[1295] Eye look is reversing up and down look from what is set in avatar descriptor and eyes are looking left and right independantly.
complete
Mieze
Looking up points the eyes upwards and looking down points the eyes downwards instead of keeping them level. This also affects the blend shapes as set in the avatar descriptor as they show reversed too.
If you get the eyes at the right angle by looking at someone, the eyes move independently (see attached picture).
The eyes worked fine before 1295
So far I have only seen it on 3 avatars on myself and 2 other people
Turning on eye tracking debug reveals the lines pointing out the back of my head. (see second attached picture)
Confirming with someone else with the problem, both the eyes on our models have abnormal bone roll values.
Log In
Kung
complete
Fixed as of 2023.2.1p2
Kung
Merged in a post:
[BUG] [1295] Avatar "Eye IK" Broken on some Avatars
Spiro Renard
- Get into the Public "Awtter" Avatar by Shade The Bat.
- Turn off eye tracking if you have it.
- Look in a mirror and move your eyes.
Video Example:
Kung
Merged in a post:
Eye Tracking Breaks when "Looking Straight" is not x0, y0, z0.
speedbuiz
- Use any model in VRChat in 2023.1.2 - Build 1295 that has Eye Bones with any offset "Looking Straight" rotation.
- Observe how the eyes are offset, trying to reach x0,y0,z0 to look straight, rather than reach its avatar author defined "Look Straight" value.
-Solution For Now-
This issue is erased once an avatar with Eye Bones has their "Looking Straight" rotation state manually corrected to x0,y0,z0. The skeleton needs to be manually edited to fix this issue, i.e, take it into Blender.
The model can have straight eye bones with no roll, pitch, nor yaw. Its parent bone MUST have the same rotation as the eye bones themselves to be read as "0,0,0".
.
-noooow I can drop the professional act :p-
I'm...sorry, but I really don't know how this got overlooked in this Eye Tracking update.
From my own testing it seems that VRChat is now ignoring the "Looking Straight" default value, and trying to suck the eye bones to 0,0,0. Interestingly enough, it's limited by the "Looking Up", "Down,", and "Left" and "Right" values. It won't surpass these, but it seems to try and hit x0,y0,z0.
There's a lot of models that aim head bones in a way so that they cover more ground for automatic weights. As a result, the eye bones have a parent offset that's most common on their X rotation, by something like -30 degrees. But they are straight without bend, and rotate perfectly along global transforms.
.
For example, my public row model, Xperiment, had an offset of -32 X. If I'm to rotate the eyes to 0,0,0, they vanish from the model, and you become Herobrine. :) Pic Attached.
But the reason why you don't see Xperiment as "eye-less" is because it's locked to its "Looking Up" limitation. I don't know why it's not using "Looking Straight" to look straight.
There are a lot of models that do this, like Game Rips and Kit-Bashes. If I had to guess, about a whole 2/3rds of my "eye-tracking" avatar uploads are affected by this. Once again- even Xperiment- My Public Row avatar, is affected by this. There's a patch coming soon along with an update.
.
There's been an eye tracking offset thing built into the SDK for years now. Please don't let this go ignored. I'm sure there are tens of thousands of models that have this problem. And only about 2% of players are probably going to be using actual eye tracking until a better headset comes out.
And I remember, before this update, people managed to spaghetti some OSC Eye Tracking into models and (I'm at least pretty sure,) had no issues with these kinds of offsets.
All the fix seems to be is a simple bit of code. Could you offset the new Eye Tracking to utilize "Looking Straight" as its default? I bet that's the one bit that's busted in this update.
Kung
in progress
speedbuiz
Update: I noticed something strange.
It seems that the eye bones want to go even further away from 0,0,0 by default. My example has the initial offset at -32.73, but is locked at "Looking Up", which is -47.
I don't know what it could be relating to, but...its almost going a whole 360 just to reach 0,0,0.
And as a reminder, having an avatar with zero'd eye bones does fix this problem.
Kung
speedbuiz: The issue was a little more complicated than not utilizing the forward direction and had to do with a fix for an avatar initialization issue which had previously rarely been causing some slight offsets to eye look directions that only became apparent with accurate eye tracking.
I think I have a working fix for both this and that other issue. It's currently in the QA stage.
RKVC
Gotta be the goofiest update yet, really hope they fix it soon as I'm dying to use one of my Avatars again.
Bessa
Can confirm that the eyes are also broken for the Nargacugas and Bento's Crocodile
Before the update no issues in the eyes were observed.
The free base(TongueyToastacuga-v5.3.5.unitypackage) that can be used to test and recreate the issue is located on https://drive.google.com/drive/folders/1ekIiFBnzJNhH2a6wwYLo2s5G-VuUlIY5
A
Merged in a post:
eye tracking broken pc (eyes move independently)
luci the mad
1.open vrchat 2. look at your avatar
the eyes move independently in avatars that have spheres (aka eyebones) and looks like lazy eyes, or a chameleon . it will go cross eyed and there is complete lack of coordination on the movement on avatars with round eyebones and in pc
A
tracked
BluWizard
Same issue reported by someone else here as well: https://feedback.vrchat.com/bug-reports/p/1295-eye-look-is-reversing-up-and-down-look-from-what-is-set-in-avatar-descripto
Load More
→