#open-beta-discussion

19 messages Ā· Page 1 of 1 (latest)

umbral ether
#

Anyone else been crashing quite a bit on the beta build?

crude dragon
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Negative

tidal oak
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Nope

pliant plaza
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me good

tulip meadow
#

Is vrchat down rn?

silk kelp
tulip meadow
fathom tendon
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cant change avi

tulip meadow
fathom tendon
#

when will it be fixed?

tulip meadow
#

Unsure

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could be a few mins could be a few hours

fathom tendon
#

oki doke

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hopefully soon lol

timber jewel
tidal oak
#

vrcAevSip ye

tidal oak
#

let's see what's going to be next

crude dragon
#

Vrchat still hasn't fixed the issue that tooltips don't work in the report screen for prints while in VR šŸ™

crude dragon
#

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

lucid trench
#

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

flint frost
limber quartz
hushed solstice
#

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

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this is some bs lol

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anyone else had this happen ?

earnest sparrow
tidal oak
# hushed solstice anyone else had this happen ?

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 triggeredvrcIconFurryThonkVersion Live/vrcLabsVersion Beta/Version Suspicious Users Clients ChancesBanHammer + When that happens again you can report the bug when you did too much gift

#

Mon_Skeleton_EXDon't waste the money

dense musk
#

all those poor giftees probably don’t consider it a waste! šŸ˜‚

grim breach
molten cobalt
#

you add the physics bones components to your avatar in unity and then upload

vague elm
#

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.....?

edgy lantern
molten cobalt
edgy lantern
#

booba thanks

molten cobalt
#

there's not many video tutorials at the moment for physics bones

spring salmon
#

Yea I don't think that video goes over how to apply them I looked at it and I'm still lost šŸ’”

molten cobalt
#

so far it seems the 2 video tutorials assume your vaguely aware of how Dynamic Bones Work

spring salmon
#

Yea I've never used dynamic bones

dark dune
#

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.

pine tangle
#

Well that's one hell of a debug

dark dune
pine tangle
#

probably haha

dark dune
#

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

pine tangle
#

yep. Some missing references. So you must have something null somewhere

dark dune
#

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

weak wharf
#

How do I become a beta tester

floral flint
dark dune
soft mason
#

dang, how were you able to stick the sword in the wall and keep it there?

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better yet does anyone know how that works

lime yarrow
soft mason
#

something something world constraints id assume

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ah

wheat fjord
#

how do I get my physbones to move away from the collider they are touching

lime yarrow
#

But I'm going to have a system soon that detects if it's stuck in a wall or not

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And then falls to the ground if it isnt

dim cloak
#

someone has to do it vrcTupCheers

lime yarrow
# dim cloak

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!

dim cloak
#

xD ended up making my own in blender/substance haha

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gonna put this together for a bit

languid basin
#

You should make it fuck the mirrors when you press it

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Like just disable the mirrors completely

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This is a joke plz don’t ban me vrchat /s

faint monolith
#

Hey so is there anyway I can go back from the beta update because I dislike the fact that I can’t join or see my friends since most are live

proven oxide
#

if you're on quest, its not a high chance

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the oculus thing for versions is pretty bad

fallow rock
proven oxide
#

praise the mirror gods they oh so love

faint monolith
proven oxide
#

as far as I've heard, no

proven oxide
#

its not exactly vrc's fault that oculus sticks you in beta

faint monolith
#

So should i like- message oculus orrr

spring salmon
#

Omg I figured out physbones all by myself šŸ’€

faint monolith
#

Cause this is pretty frustrating

spring salmon
#

Time to commit crimes šŸ‘¹

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/j

proven oxide
faint monolith
#

Okay well thanks ig

lime yarrow
proven oxide
#

fun idea

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ofc it'd only be temporary so no one has to join another lobby

fallow rock
lime yarrow
#

Of course I'm only joking

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You shouldn't do this because nobody in a public lobby will appreciate it

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But if you're just with your friends, go for it

cedar kettle
#

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

proven oxide
#

you'd add em yourself im p sure

fallow rock
lime yarrow
#

Like hand, etc

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Oh wait, you mean phys bone colliders

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Not sure. Then, sorry

near grove
#

I would genuinely laugh, as long as it doesn’t crash you I’m okay with it

proven oxide
#

^

lime yarrow
#

Jokes are fine, just don't go overboard. That's the general consensus

proven oxide
#

as long as it wont lag and/or crash me, im cool with p much anything

near grove
#

Yeah

proven oxide
#

or if its loud
loud noises hurt

cedar kettle
#

All good, I appreciate the attempt

soft mason
#

actually makes me wonder is there a way to have objects that stay in place without the use of world constraints

small surge
#

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

carmine snow
#

When will the dynamic bones becoming to the live build

timber plinth
#

dynamic bones already is on the live build

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if u mean physbones probably a week or two from now

edgy quartz
#

Hey, quick question with the sdk, any one know how to set up a pickupable Object?

