@@vgaggia Standable is an all or nothing system right now, but the developer has stated that in further versions he does plan to make it work alongside real trackers :)
I've heard the dev wants to make it all compatible with IMU trackers and the like as well! So both sources could be working with each other to correct imperfections back and forth.
@@MinatoNamikaze-rc9tn It is not. It might come close, but in the end slimevr just uses approximations based on the absolute position of the headset. It uses the reported angles of the IMUs. While steamvr tracking uses absolute position in millimeter precision based of precisely timed light pulses, similar to GPS.
@@FrontwaysLarry ahh, imagine if this was possible using imu trackers over OSC with something like the slimevr server, standalone fbt would be even better
Barely related to the video but the surprise of seeing a clip from RvB, and one of my favorite fight scenes from the show no less, in some random video about a cool new VR thing hit me like a truck with a wave of utter shock.
Any excuse for me to enjoy RvB fight scenes, I'll take it. Lol This was hands down my favourite fight scene too. The music kick and choregraphy of it all when the mountain shatters always spikes my serotonin levels. Same goes for the moment from the highway chase when Carolina jumps off the bridge to continue the chase, the music going wild. RvB is an amazing story that deserves a full-on remake to make it look more modern. Wish Rooster Teeth would stop it with their new seasons with minimal stakes and instead make the freelancer saga into modern perfection with human face emotion.
@@FrontwaysLarry God, I'd kill for a truly faithful RvB remaster or remake that could find a way to actually conclude the series. The Freelancer Saga especially, it's my favorite arc out of all of them.
@@ovaltbandlab8768 That's normal. I've rewatched the series over 20 times now because random things make me addicted to it for brief periods of time. You'll grow out of it in 3-4 months, then come back a year later.
I play vr chat every friday with my friends, and I've been struggling to get full body trackers because they're too pricey, complex or are in high demand, so this was a neat surprise to find
@@mjcox242 Oh I’m talking about for developers. Personally I’d just put this type of body tracking in any games I develop if it’s particularly relevant. The previous techniques haven’t been as good for feet positioning and walking; most of the time it’s going to just a straight upgrade. (Even meta gave up and got rid of feet)
I wonder if breachers has something like this, because breachers can track the upper body, as you twist turn, you move your body forward your legs stay still etc. imagine if it HAD THIS.
Oh, yeah, some games have built in a good IK system, but something like that takes a heck of a lot of time. If they can just license Standable, though? Bam. Done. Faster dev cycle AND really cool IK in more games regardless of FBT or not. Imagine playing Breachers and someone playing on a stunt mat floor just lays down to dodge you. Lol
Oh very cool, I didn't know this had been released already! I'm excited for more accessible FBT, although I think it'll have to be driven by a solid use-case outside of social VR. If external IK solutions like this can bridge the gap to more developers supporting FBT, that sounds like a huge win to me.
Yeah I'm not always hopping into social VR, personally, but even just better peeking around corners in some VR FPS games will be nice to do without the entire body popping out. Lol Apparently the dev behind this wants to make this also work in tandem with currently available IMU trackers to make those even more efficient with their software. If that happens, I'd love to have that kind of FBT for something like Battle Talent or Blade and Sorcery for a little stomp or kick now and then.
@@FrontwaysLarry Oh true, I didn't even think of how this could just mean better IK in games. Like leaning over a table in boneworks and having the whole table get pushed because the game saw your "lean" as stepping forward gets exhausting fast... hope this solves for situations like that. But yeah having better estimation with existing trackers would also be cool. It would be sweet if we could reduce the number of thingies to strap onto your body and estimate the rest.
Yeah, that stopgap of not only the cost, but the strapping on and off, charging all the trackers... Those truly into FBT love it, and so do the rest of us, but it's hard to justify that much effort for the majority of VR sessions. Lol If I can get at the very least better emotive poses in games without the need for physical trackers, I'm gonna be psyched.
i do hope eventually a program such as this can be soon implemented on quest or standalone vr! fbt standalone like slime would benefit so much with this technology!
I've already caused people to ask me if I had FBT due to very intuitively using a playspace mover during motions, but something like this could certainly further the illusion while I continue to not want to figure out how to get FBT set up and working.
