StressLevelZero / MarrowSDK-Legacy

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Incorrect floor level on avatar (solved, needs documentation) #29

Closed Woogoo336 closed 1 year ago

Woogoo336 commented 1 year ago

If anything controls where the collision for the bottom of the characters feet, I can't figure out what it is. Might be a good idea to have some sort of setting in the avatar script to specify this. OculusScreenshot1664564744

When the feet look like blender_7sjquTtYzg

Woogoo336 commented 1 year ago

I managed to get a working solution for this (Thanks GreasedScotsman). It turns out floor level is set by the toe bone, and my model begins the toe bone away from the bottom of the foot and ends it at the bottom of the foot. The solution is to set the toe assignment in the unity rig editor to the "end" of the toe bone. (the sphere near the front of the foot above). I won't close this at the moment, as I feel this deserves documentation in whatever FAQ is created for the SDK later on.

Greased-Scotsman commented 1 year ago

Glad to help. I've added the info and the solution to an upcoming documentation update, so I'll close this issue. Thanks for the excellent feedback.

Woogoo336 commented 1 year ago

After speaking with someone with a somewhat similar issue, I found they had no end bones in their model in Unity. I've found that its a result of the exporter adding leaf bones, so without it checked there won't be end bones in Unity image