Upright 0.65
Franada
So this value is a pain since 3.0 came out. When you travel that value it's at that moment the auto footstep turn on and off. Making the entire character snap. Not sure what is happening to the IK at that moment as well, but the hip act differently.
Disabling auto footstep in the avatar descriptor will Fix the snap when jumping (gif 2) or passing 0.65, but the hip drifting will remain above it that value(gif 1). But no more auto footstep make the character glide around the floor.
Here an avatar you can toggle pose and see the difference between above and below 0.65 upright.
avtr_dca7043d-adc2-4ebb-bfa7-bbb3ddcfdd17
The behavior wanted when using any of the pose is when upright is below 0.65.
For when you are jumping or crouching, the auto footstep behavior off is the wanted.
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Franada
IK 2.0 we have at the moment have fix the jump and other auto footstep transition when walking. Pretty perfect I could say.
But the 0.65 upright transition that turn off auto footstep is still an issue.
Same as hip behavior drifting when rotating the headset.
Some kind of smooth transition there could help.
Gireison
yes, this one is a pain. It might be favourable to take a look at that to have nicer non snapping transitions and maybe even into the auto footsteps behaviour itself, since for some reason it feels like during desktop use the legs/feet are prone to be too far in front as well. (Standard animations) I saw that you tried to conquer that with a -0.02 Y setting on the standing idle animation and that actually really helps in this case.
Also auto footsteps seems to need a very strict animation setup for standing, since the behaviour of the feet seems to forcibly override possible hip rotations as well.