ultimatexr-unity
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Custom Avatar Hands Twitchy
Hi All
I've noticed that when I use a custom avatar (my own rig and model from Blender) the hand movements seem very "sensitive" almost overly twitchy.
I jump into your sample scene and your demo character (robot) hands seem to move slower and with less sensitivity. To try troubleshoot I have actually made sure all the Uxr Avatar settings are the same (outside of bone mappings) and for some reason cannot get rid of the sensitivity on my own avatar.
Is this possibly something to do with the IK for hands/arms? Is there a movement senstivity setting anywhere I might be missing as your sample works great and mine... pretty bad.
NOTE: This is on a Quest 2
On inspection of the source code, it looks like the issue might be due to the fact that there doesn't seem to be any smoothing of hand rotation (I think the twitching is coming from wrist rotation, not translation of the arm).
Unless I missed something the only wrist rotation code I see is: UxrArmIKSolver.cs:
Quaternion finalHandRotation = Hand.rotation;
but it doesn't seem to do anything other than copy the rotation from the controller (from what I can see). Though that doesn't explain why the sample avatar hand rotation isn't twitching yet my custom avatar does.
The issues section on this repo doesn't seem to get many responses. Is it better to reach out regarding issues on the Discord channel instead I wonder.
Hello @JasonWeiseUnreal
Sorry for the delayed reply. We don't use any smoothing at the moment. Could it be related to not having your HandsIntegration hands aligned with the avatar hands with enough precision? That could make your virtual hands have a little offset compared to the real hands and make twisting movements more noticeable. In any case, if you could send me a model I'd be glad to check it out myself.
@entromp thank you for responding, I had actually moved the virtual hard alignment as per the documentation to better align with the hands, maybe the hand model is not quite where the hand bones are. I will try and align the virtual hands more in line with the actual hand bone.. that could be causing it. If I still have trouble I will pop the model through to you to have a look
Really appreicate the advice.