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Neos VR News

0.8.17.6342 - Hotfix for avatar creator and few other tweaks

Tweaks:

- "Torso" in bone name is now considered as valid spine segment (based on feedback by @KierDran )

Bugfixes:

- Fixed initial setup of IK not working correctly, causing Avatar Creator to break with full body avatars (reported by @0utsider and @KierDran )
- Fixed being able to jump positions with MultiUserAvatarAnchor, causing the avatar to become mangled or accidentally jumping around when clicking

0.8.17.32931 - More additions to avatar anchors and lots of bugfixes

New Features:

- Added "MultiUserAvatarAnchor" which supports dynamically generating anchors for multiple users (e.g. multiple users being able to sit on a long bench or in a circle without having to put a bunch of explicit anchors there)
-- It requires a template avatar anchor that will be spawned for each user
-- It also requires a point snapper reference, which will snap the spawned anchor in certain pattern based on where the user is pointing at (e.g. on line or in circle). Use components from Transform/Snapping.
-- You can configure maximum number of users and minimum distance they have to be from each other in order to snap
- Added LogiX nodes for working with avatar anchors
-- AnchoredUser (gets currently anchored user)
-- AnchorUser (anchors user to a particular anchor)
-- ReleaseUser (releases currently anchored user)
-- AnchorEvents (fires events when user is anchored or released)
-- AnchorLocomotionData (provides anchored user's locomotion inputs)
- Added automatic feet & hips calibration for full body avatars (you might still want to tweak it, but it should at least provide a base)
-- Existing avatars will be automatically calibrated if they haven't been before or if their calibration significantly differs from automatic one (e.g. pelvis twisted backwards)
-- This fixes full body avatars not always working correctly with avatar anchors (e.g. seats)
- Added "Highlight" property for avatar anchors, which allows showing a visual when user hovers over it
- Neos will now ignore bones with "" anywhere in their name when detecting humanoid rig configuring the IK system (based on feedback by @KierDran )
- Added "DestroyOnUserLeave" component (under Transform)
- Added "AvatarAnchorDestroyOnRelease" component
- Added "Normal" property to SnapCircle, allowing to change its orientation

Bugfixes:

- Fixed avatar anchor crumpling the avatar on exit when the user has trackers that are not tracking (their state would get locked
- Fixed being able to use "Jump" in the session dialog when the locomotion is suppressed (e.g. when using the avatar anchor) (reported by Iforgotwhosorry ;_; )
- Fixed avatar anchor keeping the body visually anchored for other users after exiting the anchor, when the anchored user doesn't have any trackers (thanks to @H3BO3 for help with diagnosis)
- Any leftover debug visuals are now automatically cleaned up for an user who just left
- Fixed exception in DroneCamera when no points are gathered for framing
- Tweaked SteamVR controller/hand tracking status fetching to hopefully fix issues with loss of tracking (reported by @Groxxy and @Hayden )
- Only one warning will be logged for meshes with invalid bounds, to prevent spamming the log due to repeated updates and dropping performance. This logging information now also includes snapshot of the component state
- Added input sanitization to BevelSoliStripeMesh
- Fixed occasional exception when saving worlds into the inventory (discovered in log from @RaccoonRezillo )
- Fixed exception when using the "Jump" function and one of the users is currently missing a root in the world (discovered in log from @RaccoonRezillo )
- Tweaked grab-destroy mechanics and lookups, to avoid components on the avatar interfering with grabbed objects (e.g. destroying certain objects destroying the whole avatar or dynamic bone chain on certain parts of avatar preventing grabbed objects from being destroyed (reported by @Hayden and @{MAXKZR} ) )

Build 0.8.17.40643 - Some new goodies and bunch of important bugfixes!

New features:

- Added detail albedo and normal map support to PBS Slice (both metallic/specular and transparent variants)
- Added log command to headless client, which switches the interactive shell to logging output until Enter is pressed again (based on feedback by @tehturk )
- Added usage info for headless commands (will be printed when using the help command or when using a command incorrectly) (based on feedback by @tehturk )

Tweaks & Optimizations:

- Optimized session thumbnail management on the cloud - this should reduce server load and increase responsiveness
- Physical Locomotion (walk/run, zero-G etc.) now uses deadzone from settings (based on feedback by @ChiggenWingz )
- Optimized FindCharacterControllerFromUser and FindCharacterControllerFromSlot lookups
- Increased limit of Patreon names in the sky from 50 to 400
- Neos will now recognize m3u as multimedia and pass to libVLC (however there are still issues with streams not playing correctly)

Bugfixes:

- (hopefully) Fixed character parenter issue, causing player to become unparented when moving in their playspace (reported by @Bob , @Anomalous @DeliriousJax , @ohzee and others) - let me know if you still encounter it
- Fixed world crash when joining/loading a world with linked sync objects (this would often happen with avatar anchors present) (discovered in @Zane 's session)
- Fixed exception in FindCharacterControllerFromUser when the user root is missing

