Welcome to Standable v3.0!
Standable v3.0 is now LIVE!
Over the past 8 months I've been rewriting the entire underlying framework for all parts of Standable.
While this update may just look like a fresh coat of paint to some, it fundamentally paves the way for much larger and more complex updates (some of which I have listed in the Standable Beta channels in the Standable Discord)
So enough chitter chatter, what's new in v3.0?
Standable User Interface
The entire Standable UI has been scrapped and rebuilt in a fresh and performant package (upgraded from Tkinter to ImGUI). This upgrade allows for many new things but most notably:
Standable SteamVR Overlay
Standable's User Interface now shows up as a SteamVR Overlay! The new UI was designed with VR laser pointers in mind (drag to scroll, etc) so no need to leave VR to just change a setting or preset!
Localization for 8+ languages!
Maintained by the community (check out #localization channels in the Discord for how to contribute!) Standable now supports dynamic text translations! By default Standable v3.0 launches with the following rough translations (which will be refined overtime):
- English (Default)
- Japanese (日本語)
- Spanish (Español)
- German (Deutsch)
- French (Français)
- Simplified Chinese (简体中文)
- Korean (한국어)
- Russian (Русский)
- Engwish uwu* (Meme translation / Felt it was fitting :3)
Auto Avatar Calibration
Previously to calibrate Standable, it would require you to stand up and hold a t-pose everytime to align the trackers to your avatar, but with "Automatic Calibration" (enabled by default) when you press the "Calibrate FBT" in supported games, Standable will do everything for you with one button press!
Note: This is purely for Avatar Alignment and a t-pose is still required for users who use Mixed Tracking and need to calibrate device offsets. Other new features improve Mixed Tracking calibration, such as Offset Memory and such.
Manual T-Pose Calibration is still supported (and recommended in many scenarios).
To get a full picture of the new calibration process I highly suggest watching the new Quick Start Guide Video!
Temporary Foot Position Alignment Limitation!
Stance (distance between feet) alignment is not fully automatic yet. VRChat still needs to implement a few remaining features before Standable can complete this step on its own. Until then, you can manually fine-tune your stance using the “Stance Adjustment Offset” option in the Calibration settings.
Custom Poses!
The most exciting feature for me personally is something that's been requested many many times, and it's finally here! Replace the stock Seat, Sitting, and Laying pose sliders with your own custom poses!
Note: Variable proportions and qualities of avatars may make some poses appear slightly different per avatar.
Create!
Name, tag, and pose your own poses using the Standable UI. Specify the poses the custom pose applies to: Seat, Sitting, Lay Back, Lay Side, or Lay Front.
Note: Due to fundamental limitations of the estimation stack, custom Hip position is highly unstable and has been disabled for v3.0. Custom Hip Position will be readded in v3.1.
Share with Friends!
Custom Poses can be copied to your clipboard and shared with friends! Simply share the copied text with your friends and they can import it into their pose library!
Import dozens of poses at the same time! Standable can detect multiple poses in one clipboard if you copied more than one at a time. Allows sharing and importing practically "pose packs".
Check out #custom-poses channel in the Standable Discord, a place for sharing and finding Custom Poses made by the community! (read post instructions before posting)
Device Manger
One of the largest updates is how Standable handles devices. Previously when combinding Standable with other SteamVR devices (Mixed Tracking) it would link and handle everything behind the scenes with no say by you. But now with the new Device Manager you can specify what each of your devices do and what roles they play.
Per-Device Control
Give your devices nicknames and manually select the role of the device (Headset, Hips, Left Foot, etc)
If multiple devices/inputs are linked to the same role, it will combine them by averaging the inputs. This allows for features like Double Hip Tracker etc.
- Priority: Devices with higher priority will be first in line, and same priority will mix the inputs based on influence.
- Influence: How much influence a device has on the final input.
- Device Type (SixDOF, Position Only, Rotation Only, etc)
Offset & Role Memory
When a device is linked to a role either through Device manager or tpose, Standable will remember for future sessions! Basically calibrate once and in 3 weeks when you launch Standable again it will remember your calibration! Very useful for SteamVR/VRChat crashes too! (especially in combination with Auto Avatar Calibration)
Lock Devices
Happy with the role and offset of a device? Lock it to keep it from changing/updating when calibrating.
Full Body Estimation Updates?
The goal was to release v3.0 with a giant leap forward in FBE accuracy and naturalness, but it was coming to the end of the year and I didn't want to delay all of these other great features, so I've decided to dedicate v3.1 as the Estimation Update. And so you don't have to wait another 6 months in radio silence, as soon as there is a single line of code for v3.1 it will be publicly available in the Standable Discord beta channels so you guys can work alongside the development and get instant access to the updates and give feedback!
I plan for all future updates to be much more public about development and my goals and scope for Standable. If you're interested I've created channels for a rough #roadmap and #future-board in the Discord (nothing in there is a promise but things I want to strive for!)
Other
There are countless other changes that come with the v3.0 rewrite, I can't list them all but here are a few that will be good news to many.
- Standable now supports all FBT enabled VR games (including Blade & Sorcery!)
- Proper Motion Smoothing for FBE and Mixed Tracking.
- One-handed tpose calibration (both FBE and Mixed Tracking).
- Standable UI can now be rescaled in the "User Interface" settings, for smaller monitors or for convenience.
- Improved seated rotation limit/max. Changed from 60 degrees to 30.
- Reworked floor system. Now much more consistent across devices and platforms.
- Added "Continuous Floor Calibration" Standable dynamically adjusts the floor height to counteract floor drift and user height inaccuracies.
- More reliable Double Tap Toggle.
- Elbow estimation now is smoother when shaking controllers.
- Knee estimation uses ankle instead of foot for IK so it moves less when moving just foot.
A few final Notes
It's been a hurtle to get this update out in time for Christmas, and being literally the only developer for Standable, I accidentally burnt myself out. Given that, I'll be working on major patches for 1 week after launch, but after those major bugs and issues have been resolved I will be taking a proper break from development for a few weeks. Once I am back from break I will be head deep into v3.1 Beta!
The StandableVR.com documentation website (this website) is now heavily outdated and will be slowly updated with v3.0s new features over the coming months. Until then, I recommend the new Quick Start Guide Videos to help users new and old getting used to the new systems.
If you have major issues with the v3.0 update, I've updated the "rollback - previous build" branch in Steam to Standable v2.1, so you can rollback to the older version while I iron out the bugs.
There most likely will be some bugs and issues that we haven't caught in our beta testing. I have some great tech support helpers, but especially these few days following launch, give us some grace as we figure things out.
Thank you all, I'm so very lucky to be able to build Standable for such a great community <3