Standable: Full Body Estimation

by Standable

The Developer Says...

Standable Full Body Estimation is a method of estimating points of your body that are not currently tracked by 3-point tracking solutions.

Players Like...

❤ Tracking Capabilities

The software uses the positional data from a VR headset and controllers to estimate the positions of the user's body parts that are not directly tracked. This allows users to have their avatar reflect natural arm, leg, and torso movements in VR applications like VRChat. Reviewers report the tracking, while not as precise as full-body tracking solutions, is a significant improvement over basic IK (inverse kinematics). Users can now stand, sit, and lay down in a more natural and convincing way compared to before using the software.

❤ Calibration and Setup

Properly setting up the software is essential for optimal performance. Users must calibrate the tracking by assigning specific "tracker" roles to their VR controllers within SteamVR. Some reviewers found this process straightforward, following the provided tutorial, while others reported it being initially confusing. Once calibrated, users say the tracking remains consistent between play sessions, with the ability to recalibrate on the fly if needed. However, a few users noted occasional issues with the tracking becoming misaligned, requiring a full SteamVR restart to resolve.

❤ Immersion and Expressiveness

Reviewers cite the software's primary strength as its ability to enhance the feeling of immersion and avatar expressiveness in social VR environments. Users report being able to perform more natural-looking actions like standing, sitting, and laying down, as well as having their avatar's limbs move in a more organic way during general movement and gesturing. Several reviews mention that other players often mistook users for having full-body tracking, testament to the software's convincing illusion of a fully tracked body.

❤ Limitations and Caveats

While the software offers a significant upgrade in body tracking, reviewers acknowledge that it is not a perfect replacement for dedicated full-body tracking hardware. Issues such as occasional leg clipping, trouble with seated/laying poses, and limitations on certain dynamic movements (like kicking) were noted. Additionally, some users reported performance impacts, particularly on lower-end hardware, due to the software's reliance on continuous positional data. Reviewers emphasize the importance of evaluating and using the software with appropriate expectations. It is a powerful tool for enhancing VR immersion and avatar expressiveness, but not a complete solution for full-body tracking. With continued updates and refinement, the software has the potential to become an increasingly valuable option for VR users without access to dedicated tracking hardware.

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