to Meta
If nothing else because of how many Apple users stay in their ecosystem
Touchlink works differently.
It would require a major redesign to do this.
I think you are probably screwed until Kung hopefully fixes it.
It has always annoyed me how the person who created LIVVRObjectServer never made it open source.
I assume you aren't crashing, so therefore it would fall into the same issue that is stopping vive wands (as trackers) from working.
(vive wands flashed as trackers work perfectly fine)
Iam crashing als long as i use LIVVRObjectServer either at launch or at calibrating, the vive wands work though.
(vive wands as vive wands don't work)
Yes, should have added "non-flashed"
Then that issue probably falls under the same issue touchlink had.
yeah...but the weird thing is it worked right after the update...the chance that i crash in the procces was high but at some point i was able to calibrate and it worked. Till i tryed to calibrate again then it would crash. It was just a matter of patience. But after another hotfix update that came i think it didnt work anymore no matter how often i tryed.
Similar behavior of it working after restarting VRChat has been reported and then didn't.
DeltaNeverUsed, who fixed the issue with touchlink, seems to have done it because that workaround stopped working as well.
Just doing some remembering, but the LIVVRObjectServer might still be fine.
Problem would therefore be with LIV's steamvr driver that it is hijacking.
LIV doesn't seem to support VRChat (would be odd if it did) so your only option would be to wait until the VRChat devs can figure out the issue.
Yeah damn, not being able to use fbt anymore really takes out a lot of fun from the game >_>
VRChat doesn't require a hip tracker anymore to have FBT (you can mix and match, just one leg and one arm etc).
Then there is always Owotrack and those virtual ones I have heard about.
You could try an Xbox Kinect
Not a lot gained with that when they have vive trackers for feet.
just do owo until vrchat unshids itself, plenty good
Owotrack doesnt like my phone unfortunately. >_>
nothing amazing but you'll not be hurting for hip tracking
Does anyone notice that the elbows on avatars stick out much more on IK 2 if youāre playing regular PCVR no fbt?
I've noticed the same thing, but I can still calibrate without crashing sometimes, its just that the chance of crashing got even higher.
anyway to revert this as my feet trackers are stuck to the floor when having my menu open
The feet trackers donāt move when you have your menu open?
Mods can cause that crashing. If you have them, uninstall your mods to fix the crashing.
I'm not using any mod. I even tried reinstalling the game multiple times and the issue is still there. I'm also using LIVVRObjectServer
In vrchat?
If your tracker has a invalid (no idea what counts as invalid) serial number then VRChat crashes.
It is what DeltaNeverUsed figured out earlier in this chat.
Itās an external software not a vrchat mod
Ah yes, missunderstood the question.
LIVVRObjectServer is a program that allows you to use the third touch controller, that Oculus allowed you to pair for mixed reality stuff, as a proper tracker.
What I think it does (the Object server is for some reason no open source) is that it uses the LIV steamvr driver and it is likely the problem, having its serial number be something that VRChat doesn't like, or something.
Doesnāt liv not work with VRChat?
Don't know why it would and if it does then I don't think anyone is using it
I am so bad at reading double negatives. . .
This is only hijacking its steamVR driver.
I think
lol sorry about that

Doesnāt liv not not not not not work with VRChat?
honestly its a mystery, it seems to occur to "poorly" named devices, and only if they update their pose
what constitutes "poorly named" and why not updating the pose doesn't cause vrc to crash is still š¤·
Jokes on you, it only took half a minute this time.
Gotta include several different negatives.
"I wouldn't haven't not understood your sentence if it hadn't not included an odd number of negatives in different patterns"
Yeah, the serial number thing is the best understanding of the problem I have.
I really don't get how steamVR drivers work.
I donāt like the kneese and how they move when u have a foot tracker on ur foot and u move ur foot close to ur body whiles angling ur feets downwards now causes ur whole leg to freak out and itās super irritating cos it happens so much to me. I was hoping when vrchat said they improved the knees I really hope they meant it
If it's not a GenericTracker and you try to calibrate it with two controllers already present, VRChat explodes.
Having a good understanding of the SteamVR and OpenVR garbage under the hood, I understand it's taking a bit to fix. I just bloody hope it's actully being investigated and not just chucked up to "Oh but "alternative" full body methods are not supported by VRChat officially, we don't need to fix this." considering it's marked as "tracked internally" and not "in progress" on the Canny.
At this point, I'm going on a crusade to fix something I don't own, and that nobody will ever care for.
You can reflash Vive wands to act as trackers, but the existing LIVVRObjectServer app of an unknown source, that gets marked as a virus when I download it from that one Gist. spawns a controller class device.
There's an app here https://booth.pm/ja/items/1303330 But it seems to want you to use InputEmulator 𤮠to adjust the position (probably works fine with spacecalibrator? I dont understand some people), though by the name, and the fact the default rendermodel it picks is a vive tracker, and it talks about limitations of a tracker versus a controller when it comes to orientation when occluded. I think this thing might actually spawn an actual GenericTracker class device in SteamVR from the VR Object controller.
I have no way to test this.
if he only want's to use a third CV1 controller as a hip tracker while still using the same CV1 hmd and controllers in steamvr it'd be a very simple modification to Touchlink
i believe all you'd have to do is undefine CREATE_CONTROLLERS at line 11 and recompile
but i might have missed something and that's not what they want to do
i think he'd have to enable tracking in the steamvr driver as well?
and disable using the hmd as a tracker
all inside the run_as_trackers.bat file
The part I thought would be hard is getting the Rift to be able to run both Touchlink and SteamVR, but do now realize that I have never actually checked how it looks in headset, nor tried to test if two "apps" can be open at once and both get tracking data.
yeah, you can still get the tracking data via Touchlink while still in steamvr
but you might have to do the tracking in the driver for it to work, i don't remember
i remember doing this myself once while i was testing something, i don't remember what i was testing though
Probably wouldn't be bad functionality to have if someone wanted to only track the VR object.
yeah, but at the moment you'll have to recompile it yourself haha
the whole squad's here
hehe
same
The eyes on my Rexouium avatar work really weirdly with IK2 even if they look fine in Unity, help?
They work fine with original IK btw
buncha people that are doing work on one or multiple drivers to make oculus cv1 controllers do business with steamvr
This app from Booth works! Iam able to use my third cv1 controller as a tracker again without issues. Thanks^^
Did you use Input Emulator or SpaceCalibrator? And how did you get it to work?
The Input Emulator was needed...without it the app doesnt even start. I just had to assign the role to the tracker and adjust the offset inside Input Emulator while being in steamvr.
good luck
wdym, youre part of this
thrusting time
Anyone who has touched at even a single line of touchlink is now automatically enrolled into the "VRChat won't fix OpenVR device assignment so we have to make an easy to use bandaid fix of an app ourselves" initiative
let me go hide before i get conscripted into this š
i mean... it's not like i have a project yet, so this actually works out pretty well
oh no but what about aughip 2 electric boogaloo?
that's one hell of a cursed name
aughippy
actually I like the fact that vrchat doesn't use tracker roles
its grown on me š®
eh
wdym with "weirdly"?
also I think saying "vrchat wont fix it" is being kind of rude after kung literally said they were working on fixing the tracker issues
Their official stance is that its not supported
Kung will because he is nice, """vrchat""" wont
well i mean it'll still probably be a lil' while before it's fixed
And that they are probably going to fix it...
