Finger splay on index controllers
available in future release
TummyTime
Now in the beta when we get the skeletal input we get a really weird splay on the fingers. At least while using index controllers. Looks a bit like you injured your little finger. Would be nice if you could align up your fingers again somehow. The thumb is way better than it has been. So no real complaints there.
Fully aware that you could probably fix this up in unity with editing muscle settings on your avatars hands. But that feels like a big ask for all the current avatars out there.
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Thefatgerbil
Hi,
I've been testing and trying to fix this issue a lot on an avatar upload and I've learnt that the primary issue making fingers look strange would be a very simple fix to the game:
The side to side moevement of index and midle finger direction are inverted! (when using index controllers)
This inversion happens in unity, but VRChat is not mirroring the same behaviour. As an example, I greatly increased the muscle limits on the fingers so its more obvious. In unity, setting an open hand (so that finger spread is a positive value on all fingers), the fingers all spread outwards as you would expect. However, in VRChat, instead of spreading out, all fingers go in the same direction, causing these weird looking slanted fingers.
Please just invert the direction of the index and middle finger in VRC and this will be fixed!!! There is no way for avatar creators to compensate for this, except to just completely remove all side to side finger movement.
Fax
Merged in a post:
Index Controller default open hands and some gestures still really weird
Ariєl
Hello VRChat Team,
I am writing to request an adjustment to the default open hand position for the Valve Index controllers. It seems that compared to the previous version, the hand positions for different avatars are now inconsistent. While some avatars display fingers in a natural position, others exhibit significant distortion, with fingers appearing crooked even when the bones themselves are aligned correctly.
I have spent considerable time attempting to correct this issue manually. Despite adjusting the bones through the SDK configuration options, I have been unable to achieve a satisfactory result.
The first five photos attached illustrate the issue. When making a pointing gesture, some fingers tend to curve upward instead of remaining straight, resulting in an unnatural appearance. The tips of the fingers often curve as if they are broken. Additionally, there is noticeable inconsistency in the finger positions when the hands are open, with fingers becoming oddly crooked to the left or right depending on the avatar.
The resting position when the hands are lowered is quite impressive, and I find it a great feature. It would be beneficial to maintain this alongside other button detections, such as finger sliding on the Valve Index control trackpad.
I believe a review of this issue is warranted. Previously, we had a straight hand position pattern that was effective and allowed for natural spacing adjustments using the SDK's Configure option.
Thank you for considering this request.
Best regards,
StormRel
Merged in a post:
New default posing for Index controllers with new Steam skeleton
WingmanDraws
Unsure if this is intended or not, but the new Steam Input system has changed the default pose for Index controllers and looks rather odd. The fingers seem to be tilted 20 degrees to the side and the thumb is splayed out extremely far.
While the tracking feels great now, the initial pose makes the positioning feel rather unnatural for his one would be holding the index controller.
Kung
Thanks for the feedback! We'll be adding a new saved-per-avatar "Legacy Fingers" toggle to feed the skeletal tracking data through a re-implementation of the old method for processing finger muscles that Index controllers currently use on live. So you'll have a toggle to go back to the old behavior.
Rose Bursyoji
Kung Thank you so so much for the clarification on what will be done.
As I said in my reply to this I was very worried of taking 2 steps back with a "rollback" or "Reverted change" like I had been told would be happening.
xantoz・ザントス
Kung Thanks for the reply. This sounds pretty much like exactly what I was looking for, since some avatars don't work too well with the new finger poses since they were made with the old ones in mind, meanwhile it's just fine or even better with others.
Salbug
I'm surprised people are having issue with the splay as that's just how a hand naturally looks when splayed out. With the implication of
AVAILABLE IN FUTURE RELEASE
I hope there isn't some reverting change to this.Laxy
Salbug i would understand it if we do the hand open gesture, then it should look splayed, 100% agree if you're splaying it on purpose, but by default in an idle status, it should look more relaxed and normal, look at your hand without splaying on purpose, it looks like the "live" screenshot that OP posted
Salbug
Laxy Your hands idle pose does actually change depending on its orientation and position relative to you. It looks more relaxed when down by your side, whereas when you have it up in front of you it is in a more splayed pose.
Natsumi-sama
Salbug IMO splay values should be ignored when using Index controllers because of how useless the values are. But the old VRC Index finger poses are so much worse so I wont be going back just to fix broken splay values.
Rose Bursyoji
This is a very strong "One step forward and then two more steps back" type of thing.
This is as SteamVR Skeletal input works on index controllers. Just look at the hands in Alyx, Bonelabs, SteamVR Home, Ect. You could "Fix" this issue in Unity quite easily as well with the muscle editor.
You can change the spread values to make it as it used to be. For myself and several others I know they far prefer the way this looks as this is how out hands naturally form when opening like this.
Seeing "Available in future release" without any DEV or Mod comments of what is being changed is disheartening to me as I assume they'll revert this is some manor, even as this is very much expected behavior of SteamVR skeletal tracking.
This is all functioning as expected.
This post was marked as
available in future release
Ghostt
Messing with the muscle settings in Unity is a pain - it is very difficult to predict how they will look in-game.
It would be nice to be able to set the pose of the fingers using a custom component, kind of like how it is possible to set the maximum value of the eye rotation values with an instantaneous preview.
TummyTime
Laxy
I just had the idea of, we could have a slider in the IK menu to correct this awful index splay, to readjust the fingers by ourselves.
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