Research: avatar arm length vs real arm length (Porssut 2022, Ponton CHI 2024, fitted avatars 2023, VRChat/Bonelab/Nimso) -> decision: fitted physics body + calibrated arm length, avatars as skins; fix seated-arm wording

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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FoxyzandClaude Opus 5.5 committed 2026-10-02 04:03:30 +03:00
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@@ -376,8 +376,9 @@ Default anthropometry when only height H is known — **Winter, Biomechanics and
T-pose/max-reach calibration override arm length (armLen = (wingspan − 2·0.129H)/2 − grip offset); model the
clavicle as its own driven segment (sternoclavicular → glenohumeral, 0.129H) with elevation/protraction limits
so reach "beyond" the arm comes from shoulder lift/protraction + chest lean, exactly Nimso's "the shoulder moves
up as you lift your arm". Seated play: calibrate standing once and keep the profile (seated head height must not
shrink the body — the VR Messs playtest bug).
up as you lift your arm". Arm length must come from a saved calibration, never from the current head height
(the placeholder rig derived it from head height ×0.46, clamped to ≥ 0.50 m — the owner's "arms were just short").
Full decision + sources: `vr-avatar-arm-length.md`.
## 4. Still unknown (must be designed/tuned by us)
Exact ground-control force law and gains; muscle drive gains/torque budgets per joint; the elbow "simple