What Kung does = what VRChat does....
that is not what I meant
I'm referring to VRChat crashing if more than two SteamVR devices with a TrackedDeviceClass of Controller are present. Like is the case when using LIVVRObjectServer to use a third Rift controller as a waist tracker.
The app I linked from Booth does spawn the object as a GenericTracker class device, but it puts it in the same tracking space, but at the wrong offset, which means you need to use OpenVR-InputEmulator to fix it, but OVRIE is currently held by shoestrings and bubblegum and running it as part of your SteamVR setup introduces free random crashes for no apparent reason.
are you certain that's the exact issue? I've had this exact thing happen and vrc doesnt crash
it just doesn't bind to them
Well that, anyway, they don't work.
I fail to see how this is a problem
sorry if my opinion upset you. if you don't mind, could you describe why there is a problem?
The IK 2.0 update has made VRChat incompatible with some setups involving controllers being used as trackers.
unflashed vive wands, and livvrobjectserver are the main victims of this bug.
is there other things causing crashes other than the serial numbers?
not sure
id love to know though
and im sure kung would too
kung has said there are some peculiar problems that may arise allowing binding to non generictracker type objects right?
one I can think of is losing actual controller hand assignment to a device not meant to be a hand
I already commented and upvoted the canny
Im already aware of the bug and what its consequences are
I am very well aware
could i get a link to that canny?
anyone use kiwi straps? they work good on knees/elbows?
uhh... kinda?
One elbow works consistantly great, the other not so much. The plastic clip likes to change orientation from horizontal to vertical while being active, causing it to loosen and slide around.
The knees will not stay up at all unless you have some other straps of sorts connecting them to the hip tracker belt.
wait,
I read kiwi as tundra why am I going insane waiting for mine to come
kung you saint
What does it mean when the base layer gets replaced by something else but you use it for stuff like GoGoLoco?
it means if you toggle off locomotion, you won't have gogoloco base layer
but if you don't toggle it off, gogoloco will work as normal
And does the button to disable auto footsteps still exist with new sdk?
Yeah, think of it like the AFK detection or Gesture toggle user settings. It still allows you to build anything you want into your animators, but also allows users to override the base layer on any avatar. (It temporarily swaps out the base layer for one with a standing-only animation.)
So if you leave it default (avatar's locomotion layer: ON) then it'll just use what's built into the avatar, GoGoLoco or any special thing will still function in that mode
(Just like you could make an elaborate AFK animation, and also turn it off with a per user setting)

Since it replaces the base layor, does that mean it only works for 3.0 avatars. Or do 2.0 ones also work?
I assume if we wanted to remake that for ourselves it would be proxy_stand_still shoved into a single layer?
yep!
What about this?
The checkbox still exists, no changes there
Oki thx
Users are still free to build any elaborate locomotion or other type of system for their base layer, and it'll still function just like before. The checkboxes in the SDK will still work as they did before as well
What happens if the checkbox is already off?
Basically, if you leave the toggle as default (on) nothing changes at all
if you never touch that button there are no changes at all to avatars in any way
Lmao
Tundra is making us all go mad in the noggin
If you toggle locomotion to: [off] it's as if your base layer was uploaded with a single layer with the stand still animation, and as if the use auto footstep and force locomotion checkboxes were unchecked. (But this is only temporary until you toggle locomotion back on)
So is all that for tundra straps, or kiwi?
The EoZ (Tundra) knee straps suck
higher layers will still function, so the gesture, fx etc will still work on top of the standstill base layer
tundra xD
Ooh got it š
And notably the crouch and prone animations won't play, so you won't have the hip and shoulder and spine shift slightly depending on how near to the floor you are
By the way kung, don't forget to mark the "populate more trackers" canny as complete too!
Did Lyuma already update it?
Don't seem like it
I thought the new parameter drivers etc broke it
pretzelization is largely caused by the hip tracker failing to calibrate
the slight bump up to range should help produce fewer pretzels
I think there was on more canny I needed to mark complete...
Oh yeah the footstep blend one
Gogo useless 
isn't that a good thing š
GoGoLoco and the others aren't useless, they provide more options for setting tracking control, for example animate hips and have tuned up blend tress etc.. think they still do an excellent job as replacement base layers.
Gogoloco best loco
4loko is a close second š
I should change the name for that
Tupper less then a week ago
you can do this via AV3/ gogoloco right now, adding it natively has some potential negative side-effects
It was a feature user wanted, they find a way to do so. Good it's finally there for every user.
I am curious as to what the "potential negative side-effects" are
VRChat on ice edition
Immediate death
Lmao
instructions unclear, I turned into an eboy
@oak pendant Here is the canny post about using the option to use the metric system as a means to more accuracy to user height. Would like to see a lot of feed back and votes on this.
For future reference, use a more descriptive title. How to make FBT EVEN BETTER!!! is a terrible title as it has no relation to the actual contents of the request. [Feature Request] Allow Metric System Measurements for Height Scaling would be much better because it conveys that this is a feature people are asking for and a quick bit of information about the context of the request
Edited your title though so I can find it again later on. Otherwise I won't know what it is in the list
Ah, just read this, yeah exactly. Though the positivity is appreicated @burnt wagon š
xD
won't let me edit post. Help??
has to be done by one of the VRC staff members
I think you can edit your own
I closed the browser tab, maybe something went wrong because I edited it
I give kung perms to change it if it must be by a staff member
Ah ok, I'll set that title
Thank you
I stuck the feature request label on it, and then moved it to the IK2.0 board
Feature request board was correct (where you first put it)
but it could have gone in either, and for me personally to see it (and remember later) I check IK2.0 a bit more often
I thought it was metric system already, how is it not
Does it change by locale or something
You increment the inches and it converts to metric for you, so yeah I agree that doing it in metric (while still displaying imperial) would let you dial it in more
Possible drawbacks are more clicks to change the number a lot, and maybe people who don't like metric would be offended or something
Ah I see now that I remember yes it was very weird that it wouldn't let me increment just one centimeter. 'murrica
(pic for reference) so how about this, what if you could just click on either the metric text or the imperial text to select which one you want to use
Maybe, but that gets into the complexity-cost zone
I think "arrow makes it go up" would work just as well if the main unit is metric
just click more until your desired imperial value shows too
Have the number be a button. It swap Wich one is bigger
I think this could be confusing if someone was in metric and clicked the up arrow and the number didn't change, or at least to people who don't know how the system works (yes I know the metric number is right there)
There's also a suggestion for an auto-measure feature
to grab from the headset's height
Yeah.. it'd have to give some feedback
you'd see the metric number change, but providing decimal inches is probably a bit much
just remove imperial measurements, I mean it is time the Americans learned
I always have to reset my floor. Every session not sure how that detection will react if I reset it ingame
depends on how off your floor gets
A good 3 inch at least
a few cm/inches would maybe be ok, but more than about 4~5cm and it would likely start to have a bit of impact
impact on calibration and also shoulder tracking, and probably more things in the future
yea, if the numbers were buttons, it should be intuitive
or just a toggle off to the left to toggle between metric/imperial
hmm...... When the main menu is reworked, could the toggle between metric and imperial units be placed there and used throughout any place in the application that would require it? I mean, it wouldn't solve the visibility issue if the backend is all calculated in metric, but it would be away to move functionality that is not likely to be changed often out of the quick menu and decrease the technical burden there
That could work too, it would depend on the drill-down level that main menu settings get to
But I think measurement units seems pretty reasonable in a place like that
cease
alright, feeling better now. I'm back as an anime girl
but it seen desktop/3pt player won't have the gift to slide around with this update
is there a reason for them to?
why not
I mean, I'm not saying don't do it, I'm just asking what use people would have for it
You would literally have legs that stay in one position and never change(well, one for each height).
