#open-beta-discussion
19 messages Ā· Page 1 of 1 (latest)
Negative
Nope
me good
Is vrchat down rn?
Yes
Seems to be having big issues.
cant change avi
when will it be fixed?
Please keep discussions in #open-beta-discussion related to the ongoing open beta.
You can check out #server-status for information on the outage.
ye
let's see what's going to be next
Vrchat still hasn't fixed the issue that tooltips don't work in the report screen for prints while in VR š
also, sticker report tab should keep a total history of that persons stickers, because they can place a bad sticker, than instantly place a normal sticker which hides the bad one in the report sticker tab
i am having issues getting ChangeEndValue on the new tweens to work..
initializing a virtual tween with the same start and end value.. and then updating the end value and triggering it to play "should" work
but for some reason the update callbacks never get called
when i instead just kill the old handle and create a new virtual tween as the target value should be updated it works ofc.. eh..
i feel like more complete example code could.. help
doesn't sound Open Beta related... you should make bug reports on the feedback board: https://feedback.vrchat.com/bug-reports
ive gifted about 70 gifts on the open beta over the course of like 3 different times and every single time i gift a sub i get kicked out of the instance with a unusual client behavior
this is some bs lol
anyone else had this happen ?
Jee I wish we had a way to disable these globally so we didn't have to see thiiiiis
I guess the system behavior Get hit something when you do gift to on public other users but I'm not sure those other users they run different versions VRChat somehow it triggered
Version Live/
Version Beta/Version Suspicious Users Clients Chances
+ When that happens again you can report the bug when you did too much gift
Don't waste the money
all those poor giftees probably donāt consider it a waste! š
Please please open a canny while logged in with the user account that made the gifts and got kicked!
you add the physics bones components to your avatar in unity and then upload
so im trying to upload my avatar into vrc but it just keeps creating a prefab instead of continuing on to the next phase
am i doing something wrong.....?
im auctually having trouble with that to where do you go to put it on or select it
Part 2: https://www.youtube.com/watch?v=G8m_RN4Qa6k
In this tutorial I will go over how Physicists bones differ from Dynamic bones, what settings you have to customize your physics and how to set them up. When making this video physics bones had only been live for less than 24 hours so things may change.
You can follow me on twitter https://twi...
booba thanks
there's not many video tutorials at the moment for physics bones
Yea I don't think that video goes over how to apply them I looked at it and I'm still lost š
so far it seems the 2 video tutorials assume your vaguely aware of how Dynamic Bones Work
Yea I've never used dynamic bones
Has anyone had trouble with avatars crashing during build & test mode on the avatar dynamics beta? I've got this in my logs, and my avatar just has the unity default humanoid pose.
Well that's one hell of a debug
Yeah I'm assuming it's their code obfuscation going brrr
probably haha
But at least the call stack shows that it's something under FinalIK that's crashing
I just noticed I had a phys bone collider that had a null root transform, let me test again and see if that fixes it
yep. Some missing references. So you must have something null somewhere
Yeah, I'll send in a bug report if I can find it. I assume it'd be preferable for the SDK to error about it, rather than having the avatar crash
How do I become a beta tester
Please send your log to the support team !
Definitely
Will do! I'm still trying to narrow down the cause a bit more before I open an issue. I had this working before, and there's only a few things I changed, just have to isolate which one.
dang, how were you able to stick the sword in the wall and keep it there?
better yet does anyone know how that works
It's just a world constraint
how do I get my physbones to move away from the collider they are touching
But I'm going to have a system soon that detects if it's stuck in a wall or not
And then falls to the ground if it isnt
Oh shit I had this exact idea a while ago and completely forgot about it! Thanks for the reminder!
Time to be as annoying as humanly possible!
You should make it fuck the mirrors when you press it
Like just disable the mirrors completely
This is a joke plz donāt ban me vrchat /s
Hey so is there anyway I can go back from the beta update because I dislike the fact that I canāt join or see my friends since most are live
if you're on quest, its not a high chance
the oculus thing for versions is pretty bad
I've done this. it's a 1 way ticket to have 90% of the lobby block you the millisecond they learn it's you
praise the mirror gods they oh so love
Is there anything I can do?
as far as I've heard, no
its not exactly vrc's fault that oculus sticks you in beta
So should i like- message oculus orrr
Omg I figured out physbones all by myself š
Cause this is pretty frustrating
you can try and send feedback or get a response from em, sure, but i wouldnt know any way of getting back into live for quest
Okay well thanks ig
Just have it on a dynamics enabled big red button that says do not press. And then you can just blame whoever pressed it
If people are willing to have a sense of humour, yes, but most Trusted people do not when it comes to taking their mirror from them
Of course I'm only joking
You shouldn't do this because nobody in a public lobby will appreciate it
But if you're just with your friends, go for it
is there a known way to get global colliders on bones other than like the hands and fingers? Particularly I want some on my arms
you'd add em yourself im p sure
I'd be down for it. Make it rng so there's some risk to it and then publicly blame the person so everyone in the world blocks them.
I think you just need to add them to one of the collision tags that already exist
Like hand, etc
Oh wait, you mean phys bone colliders
Not sure. Then, sorry
I would genuinely laugh, as long as it doesnāt crash you Iām okay with it
^
Jokes are fine, just don't go overboard. That's the general consensus
as long as it wont lag and/or crash me, im cool with p much anything
Yeah
or if its loud
loud noises hurt
All good, I appreciate the attempt
actually makes me wonder is there a way to have objects that stay in place without the use of world constraints
Guess if you use same _IsGrabbed parameter on 2 places , only one will work, had to rename em 1 & 2 to make it behave would only trigger one
When will the dynamic bones becoming to the live build
dynamic bones already is on the live build
if u mean physbones probably a week or two from now
Hey, quick question with the sdk, any one know how to set up a pickupable Object?
Like a sword or sheild, light saber etc?
i tried to make a quest compatible keyboard for my avatar but man it requires so many layers and parameters
is anybody else unable to leave the open beta on quest?
which is why the world needs ContactSender, not ContactReceiver
Uninstall and reinstall
Anyone worked on this or nah?
