Closed JatsyUwu closed 6 days ago
So these breaks only occur when standing entirely still, @JatsyUwu? If you start moving again, does the pose / animations correct themselves?
Does this happen with the current default values / no LocomotionAnimationConfiguration pre-applied?
If not, what values did you change / tweak on it?
The breaks occur when either standing still or moving. Moving seems to delay the breaks but they do eventually happen. If I start moving again after the breaks, the affected limbs no longer move and there's a 50/50 chance the unaffected limbs will either move as intended or the avatar will start to pull itself away from user root while the affected limbs pull towards avatar root. Eventually, the avatar will be several meters from user root followed by a unity crash.
Once the breaks occur, respawning seems to reset everything. Re-equipping does not. Spawning a new avatar and equipping it results in the newly equipped avatar adopting all of the same breaks as the original.
When no LAC is applied, I don't observe any breaks.
When a default LAC is applied, I don't observe any breaks.
I have attached screenshots of the LAC I've been testing. I'm thinking it may be related to settings on Gait 0.
Something to note: when this config was being made and tested on me yesterday, no breaks happened for hours.
I'd recommend trying to isolate which value(s) in specific cause the issue since you reported it doesn't occur with the defaults.
It'd also help if you specifically noted which values you changed (and what you changed them to / from) rather than just including screenshots of everything.
Knowing which values cause the issue will make it more likely things could be better understood / resolved, @JatsyUwu. Thanks.
I have identified and been able to recreate by modifying LAC-Gaits-Hands-HandSwingDirection.
Default Values are X:-0.0784591 Y:0 Z:0.9969173
Changing the X and Z values to 0 instantly recreates the breaks. Resetting the values does nothing and leaves the avatar broken.
That 1 Float3 was all that was changed for this test. There could be more values that can cause the same or similar results.
Thanks. That does help narrow things down a lot, @JatsyUwu - could you also include a new replication log where you start with the default locomotion, press F3 before making that change, then F3 again after making it / when things break? Having those markers in the log would make it much easier to find possible relevant exceptions that might be thrown if those are invalid values being fed into the system.
Log attached. F3 was pressed after component was added and animations were behaving normally, just before changing the field and after changes were applied and the break occurred.
Hmm- no exceptions seem to be thrown in the log provided unfortunately- but since the replication case is known now, seeking input from @Frooxius.
In the interim you at least know to avoid setting those properties to that value, so that should take care of any specific urgency with this issue. Thanks for the help, @JatsyUwu. :)
Can you replicate this with the debug visuals on?
I think the debug visuals are disabled in the latest build, @Frooxius? I can't seem to activate them at all.
@shiftyscales You should be able to activate them by checking RenderDebugVisuals on UserPoseController on user's root.
Oh I see- so it was just the F-key shortcuts that were removed.
Got some footage @Frooxius - looks like the debug visuals are still properly posed, but the hands sink into the centre of the avatar as reported above.
https://github.com/user-attachments/assets/7d023226-6949-43c3-a955-bc2988b99d9d
I've experienced something similar as a VR user, but it's my legs pulled towards root and not my hands. I currently don't have a clean log as i have mods installed, but the same thing has happened to others from what I've seen
Are you using custom animation settings, or defaults, @TisFoolish? It'd be helpful if you could also isolate if there's any specific values that cause that issue for you.
This should be fixed in 2024.9.10.682
This happened because the swing direction needs to be an unit vector. I've added filtering system which will filter invalid values.
Thanks for report!
Describe the bug?
At seeming random intervals, the ProceduralAnimationSystem will break and limbs (notably hands) will get pulled into what I assume is the avatar's root and will stop animating. This has occurred on 2 different avatar bases. I have 3 recordings of it happening but I am unable to get the videos below the 10MB limit.
To Reproduce
Create empty gridspace. Spawn in avatar with LocomotionAnimationConffiguration on avatar (in my case it's under a child of CenteredRoot by itself). Simply stand still. Most breaks occur within 2 minutes.
Expected behavior
Animations continue working as intended.
Screenshots
Screenshots are stills from video editor as I attempted to get recordings below 10MB
Resonite Version Number
Beta 2024.9.4.357
What Platforms does this occur on?
Windows
What headset if any do you use?
Desktop
Log Files
BEEFBOI - 2024.9.4.357 - 2024-09-05 08_57_28.log
*Note: While completing form, I tabbed back in to erratic animation behavior immediately followed by a Unity crash
Additional Context
No response
Reporters
Username: Jatsy Discord: Jatsy