[Build 854] Hands pulling body
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Chdata
If you're in fullbody, using an avatar with arms shorter than your IRL arms, extending your real arms will pull your VR self's upper chest / head / shoulders.
Doesn't matter if you have any sort of 'FBT fixes' applied - it happens to any model where the arms are shorter.
Example:
This "pull" doesn't happen in non-FBT VR and almost universally just looks bad when it occurs in FBT, especially if you're "resting your arms at your sides" because it'll droop you into a weird "hunchback" position.
Even in avatars of mines which are almost actually proportional to me, there is still very slight tug. I COULD go and change the plethora of avatars I have to have just slightly longer arms, but it'd be much easier if the tug just didn't happen!
Zettai Ryouiki posted a picture of what might be the setting for it, assuming VRChat uses the same script.
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Fax
complete
Thank you for your report!
VRChat has received a new IK system since you posted your report. If you're still experiencing the same issue in the new system, please let us know.
`Squishy
Fax: Far as my own experience goes, this was indeed resolved with the previous IK update. I use both the height scale and arm scale option depending on which avatar I'm using, and neither option results in the old hands pulling the shoulders behavior.
I had more than one avatar that suffered it to a notable degree in the past, and all behave well now.
Fax
`Squishy: That's wonderful to hear, thank you for the feedback!
Eremite
I'll just leave this here: https://www.youtube.com/watch?v=IqUVFuSD5a4
It's fixable, but is a bit of a pain. If you really like the model and want to make it work though, this will probably help. ^
Chdata
Eremite: I've seen kung's tutorial, it's just a hassle to do this to 100% of my models when they don't have this problem with fullbody disabled.
Eremite
Chdata: Yeah, mostly posting it in case someone searches and finds this and doesn't wanna wait for a fix. :3
Suchipi Izumi
This one affects me a lot, because even though my rig's arms are the right length, whenever a hand tracker loses tracking (which seems to happen unfortunately often with index controllers and v1 lighthouses), it pulls my arm off into space and my whole body flips out. I'd rather that one arm just go flying away instead of my entire body folding in half and my head shooting down to the ground.
Tupper - VRChat Head of Community
From what I understand, disabling that option breaks other functionality-- hence why we haven't changed it.
These things tend to be more complicated than a checkbox!
We are looking into it though. For now, if your arms are pulling you, that's an indicator that your rig's arms are a bit too short.
Suchipi Izumi
Tupper - VRChat Head of Community: Do you know what other functionality is affected?
Chdata
Tupper - VRChat Head of Community: I see changing this behavior as specifically something just to make rigs with shorter arms a little more workable for those who for whatever reason aren't in a position to adjust the model they want to use.
;p
`Squishy
This issue has bugged me for ages, and only contributes to the other head and viewpoint issue, since it means the avatar head will also get pulled away from your IRL head if the arm pull is significant enough. It's never made sense to me that the hands have been given more priority than the head. Would be a brilliant thing to fix, especially if it could actually be as simple as that one check box. Fingers crossed? (And supposedly "significantly" performance saving to boot? Win win.)
Chdata
`Squishy: It might not be as easy as that checkbox. (But maybe it is :D)
Tupper - VRChat Head of Community
This exists in Live, and is not an Open Beta bug.
JackTheFox
Tupper - VRChat Head of Community: Still would be good if it was adressed
Rak
This has always been the case