After searching all information on the forums, videos on YouTube and the Final IK manuals, I'm seeing how difficult it is for myself and others to setup VRIK with a simple animator controller, where the upper body is controlled with VR controllers, (In my case, the Oculus Quest) and the lower body is compatible with animations and movement run through the animator controller. Movement of the player seems to immediately break the combination of these two systems. I am not a programmer by the way but use Playmaker for game creation.
Could you please create a Final IK demo someday in the future for VRIK (Oculus) Integration package where you have a VRIK setup with a basic animator controller where basic movement is handled with the keyboard? You already have animator controllers setup for basic walk, run and crouch animations as part of Final IK and have other scenes where you can control the character already. Trying to navigate this issue is such a nightmare as I've talked to alot of people in trying to get this to work with unsuccessful results. I'm glad the game Dead & Buried has it working well, but alot of games that have been released is obvious that they couldn't get it working beyond the procedural feet shuffle.
I've created my own working character controller with Playmaker that moves & animates using the Oculus Quest touch controllers which is great in VR, where the hands have yet to follow anything. I can also use VRIK with my character (with no animations) separately in VR with the procedural feet shuffle, where hands do follow the Oculus touch controllers. Combining these two systems together however is incredibly rough due to not understanding how everything should function together and I haven't seen anyone do this successfully and post how to go about it yet. I've been looking at the grounder, twist relaxers, and various other components but it's hard to figure out how to get this working.
Any help on this issue or pointing to documentation or any information would be of GREAT HELP!