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Question by unity_LfaP45jeIYmDRg · Jan 17, 2019 at 03:14 PM · vrhumanoidmocap

What is the correct way to resize a VR character to individual players?

I've set up a full humanoid character, that is controlled using an Oculus Rift via Unity's IK system.

This model is going to be used by multiple people of different sizes. That means I have to make a couple changes in runtime: - different arm lengths, calculated from the distance between controllers in T-pose - different heights of the torso, calculated from the HMD position in said T-pose. Especially the legs should have the correct length (so they are straight when standing up)

So far I've tried a couple different approaches, but none of them work quite how I'd like them to. - Scaling individual bones breaks my IK, same with moving the bones - giving the bones 100% stretch works for the IK, but looks unrealistic and thus unusable for me - scaling the human as a whole won't do unless I can make changes to some individual bones, since that gives me some weird results, like Hulk-hands

I'm sure there has to be a better way to do this, since people are using Unity for MoCap purposes, but I can't find any good sources on how to make that work.

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avatar image sh_code · Jan 17, 2019 at 03:42 PM 0
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i don't know, sorry, but you might be interested in this tidbit of info:

regardless of person's height, some proportions stay the same (if we discount actual genetic defects), so for example: hands of every person when left relaxed along the body, end halfway along their thighs.

also, i suspect the mocap systems don't adjust the model, quite the opposite, they recalculate the mocap points' distances. so you take the shoulder-elbow-hand line, and ins$$anonymous$$d of using the literal positions of the points, you only use the angles, which don't change regardless of person's lengths, so you can map those directly to the joint angles, even if the model's sizes are different than the mocap actor's.

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