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Like a sword or sheild, light saber etc?

timber plinth
#

i tried to make a quest compatible keyboard for my avatar but man it requires so many layers and parameters

rough cape
#

is anybody else unable to leave the open beta on quest?

coarse stag
#

which is why the world needs ContactSender, not ContactReceiver

edgy quartz
rough cape
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first thing i tried

lime yarrow
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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

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I specifically do not want it to be on a world by world case. I want it to work universally in existing worlds

edgy quartz
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Oh hey @dim cloak i think i commented on your youtube video lol

edgy quartz
dim cloak
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Uh I generally know how it's done, I just haven't done it myself yet.

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Been working on other things xD

iron meadow
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I’m gonna scream at this dude..

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I can’t find out how to get into the beta thing

edgy quartz
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Needing constraints maybe? I'm sorta a unity dumb dumb i think

dim cloak
dim cloak
mental marsh
edgy quartz
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N U T

iron meadow
#

I checked the store on oculus, I don’t see ā€œdetailsā€ or how to update the game

mental marsh
#

I have wanted to make a nut button for so long but never had the time to do it

iron meadow
#

This guide doesn’t work

coarse stag
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@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

dim cloak
coarse stag
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anyway that's what the canny is for. we'll see

iron meadow
#

Bro I’m gonna cry

lime yarrow
mental marsh
coarse stag
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it seems hard to add sender scripts to every collider in a world

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it really seems like something a world author would have to think about

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like, my world VRMC has 10000's of colliders

edgy quartz
dim cloak
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also make it so when you walk it triggers the nut sound

lime yarrow
#

Or as you said, the easiest solution would probably be just to let us interface with particle collision callbacks

coarse stag
#

yeah that would be a cool canny IMHO

edgy quartz
#

Nothing lewd

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Just water

mental marsh
lime yarrow
#

You should make it. You're more technically minded than me

vague elm
#

lolnot the nut button

coarse stag
#

we can still use Stop Action

vague elm
#

thats hilarious

dim cloak
lime yarrow
#

Yeah which is what I intend to do until better support is released

dim cloak
# edgy quartz Yeppers

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

lime yarrow
mental marsh
#

Imagine the possibilities

lime yarrow
#

Like using them in conjunction makes a lot more sense than the old method

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To me at least

iron meadow
#

I fucken give up. thousands of hours gone to waste because the crappy guide doesn’t help and I can’t even join my friends and for what? Just so the game runs two frames faster?

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I GIVE UP

muted brook
#

open beta isnt compatible with live lmao

small surge
#

Drop cubes on ground that interact with people walking on em and trigger sounds , ugh šŸ”Ø šŸ‡

edgy quartz
hallow drift
#

thousands of hours

lime yarrow
#

Oh and just like fun traps in general

hallow drift
#

0.0

mental marsh
iron meadow
#

I’m gonna impale myself on a railing…

edgy quartz
#

This update can bring some pretty cursed content

lime yarrow
hallow drift
mental marsh
hallow drift
#

yeah

edgy quartz
iron meadow
#

No, vrchat in general

small surge
#

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

iron meadow
#

I can’t get into the beta

hallow drift
mental marsh
hallow drift
#

wait until it's put into live

iron meadow
#

Quest

small surge
#

Seen other questers stuck on it, not alone

lime yarrow
#

Okay guys, let's ease up a bit on the arguing

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No they're having trouble getting into the beta

