Idle animation plays twice due to networked IK, causing body jittering
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Hugo Zink
Version: Build 791
Description: It seems that avatar's idle animations are essentially being performed twice (once locally and then again remotely), thanks to the networked IK. This results in unnatural and subtle jittering of the whole body, in particular with avatars that use the male animation set.
What I think is happening:
- Local client plays idle animation, with the IK layered on top. This is sent to other clients.
- Other clients receive the networked IK + animation result.
- Other clients apply the idle animation again, on top of that.
The result is unnatural jittering.
Steps to reproduce: Take a model with the Male animation set. Have the user stand perfectly still. The entire body sways and jitters a lot more than before networked IK was introduced.
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Hugo Zink
A possible solution to this problem would be to apply Avatar Masks to the animator controller used remotely. This avatar mask would prevent animations from affecting
any
humanoid properties. This way, networked IK is entirely in charge of your body movement, but idle, walk and gesture animations can still trigger "secondary" effects. They could then put the MovementX and MovementZ parameters back, because these are currently no longer set remotely.This would also fix non-humanoid keyframes not being synced: https://vrchat.canny.io/bug-reports/p/non-humanoid-keyframes-in-custom-movement-animations-not-synced
And this would also fix generic rigs: https://vrchat.canny.io/bug-reports/p/generic-rig-avatars-dont-work-anymore
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Hugo Zink
Also, it seems steps were intentionally taken by VRChat to make sure that this doesn't happen to walk animations. The walk animations are only played locally and not remotely. I'm assuming this problem also popped up on walking animations, but it was fixed because it was more noticeable.
Tupper - VRChat Head of Community
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