Update 2021.2.1 Broke Avatar Locomotion
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CyberChimp
Avatar rigging was working perfectly fine until todays update gone and broken it...
Video proof
Please fix ASAP
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Tupper - VRChat Head of Community
We've examined some of the avatars that people have sent us-- for those who are voting on this issue
and are actually experiencing the issue
, can you tell me if your avatar's rig is employing "rig hacks"?As a reminder, per our documentation on rig requirements for FBT, you should ensure that:
>
There are no "Full-Body Hacks" in use such as flipped hips, extra leg bones, zero-length or unweighted necks, or other similar changes.
These changes can have greatly detrimental effects to rig behavior, and will eventually break with future Full-Body Tracking changes.In particular, the rigs we've seen that are experiencing these issues have had extra leg bones, flipped hips, zero-weight/zero-length necks, and other "hacks". From what we're seeing, avatars that are not employing these "rig hacks" are not experiencing issues.
We posted this information over a year ago and informed users that future FBT changes/tweaks may break avatars that are employing these "hacks".
Please remove these rig hacks and try your avatar again.
If you are experiencing issues but are 100% positive that you are NOT using these rig hacks, please let us know and get us your avatar ID.
Edit:
We're also seeing this issue if you calibrate "too quickly". Please let your avatar load before pulling both triggers!Fax
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Thanks for reporting this issue! Please let us know if you experience any ongoing issues or whether we can mark your post as completed.✅
Franada
Is this still an issue ? CyberChimp
Pikapetey
Blender uses the Z axis to look to the next joint, 3Ds Max uses the X axis and Maya uses the Y axis.
All models made with Maya or 3ds max has this issue.
I used the BiPed Rig in 3ds max, it has been a standard mocap rig for many years and is stated that it is supported Unity Humanoid Documentation. My SDK2 avatars break with full body tracking.
Whaddageek
I'm still seeing an offshoot of this even with the latest patch that supposedly fixes it. In my case any avatar that has something on or tied to their wrist bone (eg; it's the reference for a Constraint,, has a rigidbody, or there's a mesh placed under the heirarchy for the wrist) has the hand tilted inwards about 45 degrees. It's consistently occurring across multiple different armatures on my avatars.
This isn't even occurring in full-body, I'm just using Vive wands and a Vive Pro.
Ӄito ßallarɖ
I've found some what of a work around till VrChat looks at how their systems work:
Walk away from the spawn point. Usually the further the better. Change into another avatar and calibrate. Change back into the one you was using and calibrate. The leg isn't perfect, but it'll animate better. If this was our rig, both legs would do it, or hell, the whole hip would break. This is som'in that the game is doing. It's improperly reading the right foot's tracking. The arm twist thing though? I dono. My models don't do it but have seen it in action.
M4kkiu
Got roughly the same problem here. Some of my avatars act funnily now in full body tracking. Working perfectly fine in non-FBT though. Two of my avatars, for exemple, doesn't even act the same way, but they share the same rig because one is an exact copy of the other. They even share the same unity project. My main one, only got his knees twisted. My second one got his knees and uper thighs twisted and walk/run in a weird way. I'm pretty sure I don't use "rig hacks" and I don't have extra bones in my legs or what ever (already got rid of them long ago while optimizing). I didn't update my avatars in anyway recently that could've cause this problem, since they were working perfectly fine before this update. I tried to mess up with my rig to correct the problem, but to be honest, I don't see any problem on my rig (not totally an expert though). Also, they are all 3.0 avatars.
jonny007
i have had multiple avatars of mine turn up almost unusable after the update when in full-body. i don't use any hacks on and rigs, and i don't have the intact files for some of my older avatars to be able to go back and fix them, besides there are 300 of them.. one avatar that a noticed has very visible broken shoulders and elbows twist breakage on it is this one : avtr_c41e9dbb-8d12-4158-8aad-b97328e5cee0 . the avatar is 2.0 and i have seen that the broken parts are mostly local rendered and when someone else is in the avatar it looks "almost" normal. i really hope this will be fixed somehow, otherwise idk what to do with all of my avatars
Ӄito ßallarɖ
From observations, I can actually chalk this down with som'in VrChat changed, as our models are quite fine. My main model that has the "Flip Hip" works in worlds normally. It turns out every model that has an issue is always my right leg. Depending where I calibrate my right foot, it changes how my foot is read, making the "Floppy Leg" syndrome happen. I have actually calibrated in worlds where my right leg was borked until it stopped. It's really som'in
you
broke, not us. Look at how your system is reading the right foot for FBT, since it seems to like to break when you recalibrate or changing to other worlds at times.Fynn9563
I'm having issues after the update as well I don't know if there is any "rig hacks" used Av3: avtr_b365ff43-d7ee-4201-a4ef-318a83534fa9
Any help would be appreciated
Tupper - VRChat Head of Community
Fynn9563:
Are the legs not calibrating properly in FBT?
Are the arms twisting at the elbow?
Are they AV2 or AV3 avatars?
Are your avatars employing "rig hacks" such as extra leg bones, flipped hip bones, zero-length spine bones, or zero-length or zero-weight neck bones?
Fynn9563
The legs seem to be fine its one of my arms that having issues
Its a AV3 avatar.
I'm also not sure if rig hacks have been used.
Thanks again for the help :)
Fynn9563
Ive managed to fix the issue by removing a Fixed Joint from my avatar.
Not sure if this was the same issue but its something people can try and see if that helps
S
ShinyBismuth
Same here , 28 of my publics are broken. The thing is some that were uploaded as male and female versions the same day, sharing the same type of sdk and files, in some cases one is broken and the other is not.
I've been using the same type of stuff for every model that i make but only some are broken. It does not seem like there is a fixed reason why some do and some dont.
Tupper - VRChat Head of Community
ShinyBismuth: How are they broken? There are _several_ bugs reported in this Feedback post.
Are the legs not calibrating properly in FBT?
Are the arms twisting at the elbow?
Are they AV2 or AV3 avatars?
Are your avatars employing "rig hacks" such as extra leg bones, flipped hip bones, zero-length spine bones, or zero-length or zero-weight neck bones?
S
ShinyBismuth
@charles-tupper:
The models legs are flipped 90 degrees outwards
The arms are fine as far as i can tell
They are Av2 , all the way from between 2019 to 2021
and yes they have rotated leg and hip bones.
BUT.... all of them do, and yet only 28/100+ are unusable.
If that was the problem how come not all of them broke?
They all use the same animators , base model , same shader , same dynamic bones scripts and they are all in the same unity projects.
Tupper - VRChat Head of Community
ShinyBismuth: If you're stating that they have flipped upside-down hips and extra leg bones, then those are expected to break and we don't support them.
I can't offer explanation for the others at this time-- it appears that there are several different edge-cases of non-standard rigs that cause issues.
Do you still have the original files for these with the issues?
If you do not, it will unfortunately be very difficult for us to track down the issues.
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