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Not out of it

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From my understanding

iron meadow
#

I went to the store, my library, I tried the website

mental marsh
# iron meadow Quest

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

rough cape
mental marsh
#

Unless you are trying to get out then it is different

mental marsh
lime yarrow
#

But this person that was referenced is having the opposite problem

rough cape
small surge
#

1500+ lines above here theres some that had to reset theirs to get back to normal

lime yarrow
#

Once they get in they're going to be right back here complaining that they can't get back out to see their friends

mental marsh
timber plinth
#

theres people who change their status to say theyre stuck in the beta

mental marsh
#

That is what worked for me

iron meadow
#

I can’t see the version thing in the store page

rough cape
hallow drift
#

I wish we had threads in this channel - have a different thread for each separate issue i swear

mental marsh
#

Welcome

hallow drift
#

no use in spamming the chat in "plz help I can't exit quest beta" every 30 seconds

edgy quartz
mental marsh
edgy quartz
#

Factory reset headset

iron meadow
#

Thanks

mental marsh
hallow drift
#

better than having a chat derailed every time someone wants to be babied instead of reading and using the search button in discord

mental marsh
#

Where it says version

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Under language

iron meadow
#

I see it

mental marsh
#

Click the numbers

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And do the steps I told you to do

iron meadow
#

Oh my lord thanks dude

mental marsh
#

Any time

flat patrol
#

Tell them they can't go back to live. It was a trap to jail the horny user.

iron meadow
#

Horny?

lime yarrow
#

That would be pretty funny if it was true hahaha

edgy quartz
#

XD

mental marsh
#

Imagine imagining how to imagine

edgy quartz
#

Plot twist, the live never comes out.

it was a ploy to have the horny users in the beta forever

AKA horny jail

iron meadow
#

Now that that’s resolved, have a nice day or night people

mental marsh
#

Goodnight

lime yarrow
#

We'll see you again

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When you can't get out of it

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Lmao

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Have fun

mental marsh
iron meadow
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Probably not

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I see how to get out

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I’m not that stupid

lime yarrow
#

Are you aware that quest avatars don't have phys bones on them by default?

iron meadow
#

Yeah

lime yarrow
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Okay cool

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Have fun then

mental marsh
#

I have help and I know a way to get in and out of beta anytime

edgy quartz
#

Really sucks i'll have to reupload all my quest avatars tho

flat patrol
#

Don't need to

iron meadow
#

Big boo- I mean.. flowy hair here I come!

rough cape
near grove
#

hey ik this isnt the right place for this but can anybody help me with vr headsets

mental marsh
flat patrol
#

I probably won't backlogs too much on quest upload to add phys

near grove
#

thanks for helping btw

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so

short jasper
near grove
#

@mental marsh can i dm u

mental marsh
#

Yes

flat patrol
#

I can already see people send DM to have their favorite avatar update with physbone

flat patrol
#

I feel like a slave or something sometime with them

lime yarrow
#

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

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It's something

mental marsh
lime yarrow
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Yes

short jasper
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The heck is the logic of friending the author

lime yarrow
#

I don't know

mental marsh
short jasper
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I have that happen to me too all the time

mental marsh
#

Fly

lime yarrow
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Hahaha

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That wasn't intentional but it is a very fun use for it

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I discovered afterwards how useful it was

rough cape
#

i see that avatar everywhere lol

lime yarrow
#

Originally the avatar was just an inside joke between my wife and I

mental marsh
#

But it is mostly children who use it

lime yarrow
#

Because she played as a Goron from TLOZ

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And I was her Rock Husband

mental marsh
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Lol

short jasper
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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.

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What do y'all think

lime yarrow
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Perhaps

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Make a canny about it

short jasper
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Definitely gonna when I get to my pc

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Canny is a pain to use on my phone

lime yarrow
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Fair

short jasper
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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

ocean knot
short jasper
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Or just make a root bone for the hair/any other object

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Are we talking about the same thing here?

ocean knot
#

we are.

short jasper
#

Nothing I said had anything to do with animations

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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

ocean knot
#

whether its ik, gesture, or animation, the root bone translate and rotate issue is the cause for discrepancy

tawny herald
#

So can you switch between live and beta?

ocean knot
#

until its behavior begins to resemble dynabone, it will cause problems on multiple established avatar configurations

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thankfully i think its something they can fix

slender ocean
#

why not just add the head bone to the exclusions

crimson nexus
#

is there a way to get off the beta on quest? i changed my version back but it's still on the beta

slender ocean
crimson nexus
#

i do not

slender ocean
#

otherwise reinstalling after putting it back should work

crimson nexus
#

aight

ocean knot
#

in their case its likely the neck, if head was root

short jasper
#

what

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No

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I'm referring to ONLY avatars that have been converted to physbones automatically by VRChat

ocean knot
#

as am i

short jasper
#

And it wouldn't affect the neck because the neck is before the the head bone

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Phys bones only affect what's after the bone it's root is assigned to.

