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Question by DEGUEKAS · Mar 14, 2020 at 07:10 PM · transformmeshscale

Scale arm to hand position

I followed this video so that I could use animation rigging so that a character has Inverse Kinematic and follows the position of the hands vr (I am using Oculus)

alt text Works very well, follows the position of the vr hands and applies the reverse kinematica. But when the position of the control/hand vr moves far away the reverse kinematics does not adapt to reach the position of the hand vr. alt text I tried to climb my arm but when climbing it looked bad, I don't know how to make the arm scale or stretch so that I can reach the hand

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captura2-min.png (141.5 kB)
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avatar image JPhilipp · Mar 15, 2020 at 03:01 PM 0
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@DEGUE$$anonymous$$AS Had you considered resizing the whole avatar (e.g. based on stretched hand distance, though not easy to detect, or based on information about the person's height you may get from the SD$$anonymous$$)? This would not only make arm stretching unnecessary, it might also solve a potential issue of the avatar in general being of the wrong size for some people (what's it default height in cm?).

avatar image DEGUEKAS JPhilipp · Mar 15, 2020 at 03:52 PM 0
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the height that has in the vr viewer is 1.7 meters, I understand what you say, to be able to assign the size of the avatar from the beginning and thus have no problems with the mesh not reaching the position of the hands.


but for example, if it's a multiplayer shooter people could take advantage of that to have less damage range, so I want it just the arms to change.

avatar image JPhilipp DEGUEKAS · Mar 15, 2020 at 04:12 PM 0
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@DEGUE$$anonymous$$AS I see. How do you plan to cope with different real world body heights? Let's say one person is 170cm and the other 190cm. They both kneel down behind a crate of 100cm to hide their head from bullets. How do Pavlov and Onward deal with this?

In any case, for your original question, had you have a look at opening your Avatar mecanim, then switching to the $$anonymous$$uscles & Settings tab, then opening the Right/ Left Arm -> Forearm stretch setting and adjusting it?

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Answer by aakunaa · May 02 at 07:17 PM

The way I fixed this was by making an empty object as a child of the shoulder bone and then in the script, I would check the distance between that object(shoulder) and the controller(the hand), and then I would input the distance output into the scale of the arm bone (armBone.localScale.y = distance between shoulder and hand), for me it was the Y-axis scale but it could be different for your bone rig. this is how I fixed mine but it might not be the best way to do it @DEGUEKAS

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