Seen as that new option will only be useful for average fbt user
That's what it's supposed to be for
If I understood the update correctly, there should be support for up to 16 tracked devices from SteamVR, but only up to 11 will be used for fbt. this means that all 16 should be visible and tracking when calibrating right? and the 8 used for fbt will be selected by distance to avatar target area?
this is what I'm seeing in game:
I see 8 tracking spheres and 2 controllers, seems right to me
the additional trackers above the 11 used for fbt are stuck in the ground though
I mean, VRChat doesn't support more than 8 trackers
so those won't really do anything
for reference, this is what my steamvr devices look like
I'm wondering if you tried swapping your foot tracker for another tracker that was on, if the new one you put on your foot would be used as the foot tracker
that's what I expect to happen
right but the point of requesting the additional tracker population was so I didnt have to start vr in a certain order such that the indices would be so that the ones for fbt show up first
I've got 3 trackers around my waist area, but only the one with the index less than 11 shows up at the hip
I see
for this instance its what I use for fbt because thats how I started up steam
I can already feel my bank account getting emptier from just looking at this xD
but for example I just restart steamvr:
huh odd
restarted steamvr and they're now all in the right spot

huh it just works now
guess if it comes up again I'll check the ik debug log whivh Ive just renabled
this isnt even my final form
@oak pendant was height changed in this update?
because I'm 100% certain I'm 5'8" (a hair over actually), but now my feet are in the floor by about an inch to half an inch
I have to set things down to about 5'6" to 5'7" to get the same position before this update applied
My feet was always in floor as well. Not new for me
this is new for me.
Are you using Arm span or height based measurement?
Last time I played was yesterday (before the update) and I had 0 issues.
Is your floor height in SteamVR correct?
hm idk this sounds like they changed something about it
wtf
They've been saying this for ages
I.e. since ik-2 started
Ik, just found it interesting that they mention it as "If you are having issues with FBT in this patch, check that first! "
That's probably just standard wording procedure, especially as usually the people who find this issues are trying ik-2 for the first time
Yeah probably, I didn't have time yet to test out this new update in FBT. And I also probably won't have time for that until next week sadly.
Hey Kung, you can now place even more stuff in the FBT Quick menu, since you now have a 3rd row xD
one year and 35 rows for IK later You can now change ever single setting that you could think of!

Btw does the toggle for walking animations only work for when you have hip and feet trackers? Or also when you idk only have elbow trackers?
my only complaint about toggling the animation is that it forces a reload of the entire avatar. It's not a deal breaker, by any stretch---I just found it a bit odd given that custom locomotion can do this without forcing a reload---but again, not a big deal; doesn't really have much of an impact at all--just odd.
yeah---all the more obvious when I was axing the custom layers on my avatar and I uploaded a test version.
Put on my outfit, changed the animation via VRC's official method
and it reloaded my avy and I was naked
I was like "oh---that's...weird"
Have you turned off saving the paramter?
I got rid of everything related to that one package
it's just default locomotion and default idle now
purge the param and removed it from the menu
like I said--it's only using VRC's native toggle now
def reloads the avatar every time you do it
I hope you are right, I don't have time to test it my self currently. So I made a canny based of what you said.
thanks!
Oh hey, it's fox š
Oh, which avatar is that?
a meme avatar that is just bones
useful for looking at how the IK reacts though 
yeah, that's why i wanted it haha
wanna try some different calibration methods
is there any focus on improving the elbows on the new ik? They are bloody awful
I'm stuck using legacy it's annoying T_T
I donāt think youāll be able to find that many people who agree with you, unfortunately. I love the elbows in the new IK.
the toggle is there for a reason to make everyone happy
new elbows š»
It is easy to find the result you want.
Obviously the only ones who would talk about it in contexts outside of this one would be those unhappy with it.
Personally I think it is a good improvement, which I measured by how well I could do the chicken dance. Although my the avatar and my actual arm length probably do a lot to help it.
ye but I can actually prove the issue
and replicate it with every avi I try
its ok Im made a feedback post if nothing comes from it whatever
chest avoidance + flipping the fuck out sometimes <<< minor clipping + very stable
imo
I was foolish to think mentioning on discord would do anything, so ye feedback post it is
legacy is just soo much better in general
only for elbows
yes it works perfect clearly ><'
maybe you just cant reach your shoulders with your hands ><
That could be down to the proportions of the avatars arm bones
no its not
Looks like the forearm is shorter than it should be on that avatar
it's every avatar, please stop saying that.
Like it physically canāt reach
I cant find one avatar that doesn't replicate the issue, it's the new ik
not the avatar rigs
Doesnāt affect any of mine 
sure
did u try public default avatars?
honestly it depends probably on irl arm lenght
elbow trackers would fix the issue
mate some people cant even afford headsets
saying, get elbow trackers isnt the solution
maybe there is canny about it
As somebody who uses elbow tracking with an index I wouldnāt recommend just getting elbow trackers that shits expensive
it is probably fixable with just some thinkering around
doesn't have that issue on index controllers
default enough for you
granted it's not great on legacy but the rigs for the detault avis are atrocious
but you can see legacy still is an improvement
idk by look of it ik 2 on deafult avi now works fine
wait
I had a thing that cant be named on
to stop the spazzing
no offence but if you cant see its worse I dont know what to tell you
ik legacy might look better but ik 2 have more natural movements
turned off the tweaks
xDDD
if you think that's better. .... then I dont know what reality you live in
for me personally it's better no idea why for u it's like that
I think maybe you should check yourself
In generall the new arm IK keeps the elbows more downwards, in most cases it feels better then the old IK. Normally you don't move your entire elbow up just because you rotated your wrist.
The new arm IK has a bit of a problem when you move your arms behind your back when your hand is still pointing forwards, aswell as the issues it has when touching your own shoulder.
no the new ik flares the elbows, legacy keeps them downwards
you have it backwards
When you are not doing the things I mentioned above the new IK keeps the arms more downwards, the old IK mostly just made them stick out of your wirst.
now that sounds more like avi rig issue
This mostly comes from the fact that it's really heard to predict where your arm is in those situations. I still hope that Kung can improve it though.
sure but at the end of the day legacy is just preforming better for this one example. No beating around the bush or excusing it. https://feedback.vrchat.com/vrchat-ik-20/p/elbow-behavior-while-hand-is-near-or-on-the-shoulder it's one of the top voted feedbacks. I didn't realise it was noted before asked in here
so ye no point arguing about it, I've proved my point. I do hope it gets looked at
Yeah and I never said anything against that lol
I said that the IK has issues when you hands are near your shoulder...
yep yep which is exactly what I was talking about
and was showing in the clips
if you dance, you puit your hands near your shoulders a lot
so it's pretty annoying, maybe for peolpe that just lie around etc it's fine
urgh even when laying down your hands are often near your shoulder.
true š©
Might depend of the controller in use
Anyway. How often you have your hands on your shoulders
I use index, I dont think it's based on controller.
its not about it being on your shoulders
in my clips are my hands on my shoulders?
you have it backwards. Probably interpreting the toggle incorrectly
When the star is lit up itās the new IK
Not a problem for Quest users 
Is your steamvr environment scaled?
