VRChat IK 2.0

[11694] Spine twisting in lock head mode
I have noticed that the when using "lock head" mode in the new IK beta that the spine of some avatars will twist erratically. I was told that this is due to some avatars hip root bone not being oriented up correctly as the new IK in lock head mode does not account for non zero hip rotation. While it is good practice to have the hip bone oriented properly (as the SDK has been warning us about for years) this is the first instance of it affecting avatars in a tangible way. This will break years worth of content if not accounted for, some of which reuploading or remaking is not feasible, there are tens of thousands of avatars which have an inverted pelvis already in vrchat. I know my current base that I sell suffers from this and I do plan to make a patch to address this issue regardless, but it will not fix the 2 years worth of content people using my base have already made, it would also break existing animations that use the tail. I know that the rexorium base suffers from this issue as well as other popular base models. Another issue that this change doesn't account for is non blender users. Maya for example has a different way of handling bone orientation than blender does and if a model needs to pass through both modeling suites a hip error like this can occur even if its accounted for in one of the programs. While it could be a slight performance or accuracy hit to check for hip orientation on avatar load I feel it is a worthy sacrifice in the name of preservation.
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Please publish clearly the details about avatars adapted to VRC's IK from the official document. (with pictures).
※ The original Japanese text is shown below the English text.(英文の下に日本語の原文を載せています) Please publish clearly the details about avatars adapted to VRC's IK from the official document. (with pictures). Currently, the avatar's bone structure is mainly a matter of user-to-user information exchange, and is still in the realm of speculation. In addition, there is no end to the number of accidents that occur when FBX exported from Blender are opened in Unity, such as Armature being scaled 100 times, or being rotated -90° on the X axis due to differences in the software's rotation axis. When I recently reposted the FBX output instructions on Twitter, lots of people responded. https://twitter.com/0ne_chan/status/1525653071497289728 That's how many people don't know about avatar standards. With Blender, it's just a matter of adding an addon, but there were a lot of people who couldn't get to that information, and I was one of them. I would like to know the criteria for a suitable avatar for VRChat, such as, "How much angle is acceptable for the spine bones?" It would be a great help to the creators of avatars, costumes and accessories, which have increased a lot thanks to VRChat, if this information was made public by the official document. VRCのIKに合わせたアバターについての詳細を公式から明確に公表してほしいです。(画像付きで) 現在、アバターのボーン構造についてはユーザー同士での情報交換がメインとなっており、憶測の域を出ません。 また、BlenderからエクスポートしたFBXをUnityで開くと、Armatureのスケールが100倍になっていたり、ソフトの回転軸の違いからX軸で-90°回転していたり、という事故が後を絶ちません。 先日FBXの出力方法をTwitterで再掲したところ、沢山の人が反応をしてくれました。 https://twitter.com/0ne_chan/status/1525653071497289728 それくらい、アバターの基準について知らない人が多いのです。 BlenderならAddonを入れれば済む話なのですが、その情報に辿り着けない人が沢山居て、私もその中の一人でした。 「背骨のボーンはどれくらいの角度までなら許容範囲なのか」ということなど、VRChatに適したアバターの基準を知りたいです。 これらの情報が公式から公表されれば、VRChatのおかげで沢山増えたアバターや衣装やアクセサリーの制作者の方々は非常に助かると思われます。
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