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I'm using Final IK (version 1.8) with the Vive Headset, 2 controllers and 3 vive trackers for the pelvis and the legs.
I think it works really well and I am pretty happy with the result.
I was wondering if there is any way to prevent the legs to shake with the vive trackers. I tried adjusting the straps of the trackers as much as I could but I still can see the shaking.
Is there any way programatically to prevent this?

- Another question, any tips to set the Pelvis Target, and the legs targets to have the best results?
For the Pelvis I use a vive tracker, and I only set the Rotation to 1, but not de position.
For the legs I use the vive trackes and rotation and position to 1.


1 Answer

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answered by (13.8k points)


If its the trackers that are shaking, the only way I can think of improving it would be to not assign the trackers directly as IK targets, but to use another empty gamobject. Add a script on that empty gameobject that smooths out the shaking by continuously lerping itself to the position/rotation of the tracker:

transform.position = Vector3.Lerp(transform.position, tracker.position, Time.deltaTime * 10f);

About the pelvis target and stuff, did you already see the "VRIK (Calibration)" demo?



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