near grove
#

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

ocean knot
#

i am aware, but the bone before the root has odd behavior that dynabone didnt have, it affects animations and IK.

short jasper
#

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.

lime yarrow
flat patrol
coarse stag
#

the way we used to solve that in DynamicBone is using a curve which starts at 0 and then goes to 1

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aren't curves still possible with PhysBone?

small surge
#

They are there, just behind the ( C )

lean hamlet
#

So to fix it I just gotta factory reset and I'll be able to go into live servers again??

lime yarrow
lime yarrow
#

Well yeah but that isn't talking about rotating with physbones

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It's talking about being able to be animated

short jasper
#

No no

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It isn't it's referring to it being affected by physics

lime yarrow
#

Since when has dynamic bones allowed for translation

short jasper
#

This has nothing to do with animations

lime yarrow
#

No, I'm pretty sure it's refering to transform, not the physics

flat patrol
#

IsAnimated was already soso in the close beta.

lime yarrow
#

Again, dynamic bones never behaved like you are saying they did. The root bone was also affected by physics.

ocean knot
# short jasper This has nothing to do with animations

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

lime yarrow
#

But could not be rotated with transform

short jasper
#

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

short jasper
#

I need a visual example of this because I'm 100% convinced y'all are confused of what I'm talking about

lime yarrow
#

I think our definitions of "bone" are mixed up

ocean knot
#

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.

lime yarrow
#

When I say the root bone is affected, I mean as if the root was the head of the bone

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And the next "joint" was the tail of said bone

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Thus, the first "bone" is indeed affected

ocean knot
#

our issues differ slightly, but the cause is identical

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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

lime yarrow
#

What I'm trying to say is that it does match dynamic bones behaviour in trixxed's case

ocean knot
#

except it doesnt

lime yarrow
#

They are talking exclusively about physics affecting the root bone. Which it has always done in dynamic bones

short jasper
#

look at me in the fucking(/lh) eyes and tell me this dynamic bone is affecting the root bone

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It's affecting the chain yes but it has no affect on the root

lime yarrow
#

Ahh

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You are correct yeah

chrome parcel
#

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'

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simply toggle that for any bones that are being effected by an animation

lime yarrow
#

I was getting confused because I always remembered that dynamic bones added an extra "bone" between any disconnected bones

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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

short jasper
lime yarrow
#

Which lead to me having to add individual scripts per hair strand

mossy python
ocean knot
#

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.

lime yarrow
#

Ah yeah I can see why that would be really annoying .

ocean knot
#

ans trixxed's video supports what im saying,

short jasper
#

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

lime yarrow
mossy python
#

So do y'all know how to help with my problem?

lime yarrow
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That would indeed be a major problem with the autoconversion process

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Let's pray it's fixed promptly

short jasper
#

yeah making a canny rn

ocean knot
#

i suspect multiple canny posts cover the issue without explicitly narrowing down their shared cause

flat patrol
lime yarrow
#

Finding them and pointing out that they can effectively be merged into one canny post may help

short jasper
#

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

mossy python
short jasper
mossy python
#

All I know is physbone stuff, I have no idea how to make stuff work across avatars

flat patrol
#

Well read the documentation before asking

mossy python
#

I did and I didn't get it lol

flat patrol
#

There's some tutorial on YouTube

short jasper
#

lemmie find it rq

flat patrol
#

It's not even a week so information is not out there for everything

lime yarrow
flat patrol
#

The new system is really easy. Mostly time and ideas are the limit.

lime yarrow
#

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

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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

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There's never been a better time to learn avatar creation in general

spring salmon
#

Is thier a simple tut on making a avatar quest compatible?

iron meadow
#

I am back again

#

It worked

molten cobalt
# spring salmon 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 ...

ā–¶ Play video
spring salmon
#

Ty!

molten cobalt
#

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

mossy python
spring salmon
#

Ah okay

lime yarrow
mossy python
#

I made it so self can't touch it

lime yarrow
#

Is there a reason?

mossy python
#

Also the object is not in the player's reach

mossy python
lime yarrow
#

You can add a sender that extends out from your hand for testing purposes

mossy python
#

It wouldnt make much sense if you could just kill yourself

lime yarrow
#

Right but you can enable it for testing

mossy python
#

Fair

lime yarrow
#

And then shut it off

winter oracle
flat patrol
#

Try to kill yourself by allowing self interaction. But having someone else helping is easy.

