Avatar floating height
we created a room (https://hubs.mozilla.com/p3JCBtE/frosty-bright-place) on spoke which is a 3d modell of our art association in lisbon. when the avatar enters the room he is always floating above the ground. we tried already
a) to define under "spawn point" the y position ( 0 and even minus values) and bring it closer to the floor and b) to bring the y position of of model (tall.glb) higher (1 or even higher values)
in both cases the starting point of the avatar seems perfect and its close to the floor - but as soon the avatar starts to move he makes a jump and is floating again over the floor.
when he floats it feels unrealistic to "walk" through the space. as we want to host online exhibitions of our art association in this room we are trying to reach a more realistic approach.
can someone please help me? im going a bit crayz right now ;)
All Replies (7)
Hi there. Thanks for your question. Having looked at your scene, a couple of possible issues come to mind. 1) It's possible that your scene is slightly out of scale making it appear that you are higher off the ground than you should be. However I suspect that it has more to do with 2) It's entirely possible that there's some phantom geometry in your scene causing the nav mesh (floorplan) to be generated too high (this is the invisible surface that your avatar actually snaps to when moving around). If you could possibly re-publish the scene as "remixable" and share the scene link with us, we could take a look and verify that. To get the scene link, after you publish (and be sure to check the "remixable" box when you do), click the blue button called "View Your Scene" and give us the resulting URL - that will let us open the project in Spoke and take a look. Have a great day!
thanks for your feedback. we used to original measurements of our association so im not quiet sure what exactly you mean with "out of scale" - maybe you can explain that a little bit more to me ? and b) sure i made it as you instructed. here is the link
i just explored a bit more the floor plan mesh . are you refering to this violet layer over the floor ? if so i guess the one step in on of the doors seems to lift up all the violet layer in the inside area...
we edited now the room again and removed this one step but the problem is still occurring. here the new link https://hubs.mozilla.com/LQ6gsUJ/famous-gentle-social
thanks for your feedback.
all the best, kathrin
Modified by prismaestudiolx
Thanks so much for sharing your remixable scene with us so we could take a closer look at the issue you are encountering. It turns out that this is an easy fix; your current spawn point is merely placed too low and is sticking thru the floor. The point that you want to have roughly touching the floor is the bottom of the blue arrow. Your avatar is spawning into your room too low, and so when you take your first step, Hubs corrects this and snaps you to the correct floor height. I did take a look at your model in Blender and the scale looks correct, and the floorplan appears to be generating correctly in Spoke too, so I think if you just moved that spawn point up a bit (turn off snapping so you can be more precise), then everything should work as you expect. Please let us know if there's anything else we can help you with. Have a great day!
thanks for your answer. I did what you suggested but the avatar is still floating way too high. here the latest link https://hubs.mozilla.com/ioQxDs9/infamous-glamorous-party
thanks for any further advice who to make him "walk" near the floor.
I think maybe there's a misunderstanding about the avatars themselves. Unless you build legs/feet for the avatar model, this is how they were designed to work. You can see from the attached image, if the avatar actually had legs, they would reach the floor.
The vertical positioning looks correct (in terms of how a person might actually look standing in the doorway).
thanks for your answer. the inner wall of the association (not the high onces but the one walls more inside) are 2,20m. if your information is correct that means that the standart highness of the avatar is 2,20m (because he is reaching the upper point of the inner wall - see screenshot ). if that is so how can i change the size of the avatar to a more human messurement.
thanks again for checking.
all the best, kathrin