That doesnāt happen to me on either mode
Also is your height set correctly
prove it @vast tangle get in the default robot
hand near shoulder
lets see how not a problem it is
Nonono Iām talking about your fucking elbow snapping in half as it does in the video
That only happens when my controller gets further away from my head than my arm can allow, such as when dropping the controller
that is a bit avi dependant but it's to do with the elbow chest avoidance, when you turn it off in tweaks it goes away
Makes me think you changed your steam world scale
Neither mode causes my elbow to bend backwards when I put my arms out
It literally never happens bro
What are you trying to prove by denying a simple fact
Ive proven it
Iāve never once held my arms out in front of me and had the avatars arms bend backwards at impossible angles
right Im the daft one.
Right, prove that itās never happened
clip it
if you're that confident you can do it to show me
I clipped it, Im sure you can to
Weāre talking about different things you angry piece of lettuce
the thing is Kung I showed clips, so I dont understand how one can interpret what Im saying differently. Im not here to argue
if people think it's fine, thats cool.
Did you even watch your own fucking video mate
pretty sure I did
Click the reply
@spiral mica the video you posted in Canny was useful, thanks for that one. If giving feedback please show an example of it working how you'd like. When you showed the pose in legacy mode in your example that was helpful
Iām referring to the video of you sticking your arm out and it causing the avatars arms to snap
my arm is at my side
Also never had the issue of the hands at the shoulder either
np had I realised there was a feedback website and it was noted I wouldnt of typed in here. But ye I made my note, ty for looking at it
aside from this one issue, new ik is great
In most IK solutions, if you pretty much overlap the wrist with the shoulder, crazy things will happen (does in legacy as well) but noting the poses you'd like improved with direct comparison is really helpful
Just overlapping the shoulder and showing it wig out without a comparison isn't so helpful though (not talking directly to Yatzi about this). Because you can overlap the shoulder in any IK solution to produce strange results
the wigging seems to be relatedf
to elbow chest avoidance
turn that off and it stops, but the backwards flare in that general position is still there.
IK2.0 during beta had a lot of feedback requesting improvement to poses where the elbow goes up, like these kinds of poses
these are largely improved over legacy, but now the weak point is elsewhere (as you note in your videos)
so yeah the feedback with examples showing how the pose should be (not just that it can break) is very helpful
I mean IRL if you pull someone's wrist behind and inside their shoulder, the arm is gonna break too
(don't try this please)
The function handling elbow chest avoidance is handling other parts of elbow prediction as well. Not just near chest stuff
this is the positon my arm is in, if you're wondering
thanks, useful info
This is also a problem for 3point users because they can get the whole lower body to swing into a position off from IRL
ingame with the new ik it looks like
which can misalign the shoulders more
some avis handle it a bit better than others, but they all seem to do it
and the move you move that hand backwards
you get that crazy elbow jolting
The avatar dependent stuff tends to be based on how far forward the avatar's shoulder joint is
ahhh that would make sense
maybe I could tweak my avis more to help in the interim
ty for the info! Really helpful
IRL it's very hard to get the actual wrist joint behind the shoulder joint. Even in this picture the rotation point of your wrist is in front of the rotation point of the upper arm-shoulder joint
incorrect view positions can also do a number on IK if your shoulders aren't where your real shoulders are
but on avatars you can get into that shoulder dislocating pose easily
worth fiddling with, I can see!
yes indeed! xD
your hands will always be relative to your view position, NOT your head
I wouldnt recommend trying ><
Anyway, I'm aware of the current weak points. And the very most helpful thing is to express (especially with videos) an example of the pose working
Because there are some poses that would dislocate your shoulder IRL that don't really have an ideal solution, so just showing that it can break isn't helpful there. But expressing in what way you want it to dislocate is
Does changing hip/head locking help at all with shoulders/elbows being related to the view position?
for sure, really didnt expect the man himself to pop in here, I appreciate it.
not in any significant way - only during head drift due to using hip lock
always appreciate your work Kung :p I've used your fbt fix video numerous times! Goodluck with further tweaking!
Hip and head lock can adjust the shoulder height relative to your real shoulders. In general the better the avatar's shoulders line up with IRL the better it'll be. As far as I know there aren't any poses that work IRL that don't work in IK2.0
but there are ways to get the avatar to do things that a body can't IRL when the shoulders aren't aligned IRL
thanks!
I've usually got elbow trackers strapped on so I haven't been in a position to notice any issues with impossible elbow motions, but I'll try different lock modes to see if it improves the shoulder tracking since it's been hard to notice shrugs with the default lock hip so far. Thanks!
Ah yeah it has an effect on shoulder tracker too, because the whole avatar can shift vertically relative to you IRL
It's also possible to get a bit more of the motion you might want if you do otherwise prefer the way one of the lock modes handles misalignment... If you do what you don't want to see during calibration, when you relax out of it, you'll get more of what you want to see
so for example if you want to see more shrugging, you can try to stretch your shoulders downward (still in tpose though) when you calibrate
Same thing goes for any issue really. You can do a lot to compensate for avatar proportions and bone positions by just imitating whatever pose you don't like to see a bit during calibration and then relax out of it when you stand normally
I know that with lock all the "standard" calibration pose turns me into Quasimodo, and looking down about 30 degrees during calibration fixes that last I tried it, so I'll have to play with some more calibration poses like you're describing to see what effects I can get
lock all is reserved for avatars that are perfectly lined up with your real body, it's not going to work for most people in most avatars. pick if you want your head or hip to be accurate. both at once will buckle your spine if the avatar's are farther apart than your own.
Yeah, the hip default has been great for basically everything to be honest.
I strongly prefer head but i'm thrilled they let you pick
waving around in front of a mirror doesn't look weird with head lock
Lock both is interesting. It looks like I just got out of bed, unless Iām standing nearly perfectly straight up.
It usually looks like Iām standing at attention
When I do Lock Both I just look like Iām doing Michael Jacksonās neck thing when he moonwalks
You know what fuck you superglues your vertebrae together
You canāt afix a hinged pipe to two exact points without slack or stretch!
There is always the possibility of actually stretching or squishing bones like some engines do
yeahp
Hey, I'm having issues with the leg trackers binding to both and leg and foot and the foot tracker not binding to anything unless I playspace move way above where I should be (which also messes up the arm trackers after calibration). I had issues getting the arm trackers to bind correctly which was fixed by setting the calibration range to 1.0, but it didn't fix the legs unfortunately. Is there something else that can be done to adjust the leg and foot tracker calibration range so they bind correctly? I'm using height based measurement and my user real height is set correctly.
