So, you guys know that I run around in a short anthropomorphic avatar, around 150 cm if counting the ears, slightly less than 5 feet.
Thats fun an all, but there are issues when it comes to HMDs usage and positional tracking of height:
One of the first issues I’ve noticed time and time again is that we have no ability to calibrate our virtual scale to the scale in real life. In Meatspace, I am actually 183 cm, or around 6 feet tall. This means when I am mapped to my 5 feet tall avatar, with the estimated positions of my feet are 1 feet below the ground as everything is calculated from the head and down.
So, when I sit down on the ground, I’d be a head sticking out of the ground, and due to the IK, my feet would go all over the place, instead to a correct degree if my avatar was of the correct height. Even squatting 1/4 of the way to a full squat would cause my IK to go all over the place. That is, unless the avatar is the same height as me in RL. (I will get to that, someday )
You can also simulate the reverse of this this by sitting down on a chair, and then moving with the controllers when using the HMD. Your avatar will pop up from the squat as it is bounced from the ground.
Some of the other experiences I’ve seen IK in, such as Hover junkers actually ask you to look straight before going into the experience to confirm ones height to map everything correctly. Maybe we should have the same in High Fidelity when we change an avatar?
As a side note:
Estimated hand positions are feel to be mapped one to one, but the virtual hand positions may go off at some points, because the avatar skeleton doesn’t match ones own physiology. This is fine, and there is some tolerance to it, as we all have different arm lengths and that is harder to calibrate than just height. That is, unless you scale your avatar up or down to extremes, when the positions of hands are still the same, meaning if you make your self large enough or small enough, your hands are where they arent supposed to be.