Knee bend prediction in 2022.1.2p4 in fullbody causes specific avatars knees to buckle
Spectral Owl
The latest change to the knee bending prediction has caused specific avatars with backwards facing knees (digitigrade) in fullbody to bow outward. This does not occur in 3pt.
This rig is far from "correct", but the behavior previously worked perfectly for this avatar and was the whole reason I invested in trackers. I am aware there is solution with rotation constraints and fake leg bones, but as I understand this wouldn't work in my case, and a few avatars I tested that use that solution also had strange bending. The behavior previously was fine enough.
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Kung
The most recent change to knee behavior is to bring it in line with the legacy handling of the IKPose. This is still just as customizable but works differently compared to how it was working in the previous ik beta build. In the last build, the knees would bend in the direction that knees bent while the IKPose was active. In the current build (and with legacy behavior) the knee bend direction will be locked in as forward relative to the feet during the IKPose.
That means if you'd like your knees to bend towards your avatar's heels rather than toes, make a custom IKPose that has the legs rotated such that the heels are pointed forward.
Spectral Owl
Kung: Appreciate the reply, I'll test this out shortly.
Spectral Owl
Kung: Upon testing, this /does/ work, and corrects the behavior for 6pt. However, exiting back into 3pt they rotate back upside down after a second as I set them in the IKpose. (1st screenshot > 3rd. It's hard to notice but they're upside down)
I believe I can fix this with a parameter toggle based on what my tracking type reports back. I don't think IKpose is relevant to 3pt though, this never necessary way back then.
Also my suggestion is it might be necessary in patch notes to explain that the IKpose controller is relevant for situations like this now. The way the patchnotes explained it was a bit confusing.
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Kung
Spectral Owl:
Rather than rotating the foot upside down in the IKPose, I think you'd want to twist the leg at the thigh and shin to get the heel pointed forward while still right-side-up.
Spectral Owl
Kung: I messed around with both and found a good rotation that restores the behavior of the IK the way I want it. But in the process I've experimented in and out with the IKPose controller and the TrackingType parameter to swap between the default animation when in 3pt, and the modified one when in 6pt.
There is /a lot/ of strange behavior, such as the state not updating properly when loading into a world (even when the TrackingType parameter is changing), or going between 3pt to 6pt, vice versa. The only fix I found for it reading it correctly was resetting the avatar from the 3.0 menu, or going in and out of another avatar while in 6pt. I think I have a feeling some of this stems from the avatar no longer being reloaded after calibration. (Or just the special layers having a different behavior all together from the base ones) This doesn't seem to occur in unity testing the controller, only in game.
I'll record an example as soon as I am able.
Kung
Spectral Owl: Thanks for the info on the TrackingType. If you submit a video / report, doing that in another new canny post would be helpful