Remote feet are out of sync when Foot IK in Animator is enabled
Ryuban
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
Translated with DeepL.com (free version)
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