Oculus Rift・HTC vive・xBox one対応ゲーム『VRchat』のwikiです。ここでは主にPC版を中心にして、基本説明と自作アバターの追加方法などを載せていきます。

ボーンに関して

トラッカーの位置が膝寄りになる場合極端に言えば腕を伸ばせばトラッカーの位置は下がる
頭と腕の長さで縮尺が決まるみたいなことが書いてある。

VRChat公式のDiscordから
hey guys just seeing this thread... @MehStrongBadMeh scaling of the avatar is currently done so that the apparent scale of your arms matches your avatar. Since we only have the HMD and the controllers, the scale from your eye to your hand is what we attempt to match on your avatar.
IPD scaling is inherent in that scale change (the checkbox is not currently used). we should probably have some manual adjustment to IPD, however that could throw off the scale of how long you think your own arm is.(編集済)
if your avatar has really long legs, but short arms, then you are scaled into those short arms and you effectively have to wear virtual stilts to get your head up to the right position. Whether legs or arms match better could be up for debate, but currently we choose arms (since most people aren't tracking feet).
@Zircron Swift, i heard from @Korro Bravin that basing your skelton around the dimensions of YBot helps a lot. The Y-Bot skeleton is what all our animations are based from. Mecanim and the IK system (during a Tpose) is using this as a basis for calibration, so that could be the explanation.
another thing that helps is to make your skelton very linear in the tpose -- ie, shoulders, elbows and hands all at the same height. hips, and thighs also.


定番ネタだが膝のメッシュは分割を細かくすると綺麗に変形する。
また、Blenderの場合はオブジェクトのアーマチュアのオプションから[□体積を維持]にチェックを入れると、変形が改善されたりする。


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