Finger Muscle Settings
chillichips2
With the recent SteamVR Input 2.0 the hand posing also changed a lot. The patch notes mentions the finger posing is considering the Humanoid Muscle Settings, but to what extent is unclear.
I have an avatar with each finger's "spread" range set to 0-0 and despite that the hand will still be splayed a significant amount.
On another avatar I had played around with the finger angles to see if it would affect the tracked fingers (Valve Index), with no difference to be seen. I had specifically set the ranges to something realistically unreasonable just to test the limits. So it then surprised me to see its hands being fine with both "Legacy Fingers" and the new Input 2.0 fingers.
So what values are considered from the humanoid setup? As it stands, it looks like nothing is taken into account.
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I have an avatar with only the Proximal and Intermediate bones mapped (distal is not present) because it has cartoony digits that I do not want the claws to dig through the palms.
I spent time adjusting the muscle settings and got very good results in Unity, which are also respected when I play a humanoid animation, so I know they are appropriately set. But in VRChat the muscle settings on the digits are not respected to their limit range, even though I was informed that the muscle settings are supposed to be what drives that. They appear to go past the set limits with the new input 2.0.
Here is a video of the behavior in Unity as I intend it to be set in the muscle settings.
And a video of VRChat's behavior showing the limits being bypassed and the fingers overlapping beyond the set limits and entering the pad on the palm.
Hopefully the muscle settings can be genuinely respected ingame with this new update very soon. Thanks for everyone's hard work.
chillichips2
Research update:
So after tinkering some more it looks like the finger "stretch" values are used, but more as a soft limit than the actual full range. That said I'm still not sure what's going on with the thumb.
What I should've written in the OP is that full documentation on this would help clear up a lot of the trial & error we have to go through. Because as it stands, what we see in the humanoid muscle testing and in-game does not match each other.