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In the hub map

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That sounds wrong but oh well

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Do it

flat patrol
#

Shade*

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...

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I should go

hardy dove
#

Yo is anyone else stuck in Open Beta on their Oculus Quest?

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It’s glitched to where you can log in but you can’t join anyone

winter oracle
#

Thats supposed to happen

hardy dove
#

Yeah but you can’t switch back

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To live

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I tried, it doesn’t work

winter oracle
#

Uninstall vrchat and make sure its on the live version when you reinstall

hardy dove
#

Others have tried that and stated that it didn’t work, but I’ll give it a shot

winter oracle
#

they most likely didnt put the version back to the live

mossy python
#

So does the reciever have to be on a bone or can it just be a game object

flat patrol
#

Anything

full fulcrum
#

ii just switched back to live without a problem

mossy python
#

Right now it doesn't seem to work at all

flat patrol
#

The value are float

mossy python
#

It looks like this

flat patrol
#

From0.0 to 1.0

astral locust
#

The bone length is just the length to the it's children

mossy python
#

So any idea why this isn't working though?

flat patrol
astral locust
flat patrol
#

Empty work with collision

mossy python
#

Do y'all have any idea why this reciever doesn't work?

astral locust
mossy python
#

It doesn't increase the parameter

iron meadow
#

Alright

mossy python
#

As I have specified it to do

astral locust
#

On Enter sets the value to 1 for a frame then back to 0.

iron meadow
#

I know how to get out of the beta version but it won’t let me

#

As predicted…

flat patrol
#

Let me imagine really hard how you specified it

iron meadow
#

I’m getting that problem with getting out of the beta version

astral locust
iron meadow
#

I haven’t tried that

#

Will I have to sign in again afterwards?

astral locust
#

No clue

iron meadow
#

Hmm

#

Alright

#

I’ll give it a go

mossy python
near grove
#

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..

carmine snow
#

When does dynamic bones build go live for quest

mortal plume
#

never

#

as for Physics bones, those are still in beta

carmine snow
#

Yeah those

mortal plume
#

not sure when the ETA for live is

carmine snow
#

Sorry

winter oracle
#

phys bones might come out this week or next week, thats what people have said

astral locust
mossy python
#

Yeah I planned to do that

#

I just learned the parameter has to be a float, I was using an integer

astral locust
winter oracle
#

again ive only been told they might come out for the live

hazy linden
#

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

tender dome
#

do physbones on quest have a hard limit?

stiff acorn
mortal plume
#

Sipp, which province are you from?

#

out of curiosity

gilded stream
#

For physbone syncing between PC and Quest, does the entire armature need to be the same?

rugged dirge
#

so like having small problems, like some avatars I make are just completely stiff, like it doesn't track my body at all

nocturne copper
#

Is anyone else's vrchat avatar upload screen keep pausing when they click in the window? i am unable to upload my avatar haha

nocturne copper
#

so odd i wonder why thats happening then :.(

true ice
#

So when the new bones are on something, does this prevent them from being transformed at all?

gilded stream
gilded stream
true ice
#

mmm..that doesnt seem to fix my problem but maybe i just got edit a few things

ocean knot
true ice
#

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

gilded stream
#

That's why you can't put physbones on the hips or any bones like that, at the moment.

ocean knot
#

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

gilded stream
#

Subdividing in some cases would work.

torpid reef
#

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!

near grove
#

Has anyone done a more detailed doc or tutorial on contacts/receivers?

true ice
#

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?

molten cobalt
# near grove Has anyone done a more detailed doc or tutorial on contacts/receivers?

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...