I never said anything about adding contact receivers to the world.
And I also am not talking about the ability to add contact senders to the world. I'm talking about contact receivers on an avatar being able to detect colliders in worlds that already exist
I specifically do not want it to be on a world by world case. I want it to work universally in existing worlds
Oh hey @dim cloak i think i commented on your youtube video lol
Haha yes i think ya did!
You don't know anything about setting up a pick upable object with physbones do you?
Uh I generally know how it's done, I just haven't done it myself yet.
Been working on other things xD
Makes sense, i'm having a issues where as soon as i grab the object it disapears in unity.
Needing constraints maybe? I'm sorta a unity dumb dumb i think

It's a bit complex to explain over messages on discord haha
I love it so much
I checked the store on oculus, I donāt see ādetailsā or how to update the game
I have wanted to make a nut button for so long but never had the time to do it
This guide doesnāt work
@lime yarrow I see. that doesn't sound easy for VRChat to implement in exactly that way. the whole performance boost of Avatar dynamics is from VRChat writing their own physics engine on top of burst compiler. Having to interface with existing world colliders in Unity physics would defeat a lot of the performance optimization
Yeah i just made the model in blender earlier and then textured it in substance really quick haha it is totally worth
anyway that's what the canny is for. we'll see
Bro Iām gonna cry
What about a similar runtime conversion that adds sender scripts to colliders
Once I make time I will make a avitar that is just all nut buttons
it seems hard to add sender scripts to every collider in a world
it really seems like something a world author would have to think about
like, my world VRMC has 10000's of colliders
Gotcha, if you ever have the time lmk, i know you ain't got no obligation for it but yep XD
LOL please make it public
also make it so when you walk it triggers the nut sound
Or as you said, the easiest solution would probably be just to let us interface with particle collision callbacks
yeah that would be a cool canny IMHO
With a particle system of...
Nothing lewd
Just water
Yep I will try with the limited skills I have
You should make it. You're more technically minded than me
lolnot the nut button
we can still use Stop Action
thats hilarious
You're just wanting to make it so you can drop an object in the world and then pick it back up whenever you want, right?
Yeppers
Yeah which is what I intend to do until better support is released
Let me finish making my animations for doing exactly that with this button and then i can record a quick video explaining it and send it to you
Stop action just because a whole lot easier to wrap my simple brain around because of avatar dynamics sender's and receivers
Sweeeeeeet, thank you
Imagine the possibilities
Like using them in conjunction makes a lot more sense than the old method
To me at least
I fucken give up. thousands of hours gone to waste because the crappy guide doesnāt help and I canāt even join my friends and for what? Just so the game runs two frames faster?
I GIVE UP
open beta isnt compatible with live lmao
Drop cubes on ground that interact with people walking on em and trigger sounds , ugh šØ š
Honestly just wait a week or so
Oh man that's pretty good
thousands of hours
Oh and just like fun traps in general
0.0
Prob mirror dwelling
Iām gonna impale myself on a railingā¦
Nice
This update can bring some pretty cursed content
For somebody with supposedly thousands of hours in this game, you sure don't have a lot of patience. Something vrchat taught me over my 7,500 hours is patience
oh I was saying the beta hasn't been out for thousands of hours
I think they meant like in total because they probably deleted their game
yeah
Don't you know unity time is different than real time XD
No, vrchat in general
Right now the grab bone is animated is the one thing that i need a fix for or no gesture that move ears will behave if someone grab for (canny) ,eh well has other stuff to do
I canāt get into the beta
for that many hours in a video game, you sure are incompetent at using it
It is the most simple thing what do you play on?
wait until it's put into live
Quest
Seen other questers stuck on it, not alone
Okay guys, let's ease up a bit on the arguing
No they're having trouble getting into the beta
Not out of it
From my understanding
I went to the store, my library, I tried the website
Go to the app click on your library and go to vrc then scroll down and go to the version and click it then put it to beta and restart your headset
im having trouble getting out of it š
Unless you are trying to get out then it is different
I have a solution
Yeah it is a common problem apparently
But this person that was referenced is having the opposite problem
what is it?
1500+ lines above here theres some that had to reset theirs to get back to normal
Once they get in they're going to be right back here complaining that they can't get back out to see their friends
Put it back to live then delete the game after that restart your headset and re download it
theres people who change their status to say theyre stuck in the beta
That is what worked for me
I canāt see the version thing in the store page
alright ill try that, thanks for the help
I wish we had threads in this channel - have a different thread for each separate issue i swear
Welcome
There would be too many
no use in spamming the chat in "plz help I can't exit quest beta" every 30 seconds
If all else fails
I will show a picture
Factory reset headset
Thanks
better than having a chat derailed every time someone wants to be babied instead of reading and using the search button in discord
I see it
Oh my lord thanks dude
Any time
Tell them they can't go back to live. It was a trap to jail the horny user.
O
Horny?
That would be pretty funny if it was true hahaha
XD
The wewe jiggle
Imagine imagining how to imagine
Plot twist, the live never comes out.
it was a ploy to have the horny users in the beta forever
AKA horny jail
Now that thatās resolved, have a nice day or night people
Goodnight
Definitely
Are you aware that quest avatars don't have phys bones on them by default?
Yeah
I have help and I know a way to get in and out of beta anytime
Really sucks i'll have to reupload all my quest avatars tho
Don't need to
Big boo- I mean.. flowy hair here I come!
that and people arent going to update public avatars for physbones quest untill after its live
hey ik this isnt the right place for this but can anybody help me with vr headsets
Somewhat
Sure
What ya need help with?
I probably won't backlogs too much on quest upload to add phys
You should probably go to the right place, or DMs.
@mental marsh can i dm u
Yes
I can already see people send DM to have their favorite avatar update with physbone
From quest users, yeah
I feel like a slave or something sometime with them
I made a quest avatar that is literally just a rock, and somehow it blew up, and now I get 10+ daily friend requests from quest users
It's something
Is it the rock you can sit on?
