[BUG] Execution order causes VRIK locomotion settings to speed up
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Scionzenos
Avatars using Final IK's Execution order have their VRIK locomotion settings changed. The two settings that seem affected are the Step Threshold and Step Speed. In the attached gif is the difference between the builds.
Multiplying the step threshold by two and dividing the step speed by two restores the VRIK closer to its original status in game, but then it is incorrect in the editor.
Deleting the Execution order also makes the VRIK act as it does in the live build, but in this set up the Execution order is vital for the avatar to work correctly.
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Hugo Zink
I have a suspicion that this is the same bug as before with IK Execution Order, where the IK components actually execute
twice
.Scionzenos
Hugo Zink: Doing more testing proves you right. Disabling the execution order should disable all the components that it was controlling. However, disabling the execution order in game does not follow this rule, it acts as though you've disabled one of the two active execution orders. Also, if you duplicate the execution order in editor, it will replicate the behavior that occurs in game. Maybe the execution order the devs add in game grabs all FIK components on the avatar for some reason?
Formic.Sapien
Don't let our beloved spider system break!!
Ruuubick - Designer
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