There are minimum and maximum bounds for the full body that are allowed when creating avatar bodies. Previously, these bounds took into account the limbs as well as the torso.
Today when working on a new bundle, I ran into the issue where the full body size with limbs is 1.45 studs on the X axis, but the validator kept giving me this error:
I checked it without the limbs, and sure enough, the torso/head come out to 1 stud on the X axis.
This may be an intentional, but if it is the documentation needs to be updated to reflect this change.
when validation runs, the character is put into I-pose with the arms straight down from the shoulder, and the legs straight and together. This might be what’s causing the discrepancy for you
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That could explain the strange behavior I’ve been seeing…but I’m not entirely sure that’s it. How different from the idle post in the Avatar Setup is the validator referencing? If it is the idle pose in Avatar setup, the arms still extend beyond the width of the body that I was testing, so the above error I posted would be higher than 1 stud on the x axis.
If we assume that this is what’s causing the issue, is it a recent change? I have never run into this issue before, though I have had the validator tell me my arm / leg sizes were different from what they are in studio. I am not against the idea of the validator running on a pose which is different from how the avatar was imported, but visually we have no way of really understanding that:
A: it is the case that the validation is being run on a pose which may not be how it was imported and
B: what exactly the body looks like in that pose
Without visual feedback and an ability to understand the pose the validator is checking we have no way to gauge what is wrong with our bodies if an error is thrown.
Would be interested in getting more information on this.