Assigning a rotation or aim constraint to a humanoid avatar's armature breaks IK.
FairlySadPanda
Yes, I am aware this sounds like a crazy thing to do.
Suppose we want an animation that tilts our entire armature. For example, placing our avatar on a spinning platform whilst AFK.
This can be solved via a rotation or aim constraint on the armature.
Doing this is totally fine in Desktop. But in VR, this causes very strange behaviour. Even with the constraint disabled, bending down causes your view point to enter your chest. Moving backwards and forwards desyncs your avatar from your head location. Your IK generally is not solved correctly.
This is a pretty nasty bug and it'd be helpful to be told if this is fixable, or is a "won't fix" limitation with VRC's player animation system.
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