IK2 Auto Footstep Not Using Idle Foot Position As Base
complete
X
XevianLight
With the new IK2 system, the Auto Footstep is resetting the positions of the feet when locomotion stops, rather than continuing the procedural animation from the foots current position. This causes the feet to slowly slide from your idle pose into the tpose position when locomotion stops. This will happen to all avatars with their legs in a non default position at idle.
Log In
Kung
marked this post as
complete
Please note that it's out of scope to largely change the positioning that the feet end up in. The final position is the same as legacy. But patch 2022.2.1p4 addresses the sliding feeling that people started to notice with the slower blend speed.
NotAKidoS
pulls my feet farther back than what i have in editor https://streamable.com/v1f8zd
(first pic default pose, second pic proxy_stand_still)
Photo Viewer
View photos in a modal
NotAKidoS
For
almost all
of my other avatars, this pulls the feet far forward which does not "keep the appearance of balance". Makes it look like I'm about to fall backward on my ass. Only 2 avatars looked alright after transitioning.
Kung
NotAKidoS: Whether it actually looks more balanced is another thing but currently we're using VRIK's autofootstep which calculates a center of mass which is what I meant by trying to balance. Writing a new footstep solver is out of scope for IK2.0 for the time being. There's a decent chance that long term we'll move on to something else so this feedback is useful, but I wouldn't expect a change to where the feet get placed in the near term.
White Cat
All IDLE animation from locomotion is broken on pc (leg positions change on default)
Kung
marked this post as
in progress
Autofootstep won't always keep the feet where the locomotion animation ends and instead will take a few steps to keep the appearance of balance. There was previous feedback that this stepping was too rhythmic and so the size of the steps was reduced after locomotion ends creating the appearance of sliding here.
We'll adjust this so it happens much faster and doesn't appear to slide so much.
Tupper - VRChat Head of Community
marked this post as
tracked
X
XevianLight
https://youtu.be/A5mvrZDAZAQ Video of issue
Tupper - VRChat Head of Community
XevianLight: Thanks!