Avatar root jitter in 3-point tracking
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Laser Raptor
After the latest avatar SDK update, the root of the avatar jitters in 3-point tracking. This is affecting all the objects outside the humanoid armature.
The jitter goes away if the avatar goes to the crouch mode, or if "Use Auto-Footsteps for 3 and 4 point tracking" is disabled in the VRC Avatar Descriptor.
I tried to capture the behaviour using a fresh unity project (created with VCC) and the default pilot avatar, with a cube in the root as a place holder.
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StormRel
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Purpzie
This is affecting a popular public avatar (the fluffy gryphon edit) super badly. It vibrates horribly when you look down in 3pt tracking while standing. https://vrchat.com/home/avatar/avtr_398aaafe-14f0-45a1-8b0e-fdf821d5dbb3
After hours of troubleshooting yesterday, I figured out the avatar root was shaking. The link Laser Raptor sent is dead rn, but you can easily recreate it by throwing a cube on the root of any of your avatars. Make sure your locomotion is on, you have FBT off, and if you have a camera out, turn off flying.
Kudalyn
This is a real issue for things like physbones on world drops or rotation constraints - some of the updates have helped mitigate the jitter, but it's still prevalent. A fix for it would be greatly appreciated.
Crispyseaweed
I've noticed an issue with Physbones jittering when interacting with colliders, specifically when gravity is used. Not sure if the two issues are related.
Laser Raptor
Just to clarify: it might seem like a meaningless thing, because it's not causing the avatar to jitter, but it becomes a problem when you need to have a PhysBone on an object that is outside the humanoid rig.
The PhysBones that are not part of the humanoid rig jitter with the root, no matter if their parent object is constrained to the humanoid rig, uses a rigid body joint or IK - the root jiter always propagates to them.