ā–¶ Play video
hallow drift
near grove
#

Thank you both!!!

molten cobalt
#

basically these two videos are the extent of what's currently available outside of the vrchat documentation

hallow drift
#

I'm happy though - after fighting against the unity animation controller I figured out how to make it work for my setup

true ice
#

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

robust flower
#

i cant seem to activate open beta on my oculus quest

hasty ginkgo
#

Can you turn it off?

sick copper
#

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

weary lichen
#

is the sdk in open beta info valid for making physbone avis?

hallow drift
#

yeah

weary lichen
#

alr ty

true ice
#

@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

sick copper
true ice
#

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

mossy python
dim cloak
vapid storm
#

Any idea how to enable this on quest anyone?

coarse dock
#

Yes

#

Wait so I can where any Avatar and dynamic Bones will work for quest 2

half tiger
#

My question is

#

Does anyone have a avatar with bones in them yet

coarse dock
#

Noo sadly

coarse stag
#

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

GitHub

Emulator for VRChat's Avatars 3.0 system, built on the Unity PlayableGraph API - lyuma/Av3Emulator

coarse dock
#

@coarse stag dynamic bone works on Oculus quest 2

molten cobalt
#

you mean the physics bones as Dynamic bones absolutely do not work on the quest

coarse dock
#

@molten cobalt physics bone don't? But I thought it was a open beta

fallow rock
#

Dynamic bones and Phys Bones aren't the same thing

coarse dock
#

I'm sorry

#

I just never had dynamic bones @fallow rock

dim cloak
#

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.

coarse dock
#

Oh ok thx for telling me @dim cloak

drifting nacelle
molten cobalt
#

but yes you can use the new physics bone system on quest to have your bones jiggle

brave forge
#

Gonna be coming back on to the beta side.

coarse dock
#

Can I use any Avatar for physics bone

brave forge
#

Pretty much as long as it has bones for the physicbone script.

dim cloak
brave forge
#

Oh

molten cobalt
#

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

dim cloak
#

Any avatar that was made prior to the beta will not have physbones on quest. They will for PC, but not quest.

molten cobalt
#

so basically if you're not comfortable uploading avatars no physics bones until like a week or two after it released

coarse dock
#

Because I'm a quest user

half tiger
#

I physically cannot upload avatars so my question to clear it up, is it possible to clone a avatar off of someone WITH physbones

dim cloak
molten cobalt
half tiger
dim cloak
#

Sure

coarse stag
cosmic hedge
#

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

shrewd estuary
#

facebook is big dumb when it comes to switching between betas

cosmic hedge
#

I did

shrewd estuary
#

2nd times the charm ??

charred palm
#

Tbh I think physbone are easier then dynamic bones

cosmic hedge
#

😭

shrewd estuary
#

facebook does betas horribly jesus fuck u gotta go through a whole maze to get out of one

molten cobalt
shrewd estuary
#

dynamic bones' cooler cousin

coarse dock
#

Can anyone make me a avatar with physics bone if anyone doesn't mind

restive tapir
#

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?

rugged dirge
#

is there something with characters being completely stiff and not tracking at all

#

because im having a problem with that

upper sonnet
#

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

rugged dirge
#

oculus or steam.

upper sonnet
#

Oculus

rugged dirge
#

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

upper sonnet
#

Is it safe tho

charred nebula
#

I just noticed that script too, did they sneak in built in climbing functionality? šŸ‘€

rugged dirge
#

should be

#

nothing really happens to your account

upper sonnet
#

Okay cuz someone on the vrchat Facebook page said they wasn’t able to go back to normal

rugged dirge
#

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

upper sonnet
#

Hmn okay thank you I might try it after a few days

#

Since it’s like just new

rugged dirge
#

it might come out in a few days

#

maybe a week

#

or 2

#

if you wanna wait until then

#

your choice

upper sonnet
#

Hmn then yeah I can wait. Thank you so much for the info

half tiger
upper sonnet
#

Fair enough

charred nebula
#

whoop

molten cobalt
upper sonnet
charred nebula
#

didn't mean for that to be a reply

#

But yeah

#

there's a climbing script now

rugged dirge
#

what's the climbable.

charred nebula
#

But how does it work

vague jay
half tiger
#

ĀÆ_(惄)_/ĀÆ

charred nebula
charred nebula
rugged dirge
#

like a fake playspace mover

charred nebula
rugged dirge
#

perhaps-?

vague jay
half tiger
#

Biggest problem is i need socialization but i cannot join anybody or any server cause its a live server

charred nebula
#

Hmm

molten cobalt
#

wonder if this is intended for avatars or just a early component for like physics bone worlds

rugged dirge
#

kek

charred nebula
#

there's also a 'disallow theft' toggle on it too

upper sonnet
#

Imma test it out and if I can’t log back into Normal world then oh well ig

vague jay
half tiger
rugged dirge
#

I also need to find a way to view colliders in unity

charred nebula
vague jay
dim cloak
upper sonnet
#

I’ll let y’all know how it works for me

half tiger
vague jay
charred nebula
#

A unfortunate downside of beta builds

near grove
half tiger
#

If you read it and complain you’re hopeless

vague jay
autumn hull
#

@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?