Yes
The heck is the logic of friending the author
I don't know
I hate people who use it to sly
I have that happen to me too all the time
Fly
Hahaha
That wasn't intentional but it is a very fun use for it
I discovered afterwards how useful it was
i see that avatar everywhere lol
Originally the avatar was just an inside joke between my wife and I
But it is mostly children who use it
Lol
I feel like personally they should make the root bone rotation an optional thing or at least disable it on avatars with converted physbones because I notice that's why a lot of avatars seem to have issues with automatic conversions.
What do y'all think
Fair
I noticed it cause I typically always used the head as the root bone for my dynamic bones in the past and it kinda fucked up head rotations completely
yeah. animation behavior is borked. in some fringe cases you can animate by disabling the physbone frame 1, doing the animation, then re enabling it on the last frame of the anim, but thats a jank workaround at best
Or just make a root bone for the hair/any other object
Are we talking about the same thing here?
we are.
Nothing I said had anything to do with animations
I'm referring to how if you have an avatar with a dynamic bone on the head acting as the root in the past it breaks head rotations somewhat because it's counting the head as part of the physbone chain
whether its ik, gesture, or animation, the root bone translate and rotate issue is the cause for discrepancy
So can you switch between live and beta?
until its behavior begins to resemble dynabone, it will cause problems on multiple established avatar configurations
thankfully i think its something they can fix
why not just add the head bone to the exclusions
is there a way to get off the beta on quest? i changed my version back but it's still on the beta
Iāve heard if you have shared accounts on your headset you have to do it on the primary account
i do not
otherwise reinstalling after putting it back should work
aight
Thank you
because the bone having issues is the bone behind the phys bone. its not in the chain
in their case its likely the neck, if head was root
what
No
I'm referring to ONLY avatars that have been converted to physbones automatically by VRChat
as am i
And it wouldn't affect the neck because the neck is before the the head bone
Phys bones only affect what's after the bone it's root is assigned to.
Hello, I'm having a bit of trouble, I was in the beta version and I tried to switch back to live but I still can't join people, it shows up as release but it won't work
i am aware, but the bone before the root has odd behavior that dynabone didnt have, it affects animations and IK.
Therefore, before physbones when people use dynamic bones, and they use a dynamic bone component, and make the root bone the head, it functions differently, because in Dynamic bones, the root bone is not affected by the dynamics, while in Physbones it's the opposite.
Because if you add the head bone to the exclusions, any bones after that are automatically excluded. Which defeats the purpose in the first place
You can't, anjoy the Boing boing
the way we used to solve that in DynamicBone is using a curve which starts at 0 and then goes to 1
aren't curves still possible with PhysBone?
They are there, just behind the ( C )
So to fix it I just gotta factory reset and I'll be able to go into live servers again??
Is this true though? In every setup I've ever done for dynamic bones, the root is also effected by the settings
Well yeah but that isn't talking about rotating with physbones
It's talking about being able to be animated
Since when has dynamic bones allowed for translation
This has nothing to do with animations
No, I'm pretty sure it's refering to transform, not the physics
IsAnimated was already soso in the close beta.
Again, dynamic bones never behaved like you are saying they did. The root bone was also affected by physics.
i am deeply familiar with dynamicbone and its quirks. we are saying the same thing in two different ways. the root ofbmy wing is parented to my forearm, and physbone conversion messes up the forearm unless i shift the physbone root up 1 bone in the chain. and yes, it also affects animations
But could not be rotated with transform
On Dynamic bones, the root bone does NOT get affected by dynamic bone physics, at all, period. Meaning it will not move like the rest of the chain does when moving around and such, nothing to do with animations.
With physbones, it's the opposite, it doesn't translate, yes, but it still rotates like the other parts of the chain
Yes it does smh
I need a visual example of this because I'm 100% convinced y'all are confused of what I'm talking about
I think our definitions of "bone" are mixed up
im trying to say i have the same issue as you and that bone translste\rotate animations are also impacted by the issue, and you are arguing it.
When I say the root bone is affected, I mean as if the root was the head of the bone
And the next "joint" was the tail of said bone
Thus, the first "bone" is indeed affected
our issues differ slightly, but the cause is identical
if the physbone behavior match dynabone in this aspect, neither of us would be experiencing the problem. we are describing two different symptoms of the same issue
What I'm trying to say is that it does match dynamic bones behaviour in trixxed's case
except it doesnt
They are talking exclusively about physics affecting the root bone. Which it has always done in dynamic bones
look at me in the fucking(/lh) eyes and tell me this dynamic bone is affecting the root bone
It's affecting the chain yes but it has no affect on the root
so to anyone who may have been having issues with tails no longer animating with your physbones there's a very simple toggle for it at the bottom under the parameter tool tip called 'Is Animated'
simply toggle that for any bones that are being effected by an animation
I was getting confused because I always remembered that dynamic bones added an extra "bone" between any disconnected bones
If you put the root as the head, and then had disconnected bones for the hair it would add an extra simulated bone to bridge the gap
meanwhile the same setup in physbones ends up with this
Which lead to me having to add individual scripts per hair strand
So I've created a HP system for this avatar. I want to decrease the HP every time someone touches the soul, how do I do this?
physbone affects one more bone in the hierarchy than dynabone did. period. it doesnt move like it does, but its rotation and translation are still being dictated by the script, which causes a variety of issues.