SO... when am I gonna be able to afford a VR headset that doesn't cost $100 more then what my income was after bills were taken out I say was because that income was taken away bc of the GOOD OL' AMERICAN GOVERNMENT
Well I can't help with some of that... but I *did* make a used buyer's guide if you wanted try and find a deal for yourself! Both of my headsets were bought used in great condition for great deals, honestly.
@@FrontwaysLarry I have roughly $200 in PC parts I was putting together to build my own PC to sell now so I can either help pay for my grandmothers medical bills or still not have enough money for VR, and not even know if my laptop can handle it
This is fascinating to me because I’m pretty physically disabled and don’t see the point in investing in a full tracker setup. But if this lets me move my arms and upper body slightly more naturally in vr that’s amazing
The implications this has on games like Blade and Sorcery and Bonelab/Boneworks is mind boggling. Imagine if Standable is added to these games, the immersion would be next level. Heck, I'd love to see this added to Zenith VR!
100%. I think the biggest thing about Standable, however, is that it's really interesting in how it's less of am immersion-enhancer for yourself, and more of an immersion-booster for everyone else. It's this feeling of being face to face with someone that moves more like a human does, which makes me think this is gonna be mainly applicable to multiplayer titles.
Perhaps, but at the same time it could be weird moving your legs and having it just be ever so slightly off, especially with such immersive physics engines.
dude really just made something that would make using base stations to track your body 60% or so more accurate with less trackers and i am surprised no one considered the compatibility with this and full body trackers.
He said the kid is still in highschool bro i feel like by now someone out there is looking at this and trying to find the kid who made it to get him a job just making this high money for everyone who can't buy fbt you know
Here's hoping it goes the distance! Really want as many people to know about this as possible, because the more people we see moving realistically in social VR apps, the better. And if the dev can make enough sales, it's at the very least lucrative enough to justify working on it more to perfect it.
combining tech in smaller scales is what makes it smart I could imagine having a imu suit of sorts while combining the estimation for areas where the imu's can't track as well
Damnit... Now this has me wanting to get my Reverb G2 fixed so I can try playing VR Again. Thing was broken out of the box and I never touched it again or VR really after.
How long ago was it? Looked it up just now and they have a 12 month warranty, but some people have had luck a little after. If it was broken out of the box, then should just get your money back or get it RMA'd.
Right?! The crazy thing is that we're now seeing the upside to all the parents that bought their children a VR headset without really knowing what it was at the time. Zach Tsiakalis-Brown, for example, started developing some things in VR at the age of 12 or something, swinging up into him only being 22 with both Vertigo games under his belt already. All the kids obsessed with Gorilla Tag and the like right now are gonna be the next wave of all this, making VR even more popular, hopefully.
Works pretty well compared to some other FullBody softwares. I actually like it quite well- I had to turn feet off tho because it would make my VrChat feet move or look weird but everything else it perfect. New sub!
ive been using it for a few weeks but can never get the legs to well "track" so to speak and when i lay down the legs just kinda fold in on themselves and it looks goofy. so im just wondering if anyone can help me out with that
My best advice is to just always sync your emulated trackers while looking in a mirror to see it all lining up. It's definitely not perfect, but I've found it works really well once I started using that.
question, can you combine this auto tracking with actual trackers? I know that a lot of people opt for 3 trackers, 1 for the hips and 2 for their feet. knowing that I could also not spend 100s of dollars for elbow trackers would be a match made in heaven
The dev was doing a Q&A the day it launched, and apparently this is planned as something they wanna look into! Totally agree it'd be a perfect solution.
It's definitely some trial and error to see how it works sometimes, but I eventually got the hang of it. My biggest tip is to activate your personal mirror while calibrating in-game so you can see the virtual trackers line up with your body in-game.
Doesn't really work as advertised sadly, at least i couldn't get it to work properly on avatars that are rigged for FBT, they just tend to float around instead of actually moving well, not sure if im missing something in the steps.
There will definitely be some troubleshooting to get a feel for how it works, took me maybe 5 or 10 minutes to see how it behaves. Are you using base stations, perchance? I know there's a step for lighthouse tracked headsets wherein you place the controllers on the ground.
