Shoulder move is different when using only VR and fullbody tracking
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guzuo
[details]
avatar shoulder moves differently.
- with only VR, the shoulder moves GREATLY
- with fullbody tracking, the shoulder moves SLIGHTLY
[why this is matter]
This problem makes it difficult to rig an avatar. To avoid this problem, we have to rig carefully and test with both VR and fullbody tracing over and over. This is really painful and time consuming. I saw many avatar creators suffer this problem (of course me too)
[what I want]
- the same shoulder move no matter when using only VR and fullbody tracking
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JADE-vr
This is still a BUG!! please address..
You can set the rotation limits when setting up the humanoid Rig but the rotation limits that you set for the shoulder are completely ignored when not using FBT, I am talking about three-point tracking (headset and controllers only). The shoulders move however they want to, meaning they go way beyond the limits. This means lots of clipping into the body, sagging shoulders when the controllers are sat next to you, especially when you cross your arms or place your controllers down on the opposite sides of your body (when you're in VRchat, playing seated) and means that parts of the mesh move way more than desired.
The VRchat demo robot is a robot with circles for shoulders and elbows making it extremely basic and easy to rig. Organic Avatars or humanoids normally have the shoulders set up like a clavicle or a collar bone, not a circle that just needs to rotate or pivot from a certain point. Please make the shoulder rotation limits actually work so we
don't have to make tiny little shoulder bones, so we can make shoulder bones that actually stop at the rotation limit that we set and can pivot more accurately.
For now I will have to make Avatars with undesirable shoulder movement just because the rotation limits do nothing.. please look at and fix.. If you get back to me and need a picture or any more info I will be happy to supply.. Thanks for your time, apart from this, VRchat Rules! and you should employ me :)
StormRel
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StormRel
needs more information
StormRel
Thank you for reporting this issue. Since this post is quite old, we are requesting that you confirm that the issue is still present and to provide any updated information.
asaso
StormRel well with the IK 2.0. shoulder move in FBT and if elbow tracker is use there an option for shoulder compensation.
So I would say, it was fixed I guess.
Raccoonteur
This is still happening. I created an avatar with shoulder armor, quickly tested it out in game, and thought I was good to go, but when I actually used it the shoulders weren't rotating when I raised my arms and it took me a long time to figure out what was going on. The motion without full-body looked the most correct.
Julian Astrum
Julian Astrum
Me and my friend can prove this with the bone-body avatar from avatar testing world. I use fullbody, he uses 3-point, shoulder bone is DRASTICALLY different, and makes it a pain to rig an avatar
owlboy
Is this improved any in the VRChat 2019.3.2 patch that came out today?
Zarniwoop
owlboy: Recalling only from memory, it has improved by a tiny bit?
The difference between 3p tracking and full-body still is day and night when it comes to shoulder movement though.
GotoFinal
doesn't this just depend on how do you setup full body? As then you need to T-pose and by doing that you setup tracking points vs the one done automatically .
So results should be also different depending where you will place your hands when in full body?
ImTiara
GotoFinal: The avatar only T-Poses to make stuff easier such as seeing where your hip tracker is etc. Putting your arms in a T-Pose or aligning your head has no effect in the calibration
`Squishy
GotoFinal: No, your hand position doesn't actually affect anything during the lock in phase. You can place your hands and head literally anywhere and it will have zero effect. Only the feet and hips matter. The head and hands will always reference the head and hand bones directly same as in normal VR.
Guzuo is correct that shoulder movement is quite different between normal VR and full body. It's common to notice a lot more clipping around the shoulders when using an avatar in full body due to the sharper bends it causes.
GotoFinal
`Squishy: ok, thanks for clarification then.
Lhun
`Squishy: squid is correct. You can actually see how upperchest movement changes by doing a rowing motion or swinging your arms in parallel back and fourth, the chest will move with it.
Julian Astrum
No. a very basic avatar that is literally only octohedral bones shows that it's the rig.
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