Male/Female setting looks opposite
closed
S_ASAGIRI@VRC
Version:
SDK 2019.04.01.10.09
Description of the bug:
Male/Female setting (Default Animation Set in the VRC Avatar Descriptor) seems to be opposite. When I choose "Male", the avatar becomes pigeon-toed, while when I choose "Female" the avatar becomes duck-footed. This behavior looks opposite.
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closed
These animation are still available in SDK3 in 'proxy' form, if you'd like to continue using them.
Interestingly, the male and female pose came from a male and female animation set respectively. The swap may have been intentional for better retargeting of hip bones! 😲
ni1chigo2115
when?
owlboy
S_ASAGIRI@VRC is this still happening?
S_ASAGIRI@VRC
Additional information
・Only the "idle standing animation" seems to be opposite.
・When the avatar is sitting, its idle animation looks correct.
・Avatar's fingers slowly move when I choose "male", but it doesn't work when I choose "female".
S_ASAGIRI@VRC
In addition, the legs bend too inwardly (see image below) when I choose "Male" in some cases.
Layfe_Kuro
S_ASAGIRI@VRC: legs bending inwards is because the knee bone roll is not 0 (select the bones in blender and hit ctrl+R)
could be the same reason for the idle standing pose
also make sure they knees are a bit forwards in side view but straight in front view
S_ASAGIRI@VRC
Layfe_Kuro: Thank you for the information about the knee bone angle.
I confirmed them, but the mismatch of the standing pose occurs even though the roll angle is 0 and the knees are a bit forwards.
H
Hugo Zink
Layfe_Kuro: the knees bending inwards is actually generally just a result of the knees not being bent enough in Blender. The resting pose needs a little bit of bend in it.
Niyah
S_ASAGIRI@VRC: Actually, the "male" one just fuck up the crouch idle, been a thing since over 2 years.
It's not about the roll or anything since the model work perfectly in FBT & with the female set.
Yet another bug that VRChat could fix by just... removing it tbh, we don't need two set of default animations.
Mr. Jekk
Niyah: I like your solution of just reducing down to a single humanoid default animation set.