Feet under the Floor
complete
GlitchyDev
I've noticed for a lot of users on the test world that their feet on their avatars was clipping through the bottom of the world. May be worth checking to make sure everything is alright (No playspace movers, heights accurate, happened across multiple avatars)
Log In
Kung
complete
Please use the new "measure avatar by height" toggle button in the quick menu. Its intended use is to prevent this issue.
pager
Tested using immersive scaler with the new view height calculation constants, no playspace and accurate heights.
If an avatar is scaled with that formula in mind, the floor does line up just right but the avatar doesn't align (ava feet hover above vrc floor in regular calibration, avatar eyes are below yours in legacy calibration) . Since the view height is calculated after the world scale, I think there's a bug calculating
world scale
not view height, causing world scale to be too small. When changing user height, the floor is fixed so the bug isn't between calculating floor height and doing the final world scale, it'd be in getting the world scale based on the avatar.If the world scale is too small, it'd also explain https://vrchat.canny.io/vrchat-ik-20/p/vr-arms-becomes-much-shorter-in-new-ik-causing-extreme-arm-pull
NotAKidoS
Ran my avatar through immersive scaler and it fits perfectly with legacy IK. New IK puts my feet far into the floor.
Quest + Vive 3.0.
Waai!
VRChat has always sort of had this problem where avatars are always clipping through the floor a little bit, and I've always compensated by raising the hip bone before upload.
After the update, this problem worsened in 3-point but improved in 6-point. In 6-point, my avatar would now float above the floor, as if the issue was corrected and I should undo my raised hip fix.
...but after rerunning Oculus + SteamVR room setup (hybrid FBT) to refine my height configuration (it's drifted a bit since I last did it), my feet are perfectly aligned with the floor in both modes, so now I'm not sure if it's a real issue or simply caused by less-than-perfect room calibration.
Kung
Merged in a post:
[Bug] Cross-legged Bugged with Beta IK
Fox P McCloud
If you sit cross legged on the floor, it's MUCH less accurate, and your feet and legs clip through the floor.
Old IK:
new IK:
Things I did:
- Reset my height to be my actual height
- recalibrated many times
- Tried all different lock methods
- Set my height above and below my real height.
- Completely fresh avatar upload without any weird add-ons to interefere with bone positioning.
Issue persisted.
Greendayle
I have it other way around, I float, avatar feet became too short.
Pictures: new vs old
Adding 10 cm to my real height in settings makes it right, but I need to playspace move up.
Greendayle
Just in case, comparison with the most humanoid humanoid possible
I didn't base it on Vitruvian man, I did adjust the avatar for my IRL proportions, but it seems to match DaVinci vision perfectly.
Breadd~
I have a video demonstrating this issue and a fix that worked for me. https://streamable.com/7s8fvr. First part is just using legacy IK with my IRL height. Second part is using the New IK with the same IRL height. Third part is still using the New IK but with an increased player height and playspace mover.
Salbug
Breadd~:
"using the New IK but with an increased player height and playspace mover."
I'm having to do this as well yeah. Before on Legacy IK, my hyenid avatar would line up right with my IRL height, but on beta IK I have to adjust my height settings and also make use of playspace mover to line things up properly again without clipping through the ground.
GlitchyDev
Did some further testing, adjusting the player height before and after the calibration did not seem to fix the floor issue easily. Decreasing from 5'11 to 5'4 brought the feet up from the floor but sadly also made the joints hyper reactive
Kung
tracked