dim cloak
#

Have you checked to see if you can put this on / use this in game on an avatar yet? @charred nebula

charred nebula
#

It IS in the beta SDK, so yeah, you can just attach it to your avatar right now

upper sonnet
#

Signing in now

charred nebula
#

just not really sure how it'd work

#

Like, do I just, slap it on, and then I can climb in game?

half tiger
near grove
#

Wait so the climb script is in the SDK?

charred nebula
#

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

near grove
autumn hull
#

Given the way pickups and other interactibles work, I'd say put a collider on the climbable object.

charred nebula
upper sonnet
#

Everything seems normal

charred nebula
#

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

autumn hull
#

Why not just try putting a climbable and a collider on an object to see if it works in-game?

charred nebula
#

It's an avatar sdk

autumn hull
#

Yeah, so?

half tiger
autumn hull
#

Put it on your arm, or your avatar's body, make a tall avatar and see if people can climb it.

charred nebula
#

Oh, do you mean like just stick a object on my hand or somethin with the script and see what happens? v:

autumn hull
#

Yup.

charred nebula
#

Oh

#

huh

flat patrol
#

I never thought of asking what that script was for so idk

molten cobalt
#

so the world physics bone hypothesis seems to be correct?

autumn hull
#

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.

charred nebula
upper sonnet
#

The beta is running very smoothly for me I love it sm

flat patrol
#

They say both SDK will be one at some point

charred nebula
#

Oh, they're gonna be merging it back together?

flat patrol
#

With the manager things

#

Don't remember how they call it

#

Like a hub

#

For asset

charred nebula
#

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

proven remnant
#

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?

molten cobalt
#

yeah that would be nice if climbing was a first-party feature

flat patrol
#

Sure but you see what happening. The UI is becoming kind clusted

#

At some point we will end up with preference level of submenu

upper sonnet
#

Does anyone have or know of new avatars for beta

chrome parcel
#

there is a few there

sullen vigil
proven remnant
elder cairn
#

All of my physbone avatars are broken on quest, what is happening?

gilded stream
#

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?

sullen vigil
#

As if so then yes.

gilded stream
sullen vigil
#

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

gilded stream
#

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?

sullen vigil
gilded stream
#

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?

sullen vigil
#

basically.

gilded stream
#

Well shoot

sullen vigil
#

what's the goal?

gilded stream
#

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?

half tiger
#

I am never leaving beta

gilded stream
subtle wharf
#

yo could there be different shapes for contact senders/receivers? or colliders for physbones?

half tiger
#

I got my close friends on beta and the chill ppl on beta worlds

molten cobalt
subtle wharf
#

personally i enjoy the beta way more, not only is it calmer, but there's no children at all

half tiger
#

Right vrcAevSip

gilded stream
opal valley
gilded stream
near grove
#

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

molten cobalt
near grove
#

nice

molten cobalt
#

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...

ā–¶ Play video
near grove
#

ty i forgot about these tutorials

timber jewel
opal valley
half tiger
timber jewel
gilded stream
half tiger
timber jewel
#

No problem xD

opal valley
gilded stream
opal valley
#

Oh, I see.

near grove
#

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

gilded stream
#

Lol

near grove
#

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

elder cairn
near grove
#

the most interesting ive seen so far is a functional omatone and a keyboard for mutes

near grove
gilded stream
near grove
#

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

elder cairn
near grove
#

I'm not sure personally

#

I'm only just dipping my toes in myself

errant rose
near grove
#

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

errant rose
#

Physbones act especially weird when placed in areas they shouldn't

near grove
#

like for example the wrist

errant rose
#

I'm still investigating that on mine

near grove
#

if you put a phys bone in the wrist you cant move your wrists

#

same with hips

past dock
#

where do i report a bug? if you have a duplicated parameter (in the phycisc bone branch) it breaks the avatar entirely

errant rose
#

I think gireison pointed that out before

#

It's especially weird with costum locomotion

gilded stream
#

Quite a few people have

elder cairn
errant rose
near grove
#

basically points of articulation break

gilded stream
near grove
#

might as well just not have a phys bone there anyways

gilded stream
#

Yeah pretty pointless anyhow.

