1. Neos VR
  2. News
  3. 0.8.17.16150 - More improvements for full body tracking calibration

0.8.17.16150 - More improvements for full body tracking calibration

Lot's of improvements and bugfixes for full body and calibration process! Hopefully all the hip twisting issues should be squashed now.
Also I messed up and lost my update notes, so these might be incomplete as I had to reconstruct them, sorry!

New features:

- Full-body T-pose calibration now computes height compensation as well, which fixes issues with bent knees (based on feedback by @ProbablePrime, should help with neck issue reported by @Flame Soulis)
- Added "Show Reference Overlay" for full body avatar calibration, that lets you hide the reference for better view of your avatar
- Added PositionDeltaDriver (in Transform/Drivers) which drives a vector from a position difference between two objects (optionally normalized)
- Added "DontDrive" setting for draggables (Slider, Joint..) which directly assigns values, without driving them

Tweaks:

- Knee offsets for full body calibration cannot be placed too close anymore, which fixes the knees bending in strange directions, especially with walking animation (based on feedback by @ProbablePrime)
- Changed knee offset visual to vectors, to help signify that they're directional references (based on feedback by @ProbablePrime)
- Added avatar full body calibration finish screen, that offers choice between finishing process or returning, to decrease user confusion (based on feedback by @Dante )
- Added search term "by group:" for groups for the world browser. This fixes not being able to filter by group if there's an user of the same name (reported by @Medra )
- Changed full body calibration platform material and mesh to help increase contrast (based on feedback by @ProbablePrime)
- Tweaked tracker calibration page of full body calibrator, to make it clear that avatar calibration is optional step (based on feedback by @Dante )
- Updated full body T-pose calibration text to make user aware of the red overlay reference (based on feedback by @Dante )
- Full body calibrator body overlay now renders even when trackers aren't calibrated yet, to make user more aware of it (based on feedback by @Dante )
- Avatar full body calibration preview now preserves dynamic bones
- Added a offset distance limit to full body calibrator, preventing user from pulling the parts too far away (encountered by @Groxxy)

Bugfixes:

- Improved full body IK forward calculation. This fixes hips and legs twisting when leaning forward or lying prone (encountered by @Nexulan, also likely same issue as reported by @Groxxy)
- Fixed full body calibrator not showing T-pose for others (encountered by @Nexulan)
- Fixed full body T-pose reference being misaligned in some cases, requiring user to walk too far in their playspace and resulting in nonsensical calibration (encountered by @Nexulan and @ProbablePrime)
- Fixed interactive camera not getting cleaned up when the owner exits in an unclean way (timeout or crash)
- Fixed Logix node visual doubling, resulting in multiple copies of the node UI, which also prevented packing (reported by several users in the past)
- Fixed flipped tangents on conical frustum meshes (cone, cylinder...) and missing tangents on the caps
- Added guard against AvatarPoseNode remaining in equipped state when duplicating avatar for preview in the full body calibrator - this fixes certain cases when calibrating avatar breaks the user
- Fixed exception in CommonTool when grabber is missing (discovered in log from @JustlyDeclarable )