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# Research: VR arm IK approaches (for physics-hands rigs)
Researched by an agent for VR Messs (Godot 4.7, C#, physics hands = force-clamped rigid palm
bodies chasing controllers). Superseded by nothing; see also `vr-arm-ik-deep.md` for the
follow-up on stability and torso yaw. Label: [S] = sourced, [I] = inference.
## Prior art with physics hands
- [S] Boneworks/Bonelab (GDC 2020 talk: https://www.gamedeveloper.com/design/how-classical-game-mechanics-and-physics-converge-in-vr-hit-i-boneworks-i/, Marrow wiki: https://boneworks.fandom.com/wiki/1Marrow_Interaction_Engine): the whole virtual body is a physics object; arms are 2-bone chains driven by constraints toward controller targets with a clamped force/velocity ("heuristic force limit") — when the force budget is exceeded the BODY moves, not the hand. Internal solver details are not public beyond this.
- [S] HL:Alyx shipped HANDS ONLY, deliberately (Valve dev commentary: https://combineoverwiki.net/wiki/Developer_commentary/Half-Life:_Alyx): IK arms mislead because there is no proprioception for elbow/shoulder. "Alyx-style arm IK" is not a Valve technique.
- [S] Final IK VRIK (docs: http://www.root-motion.com/finalikdox/html/page16.html): analytic 2-bone IK per limb; elbow direction is UNDERDETERMINED from HMD+hands alone — bend direction is sampled from the calibrated start pose + shoulder orientation, plus twist weights and optional explicit bend goals. Rated best-in-class for 3-point body estimation (ISM 2021: https://www.computer.org/csdl/proceedings-article/ism/2021/373400a123/1A3j8qqoU8g).
## Shoulder / torso handling
- [S] Prior art FOR "idle shoulders, reach budget pulls the spine": VRIK's spine solver stage pulls the root toward hands past a reach threshold; VRChat clamped overshooting arms at arm length rather than rotating shoulders (https://docs.vrchat.com/docs/vrchat-202221); Ponton et al. 2023 self-avatar paper covers torso compensation (https://www.cs.upc.edu/~npelechano/VR2023_fittedAvatars.pdf).
- [S] Pitfalls: wrong shoulder width/height → permanent elbow strain (VRChat calibration issues); pull torso TRANSLATIONALLY first, lean second (rotation reads as drunkenness).
- [I] The Go-Go arm-extension alternative (stretch arms instead of leaning) is rejected for physics-hands setups — breaks hand-body consistency.
## Godot 4.7 API facts (verified against docs.godotengine.org/en/4.7)
- [S] `SkeletonIK3D` still exists but is DEPRECATED (https://docs.godotengine.org/en/4.7/classes/class_skeletonik3d.html).
- [S] The modern system: `SkeletonModifier3D` base class — override `_process_modification_with_delta(delta)` (the `_process_modification()` variant is deprecated; `influence` auto-blends, write full-strength poses) (https://docs.godotengine.org/en/4.7/classes/class_skeletonmodifier3d.html).
- [S] Built-in modifiers: `ChainIK3D` → `IterateIK3D` → `CCDIK3D` / `FABRIK3D` / `JacobianIK3D` (https://docs.godotengine.org/en/4.7/classes/class_chainik3d.html), and `LookAtModifier3D` for single-bone look-at with angle limits and damping, stackable neck-under-head (https://docs.godotengine.org/en/4.7/classes/class_lookatmodifier3d.html).
- [S] No built-in analytic 2-bone solver with a pole target (ChainIK3D ignores twisting). [I] Write our own law-of-cosines 2-bone solve in a SkeletonModifier3D subclass.
- [S] Reference implementations: Godot-Dojo XR-Avatar (GDScript, deprecated: https://github.com/Godot-Dojo/Deprecated-Godot-XR-Avatar), godot-xr-tools (rig, no real IK: https://github.com/GodotVR/godot-xr-tools).
## Head/neck pattern
- [S] Point the head bone directly at the HMD; distribute residual rotation into the neck at lower weight (30–50%) with clamped pitch/yaw; `LookAtModifier3D` provides limits + damping natively; stack the neck modifier ABOVE the head modifier. [I] The exact weights are taste.
## Chosen architecture for VR Messs
- Kinematic spine + analytic 2-bone arms in a custom SkeletonModifier3D (when a real skeleton exists; placeholder uses raw transforms) + existing physics hands. Matches Boneworks' observable behavior without simulating the skeleton. Full-physics-body = highest fidelity but highest risk; pure IK-over-animation = where the jank lives.