[Request] Smooth half-body prone/crouch transition.
Furriest
Half body (3 pt tracking) used to receive less attention while it accounts for so much of the player base, notably the quest user-base.
Depending on how high you are from the ground of your play-space, VRChat will chose between three animations to solve the IK for your lower body while in VR, standing, crouching, and prone.
Half-body used to take around 2-3 seconds to load in the leg locomotion (when moving using your play-space and not the thumb-stick) to initialize, so players would often "hover walk" around for a bit when you load the avatar in your line-of sight, which is a related issue that is fixed in the new IK beta thanks to Kung and the VRC team ^^
Leg motion (stepping) does not transition effectively between these modes (crouch prone and standing) and the legs often fail to touch or contact the ground in half-body when crouching.
Having a system that would integrate leg movement for play-space based movements while crouched and prone in half-body would change that.
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NotAKidoS
A video or quick explain action would probably help this canny post. I have no idea what this means other than Upright locomotion animations don’t blend, which would be something you would tinker with in the locomotion layer.
Gireison
NotAKidoS: Problem is most probably what you mentioned. Most locomotion controllers do separate the standing, crouching and prone state (like in the picture). And then there is the "Use Auto-Footsteps for 3 and 4 point tracking". Issues are basically that the idle animations of each state are not blending nicely into each other, so that for example the feet clip into the ground up to the ankles if standing and crouching try to blend. (We tried one "big" blendtree once, containing the standing, crouching and prone blendtrees and have them blend into each other with the upright value, didnt work out sadly)
NotAKidoS
Gireison: I still don't fully understand... Is it where the feet get pushed into the ground for a second before transitioning from Stand to Crouch? I know when Upright is below 0.6~ it disables feet IK, which
i wish was an option
.And the times I've tried using auto footsteps off, it locks my hips in the direction I was last moving, so haven't bothered with it.
Desmoulins
Gireison: My custom locomotion layer consists of one big blend tree that has all (standing, crouching, prone) in one smooth (based around the viewpoint height) pack, it still happens there, this is absolutely not fixable from inside Unity. Regardless of what you do the IK will snap to leg "animations" at ~0.65 which is kinda sad. Generally the lack of IK when crouching and being prone has been very headache inducing.