UPDATE: v2.0 is out! Video showing it off here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-T0wXJEd9KtI.html Hope you guys enjoyed! Join the Discord here: discord.gg/S2WczRuA7p
The RvB Freelancer saga is hands down one of the best action dramas out there. If Roosterteeth would simply remaster that whole saga, I'd probably watch it on loop for a month. lol
Unfortunately not. Bonelab isn't full body tracking compatible, and this program currently will only work for emulating full body trackers. If Stress Level Zero were to implement it into Marrow (their engine), then it would natively work.
The leg lifting is apparently a planned testing ground, so I wouldn't put a nail in that coffin yet. I think the $20 is totally a fair price if you don't want the hassle of cameras to deal with and just want some quick and easy but better full body IK than what's already offered in some games. That said, haven't personally tried Driver4VR yet to truly see. Definitely won't be for professional dancers, but like you said, will be great for the average player just wanting to express themselves a bit more.
Is there anyway you can let me know how you got the 3d model for a H3 multiplayer spartan I would like to learn how to pull mine from MCCs files but I don't have enough understanding of what I'm looking for to get it with out some guidance
Ah, this is an avatar I found in an avatar world that had tons of Halo 3 armour pieces added in to let you customize with a select few choices. Wish I could help ya with yours specifically, but I've definitely found the models before with some googling. Usually comes in one file with all the pieces as part of the same model, with different options just hidden based on what you need. Haven't dug into it too much, but check around some avatar search worlds in VRC and you may find hlthe one I've got! If you can't find it, feel free to message me on Discord and I can just let ya clone it off me if I have time to hop into VRC.
I do have some old Kinects and have been meaning to try that program out, actually. Used to use them for mocap for some old animations on my channel a few years back. lol
It did take me a couple tries to get it right sometimes, but here's something from the Steam Store page that might help you: "For best experience: set Avatar Measurement to Height, disable shoulder tracking, and set lock head in VRChat settings."
I believe it currently works in VR Chat, Neos, and Chillout VR (this one with a few issues). Zenith And B&S seem to read/register trackers in a weird way, so they're figuring out how to fix.
VR is bringing out desire to improve and learn with our generation, people call us crazy when we say we want to create all this stuff in vr, yet... when they see it, they can't even bat one single friggin compliment... as it has been my life anyways, hope others get it better, but i mean im sure you all understand, we didn't really have people teach us, we see something, we get curious and if you have the desire to do it and get past being lazy, we can often do it, ive learned to do everything, we can inagine with pcs, never saw myself building one or even ever manually fixing and maintaining my car, or how to edit videos, or draw on paper or digitally, or making music and learning audio and 3d modeling. i genuinely do hope that soon, we'll have technology equal torwards cyberpunk 2077, maybe better, its a lot to bite, but i wanna see that day while im young, i dont ever wanna get old, im sure many of you understand that too...
Should theoretically work in any game that supports FBT, so not Bonelab but should work in Zenith. Zenith does seem to use some different FBT interface interpreting though, so the dev is still working on wider compatibility.
Got a quest 2 for cheap recently and looked up something as an alternative to tracking. FBE is pretty neat especially when i think about that vs shelling out 800$ to body track like it's expensive and for a first taste FBE really helps lul
I just bought it but my elbows are in the wrong direction was really hyped after saw Ur Video so i instsantly bought it and doesn't work for me sadly maybe I did something wrong but was following the steps on steam
Ah, I had that issue at first too! You might be in the setup mode and not know it. If the emulated trackers are far away from your elbows and knees, then it's actually set. The setup process of flicking your wrists down works in and out of any app, so you don't have to load in and out to do some trial and error. Took me maybe 10 or 15 minutes of troubleshooting to get the hang of it. I find the best way to calibrate FBT in VR Chat is to enter setup mode for Standable, calibrate that, then stand still and just move one arm in VR Chat to enter FBT calibration, then enter t-pose again and reset. Pulling up your personal mirror so you can see if the trackers are aligned helps big time too.
@@FrontwaysLarry Thanks for the fast answer I will try it later I thought the trackers have to be on the body and not going far away from body lol but I will try it big thanks:)
Essentially it's quite simple in theory. You have your body in X-position, and the app reads it as having Y-Position in-game. It's usually kind of tough, which is why a lot of apps have weird IK (inverse kinematics). Since this app was designed specifically to address this however, instead of being just another feature of an otherwise large scale game vision, it's a lot better in execution.
Listen i bought this and it took me about an hour to get use to how the estimation works its worth it if you want to tee bag your friends in vrchat and be a mirror dweller