Ah yeah I can see why that would be really annoying .
ans trixxed's video supports what im saying,
It's less so annoying since all you have to do is add a root bone instead, but it's a problem with avatars that have been automatically converted that have dynamic bones cause it also turns the head into a physbone with that setup
Yeah this makes a lot more sense to me now
So do y'all know how to help with my problem?
yes, this exactly
That would indeed be a major problem with the autoconversion process
Let's pray it's fixed promptly
yeah making a canny rn
i suspect multiple canny posts cover the issue without explicitly narrowing down their shared cause
Add the tag hand in the contact receiver
Finding them and pointing out that they can effectively be merged into one canny post may help
I honestly thought I was fucking insane for a moment cause when I was checking for those vids the dynamic bones in the physbones project accounted for the root bone
I don't know what a contact reciever is lol
All I know is physbone stuff, I have no idea how to make stuff work across avatars
Well read the documentation before asking
I did and I didn't get it lol
There's some tutorial on YouTube
lemmie find it rq
It's not even a week so information is not out there for everything
Even so, people work incredibly quick
The new system is really easy. Mostly time and ideas are the limit.
It's pretty simple when you boil it down, yeah. But using simple building blocks to make complicated complex creations is what is the most fun
But it's very easy to learn, imho which is why I implore anybody who reads this to take the time to sit down and watch tutorials, and ask questions
There's never been a better time to learn avatar creation in general
Is thier a simple tut on making a avatar quest compatible?
Did this video help you? Consider sending me a tip on Ko-fi! https://ko-fi.com/sippbox
Making optimized Quest models is hard. But it doesn't have to be! With recently updated polygon limits and fallback avatars, it's a better time than ever to create something that represents you to Quest users! Hopefully this tutorial will help you out!
0:00 ...
Ty!
about the only thing you need to do different than this tutorial is not like dissolve all of your hair bones because now you can use them
Seems easy enough actually lol, sadly I don't have a way to test it til I have other people online
Ah okay
If you need to test other people touching stuff, you can either touch it yourself as it will work the same if you have it set to work with yourself, or you can try testing it in unity using Lyuma's avatar emulator, and a dummy gameobject with a contact sender on it with any tag like hand, finger, etc
I made it so self can't touch it
Is there a reason?
Also the object is not in the player's reach
Yes it's supposed to be the avatar's soul, so other people touching it decreases the HP of the avatar
You can add a sender that extends out from your hand for testing purposes
It wouldnt make much sense if you could just kill yourself
Right but you can enable it for testing
Fair
And then shut it off
Toggles seem to bug out the physbones on quest (idk about pc)
Try to kill yourself by allowing self interaction. But having someone else helping is easy.
In the hub map
That sounds wrong but oh well
Do it
Ask shitty the bat maybe
Shade*
...
I should go
Yo is anyone else stuck in Open Beta on their Oculus Quest?
Itās glitched to where you can log in but you canāt join anyone
Thats supposed to happen
Uninstall vrchat and make sure its on the live version when you reinstall
Others have tried that and stated that it didnāt work, but Iāll give it a shot
they most likely didnt put the version back to the live
So does the reciever have to be on a bone or can it just be a game object
Anything
ii just switched back to live without a problem
Right now it doesn't seem to work at all
The value are float
It looks like this
From0.0 to 1.0
Unity can treat anything as bone as long as it has a transfrom afaik.
The bone length is just the length to the it's children
So any idea why this isn't working though?
You saying a single empty won't work?
Not if you want collision on a physbone, but a receiver will work on a single empty.
Empty work with collision
Do y'all have any idea why this reciever doesn't work?
What do you mean by not working?
It doesn't increase the parameter
Alright
As I have specified it to do
On Enter sets the value to 1 for a frame then back to 0.
Let me imagine really hard how you specified it
Iām getting that problem with getting out of the beta version
Uninstalling and reinstalling didn't work?
No clue
I changed it and it still is doing nothing
Why are so many people having trouble getting out of beta while my idiotic ass can't even figure out how to get into it..
When does dynamic bones build go live for quest
Yeah those
not sure when the ETA for live is
Sorry
phys bones might come out this week or next week, thats what people have said
I don't think there's an option to increment an value with the receiver, but you can play a series of animation in as incrementing or decrementing something.
Yeah I planned to do that
I just learned the parameter has to be a float, I was using an integer
Before IK gets merged into live?
again ive only been told they might come out for the live
From what I understand, the IK beta is supposed to last a long time. Like a month or longer.
They just plan to keep it compatible with live in its own beta until it's perfect. So I wouldn't be surprised if dynamics comes out before it
do physbones on quest have a hard limit?
There isn't a hard limit AFAIK, but here's the performance rank values for them on Quest.
For physbone syncing between PC and Quest, does the entire armature need to be the same?
so like having small problems, like some avatars I make are just completely stiff, like it doesn't track my body at all
Is anyone else's vrchat avatar upload screen keep pausing when they click in the window? i am unable to upload my avatar haha
Not mine, no.
so odd i wonder why thats happening then :.(
So when the new bones are on something, does this prevent them from being transformed at all?
Hmm, only thing I can think of is a script that would cause it.
By default, yes. If you want to animate them, you have to hit the checkbox "Is Animated"
mmm..that doesnt seem to fix my problem but maybe i just got edit a few things
so i'm finding this isnt entirely true. it is mostly, but some transforms, especially ones involving the root bone, don't play very nice.
Yea i think that may be where im having trouble
a root doesnt want to move even if the animate is allowed
i can seperate the dynamics and move them a bone down but then it doesnt move quite how id like
Correct.
That's why you can't put physbones on the hips or any bones like that, at the moment.
yeah i havent found a solution outside of adding a bone in the chain for the physroot to have as its parent. but that has the potential to break animations themselves
Subdividing in some cases would work.
Ive seen one use a physbone as a replacement for an aim/look at constraint when it comes to 2 handing weapons etc. I really need to test this out!
Has anyone done a more detailed doc or tutorial on contacts/receivers?
So, the only bones that you shouldent be able to attach things to atm are the ones that make up the mapping for an avi right?
PLEASE READ THE DOCUMENTATION: https://docs.vrchat.com/v2022.1.2/docs/contacts
WRITE DEFAULTS OFF: https://www.youtube.com/watch?v=Eiu7jMC7mgg
Cam's video is a good starting point for converting your avatar to write defaults off, however, I will likely be making a video in the future showing how to do this and explaining why you should do this...
