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If I implemented avatars in social VR I would also avoid legs. No legs is better than bad legs and good legs is very hard to achieve.

So the "no legs" thing is the correct design decision in many cases.




> No legs is better than bad legs and good legs is very hard to achieve.

What do you think of the leg quality in this game?


That's an entirely different problem to the one faced with VR avatars. You can make in leg position. With VR avatars, you're trying to infer leg movement to the head and hands movement of a human in 3d space.




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