Nothing related to height measurement changed in the most recent patch. I asked them to reiterate that there for visibility but by "this patch" they meant "this release" meaning release of IK2.0 in general.
Do you wear your leg trackers above the knee? That's the recommended position. Also checking that your SteamVR floor height is correct, and fixing that if necessary could help too
No the leg trackers are at the bottom of the leg, it would be way too uncomfortable any further up the leg
I see. That's likely the cause.
Still fixing up the floor height if it's off might kick it in range to be detected as knee (if it was off)
You could try using slightly different values for User Real Height to see if one of them calibrates better for you as well, then compensating with the custom arm ratio launch option to get the world scale back to what you need... But I hesitate to recommend that because in general using an inaccurate User Real Height is probably the most common cause of issues for users right now
I went through SteamVR room setup and OVRAS floor fix before I started testing so that's probably not going to help
User Real Height will determine the size that it expects your body to be when fitting the calibration, so if it finds your shins as your feet, it may think your body is too small for some reason. In that cause you could slightly increase User Real Height and it would look further down from your head to find your feet trackers. But if floor height is accurate and your User Real Height is accurate that shouldn't be needed
Do you do something like wear your feet trackers on the back of your ankle or something?
Oh, yeah... that's not really a supported configuration
Does that actually accurately point your knees in the right direction?
Assuming perfect setting of floor and User Real Height, this is going to be about the center of where it starts searching for the foot tracker:
It's gonna have a hard time knowing which is which
This is roughly where it expects the trackers to be:
It's close enough, the range of movement between knee and lower leg is pretty small
Though the hip tracker doesn't have to be on any particular side, it assumes it on the waist at about that height though
I can see why that knee tracker setup would be uncomfortable though. But we don't really support that mounting position
Do you find yourself really needing an external battery with the Tundra Trackers?
They seem to last really long in my experience
Their hardware specs say 9 hours. But I haven't yet tested mine to full draining
Yeah, they do run out during long sessions (12+ hours), the tundras last 7-8 hours without powerbanks under normal use
That's odd they only last 7-8 hours for you. My tundras last close to 11 hours consistently.
I see. Hmm that's a shame that it doesn't work for you. Without a battery pack like that the tundra trackers are super comfortable for me at the knees. The EOZ straps are very nice if you can get them. I'm currently using a DIY setup with an elastic band like this one: https://www.amazon.com/Elastic-Sewing-Stretch-Elasticity-Braided/dp/B07MNVKWFH
10cm wide and I stuff it through the belt-loop alternate back plate on the tundras
because it's wider than the loop the tracker can't slide around
and because it's stretchy it basically feels like putting on socks or something
Stays put very comfortably just above the knees
It's a shame I mean because you have the relatively lighter tundras, but can't mount them due to battery issues
You could also just let the knee trackers die if you end up on a long session and have it fall back to IK just for the knees
Otherwise you might need to get creative with a way to comfortably mount that battery
You miiight get it to work if you try to mount the foot tracker back slightly so it's nearer the center of the top of the foot... but I'm pretty sure you'll continue to have problems with both those trackers so near each other
Hmm, guess I'll have to play around with the tracker position more then, it's a shame that it can't detect the foot tracker being the one closest to the ground
There would still have to be range considerations because we exclude distant tackers. If someone had a tracker sitting on the floor but not near their foot, it would count as "lowest" But I see what you mean
@slim temple It might be worth a try to rotate the leg trackers behind your leg to get it further from the center of the top of the foot too
What do you use for chest, elbow, and knee mounts, Kung?
I got EOZ for feet to replace my rebuff--they're amazing
That combined with slightly moving back the foot tracker's mount point nearer the center of the top of the foot might make it fail calibration less often
but rebuff as elbow mounts cuts off my circulation
I actually use the same 10cm elastic for everything except waist now.
It's not really feasibly for commercial production because it needs custom sizing, so for a non-DIY solution I really like the EOZ. But I don't mind spending a bunch of time on strap DIY
for the waist I use a stretchy woven braid belt like this
And have poked a 1/4" tripod style bolt through it and a flat circle of acrylic covered in felt to give a rigid mounting point
Ah I found an old picture I took of it.
So it's like this:
But of course, this isn't necessary. The EOZ stuff works great too
I just kinda enjoy doing the DIY
There are also other tracking straps etc available out there. But yeah this is my setup
When i first got fbt, i used an old pair of shoes and laced the 3.0's on the top of the shoes. Was pretty comfortable, lol. My waist strap was of the utmost ghetto, however. Took one nub and pushed it under my back center beltloop on a pair of jeans. Then i used a small velcro strap (from my comcast coaxial cable) and wrapped it tightly around another one of the nubs on the tracker and secured the velcro around my actual belt.
eoz feet straps are definitely the best i have used so far
they do be pretty good
and less noisy than shoes
shoes make lots of noise when dancing
my neighbours are probably grateful I got the feet straps
rockin' dem crocks!!
So, I tried ditching a knee tracker for a chest tracker, and I love it, however, I have issues with the straps. I canāt seem to keep it in place very well, and any tiny movement makes the avatar go hunchback. My shirt keeps moving the strap when I move my arms. Any suggestions?
Iām thinking Iām gonna need something like a gopro harness but I really donāt want to do that if I donāt have to
"elbows+chest only" gives weird leg roll that I've never seen in any other setup, not sure if it's my avatar but they've never done this
I think elbow + hip would probably be better if you only have 3 trackers available
it's meant for sitting VR, i have no need to track my hip
Ahh
it's just better upperbody tracking
Hm, I assume Kung didn't really plan for people using chest without hip
Wdym with leg roll?
That's expected. Can't affix two points on a chain without creating slack.
let one drift or the other
or reduce the distance between the model's head and hip
For FBT. The viewpoint position is actually important too because the way the IK aligns your head to your feet is slightly different, which can cause severe arches
I think in FBT the viewpoint vertically aligns with the toe head/foot tail and everyone adjusts to maintain that
So if Iām having issues with my avatar hunching over when using a chest tracker should the viewpoint be moved forwards?
Also about chest trackers
Do gopro chest harnesses hold the tracker at a good position for tracking?
yes
(to the latter)
tweaking viewpoint is indeed something you can mess with to improve tracking
Alright, I figured the gopro mount would hold it too low
Weird, been testing 11 point with all lock since the start of the beta, it just started doing this as of last night.
Thought my height was off or something, but I checked everything.
I have the opposite issue with the back hunching
this
This āgamer neckā issue would be my issue then right?
Yes
then yyeah
The other modes effectively disable the chest tracking
the back bones are too long for your torso so they gotta buckle one way or another
either backwards, causing hunching
or forwards causing arching
So itās an issue with my rig?
not really an issue, but i guess it is caused by the rig
messing with the viewpoint can help as well
or so i've read
has anyone noticed if there is a big performance difference with 3 trackers vs the 8 trackers, both from your viewpoint or when other people see you moving?
yes, more trackers are more accurate, although the jump from 3 > 8 is not as noticeable as from 0 > 3 because diminishing returns exist. If you are extremely pick about movement and having an accurate representation of your movement in game, I would say it is generally worth it. If you don't care as much, save the money
thanks @lethal light . 5 more usb ports and trackers is definitely not easy. I was more considered about whether my movements would look laggy to others since that occasionally happens with 3, guessing with 8 its similar.
define laggy? The IK has a set update rate that does not change.