I've found Moons touch triggers helpful too
whoops didn't actually link https://www.youtube.com/watch?v=0P_MIqjISOw
Aw shit, here we go again... Sorry it's been a year since my last life signal...
Thank you both!!!
basically these two videos are the extent of what's currently available outside of the vrchat documentation
I'm happy though - after fighting against the unity animation controller I figured out how to make it work for my setup
Pretty much, yeah.
weird, is there any reason it wouldent be for a different bone then? I have a "Root" Bone for something that isnt one of those that also doesnt wanna transform
i cant seem to activate open beta on my oculus quest
Can you turn it off?
Idk whether it's an open beta bug or not, but after trying open beta, everyone starts to look like bots even when I turned off my safety settings. This carried into live version too, so I have to manually turn robots into people (show avatar). How do I fix it? fiddling with the safety setting didn't change anything.
It was okay till I ran the physicsbone open beta
is the sdk in open beta info valid for making physbone avis?
SDK - Avatars?
yeah
alr ty
@sick copper i was having that problem before the beta opend :o i thought it was only me. I assumed it was something with the servers just being slow at the time
yeah so annoying to manually turn on each person when I am in a room with 30 people
Yea, im not sure what causes it. I havent been in a public world since then so idk if im still having the problem or not
It's working!
That is really cool
Any idea how to enable this on quest anyone?
Noo sadly
Hey just a reminder, I uploaded 2.9.7 of Av3 Emulator here:
https://github.com/lyuma/Av3Emulator/releases
If you didn't update to 2.9.6 or 2.9.7 I fixed a few issues related to PhysBone that caused them not to emit animator parameters in some cases
@coarse stag dynamic bone works on Oculus quest 2
you mean the physics bones as Dynamic bones absolutely do not work on the quest
@molten cobalt physics bone don't? But I thought it was a open beta
Dynamic bones and Phys Bones aren't the same thing
And quest never will have dynamic bones. The new system put into place are Physbones which quest users can see. They function like dynamic bones, but are not the same thing.
Oh ok thx for telling me @dim cloak
this updates, seems to break the sdk, when i remove this, sdk fixed afain.
but yes you can use the new physics bone system on quest to have your bones jiggle
Gonna be coming back on to the beta side.
Can I use any Avatar for physics bone
Pretty much as long as it has bones for the physicbone script.
Only avatars that creators have made quest-compatible with them are visible.
Oh
you have to update your avatar to use physics bones because there's no Auto conversion system on Quest avatars because Quest never had Dynamic bones
Any avatar that was made prior to the beta will not have physbones on quest. They will for PC, but not quest.
so basically if you're not comfortable uploading avatars no physics bones until like a week or two after it released
Because I'm a quest user
I physically cannot upload avatars so my question to clear it up, is it possible to clone a avatar off of someone WITH physbones
Yes, lots of people have been cloning mine and using it in the beta, as well as quite a few others.
yes just there's not going to be many public avatars with those at this time because everybody is working on their personal avatars at the moment
May i dm you to ask a few questions?
Sure
Can you share console errors?
How do you get out of open beta, I tried doing the same thing I did to get the open beta but it won't install
reinstall vrchat'
facebook is big dumb when it comes to switching between betas
I did
2nd times the charm ??
Tbh I think physbone are easier then dynamic bones
š
facebook does betas horribly jesus fuck u gotta go through a whole maze to get out of one
not surprised as they are literally designed for vrchat purposes instead of just being a third-party add-on
dynamic bones' cooler cousin
Can anyone make me a avatar with physics bone if anyone doesn't mind
i have an avatar that her hair grows with a controler, by moving the bones, at the moment is broken, will it be fixed? and can physbones be animated? like i mention for changing hair length?
is there something with characters being completely stiff and not tracking at all
because im having a problem with that
I have no idea how the beta works or how to get it started
I read that you can log back into ur active account if u use the beta
what do you use
oculus or steam.
Oculus
ok.
basically go into your oculus app and search up vrchat.
scroll down to the version and tap on it.
then change the channel to open beta
Is it safe tho
I just noticed that script too, did they sneak in built in climbing functionality? š
Okay cuz someone on the vrchat Facebook page said they wasnāt able to go back to normal
if you want to return to the live you have to switch back and uninstall and reinstall the game.
oculus going back to live is a bit wonky
but it should be fine
it might come out in a few days
maybe a week
or 2
if you wanna wait until then
your choice
Hmn then yeah I can wait. Thank you so much for the info
Itās āsafeā but it may be buggy
š
Fair enough
whoop
what happens if you add it
Climbable??
what's the climbable.
But how does it work
Super buggy for quest. I've tried changing back to live three times, and it's not working
I can change just fine
ĀÆ_(ć)_/ĀÆ
I feel like it can varie
It also adds a rigidbody
perhaps-?
Hm just a bug for me and hopefully it gets fixed first
Biggest problem is i need socialization but i cannot join anybody or any server cause its a live server
Hmm
wonder if this is intended for avatars or just a early component for like physics bone worlds
wouldn't be a problem if it would come out already
kek
there's also a 'disallow theft' toggle on it too
Imma test it out and if I canāt log back into Normal world then oh well ig
Yea, it sucks when you can't play for days because of bugs
I can play the game. Just not in servers
I also need to find a way to view colliders in unity
Some of these functions on it seem like stuff you'd see for a pickup item, so maybe?
The only world I can get into and see others is the Avatar Dynamics world thing
Unless it could function like being able to be picked up in worlds, just as a component on the avatar instead.
Iāll let yāall know how it works for me
And it warns you about that possibility in #open-beta-info
Yea I know, that's pretty much why I tried changing back straight away
A unfortunate downside of beta builds
If I had to guess itās probably using the same system shown on the cat girl for lifting avatars but using maybe colliders as grabbing points?
If you read it and complain youāre hopeless
I didn't fucking expect it would be this fucking buggy mate
@charred nebula I'd say it's forked off of VRC_Pickup in some way, at a guess. Anyone tried implementing it on an avatar?
Have you checked to see if you can put this on / use this in game on an avatar yet? @charred nebula
It IS in the beta SDK, so yeah, you can just attach it to your avatar right now
Signing in now
just not really sure how it'd work
Like, do I just, slap it on, and then I can climb in game?
Itās an open beta. What did you expect? 
Wait so the climb script is in the SDK?
Is it triggered by something
does it have to be attached to some kind of prop
do I have to attach something to it, etc etc
There's no mention of the script on the doc pages that I can find
The beta is meant more so for people smart enough to solve these kinds of issues on their own lol. Also no duh itās buggy itās a beta.
Given the way pickups and other interactibles work, I'd say put a collider on the climbable object.
That should just be anything that exists in a world then
Everything seems normal
Anybody here in the super secret closed beta gang that could ask in those channels?
I'd reckon someone among them has probably poked at it by now
Why not just try putting a climbable and a collider on an object to see if it works in-game?
It's an avatar sdk
Yeah, so?
I am watching you currently
Put it on your arm, or your avatar's body, make a tall avatar and see if people can climb it.
Oh, do you mean like just stick a object on my hand or somethin with the script and see what happens? v:
Yup.
I never thought of asking what that script was for so idk
so the world physics bone hypothesis seems to be correct?
Tupper actually confirmed PhysBones would be available for worlds eventually, but as a Phase 2 thing. Avatars first, sort out the initial bugs, then Worlds.
Well, it's named Climbable, so all I can assume is they might be working on built in support for climbable surfaces with it, but the beta SDK doesn't seem to allow it to be uploaded ,so maybe it accidently got mixed into the avatar sdk?
The beta is running very smoothly for me I love it sm
They say both SDK will be one at some point
Oh, they're gonna be merging it back together?
Honestly, I really hope they do add in some kind of built in climbing support that lets ya just, climb where ever
Though course with an opt out for those that want to disable it for their worlds
so maybe I did this wrong but added something with a phys bone that is grabbable but it stays attached to me? is the only way to keep it floating in air when ppl or I grab it if I use like world space or?
yeah that would be nice if climbing was a first-party feature
Sure but you see what happening. The UI is becoming kind clusted
At some point we will end up with preference level of submenu
Does anyone have or know of new avatars for beta
Join the avatar dynamics world
there is a few there
There's some tricks for it. But it takes some explaining and i woke up like 2 minutes ago.
I would super appreciate it when you get the chance
All of my physbone avatars are broken on quest, what is happening?
So I never looked at it, but how does skinned mesh's bounding box work with phys bones and large stretching? Do you have to assign your bounding box with the assumption of stretching?
Depends. Are they going to be looking away when grabbing it?
As if so then yes.
Gotcha, I figured that was the case.
Ifoptimzation is not an issue or it's for a separate grabbable object you could also just physically put the object on the end of the bone. Then the object only needs it's own little bounding box
Yeah, I already have that for one of my objects. Was thinking more about tails and such.
Hmm, so since we can't use constraints on Quest, is there an alternative method to that?
Also question, how is Physbones synced? Is it still similar to Dynamic Bones where the calculations are done locally but with minor events synced?
from what i seen i think the part that's synced is if a bone is grabbed. what bone, and from what point.
other then that, like dynamic bones. there's no sync.
Ah, so basically if that bone gets animated in some fashion that a quest user can't see, then it won't update for them?
basically.
Well shoot
what's the goal?
I have an object that can be pulled from my hand. I wanted to make the stretch distance fairly far but keeping the bone for the object that sits in my hand in the right location, I was using long bones and constraints.
Is there a way to make an object stretch farther but still be attached to your body in the same spot?
I am never leaving beta
What about hanging out with all your friends?
Never.
yo could there be different shapes for contact senders/receivers? or colliders for physbones?
I got my close friends on beta and the chill ppl on beta worlds
but what are you going to do once the beta is done
personally i enjoy the beta way more, not only is it calmer, but there's no children at all
Right 
Die.
Yes... calmer... Flashback to furry getting his PP tugged šØ
I think I kinda did this by parenting my bone to another long bone with no weights.
Hmm, I'm having trouble visualizing that.
havent played around with contacts much but i was wondering if the contacts have to be on any bone/mesh or if it can just be floating individually from the avatar
say i wanted one over my shoulder or so but not in contact with my model or any bone
yes they don't have to be attached to your bones
nice
PLEASE READ THE DOCUMENTATION: https://docs.vrchat.com/v2022.1.2/docs/contacts
WRITE DEFAULTS OFF: https://www.youtube.com/watch?v=Eiu7jMC7mgg
Cam's video is a good starting point for converting your avatar to write defaults off, however, I will likely be making a video in the future showing how to do this and explaining why you should do this...
ty i forgot about these tutorials
seems a bit over dramatic don't you think? š
Looks silly but I can stretch the object very far and it's original bone stays the same.
I said that as a joke. Not trying to be serious
Yeah ik just like my reply to it was lmao
Hmm, how would I do something like this if say I wanted my object to follow my hand when it's not being pulled?
Ok, just wanted to make sure
No problem xD
I'm not too sure. Something with constraints I would guess. I'm still trying to figure it out too. xP
Yeah I know how to do it with contraints, but that's not Quest compatible unfortunately.
Oh, I see.
i wish
after day 1 all the quest users figured out how to get in
meaning children start showing up
I had some child just screaming his lungs out in one lobby
another he was just going up to people looking for attention
many examples i wont go over but in short there are more children than id expect
oh yeah one screamed at me when they saw my wobbling skeleton avatar
i couldnt even tell what emotion they were conveying from it
was it fear? excitement?
i couldnt fucking tell
maybe he was just screaming for the hell of it idk
Lol
I avoid public lobbies if I can mostly because of kids
in beta i cant do that because i want to see what other people are doing with the new systems, talk about how they work, and then use that info for future reference
also because people like to harass furries in public lobbies and I'm not about being on the receiving end of insults because I have a furry avatar
its cool what people have been making
May i have some help cuz i look like a desktop player even tho im on quest
the most interesting ive seen so far is a functional omatone and a keyboard for mutes
then just shave yourself. they cant make fun of you for being a furry if you have no fur.
