Draft - Help - Avatar Calibration and Tips

1. One issue I just keep on running into is ending up with hunchback mocap. I have 9 trackers (Valve Index, 2x Valve Knuckles, 6x Vive Trackers that are on my chest, waist, elbows, and feet), but no matter what I try with my chest / waist trackers I end up with mocap that leans forward in the chest, resulting in a hunchback look. Any tips to reduce that issue?

R: Do you place the hip tracker to the side of your hip or medially? Hip offset can sometimes be adjusted slightly by physically moving your hips forward or backwards during tpose calibration: https://discord.com/channels/738881083256471703/738882482593857638/829031717196005396

2. I've noticed that if I tilt my head down my whole body translates down a bit. Is there any way to turn that off?

R: Sometimes the spine scrunching can be caused by the avatar being scaled too large relative to the player. Try adjusting the avatar scale down a bit (and lock it) and then recalibrate tpose: https://discord.com/channels/738881083256471703/738882482593857638/827636081641652265

3. I've also run into a lot of hyperextension issues with the default skeleton in Luxor, but I think that may just be because I have different body proportions than the avatar does. As a total newbie to both Luxor and Blender, are there any tutorials you could point me to for creating an armature that matches my proportions? Apologies if this is a dumb question!

R: Also check out the "Spine Compression" parameter located in the Kinematics profile. Turning it to zero can drastically reduce spine scrunching: https://discord.com/channels/738881083256471703/738882482593857638/819673422736392212

Or you can adjust the avatar based on eye-level. Enable the tpose helper checkbox and you should see a "hologram" avatar with some trackers and a eye height adjustment, try adjusting the eye height level to rought your own whcih should scale the avatar appropriately (then lock it) and then recalibrate tpose: https://discord.com/channels/738881083256471703/738882482593857638/762665866948509697

About the head tilting and raising feet, that is mostly caused by a disagreement between your physical neck pivot point and the avatar's neck pivot point, if they are not aligned then it can result in displacement of the spine. The best approach is to ensure that the avatars eyes and your physical eyes are closely aligned: https://discord.com/channels/738881083256471703/738882482593857638/824553555390234654 (edited)

Some of the default avatars have smaller proportions, some users may have significantly longer or shorter arms than their avatar. For this the "Arm Length Project" parameter was added to the Kinematics profile, which can be used to project the user's hand target positions closer or further from the avatar's chest: https://discord.com/channels/738881083256471703/738882482593857638/818504931694084127

4. Oh and one more question, is it possible to move either the menu or the VR mirror after spawning a VR mirror? Or hide the menu but keep the mirror viewable? The menu blocks some of the VR mirror, and when I try to move around so I can see the mirror the menu reorients itself to me and continues to block the portion of the mirror I'm trying to look at

R: The VR mirror placement can be locked by clicking on the "lock" icon located on the top right of the mirror panel. When the mirror is locked it will not be hidden even if the menu is closed or during mocap recordings. Also there is a "level" button located just next to the lock button.

There is also a "Trackers Setup" and "Tracker Offsets" panel. From the tracker offsets you can manually adjust the offsets for each body tracker:

## Head tracking without HMD

A head tracker can be assigned in the Trackers Setup panel by selecting the tracker in the list and setting it as the head tracker from the dropdown. If the avatar's head appears rotated try calibrating tpose. https://discord.com/channels/738881083256471703/738882482593857638/791028949882241084

Also the HMD should remain functional while head tracker is in use, so it would be possible for an observer to use the HMD to view the full body tracked avatar in VR

One other possible bit of useful information when using head tracker is to set the eye height properly in the Avatar Track panel. This helps the tpose calibration routine set the avatar's height more precisely to the user, since trackers can be worn in nearly any orientation and do you have an intrinsic eye position like an HMD does the eye height value is sometimes important.

Be sure to unlock the avatar's scale first before setting the eye height value or calibrating the tpose. You can re-lock the avatar's scale for better repeatability when calibrating once a preferred avatar scale value has been set.

## More calibration tips

"I wanted to ask if it is possible to adjust avatar height, i am talking about not the size but how tall he is, because sometimes my avatar is standing on its toes or sometimes legs look like they try to sit on invisible chair. is there some kind setting or adjuster?"

Are you calibrating the tpose? Typically if leg proprotions are not same as player then it might be necessary to increase the scale of the avatar slightly until the legs are no longer bent: https://discord.com/channels/738881083256471703/738882482593857638/840930109576708116

But you could also try adjusting the HMD offset downwards a bit until the feet are planted, this might cause undesired head/eye alignment if moved too much:

Also you can try adjusting the head tracker offset in VR from the tpose mannequin setup room:

Check out this video at 13:46 that shows how to alight the head offset in VR so it lines up with the player's eyes: https://youtu.be/oEwkhIr4ffw?t=826

## T-Pose Calibration without hand controllers

Can I do a calibration not using the Controllers? Yes

First assign the trackers to the proper IK targets in the Trackers Setup panel:

Then while standing in a TPose click the Tpose Timer button: