Provide in-depth IK configuration options for enthusiasts
interested
knah
This is motivated by @Kung's request in this post: https://feedback.vrchat.com/vrchat-ik-20/p/in-lock-both-mode-spine-scrunching-pathologically-overbends-the-neck
In general, it seems that there's a bunch of cases where one-solution-fits-all would leave at least some people disappointed with the default behaviour of IK and no option to change it outside of [redacted]. As such, it seems sensible to provide more in-depth IK options that would allow users to fine-tune it for their own preferences and avatars.
Naturally, it won't hurt to clearly mark these in-depth options as "advanced" and maybe collapsed by default so that average users won't be spooked by a huge array of variety - that and defaults that work well for most users will likely be sufficiently user-friendly.
One important aspect here is in-game availability. Given that these options concern IK, having to edit a config file (and maybe even restart the game) just to see their effect would be incredibly bad for usability.
On top of that, this same approach can be used during open beta to let users try out different approaches and solutions and gather feedback on what works and what doesn't. Options that produce split feedback would indicate that keeping it as an actual option for release might be beneficial, as people have different preferences on that specific thing.
Additional discussions and ideas on this topic can be found in comments here: https://feedback.vrchat.com/vrchat-ik-20/p/chest-trackers
Log In
ModernBalloonie
Adding onto this, I really want an ability to change how much my spine can be bent. Some of my avatars have issues with the body not looking correct, no amount of weight painting can fix it (trust me, i've tried. It's more of an integral rig issue that requires changing how much bones are able to bend.) and i've even gone as far as having an entirely separate copied armature driven entirely by rotation constraints and constraining the hip so the spine stays mostly straight (This is HIGHLY cursed.), and it still doesn't really get the proper result that I want.
This can be easily solved by changing the min and max spine angle, but VRC doesn't allow me to do that. There is another platform I use that supports in depth IK settings, and one of them I can change is in fact: the min and max spine angle, and it works perfectly.
Another random thing is I tried changing the humanoid IK settings in Unity itself for adding a limit to the avatar's spine bend. but even if you're on lock head mode, if your avatars spine has a bend limit, and you rotate your hip, your head becomes desynced with your actual head, because the tracker's rotation is always enforced with how your hip is rotated, so this isn't a proper solution.
In said other platform, I can toggle if my hip rotation is always enforced, or not, and my head is in the same spot.
TLDR, I just want the ability to adjust how much my spine can bend without my head becoming desynced with my actual head.
Kung
interested
Right now it's pretty simple stuff, but it's looking like we can get to more in-depth stuff too in the new main menu. I'll keep you all posted as that stuff progresses. For now a bunch of the launch options are getting in, but there'll be more stuff to come.
s
schnabeltierr
Kung: Thank you very much
B
BigSoulja
Kung: Really looking forward to it!
Kung
Merged in a post:
[1236] add ik options to new settings
dmx512
it would be great to be able to dynamically adjust the ik options available as launch arguments in the settings menu. in the past the reasoning for not adding these has been: wait for the new menu, now that the new menu is here i figured i should make this request.
ModernBalloonie
This is HIGHLY needed.
Some of my avatars don't work well with IK 2.0 due to non humanoid body shapes.
s
schnabeltierr
Kung Dear Kung and the rest of the VRChat development team,
Would you please consider this feature request once more now given these circumstances? This also tightly relates to this issue: https://feedback.vrchat.com/vrchat-ik-20/p/feedback-change-hand-rotation-on-index-controllers and this https://feedback.vrchat.com/feature-requests/p/index-controller-and-avatar-hand-pose-mismatch
Essentially everybody with IKTweaks was using the offset features to make the hands to fit their controllers, since they are lined up so poorly by default (See picture)
My friend group was talking about this in particular and frankly it was the 'gateway' reason to try mods for the first time.
These tweaks to the IK meant it took a moment to experiment, but once settled in it was like magic.
Every body is different and so is every avatar. One size unfortunately does not fit all when it comes to something as personal as this. Please consider it, for without it I can't bear playing.
C
Contraxia
Please bring back the proper new IK scaling factor it was a blessing and it's so frustrating to be back on legacy scaling. An option would also be a solution as proposed here: https://feedback.vrchat.com/vrchat-ik-20/p/11711-add-an-option-to-revert-scale-factor-to-previous-non-legacy-value/voters
s
schnabeltierr
I desperately need the ability to manually adjust the offset of my hands. I use Vive Wands and I'm gonna go out on a limb here and guess that the developers may not have tested the Wands with the new IK. On almost all my avatars my hands are not even close to where they are in the real world, the angle of the hand as well as the position on the controller is very off.
NarryG
My personal angle is that sufficiently advanced enough features should come with sufficiently advanced options.
If a user is Advanced enough that they have a use case for this they can configure that use case in the menu. If there was a new layer to the user interface to allow advanced settings to be configured, it would let the many power users in the community satisfy their desires while not overwhelming the average user.
When it comes to osc, the current configuration system has been called a stopgap by Momo and that eventually there will be a UI in game for configuration of OSC. That kind of user interface would be advanced beyond what exists within the game right now but it sounds like the intention is to do it anyway.
While some users may configure themselves into a corner, a simple reset configuration button within the individualized section would allow users to reset to the vrchat recommended defaults if they screw it up too much.
Well I think a certain other game in this space goes too far with their level of customizability, with everything being customizable to the point where you get lost, I think there is a balance to be found in between the low level of customizability within VRChat and the "everything is customizable" nature of that certain other game.
knah
I'm gonna use this post to shamelessly plug another highly related request that might otherwise get ignored and buried (like 99% of canny): https://feedback.vrchat.com/feature-requests/p/add-an-option-to-disable-locomotion-animations-on-all-avatars
Floatharr
While there's always the possibility that given the opportunity some users will configure themselves into a terrible experience, advanced options exist specifically because sometimes one size does not fit all. That's why every game since the early 90s has resolution and key bindings options.
Fitting a rig to your body so it "feels right" is very personal, not entirely unlike tailoring a suit, so having some fine grained control exposed for it in game would benefit a lot of corner cases. Personally I think the sweet spot might be somewhere in the range of single digit number of easy to understand sliders with immediate real time feedback.
Load More
→