I saw the keyboard, that was really cool.
but I'm uploading a test avatar on the same base I used to make my main avi, just using the default textures. uploading with the beta SDK to see how this particular avatar looks with physbones and what I can do with it
galaxy brain
Help pls i literally cant do anything
Is there a physbone in the hip?
im gonna throw out a guess and say you probably but phys bones in places you shouldnt have @elder cairn
phys bones in certain places breaks certain parts of the avatar
Physbones act especially weird when placed in areas they shouldn't
like for example the wrist
I'm still investigating that on mine
where do i report a bug? if you have a duplicated parameter (in the phycisc bone branch) it breaks the avatar entirely
I think gireison pointed that out before
It's especially weird with costum locomotion
Quite a few people have
I didnt make the avatar and its with every physbone avatar, they worked before
Thank you for the tip though.
yeah same applies to like i said before the hips, but also the spine and neck
basically points of articulation break
Well, you can sort of if "Is Animated" is checked, but it will behave funny.
I wonder why
Hm
it doesnt look great though
might as well just not have a phys bone there anyways
Yeah pretty pointless anyhow.
True
i cant remember if they actually moved around
It occurred to me that one of the avatar broke
when i get on later ill check my wobbly skeleton and see if it actually made any difference to have it
But worked without a hitch with dynamic bones
i think everything from the elbow down to the wrist just freezes up
I think the transition is gonna break a lot of avatars
For me, everything from the neck down just breaks
Surprisingly, some avatar worked without a hitch
definitely a good trade-off
But some with more complex dynamic bone setups break
having to fix certain dyn bone avatars but you can do more with them now
exactly
now my character is generally more expressive as a result of everyone actually being able to see it
and I can adjust my jaw
i still need to figure out how to stretch it though
Isn't there an option in the Physbone description that allows you to stretch it
yeah but im talking about the actual model stretching with it
I saw it ingame before and it's finicky
i can stretch the bone its (what im assuming is) the animator stuff i need to figure out
I literally can't find a pc player in the avatar dynamics world
makes sense
I think quest players are more excited because we finally get physics and stuff after not having it for so long
beta is being flooded by quest users excited for phys bones
I'm sure the physbones aren't as exciting for people who've had dynamic bones this whole time
exactly! we're just pumped lol
not quite
its actually very exciting for pc players
especially avatar creators
it's a lot better performance and the touching each other's bones and having them moving is new for us as well
since you can actually interact with them and so all kinds of stuff without plugins and with better performance
No I get that what I'm saying is Quest players haven't had anything like this at all
and i personally refused to use dynamic bones because there was no point in utilizing it if most people wouldnt see it anyways
Eh. I always put them in the PC versions of my avatars
Mostly so I could sign in on my PC and record some clips of it
buuuuuut I'm super hype for the avatar dynamics stuff
having something universal that's compatible on all platforms is gonna be wayyyy cool
Most of mines didn't because I use gravity lol
hmm
could gravity affect an avatar?
hm
it appears the gravity in the bone i set the physbone up is at zero
strange
It's a dynamic bones setting, the auto conversion seems to delete any gravity I had on old avatars
Also my one avatar that animated dynamic bones on/off seems messed up now
I use values like -0.01 to -0.001 which do have an effect
It gives me nice droopy ears
hm
i might have to analyse the settings
since the avatar previously had dynamic bones in the chest
Gravity at the moment for physbones act like force, which is not what gravity did for dynamic bones.
got me some stiff hair with that slider
Yeah it is trying to force it down
but isn't that what gravity should do?
aaaa
I'm so happy
parameters with avatar dynamics are locals so i can do as many contacts as i want
16 contacts
ermergerd
i'll never run out
Well comparing gravity from dynamic bones the way most are used to is that gravity had a gradual change based on your bones angle. So if you were standing normally the gravity amount would be low but if you were upside down then the gravity would be maxed out.
Force in the other hand did what we got at the moment.
i think there needs to be a more clean and flexible way to disable physbones that doesnt involve making the object Inactive or the component Inactive, because there needs to be a way to reset the bones back to their original resting positions to fix bugs with stretching and frozen positioning that is convoluted to deal with otherwise. Something simple like how Enabled works with unity constraints should do the trick
Yeah I really want a reset all bones button. I keep posing my bones without noticing.
reminder that Gravity was one of the worst things in DB and that Force was way better if you wanted dangling
well sure but what i was asking for is something completely different
Ah yeah
if you have an animation to toggle tongue dynamics so it doesnt flop about when your mouth is closed
theres like 50 things that go wrong when disabling the component
especially if someone is currently holding it or has posed it
Tbh I feel like what we have whith Phys Bones makes more sense to call gravity
Cant you animate the properties?
yes and no
since it acutally pulls stuff down and works like gravity should do
in order to force the change to happen you need to toggle the physbone object
and only works in one direction
would be neat to see physbone wind
That too
and world gravity reactive physbones
Yeah having them collide to world like floor and walls would be cool
yeah I acutally used to have a floor collider sphere on my Avatar because I didn't want my Tail to go through the floor, with Phys Bones I now just use a plane collider
Which is nice that we finally have a plane collider :)
yesss
Ive also seen people use it like a way to constrain skirts
I love them
although thats pretty much its only use
I was so confused at first when I added a plane collider, since there was no way to change it's size
i like the physbone collisions in general
since it collides with the entire capsule not just the bone points
Yeah
no longer do i have weird moments where my hand just phases through my chains
Thats true!
but then I found out that it's basically as big as it can be xD
One thing that's a bit meh is that only your hands are used to collide with other people
I do wish we could split the limit angle tho
i like it that way personally although it would be nice to add feet
even manually adding idk foot collider won't work
Yeah I made a canny for that aswell, so that we can decide in the Avatar descrpitor to also use feet.
