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SteamVR_IK: Spinning Occurring on upper and lower arm joints #166

@crevver

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@crevver

This is an issue which has been in the forums since November, SteamVR_IK results in proper orientation of joints, however the upper and lower arms are spinning incorrectly on their Z axes.

Ref #1 from forums:
Just checked this out, and am seeing spinning bone as well in my simple test level. I'm not sure if this is due to new version of Unity or what. I think it's accumulated rotation due to reparenting every frame, but don't have an immediate fix for it. If the transforms are animated (i.e. reset to a pre-authored orientation each frame) then that might not happen.

The 'up' vector was meant to provide orientation to deal with the arm going straight rather than trying to infer this from the bend in the arm.
Last edited by aaron.leiby; Nov 12, 2015 @ 2:07pm

Ref #2 from forums:
aaron.leiby [developer] May 6 @ 3:21pm
Originally posted by gevarre:
Fixed up Extra scenes SteamVR_TestThrow and SteamVR_TestIK.

So why do the "arms" still spin like crazy? I may be remembering wrong, but I thought a long time ago I was able to get the ik to work properly.

You are correct that they didn't use to. I think this changed in Unity 5 when they updated the physics system. The code itself hasn't changed, and I haven't looked into it. I think it's just cumulative error. If you set the transform back to a reference pose each frame before the IK gets calculated (e.g. applying an animated pose), I suspect this problem will go away.

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