Build 0.8.17.7284 - Full body Avatar anchor improvements

New features:

- Added ability to restore user position/rotation when exiting AvatarAnchor
-- Can either restore original transform (relative to the anchor (default) or global) or use another object as reference.
- Added AllowedUrlHosts to the config for headless client, which allows specifying which hosts can be contacted by LogiX HTTP requests (requested by @Anomalous )

Bugfixes:

- Added robust file delete/move routines to local asset import - this fixes some background exceptions (e.g. when generating thumbnails, importing assets and such)
- Fixed exception when destroying AvatarAnchor (this fixes not being able to remove any objects with them on, reported by @Jazneo )
- Added a exception guard to prevent any errors in OnDestroying events from destroying/deleting the object/component
- Fixed exceptions in head fixing when some of the objects are missing, causing the IK to stop functioning (reported by @Shifty , @RaccoonRezillo and others)
- Fixed exceptions in QuantityTextEditorParser when the default unit is null (discovered in log from @Shifty )
- Fixed AvatarAnchor breaking when there are uncleaned or removed dummy object slots
- Fixed having slight vertical rotation when equipping full body avatars
- Fixed the legs twisting when lying horizontally with full body setup (due to pelvis forward pointing upwards, reported by @KylieSour and @Dani☆ )
- Fixed legs randomly twisting even when standing upright (reported by
@Groxxy and @KylieSour )
- Fixed user being incorrectly rotated when entering avatar anchor using hips as rotation node and using hips Vive tracker
- Fixed HeadFacingRotation not rotating the user correctly when assigned
- Tweaked humanoid rig detection - it should now work for certain rigs without shoulders (based on report from @Willowmoon8 )
- Fixed being able to jump into another avatar in the world when anchored, breaking the anchor (found by @Aegis_Wolf )

Build 0.8.17.40161 - first working avatar anchor implementation

The first working version of avatar anchors! Allowing for seats, beds, vehicles, roller coasters and lots more! There's still a lot of work to do with them, but this is first usable version with the framework set in place.

Following builds will be building on this - adding more components, simplifying setup, fixing issues. Let me know what you think!

New features:

- Added "AvatarAnchor" component, which serves as the core building block for building seats and other anchoring behaviors
-- It will parent user under specific space and set their scale to fit
-- It will position and rotate them using chosen body nodes (root, head, hips, feet)
-- It will install avatar pose filters, which can be used to constrain/pose body nodes (if they're not present, dummy ones will be inserted)
- Added "Avatar Anchor Touch Trigger" which allows anchoring/releasing the user by clicking on an object
- Added "Avatar Anchor Locomotion Release" which allows releasing the player when they try to jump or move

- Added Head Max Fix Distance to VRIKavatar (default 0.025)
-- This will fix head position and rotation within a small distance for the user currently using the full body avatar, preventing the face geometry from being pulled into their face in some scenarios (e.g. reported by @Casuallynoted )
- Added "Hips Position" node
-- This will give you calibrated hips position (if tracker present), full body avatar hips position or fixed hips position if none are available
- Added "Hips Rotation" node
-- Similar logic, but will either just return tracker hips rotation or head facing direction
- Added "Feet Rotation" node
-- Either returns averaged feet rotation (when trackers available) or head facing rotation

Tweaks & Optimizations:

- Tweaked FeetPosition property on UserRoot - it will use trackers if present and if not the projected position is pushed backwards slightly
- Moved the pose/rotation/tracking filter support from TrackedDevicePositioner to AvatarPoseNode and updated existing filters
- Tweaked the thumbnail update logic - if the host is away or otherwise unable to render new thumbnail (e.g. headless), the thumbnail will be taken from one of the present users if possible (previously this would happen only for headless host)
- RawOutputs won't generate changes if the assigned value remains the same. This can reduce computations in some scenarios

Bugfixes:

- Fixed nonsensical storage information on the dash when the data hasn't been loaded from the cloud yet (reported by @Groxxy , @🧡Zyro1331🧡 and others)
- Fixed session thumbnails being captured or downloaded redundantly when the background process takes longer
- Added a guard against lingering drives for AvatarPoseNode, causing some issues feet or hip tracking binding and full body calibration
- Models with duplicate blendshape names will now import correctly (duplicate names will have "_" appended at the end) (based on report and sample model by @RaccoonRezillo )
- Fixed not being able select the next enum value for enum types with multiple labels for the same numeric value
- Fixed exceptions in the full body calibrator when one of the tracked device components is missing tracked device (discovered in log from @Honzackcz )
- Fixed VRIKAvatar using non-tracking trackers without the user first getting into horizontal pose with tracking ones

Known issues:

- Avatar Anchor won't constrain pelvis/feet on an avatar if they're not calibrated