Forearm and elbow tracking is still inaccurate in [11902]
needs more information
AgentBaphomet
TLDR: Vrchat elbow behavior is still incorrect, With 6-point tracking. I have used streaming motion-capture software that is more accurate. The information below best explains this. Check screenshots.
The following is a screenshot captured from my motion capture software that I use for streaming. This software's IK system Best reflects my physical body's actual pose in physical reality. Notice where my elbows are. Notice how my forearms are parallel with my virtual body. This is a one-to-one with reality. This was captured using a six-point tracking system.
The Avatar reflected here is a vrm conversion of Vrchat Avatar. The Armature of the Avatar is no different than the one that is being used in vrchat. It was converted to using {UniVRM}
The following is a screenshot captured from vrchat. I'm using the exact same trackers (6 point) Again the Armature with the avatar is no different than the one in the previous screenshot. Notice where my elbows are and how they are not in the correct position. My forearms are at an angle and not parallel with my virtual body. My physical body is posed is the exact same as in the previous screenshot, above but VRChat doesn't reflect this.
The only way I can explain why there's a difference between these two is perhaps in the IK systems that the motion capture software uses in relation to the one that vrchat is currently using in the most recent ik beta. I'd really like to see behavior like this change. This is only a small example of the desync I have experienced between physical bodies and virtual ones. There's a similar effect with knees. I don't have the time to capture every single pose and every single desync that occurs. But if I notice anything specific I can post another canny post or attach it to this one
I updated the original post to be more clear.
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Kung
needs more information
A screenshot of the pose you're trying to recreate would be helpful. Also I'm curious, do the other methods of IK you've tried have provisions to avoid the arms clipping through the torso? Vertical forearms in front of the chest (if I'm imagining the pose you describe correctly) seem like a pretty tightly tucked pose. Encouraging the solver to produce this pose would likely come with the tradeoff of elbow clipping when near the pose.
AgentBaphomet
Kung: Edit: I apologize. I did NOT realize you were a VRChat staff member when I received the notification you had responded. (I was in VRChat in the middle of a conversation and just responded thinking you just a normal half body user.)
I will supply the screenshots requested. I'm going to jump into the motion capture software I have that can best most accurately reflect correct IK behavior for the actual pose my physical body is in. Then show you what VRChat's current IK beta currently does in the exact same physical pose.
I'll write up the best explanation to describe the behavior.
You'll see the same avatar represented in both. I've taken my VRChat avatar and converted it to VRM usage for streaming purposes to use with other motion capture software.
The supplied screenshots of correct behavior ARE NOT supplied from VRChat.
Old Post (Original):
This isn't 3 point tracking tracking. Its in 6. Still wanna see it?
AgentBaphomet
Kung: The following is a screenshot captured from my motion capture software that I use for streaming. This software's IK system Best reflects my physical body's actual pose in physical reality. Notice where my elbows are. Notice how my forearms are parallel with my virtual body. This is a one-to-one with reality. This was captured using a six-point tracking system.
The Avatar reflected here is a vrm conversion of Vrchat Avatar. The Armature of the Avatar is no different than the one that is being used in vrchat. It was converted to using {UniVRM}
The following is a screenshot captured from vrchat. I'm using the exact same trackers (6 point) Again the Armature with the avatar is no different than the one in the previous screenshot. Notice where my elbows are and how they are not in the correct position. My forearms are at an angle and not parallel with my virtual body. My physical body is posed is the exact same as in the previous screenshot.
The only way I can explain why there's a difference between these two is perhaps in the IK systems that the motion capture software uses in relation to the one that vrchat is currently using in the most recent ik beta. I'd really like to see behavior like this change. This is only a small example of the desync I have experienced between physical bodies and virtual ones. There's a similar effect with knees. I don't have the time to capture every single pose and every single desync that occurs. But if I notice anything specific I can post another canny post or attach it to this one
I updated the original post to be more clear
About your question about arm clipping, I can't comment on that at this time, because I don't extensively observe 3 point tracking systems, like I do with 6 point and above. I'd have to get back to you on that.