[Request] Revert Full body hip movement animation
closed
sentinel373
Please change the hip movement back to the way it was in legacy, in full body the hip has no more movement and thus it makes the walk cycle look very jank, especially when looking down. or crouching
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Kung
marked this post as
not a bug
Current state is that you can set hip to animate hip in your locomotion layer if you want that behavior back. We make make changes to the default in the future.
Kung
marked this post as
available in future release
sentinel373
Kung: perfect! the hip movement looks proper again and it seems that thr extreme forward and sideways leaning when having your arms forward or backwards is also fixed with that. thank you. overall it is better than in legacy
xantoz・ザントス
I prefer how it works in the IK beta actually. No longer do I see my own severed neck while looking down while running.
It does look a bit worse from 3rd person though, but not too bad most of the time, especially if you mime running a little but yourself.
Franada
Animate the hip will bring back the 90 degree twist hip when walking side way and am not a fan of that.
みよこ_Miyoko
I'm very happy to see that the update no longer sucks my feet on the ground when walking.
Frankly, this is the only feature I would like to see updated at this time.
That's how much I was so happy.
So I would like to see troubles improved for the better, but I don't want it reverted.
I wish the option to switch.
Fox P McCloud
Not user if it's related, but when I moved now, my model is disjointed from my actual body--particularly the hands--they feel like they're a good foot behind where they actually are---it's really disorienting.
Kung
marked this post as
interested
Kung
I may be partially at fault for the arguments in this thread. sentinel373 showed me this issue in VRC and I asked him to post it here so we could gauge how the community would feel about first person motion stability vs 3rd person appealing animation (considering that it's possible to set your own behavior in a custom AV3 locomotion layer, this is really a community preference question because it's about defaults on a fully customizable functionality).
So, Sentinel had the context that I already knew what the issue was which may have resulted in a vague post. In any case, please continue to provide feedback on your preference for 1st person smoothness vs onlooker's perception of appealing animation.
Shanie
Kung: I also brought this up, and I believe that having proper 'bob' and movements from the 3rd person perspective is important, not just for players but for BizDev that may be trying to sell the idea of VRChat to onlookers. People get turned off by things that look physically or fundamentally 'wrong', and proper body animation is important to convey.
Even Star Citizen, with their 'your camera is actually the eyeballs' was taken back a few degrees because running animations either jogged the camera nastily, or the head just didn't move when locomoting which was just terrible.
By default I think you should prioritize natural movements from 3rd person.
Tupper - VRChat Head of Community
Requests for reversion aren't generally considered constructive! Please instead provide an example of the old behavior, the new behavior, point out what's not desirable, and we'll see what we can improve.
FiyCsf
"Requests for reversion aren't generally considered constructive! " This a really reductionist statement, there was a given reason.
If members of your community tell you a change isn't working, and why, in this case as from above "in full body the hip has no more movement and thus it makes the walk cycle look very jank, especially when looking down. or crouching" You
have
been told what's not desirable to improve. The hip doesn't move when in motion and it looks bad.Responding to a specific case like this with "reversion bad" here just makes it sound like you aren't actually reading the post before you reply.
But fine, here's a recording where you can see two of the same avatar, with the default walk cycle; The one on the left in the New IK Beta, and the right in the standard current public build.
The one on the new build's hips ignore the animations movement, resulting in a floaty unnatural look. It's a reversion in terms of behaving properly with the animation.
A video, in which you can see the model on the left's hips ignoring the walk cycle in a very jank manner that looks floaty.
Shanie
FiyCsf: And this is exactly why Tupper said it. There’s not enough information in the OP to find out what’s wrong, he said something, and you blew up with a lot more useful data.
Sounds like a win to me.
Edit: I reported this issue through less official means already. This was part of the response to me, so feel free to test it yourself: “That one can be changed by using animate hip tracking control in the locomotion layer”
FiyCsf
There was enough details in the original post that as someone not involved in the report reading it, I was able to track down exactly what this issue was in a literal minute, because it says exactly what the issue is.
That's not what "not enough information means" Not enough information would be "new entire system bad, keep old" like we saw with SDK 3.0 feedback.
If I can track it down with how specific it is in that fast a time; it proves that "Requests for reversion aren't generally considered constructive!" Looks out of touch, like the post wasn't read.
And as for "That one can be changed by using animate hip tracking control in the locomotion layer"
Being able to change a bad behavior doesn't make it not a bad call.
After all, do we actually want the standard to be:
"Well, if you want stuff to look on par in the new updated IK you need to replace your controller, and update all the avatars you use, or hope the creator does."
"Why?"
"In the default controller made by the devs, walking looks awkward and floaty now, don't use the one the devs made." to be the status quo?
I don't. That makes the devs look terrible...
There's other half measures out there in the game already that still needs addressing, let's not add another to the later pile when it's being worked on now.
(eg. Classic FBT calibration is a launch command, has been for a very long time, when it should have been moved to a menu option when it was implemented, or during the menu overhaul. And now in this IK 2.0 beta, it should be moved to the new IK sub menu, it's the perfect place for it.)
This is a beta and they asked for feedback. This is feedback, and it should be changed.
The desired results for everyone, should be that the
default experience
should be very solid feeling.