VRChat IK 2.0

Provide in-depth IK configuration options for enthusiasts
This is motivated by @Kung's request in this post: https://feedback.vrchat.com/vrchat-ik-20/p/in-lock-both-mode-spine-scrunching-pathologically-overbends-the-neck In general, it seems that there's a bunch of cases where one-solution-fits-all would leave at least some people disappointed with the default behaviour of IK and no option to change it outside of [redacted]. As such, it seems sensible to provide more in-depth IK options that would allow users to fine-tune it for their own preferences and avatars. Naturally, it won't hurt to clearly mark these in-depth options as "advanced" and maybe collapsed by default so that average users won't be spooked by a huge array of variety - that and defaults that work well for most users will likely be sufficiently user-friendly. One important aspect here is in-game availability. Given that these options concern IK, having to edit a config file (and maybe even restart the game) just to see their effect would be incredibly bad for usability. On top of that, this same approach can be used during open beta to let users try out different approaches and solutions and gather feedback on what works and what doesn't. Options that produce split feedback would indicate that keeping it as an actual option for release might be beneficial, as people have different preferences on that specific thing. Additional discussions and ideas on this topic can be found in comments here: https://feedback.vrchat.com/vrchat-ik-20/p/chest-trackers
13
·

interested

Forearm and elbow tracking is still inaccurate in [11902]
TLDR: Vrchat elbow behavior is still incorrect, With 6-point tracking. I have used streaming motion-capture software that is more accurate. The information below best explains this. Check screenshots. The following is a screenshot captured from my motion capture software that I use for streaming. This software's IK system Best reflects my physical body's actual pose in physical reality. Notice where my elbows are. Notice how my forearms are parallel with my virtual body. This is a one-to-one with reality. This was captured using a six-point tracking system. The Avatar reflected here is a vrm conversion of Vrchat Avatar. The Armature of the Avatar is no different than the one that is being used in vrchat. It was converted to using {UniVRM} https://drive.google.com/file/d/1NWHFrszOCzLsI3X6GSy3IDcuHuBQJf-t/view?usp=sharing The following is a screenshot captured from vrchat. I'm using the exact same trackers (6 point) Again the Armature with the avatar is no different than the one in the previous screenshot. Notice where my elbows are and how they are not in the correct position. My forearms are at an angle and not parallel with my virtual body. My physical body is posed is the exact same as in the previous screenshot, above but VRChat doesn't reflect this. The only way I can explain why there's a difference between these two is perhaps in the IK systems that the motion capture software uses in relation to the one that vrchat is currently using in the most recent ik beta. I'd really like to see behavior like this change. This is only a small example of the desync I have experienced between physical bodies and virtual ones. There's a similar effect with knees. I don't have the time to capture every single pose and every single desync that occurs. But if I notice anything specific I can post another canny post or attach it to this one https://drive.google.com/file/d/1NSaJEzdqrB-kP8Wp3CjCqvZLI5IdOcgP/view?usp=sharing I updated the original post to be more clear.
3
·

needs more information

Remote feet are out of sync when Foot IK in Animator is enabled
VRCSDK 3.7.5 Unity 2022.3.22f1 >Settings : In AnimatorController used in PlayableLayers, any of the “Foot IK” in the state settings are enabled. >Environment where the problem occurs : Remote avatar (avatar as seen from others) >Assumption : AnimatorController enables FootIK to realize the gimmick. Therefore, all proxy animations with broken IK are not used, and the created Tpose and IKPose are set. This allows the full body tracking to function properly. The avatar has a mechanism in place to switch tracking and animation locally, and we have confirmed that any remote changes will have no effect. The avatar is set up with normal full-body tracking enabled, as well as foot and hip tracking, or full-body tracking disabled. >overview There is a small issue that occurs in both desktop and VR mode. That is what happens in the remote avatar perspective. When the avatar does some animation and disables foot tracking, it will momentarily tpose to a moment of no motion at room scale, but then revert back to normal. This issue itself will come up later in the issue. In VR mode, full body tracking (5-point and 6-point tracking) is not synchronized, even though all tracking states are enabled. When not synchronized, the animation appears to be a Tpose animation. When not in sync, it is not moving at room scale. Also, in the reference video I uploaded, when the avatar is on the skateboard, the tracking of the feet is turned off, but the same phenomenon is happening. When the avatar is moving, there appears to be no problem. Again, this is happening remotely. Locally, where the IK animation is set up, the problem does not occur. * However, when the HMD is turned up and down during full body tracking, the entire avatar shifts up and down, but I am not that concerned about this issue. >Animation of remote viewpoint Link : https://youtu.be/0GC4_BNo284?si=A-5Y8n8rTHCzl1wC Translated with DeepL.com (free version)
0
Load More