Headchop still occurs at medium camera distances even when it's fully disabled
available in future release
Adeon Writer
On avatars with disabled headchop, there is a narrow threshold distance where it will still be scaled to zero anyway. Closer or farther than this and it will correctly remain un-scaled.
This causes the head to briefly blink in and out as it passes this narrow range.
Video of behavior: https://www.youtube.com/watch?v=Qxcp6R5TcGY
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Dexvoid
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Adeon Writer
More examples of behavior: https://www.youtube.com/watch?v=Z0DgPTo88cs
Here's the behavior showing up in three different worlds, first a MMD dance station, the other a standard sitting chair station (that does not lock the upper body), and the third is a boat vehicle.
Avatar scale is set to 1.08 meters in these examples, model is naturally uploaded at 0.75 meters
I have ruled out this being a bounding box / culling issue as the avatar is one single skinned mesh render
Worlds shown:
Lazy River Water Park https://vrchat.com/home/world/wrld_f9daf3cc-3ff3-4f15-8501-7c641928a8f6
Dexvoid
Adeon Writer The head flickering in the MMD world is a legitimate bug with avatar scaling and now has a pending internal fix that keeps the head visible.
The other two cases you've shown are expected behavior, since usually when your avatar stops tracking you in VR we hide the head entirely so parts of the head don't start clipping through your view. Your case is a fairly unique one since you're keeping the entire head visible deliberately - the intended use is just keeping select parts of the head visible to avoid clipping (for example only the snout).
Adeon Writer
Dexvoid Makes perfect sense, thanks for explaining!
Dexvoid
needs more information
Apologies for the time it's taken to get back to this - the focus has been on VRChat constraints recently.
avtr_b6beca39-c9d3-482e-a369-323376982734 below has been deleted, so I've tried creating a new avatar based on the default robot sample from the SDK that just contains a VRCHeadChop component that keeps the head bone visible. This actually keeps the head permanently visible in an MMD sequence during my tests with various avatar scales.
Please feel free to provide another ID for an avatar having this problem for further investigation, otherwise this issue is likely to be closed in the future.
Adeon Writer
Dexvoid Apologizes for moving the blueprint! https://vrchat.com/home/avatar/avtr_7099ff67-ecd2-413b-b018-52775205726a
I've also attached more video examples in the comment above
Dexvoid
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Shiro K
I remarked the same issue today with my avatar and a friend too with her avatar. I disabled headchop during a MMD dance and in general it worked. But the head disapperared, when I moved away and came back closer with the playspace mover. I tried a scale constraint as alternative too - same effect.
Dexvoid
needs more information
This is the intended behavior, to an extent. The head should remain visible in first person until the instant your viewpoint becomes separated from your avatar, at which point the entire head is hidden - this is to stop parts of your head clipping through your vision in normal use. The head then reappears once you've moved far enough away from your avatar.
Your video shows the head reappearing too soon, which we haven't been able to reproduce so far. The world in your video looks like an MMD world - could you please leave a link to it here for further investigation?
Adeon Writer
Dexvoid
I was disabling headchop for viewing my avatar in MMD worlds, that way it's head would not shrink when it got near my camera in recordings.
I understand this might not be in the scope of the intended use of the headchop component, but that's how I found this behavoir.
I was expecting the headchop component to disable the head shrinking entirely, so I was surprised by the narrow distance band where it still shrinks anyway.
Dexvoid
Please include the ID of this avatar if possible, thanks!
Adeon Writer
Dexvoid
Headchop is disabled by default, can be re-enabled via Expressions Menu > More > Disable Headchop. This toggle puts the global slide on 0 or 1.
StormRel
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