[FEEDBACK] Constraints in Local Space
Voxian
To my knowledge, we have many constraints available to us via the default unity constraints. We can also use some extended scripting when it comes to Final IK.
I’ve used much of this when making quadrupeds, characters with two heads, and extra arms. However, all of these systems are calculated in world space only.
For Avatars, I am not aware of any way to work with these constraints in local space.
This would be very helpful when trying to map the rotation of your arm or fingers to puppet something not directly connected to your arm or hand. Right now I’m thinking of controlling wings or ears with fingers. This level of puppeteering is significantly better than using the menus or gestures, but we don’t yet have good access to it.
In my own experience, I specifically ran into this issue when trying to directly control the back legs of a quadruped with my real legs. When facing straight ahead, I could puppet them just fine, but once I curved the spine, the feet would remain pointed forwards.
I can’t imagine that this functionality would be too difficult to create. Most other unity games just copy the rotation values from one object to another and they are done… but obviously there needs to be some safety nets in place for cycle checks and other errors that might happen.
I did my best to try and find if a similar topic already posted, there may be one, but I couldn’t find it.
This post is partly a “What work around are there?” As well as a plea to add this functionality to the SDK.
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Voxian
I want to do a quick bump of this post. As part of the developer update today https://ask.vrchat.com/t/developer-update-16-february-2023/16474 we are going to eventually be limited by how many constraints we can use in our project.
Currently there is a method to create fake local constraints by making THREE duplicates of your entire avatar and animating constraints across all copies. For my current model, this is approximately 300 constraints just to make a local constrained version of my avatar. I am absolutely animating these off whenever not in use, but it sounds like regardless, they will affect the ranking of my avatar.
If we were given the ability to do local constraints with an official tool, this would be significantly reduced.
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lutina
I myself are an avatar creator and the puppet movement system is a pain to import at best we need a system to make it a lot easier
Photographotter
This is a very technical request that the average userbase wouldn't understand, so I don't anticipate a lot of people joining onto this canny because they likely won't understand it.
But for avatar creators that like to make some of the really fun zany stuff this would be a huge addition to the SDK. I think most users won't know what this means, but they'll see complex and creative avatars come from this if it were implemented
Ahzealion
I've ran into many issues with axis flipping related to the current form of rotation constraints. I've found really janky work around with aim constraints. However, This process would look much better, and be much easier to achieve with local constraints
Zephyr_Drake
This is very important as it opens a lot of creative options open for creators, and gives us the tools to make our visions. It will also bring it in line with other game engines and platforms.