I’m having a similar problem and all avatars 3.0 problems seem to have the same issue that I’ve seen.
It typically happens when you go prone. I had similar problems with a custom prone animation, but managed to fix it with a
VRC Animator Temporary Pose Space script on the Prone blend tree. (Enter on Prone, Exit on Standing).
That doesn’t seem to fix the crouch though.
proxy_ikpose included in the SDK seems to work fine with my avatar, showing knees/elbows bent in the proper direction.
I think that the problem is that it’s tracking the position of the view ball, but the animation’s head position doesn’t match up exactly with the viewball position. This causes it to do an odd blending between the crouch/prone and the solved IK for the head position.
The temporary pose space (I think) moves the view ball to the animation’s head-bone position, which explains why it fixes the Prone animation. I’m not sure why this doesn’t work for crouching.
I also tried adding the
VRC Animator Tracking Control script and fiddled with what is bound by animation and what is tracking. If you check the
Head box to make it controlled by Animation, then the pose works, but it will not exit the pose and you are stuck as crouching/prone.
I think this is because the transition between crouch/standing/prone is controlled by the
Upright parameter, which never changes because the head becomes locked by the animation, and thus can’t transition to the new upright value.
As far as I know, there’s no way to fix it at the moment. I’m thinking it may need a client patch to make the head match the animation’s head position while on desktop instead of blending with the viewball position.
Should work OK in VR, probably? Haven’t tested that yet.