https://feedback.vrchat.com/open-beta/p/1181-suggestion-for-a-better-collider-section-in-the-avatar-descriptor
One thing I find kinda weird is that with Phys Bones, you now basically always have to add and end point otherwhise the last bone in a chain is always missing
This is with endpoints manually set (and how it was with Dynmaic Bones)
https://cdn.discordapp.com/attachments/829777956641308692/950405321115992114/unknown.png
And this is how it looks without manually adding end points
https://cdn.discordapp.com/attachments/829777956641308692/950405445435150366/unknown.png
Ive not really had this happen, maybe it is because that model didnt exported with end bones?
no, it has no end points
because before they weren't requierd
with Phys Bones you now need those sadly
Oh yeah and btw since we were talking about plain colliders, they are shown in the Avatar Menu when you have Phys Bones in the Avatar Overlay activated
https://feedback.vrchat.com/open-beta/p/1181-plane-collider-is-shown-in-avatar-menu-when-phys-bones-avatar-overlay-is-tu
does anyone know the default for when everything converts?
just the default settings
Im mean I guess there are some conversion values but idk
thats how its always been though
even in the dynamic bone era, not having an end bone means you donāt get a collider at the end of your chain, and you donāt get rotation at the end of your chain either
nope, with Dynmiac Bones it wasn't needed
it was needed, or at least an end offset length
i know this because i had to purposefully place an end bone at each dynamic bone chain or export with leaf bones in order for them to work properly
there is also something to note with how stretching works in physbones
Hm, I mean I made a video comparing it:
https://youtu.be/oKkCS8KzNqg
with Dynmiac Bones, the last bone in the Chain of the Whiskers moved, with Phys Bones they didn't
dynamic bones also require an endpoint like i said before, you can tell because without an end point you will not have a sphere collider at the end of your chain
compare it with something more obvious like the tail or ears
hmmm I will look in to that again when I'm home
But with Pyhs Bones the last bone in the chain wasn't moved anymore compared to Dynamic Bones
maybe Auto Conversion doesn't like it? idk
in dynamic bones the last bone in the chain is not rotated
If you use end offset length in dynamic bones it might not translate properly when auto converting
disable auto conversion before comparing them
hm yeah maybe it's the auto conversion, I have to look in to it when I'm back home
if it's the auto conversion it's still a bit meh, since it would always miss the last bone
is there any documentation on how to use the parameters for phys bones
im not sure the short explanation is good enough for me
Does anyone know where to get avatars with the new dynamics on quest
PhysBones is a set of components that lets you add secondary motion to avatars. Secondary motion lets parts of your avatar move given some physical parameters, making avatars feel much more real and dynamic with little effort. PhysBones can be used to animate hair, tails, ears, clothing, and much, m...
there is a Parameter secion in there
in open beta physic bones
avatars 3.0 movements is not natural
but if i swich with avatars 2.0 everything is normal
I beg to differ
I'm gonna need to make some recordings and cannies when I get home
But there's different uses of each
Gravity wasnt bad because it interpolated itself, it was bad because it multiplies with elasticity
meaning as you rotated the root the chain would get increasingly more stiff
and it would just be awful, turning into some sort of hyperactive springy plank
Thats true, but it was the only effect which allowed to keep the rest pose when standing straight
yea
If they could do a similar effect but less stiffness it would be nice
but at the cost of making it not even act like a dynamic bone anymore
Physbones has a nice balance since now Pull and Gravity are both forces
the Spring setting is really funky though
its like similar to the inverse of Damping in DB
but it also affects the force
so its really strange
I still dont know what pull is actually doing
pull is a multiplier that controls how much force is used to get the bones into their resting position
spring is how much it will wiggle
but it also affects the force
since less wiggly makes it look more elastic/stiff
alright
honestly the only real way to calibrate them is to pop them on in play mode and mess about
yeah, I just converted my values from my dynamic bones so ive been scared to mess with it
So...when's avatar dynamics coming out?
i kinda wish the sdk had an edit physbones button
where u can play with it like its in play mode but it retains your settings
you can always copy the component script and paste it when outside of playmode
yes but unless you have a program to do that for you its tedious
and you can only do it one at a time
Hopefully not soon, there is alot of things needed to be fixed/adjusted/added
I think that's not really possibile, I just go to play mode, change the settings and then copy the component
I guess it stays in beta for a month or so
it should be possible to run the simulation whenever you want, or at the very least to copy the component values to stack and then rewrite them
Dammit-
You can always join the beta
I prefer it that way, so they can get rid of most of the issues
(and hopfully add better conversion)
the main thing also is that the only people in the beta are people who want to beta test so youre not going to find anyone outside of like the same 40 people and in no other lobby than the dynamics hub
true
i remember people being surprised to see me in the hub only to realize that
they probably will get a little bit better at transferring values but i donāt think it will ever be 1:1
older quest avatars wonāt have dynamics anyways so i assume with time they will eventually phase out of public use
especially given the vast number of quest users
stiffness for example theres no way it can translate over perfectly
nah it will never be 1:1
Sooo
because stiffness works as a cone from the root bone
limit angle is based on each bone
I keep getting into lobbies where people on live are in the physbone hub..
so it is actually empty
same, its silly
idk what they think theyre accomplishing
They're trying to test the dynamics
limit angle is nice though, can prevent stuff from going inside me xD
I met some people that were confused
the tutorial to get on the beta is the first thing you see and its a huge wall
Yeah same I don't really get why
all we need now is to force you to read it and press Confirm to be able to continue into the world
What is reading lol
I never saw some tutorial on the world
will be annoying for open beta playees but at least would get people to not just walk past the info screen
u must be blind 
Its off to the side of the spawn
look 10° to the right and there is a red colored ui box
tells you how to get onto the beta branch in steam
doesnt show the quest process tho
Ive met alot of quest users who couldnt get to live
i have it memorized in my head because of how many times i went there
lol yea if they werent in the discord server they were out of luck
That's what I think when people ask questions in here that were awnserd in #open-beta-info and #open-beta-announcements xD