Also, with tundra dongles you can have up to 4 trackers per usb port
if you've seen anyone dance in vrchat, sometimes their movements are laggy (which might just depend on your internet connection). Would 8 trackers make this worse/happen more often
im not very knowledgeable about the tech behind ik tracking, which is why i asked
also, tundra dongles! where was this 1 year ago. buying one now
sold out š
I mean, the only lag I have noticed from dancing is me running at like 15-25fps. You would have to send a video of what you are talking about for lag if you want me to understand
xD, eternally sold out they are
no. NetIK syncs all of the muscle values. the only thing the extra tracking points do is change how the IK places certain joints, which in turn will result in slightly different muscle values being sent over the network
laggy movement for others might be due to poor performance on their end
It likely doesn't have the same proportions as you. I.e. the spine is longer than yours, so lock all causes that in that case
Lagging movement might also be an indication that they are not using Vive trackers but instead Kinect or slime/haritorax
After like 2 years of waiting for their Kickstarter, they had a "release" that lasted like 30 seconds and then they were sold out. It's been like 4 months now and also they still haven't delivered those sales
tundra moment
Also one of their main appealing features was the price (cheaper than Vive 3.0) but now they are only $10 USD cheaper
So it's kinda meh for me now
The super dongles seem convenient tho
conveniently waits 3 months
oh damn. guess that's a kickstarter project for ya.
:Harold:
Not planning to use nitro boosts on this server
I wait for 6 month to get Tundra Trackers. (deliver to Taiwan)
so with the lock both neck weirdness, or what people have described as pidgeon neck, what is actually happening? Is the head bone root attempting to move forward (bending the neck) to the same Z position as the hip bone root, because it's expecting a vertically straight line between the hips and head as per https://aleasevr.gumroad.com/l/ik2rig?
pretty sure in most cases it's the solver prioritizing a bend at the neck and chest
the bone alignment is for calibration purposes, bends in the spine chain during calibration will be used as additional slack for the solver
I think it's possible to reduce some extreme neck bends if the solver bent the spine a bit more, but obviously that comes at the cost of the entire upper body popping in and out more vs the neck area
Imagine you grab a chain-link at two different points with each hand. Thatās your spine when you say ālock my head and hip to these coordinatesā. Now move your hands closer together. The chain bends. Itās longer than the distance between points it needs to hook up to. Thatās most avatars.
you should let your head or your hip drift so that differences between the spine of the avatar and distance is between your real life body donāt matter, but if youāre going to lock both, theyāre going to absolutely matter as when your head gets slightly closer to your hip some of the bones are going to buckle because you said they had to perfectly match both locations at once.
Since the neck tends to be the smallest bone in the chain itās the first to bend to cover the slack
so phase 1 complete straight line from hip to head seems to have fixed the standing posture and neck is lengthened correctly
Youāll never fix it perfectly; if you compress your spine a little bit in real life itās going to buckle again since the virtual avatar has far less points of articulation to compress in
but when angling the head down, its bending at the base of the neck bone and going pigeon
The only real solution is to choose whether you want the head to perfectly match or you want the hip to perfectly match; if you want to get rid of all slack, you need to choose which one will drift to cover the slack
Real life bodies are squishy; Even if you got the proportions exactly right youāre able to compress or stretch your real life spine a little, and the avatar is not able to do that. So the neck effect will always be there in certain poses, Unless you choose to let one of them drift a little to fix it
only reason im locking both is to transform the chest
Could be mistaken but Iām pretty sure the chest is the same regardless of which mode you were in. The option says lock all but itās really lock both. (Hip and head)
nope
rotation only in lock to head or hips only
rotation and transform in lock both
Just going to have to deal with the fact that youāre asking it a mathematical impossibility then - it MUST buckle to hit all the goals you are requesting. Canāt do everything you want and also not have any bends
its an IK problem end of the day, 11pt works fine in neos and liv with chest isolation
Fairly sure they resize bones on the fly
The chest will move in translation i think
I tried it last night
i can rotate my hips and chest independently in lock hips mode quite nicely, can't translate it sideways, until i switch to lock both
What about Lockhead
i generally don't use lock head, but I can try later
Thatās always my go to since non full body is always Lock head, Dislike the change in behavior when full body gets activated
Seeing my head suddenly at a different location relative to myself is very immersion breaking
I never notice that issue as my avatar is scaled to my irl body
If thatās the case then you probably wouldnāt notice a difference between lockhead and lock all
If the head doesnāt slack the hip isnāt going to slack either
I shouldn't
Let me know what you end up seeing with Lockhead
I donāt have a chest tracter myself
but i'm starting to feel like you need to place the head bone root at the base of your IRL neck
Fairly sure that should give you neos behavior
You donāt
it's not bending correctly
and ive gone to some ridiculous lengths to match up my irl bone joints
Like I said check lock head mode pretty sure that will match the behavior you see in neos
Neos fakes it as well
I can find someone else with a chest tracker and ask them to try Lockhead instead and report back to you if it worked or not if you like
If you donāt want to risk trying it yourself
i can when i get a free moment
@oak pendant for chest trackers, would a "lock hip & chest" option make sense? I feel like a lot of avatars (a lot not necessarily fitted to me) get neck disappearance problems with "lock all", even in the presence of a chest tracker.
I guess messing around with viewpoint position might help in some of these situations (my impression thus far), but viewpoint is usually set up a bit so-so on most bases, unless you go to the effort of fixing it for yourself.
tbh, I like that idea. not sure how hard that would be to implement
should make a canny post for that @lean badger
put it in the IK2 category
My guess is that a risk in this is making neck look not-wierd will require viewpoint drifting far more than regular "lock hip", so I'd like to hear the opinions of people who understands IK better than me.
but... neck snap sucks...
bikini so marking spoiler, straight spine
It's clearly stated in documentation that lock all is the only one that uses chest translation. Both lock hips and head only allow a chest rotation influence
Something you'll notice is that the neck-head bone is somewhat stiff, so the moment the distance between headset and chest tracker gets shorter, the joint between the neck and upper chest pops out backwards to compensate.
so kung mentioned that it was better to put the chest tracker as high as possible
so I have it high across my sternum, rather than further down where the ribs meet the xiphoid process
I already have it fairly high up, but I will have to try that.
Also going to have to find a better strap. The one I'm currently using is just an extra hip strap I have.
im using a custom printed tundra chest mount based on a gopro chest mount
What works against neck snap for me currently is moving up a little with play space mover while calibrating (using legacy calibration). Results vary based on avatar though.
