When Hip=Animation in Tracking Control, Head(HMD) movement is also seems ignored.
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るーにゃ@xlwnya
I found odd behavior in IK-beta.
Test Conditions:
* 6 point tracking
* Force Locomotion animations for 6 point tracking = OFF
* manually set tracking by VRC Animator Tracking Control.
* Set Hip=Animation and Head=Tracking in VRC Animator Tracking Control.
Expected behavior: I can rotate head by HMD movement.
Result(in IK-beta): I can't rotate head by HMD movement.
Video: https://youtu.be/_JU5WiZTAzc
First half: noHipLocomotion=ON(Hip=Trackiing)
Latter half: noHipLocomotion=OFF(Hip=Animation)
Locomotion: https://xlwnya.booth.pm/items/3328986
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Kung
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Kung
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Please give this a try in build 11711
xantoz・ザントス
Kung: Seems to work!
るーにゃ@xlwnya
Kung: It seems fixed. Thanks.
sentinel373
misalignment also happens when forcing hands to track in the tracking controller
Gambit
Ah good, it seems like someone else is having this issue.
Using a custom animator for the Legacy IK where I can toggle on and off walking animations for different situations on my avatar.
With the new system it seems like if I have the VRC Animator Tracking Control behavior override Hip with Animation it will also override the head rotation with your animation as well.
I don't know if this is an intended behavior or not. If there is another way to accomplish having a toggle to turn off walking animations that would also be nice to know.
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Gireison
Using a different controller than OP, but it uses Force loco anims off and can turn on/off animations ingame via toggle.
The behaviour seems, that as soon as hip getting set to animate, that the head gets set to animate as well, since it follows whatever the animation dictates and rotates the whole avatar when you look around.