@maiden rock oh, do you know which chest strap and the 3d model?
does your avatar have an upper chest bone
yep
Made a chest mount @Tundra_Labs tracker base with an optional @Woojer bracket for the backside. Also included a version for 1/4" mounts. Seems to help stop the Woojer from sliding around while dancing and simplify things! https://t.co/uBinO6OeZK
oh, most of mine don't have an upper chest bone, I think
now just to wait for china to unf**k itself, so I can get my tundra trackers...
straighest spine i've ever seen in vrchat
pretty avatar
yeah ive straightened it on purpose
doesn't it need a curve ideally?
if it was realistic sure, but this is IK2.0, all the examples say to use a straight spine
Hi there!Here is a set up rig in blender ready to go for fitting your modelling to for IK 2.0. This rig supports up to 11 points of tracking. All bones are placed to maximize the model's compatibility with the new IK.Please note: Fingers can be moved easily into position of your models hands and do not reflect the IK needed for 11 point. Major b...
ah it was the knees that needed to be a bit bent https://docs.vrchat.com/docs/full-body-tracking
VRChat supports additional tracking points using Lighthouse ecosystem trackers such as HTC Vive Trackers, Tundra Trackers, or others to permit tracking of these areas on the body: FeetKneesHipChestElbows + Shoulders (a single tracker will be mapped control elbows and shoulders simultaneously. That t...
yeah elbows and knees
not anymore with the ik pose it seen
It Def still says in the docs knees need a bend
I tried a couple of things, shortened my avatar's neck length to make it the same as my irl, as the shoulders were the only thing that were a little off, no difference
then I noticed if I tilted the hmd down, it seemed to have a form of pivot effect, and lengthened the neck enough to reduce the issue.
going further I calibrated whilst the frunk/hmd was slightly tilted up, and then tilted it back down a little again after calibration, and it almost completely removed the issue, I even tried sitting down and it was still good, what the....
experimenting with changing how far forward or backward the avatar descriptor was made no difference
nor did changing the length and position of the neck bone and head bone root
Confirmed with two others that this workaround also alleviated the same issue for them
Threw the findings in to https://feedback.vrchat.com/vrchat-ik-20/p/in-lock-both-mode-spine-scrunching-pathologically-overbends-the-neck for what it's worth
ummmļ¼is there anyway that to disable auto-footstepļ¼without using action
the locomotion toggle under the IK dropdown in the quickmenu?
ah......is in unity job,not the game
Animate the feet
animated feet š³
toes toes toes toes toes toes toes š„ŗ
š© š š
aite, chest tracking is pretty cool if you lock all
Revised the avatar hips to head chain to retain the original body shape with a straight spine, still need to use the tip up and calibrate workaround to make it look good, and there's still examples of the neck IK stuggling in the footage.
Some dancing to go with it
I feel like the answer will be "bad avi proportions" but anyone knows to to stop my chest arching the fuck forward when my character sits down on lock all? (Feet, hips, chest tracking)
Works fine for standing up š¤
(new to anything >3 point, so I don't know what y'all have discovered so far)
Btw am I the only one who feels like the spine / chest is a bit to static? Like it will always be at the same yaw as the hip.
With a chest tracker you'll be able to isolate the hip direction from the chest
Yup I tested 11point (technically 9 point as we had no knees) and the chest feelt really good
head - > chest - > hips can all independently point different directions
I would have hoped that even without a chest tracker it would move a bit more and not just be static above the hip
I guess its kung playing it safe with the computed rotation
probably
IRL measurement reference image to go with my above recent videos (these are meshes in a dedicated collection group, that toggle)
Dimensions are in meters, all positions are measured whilst wearing VR running shoes, so avatar is designed to wear flat shoes to match (she usually has sandals here, but they are disabled with UDIM UV coordinate discard animation in poiyomi v8).
It will probably never be perfect. Neck issue seen to be existing regardless
A simple variation of posture can give different results.
Is it normal for avatars knees to snap to being fully straight before my foot touches the ground? Like thereās a good two inches of my foot off the ground before the avatars knees bend
This happens to me on almost every avatar, is it proportion related?
Yes my height is set correctly, I use wingspan measurement because on height measurement the issue happens to the arms instead which is arguably worse
Another thing to point out is that the trackerball for the foot trackers lines up roughly at the avatars shins while I wear the trackers on the tops of my feet
all of those side effects you just described are basically the definition of mismatched proportions.
Lol
Only one of them's gonna fit well on an avatar with mismatched proportions, and you chose wingspan
Guess I just have weird proportions
It happens to every avatar
Even default robot kyle

Iām 5ā5ā and I have yet to find an avatar (other than a Mozzie avatar funnily enough) where this doesnāt happen to me
Kinda fitting that a Mozzie avatar works for me, heās the shortest R6 operator
So does this mean the avatars legs need to be taller?
On height measurement my elbows lock when I put my arms out, on wingspan measurement the knees lock
So either make the arms longer or the legs longer, which sounds more correct?
The hands feel abnormally large in wingspan measurement mode
:o the arms must be too short no?
So what do you suggest
1 get used to it
2 make your own avi with proper sizings
3 perish
I know I canāt fix it for other avatars
Take pictures ingame with trackers on your joints vs the avatar
Then go in blender and adjust limb sizes to match your pictures
Rinse and repeat until you feel it matches enough
Well how do I know if itās the arms or legs that need to be adjusted, which measurement mode should I do this in
Another thing is can I just stretch the bones in pose mode then use CATS to apply as rest pose?
The fact that the hands get bigger when switching from height to wingspan makes me think my arms are longer than average, so it has to scale up the avatar to match my disproportionate wingspan
They get bigger because the scaling of the Avatar changes.
So the avatars arms are too short?
If you use height based scaling and your feel like your arms are to short, then yes they are.
Indeed
While this is the correct answer in the short term. Most of the user base do not create their own avatars and likely will not take the time to learn blender to custom fit them to their own proportions. So it's my hope that there will be further adjustments to all lock.
This isnāt even related to all lock
Itās the fact that my arm to leg length ratio isnāt exactly normal apparently
if someone doesnt adjust the avatar to you, you don't lock all ĀÆ_(ć)_/ĀÆ
Eeeeeeeeeeee
it aint magic
Me arms are longer than the average 5ā5ā person, thatās the issue
lol really
did you google the average?
All evidence points to such
I have this issue with every avatar, either the elbows lock in height mode or the knees lock in wingspan mode
As if the avatars arms are shorter than mine
welp... š
Thereās a good 2 inches of movement before the knee or elbow starts to bend
Past that theyāre stiff
Looks like Iām always standing at attention
This is fixed by increasing my world scale override to 103% but obviously thatās not an optimal solution and causes other issues elsewhere
Until further changes are made. I'd like to see more people take advantage of it.
take advantage of lock all?
Yeah there are some great dancers out there that aren't familiar with blender that just use public avatars in general. I know right now that the answer is that lock all requires specfic proportions, but who knows what the future holds.
Lock all works just fine for me
Just the arm lengths are wrong
Hell I even use a chest tracker lately
Why is it so vague
If lock all requires specific proportions, what exactly is it we should be verifying
id love at least an avatar example that works really well to work off of. but right now it seems like its just trial and error
i did it
my proportions are now correct
it required moving the hands 0.03 units further away from the center
got a pic of the bones?
so you are using no upperchest then
there are pros and cons
the biggest of which being?
upperchest allows the ik more room to move around but you lose more control over your upper chest
When my PSU arrives I'm going to do my 11pt IK tests again but using scale by arm length, using my custom ratio, instead of avatar height. Technically there shouldn't be any difference but I wonder if that does provide different results for the neck bone behaviour.
Would be interesting to know if anyone has a good working example of lock both mode working with scale by height
ik is smoothed remotely anyway so it's no so snappy on their side
Which I must say is not exactly a good thing. Fast movements get deleted entirely
better than seeing the wobbliness of most peoples tracker. If someone records you compared you record yourself you will notice how much the smoothing helps out
i wish i could see myself the same way other people do.
i never know if people are seeing this or that due to network smoothing
Honestly disagree. Tracking was wobblier before network IK and the same rate reduced, but there was no big delay like there is now, and you could see all the subtle movements of their head and hands, body language was much easier to communicate without exaggeration.
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bad tracking is a hardware problem to solve
to each their own, but whenever i see dancing/showcase videos where people record themselves seeing the constant jitter especially around hip/feet area makes me enjoy networked, smoothed ik way more
no mounting solution can get rid of IMU jolting around from harsher movements
tbh
network smoothing cleans up this jitteriness nicely
Network IK smoothing completely ruins it for me when I throw my tracker violently at the nearest solid object. Removes all dramatic effect it may have had
i- uh

i dont think they took gamer rage into account

Would like to see a neosvr thing come over to vrchat, local smoothing
Vtubers won't look so scuffed when they make fast movements
Is local smoothing for the IK?
it stops the vibrating/judder
smooths out the position, by allowing you to specify different amounts of interpolation
i dont think the network ik was expecting you to throw your tracker into the wall at 70 mph, xevian.

Does the upper legs and hip need to be aligned still or we still get that rotation if we don't ?
Think it still needs a very small offset in front of the leg root
I wanted to suggest providing user configurable smoothing options to reduce the jitter and wobbling for local tracking experience and recording/streaming. I'm not sure if this falls under the IK category though.
Sure
That would be pretty nice I had thought about that in the shower a few times
Imo this would be more of a suggestion for the ones providing the tracking solution.
SlimeVR, KinectToVR and most other non lighthouse tracked solution have options for smoothing, so maybe what we need here is a suggestion for SteamVR for their tracking solutions
i wonder if it's possible to build a driver to "middleman" these tracking solutions
to put effects like smoothing in there
Didn't have that feature, but openvr-inputemulator would have been capable of that I believe, but it was using bugs to work and apparently does not work anymore.
But honestly this isn't something that we should add to steamvr, that will add double smoothing, this should be a VRChat feature.
Yes. It is possible. You can theoretically emulate any device if you wanted to. LucidVR works by emulating a Knuckles controller using data from an ESP32. So long as SteamVR receives the right data it will work.
The driver would be easy. The problem would be how vrchat would choose which tracker to use, as you now have 2 trackers occupying the exact same space
I'd love to have an option like this, so here's my +1
- for local recording/streaming purposes as Towneh already mentioned, see example video-snippet below
- I got chronic tremors in both hands, so handling precise GUI-stuff like camera-controls/lens-positioning for me is a constant jittery nightmare š š¦ š
The Vive 3.0 trackers I use are fixxed to my dance-sneakers using cable-ties, no whiggling-room to speak of - every strap I tried was way worse (even trackstraps)!
Still the Vives are that sensitive to pickup the floorboard below my carpet rebouncing slightly when I go all out dancing...
Examples:
https://youtu.be/byRrbaDFpzU?t=81
https://youtu.be/byRrbaDFpzU?t=437
left network-IK -> smooth legs/feet
right (me) local-IK -> vive 3.0s > leg/feet jitter-galore
(6-point-tracking on the 1st ik-2 open-beta btw)
Noticed like two things tonight. You can't stutter step in SDK2 worlds if you turn your locomotion animations off in the QM settings, and if you're low enough to the ground in FBT to be considered crouched or prone and have locomotion enabled, the locomotion doesn't play regardless.
yeah that's how prone has always worked
Fair point yeah. Although I could've sworn that wasn't always the case. š¤
hello, i wanted to know if anyone got the same issues as me with ik 2.0.
So i modified my avatar prior to this update to be ready, i modified the whole armature to respect everything that ik 2.0 need, but i also did those modification:
-i removed upper chest, to have only a chest bone that is twice as long as the spine or hips bone.
-i took also measurement of all my limbs as precise as i can (down to the cm precision to have a really close armature to my real body.
but whatever i do, even if i use the old avatar that doesn't have that setup it seem that my view point never want to be at the same spot, whatever i choose (locking head, locking hips, and even both) I always get a different result but none get close to my viewpoint I've set in unity. even with public avatar it seem that the viewpoint is never at the right spot.
I also found that if I move with the thumbstick my viewpoint suddenly snap in the right position and everything seem perfect, but only if I move. Even when I'm trying to calibrate this issue seem to be here
this issue drive me crazy, it look like i'm never calibrated correctly and it bring me back to when i had really big viewport issue with the old ik
Maybe have the avatar place more forward or backward by default.
you mean the humanoid setup ?
i mean, it could be that, but why is it doing it to every avatar even the public one, event the fallbacks
i figured that if i bend my spine when i'm in both head and hips locked, it crush the neck completely instead of bending the chest, with every avatar again
then maybe don't share that as a message here??
That's know and something Kung wants to improve.
If it's important for you that your view point is always correct, you should use lock head.
And also why did you removed the upper chest? That's now finally actually used with IK 2.0.
they should just get the humanoid muscle setup before doing ik, because if you change neck nod up/down muscle settings in unity vrchat will do the ik as if the neck nod up/down didn't changed, if i reset my muscle setting to 0 it seem to be better, but my neck is completely crushed
i did added it but the neck was even worse
so i removed it
While Locomoting aka walking with your thumbstick your avatar will be put in to lock head, that's why you notice your avatar "jumping" a bit forward or backwards when you are in lock hip / lock hip & head.
Lock Head & Hip has neck issues currently.
it doing it in all setup, even in head lock
Then something is wrong with your rig, cause that normally can't happen outside of Loch Head & Hip
it's doing it with all avatar even with the fallback alien, you can really notice it wen callibrating
That's weird, you are the first one I hear complaining about it
Do you have client modifications installed?
the real issue issue for me is not about the movement but the fact that when i calibrate the view point is not in the right place, but the calibration work as normal, it's just weird and i have to "not match" my trackers to my hips to callibrate correctly
Oh yeah in connection with this:
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.
no it's doing it since the first release
Hmm
hope it will get corrected because they could ignore it it's only visual, the callibration still work as the viewpoint never moved
Without there being 1. a canny for it, and 2. a way to reproduce it, there isn't much they can do sadly.
What do you need help with?
Anything in the works for IK2 right now? e.g. Neck behaviour in Lock Both, Arms close to their shoulders, or angled spines / chests
order doesnt matter, you can change the lock modes whenever
just pick what feels better for what you are doing
it is not a calibration thing
how do i stop being calibrated "in front" of my avatar
wdym?
If it is what it sounds like, maybe the view point is not in the correct position
Yes that happens when the viewpoint is set too far in front of the face
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i'm assuming that being in progress means more than just that position being fixed/touched up for elbows so it'll be nice to see how things change

I wonder when we will get to see those changes
Maybe this week? :o
Iāve still never experienced this issue
Idk how you are not having it xD