errant rose
#

True

near grove
#

i cant remember if they actually moved around

errant rose
#

It occurred to me that one of the avatar broke

near grove
#

when i get on later ill check my wobbly skeleton and see if it actually made any difference to have it

errant rose
#

But worked without a hitch with dynamic bones

near grove
#

i think everything from the elbow down to the wrist just freezes up

#

I think the transition is gonna break a lot of avatars

errant rose
#

For me, everything from the neck down just breaks

near grove
#

i mean yeah

#

conversion isnt 1:1

#

but its a fair exchange for what we get in return

errant rose
near grove
#

definitely a good trade-off

errant rose
#

But some with more complex dynamic bone setups break

near grove
#

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

errant rose
near grove
errant rose
#

I saw it ingame before and it's finicky

near grove
#

i can stretch the bone its (what im assuming is) the animator stuff i need to figure out

chrome parcel
#

I literally can't find a pc player in the avatar dynamics world

near grove
#

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

near grove
#

not quite

#

its actually very exciting for pc players

#

especially avatar creators

molten cobalt
#

it's a lot better performance and the touching each other's bones and having them moving is new for us as well

near grove
#

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

ashen terrace
errant rose
#

could gravity affect an avatar?

#

hm

#

it appears the gravity in the bone i set the physbone up is at zero

#

strange

ashen terrace
#

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

errant rose
#

i might have to analyse the settings

#

since the avatar previously had dynamic bones in the chest

torpid reef
#

Gravity at the moment for physbones act like force, which is not what gravity did for dynamic bones.

fiery mist
torpid reef
#

Yeah it is trying to force it down

timber jewel
chrome parcel
#

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

torpid reef
# timber jewel but isn't that what gravity should do?

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.

timber plinth
#

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

torpid reef
timber plinth
timber plinth
torpid reef
#

Ah yeah

timber plinth
#

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

timber jewel
#

Tbh I feel like what we have whith Phys Bones makes more sense to call gravity

torpid reef
#

Cant you animate the properties?

timber plinth
#

yes and no

timber jewel
timber plinth
#

in order to force the change to happen you need to toggle the physbone object

timber plinth
#

would be neat to see physbone wind

torpid reef
#

That too

timber plinth
#

and world gravity reactive physbones

torpid reef
#

Yeah having them collide to world like floor and walls would be cool

timber jewel
torpid reef
#

Which is nice that we finally have a plane collider :)

timber jewel
#

yesss

torpid reef
#

Ive also seen people use it like a way to constrain skirts

timber jewel
#

I love them

timber plinth
#

although thats pretty much its only use

timber jewel
#

I was so confused at first when I added a plane collider, since there was no way to change it's size

timber plinth
#

i like the physbone collisions in general

#

since it collides with the entire capsule not just the bone points

torpid reef
#

Yeah

timber plinth
#

no longer do i have weird moments where my hand just phases through my chains

torpid reef
#

Thats true!

timber jewel
timber plinth
#

its infinitely large

#

Limit Angle is also a god send

#

Stiffness is total trash

timber jewel
#

One thing that's a bit meh is that only your hands are used to collide with other people

torpid reef
#

I do wish we could split the limit angle tho

timber plinth
timber jewel
timber jewel
#

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

torpid reef
#

Ive not really had this happen, maybe it is because that model didnt exported with end bones?

timber jewel
#

no, it has no end points

#

because before they weren't requierd

#

with Phys Bones you now need those sadly

velvet flax
#

does anyone know the default for when everything converts?

#

just the default settings

timber jewel
#

Im mean I guess there are some conversion values but idk

timber plinth
#

even in the dynamic bone era, not having an end bone means you don’t get a collider at the end of your chain, and you don’t get rotation at the end of your chain either

timber jewel
#

nope, with Dynmiac Bones it wasn't needed

timber plinth
#

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

timber jewel
#

with Dynmiac Bones, the last bone in the Chain of the Whiskers moved, with Phys Bones they didn't

timber plinth
#

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

timber jewel
#

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

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maybe Auto Conversion doesn't like it? idk

timber plinth
#

in dynamic bones the last bone in the chain is not rotated

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If you use end offset length in dynamic bones it might not translate properly when auto converting

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disable auto conversion before comparing them

timber jewel
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hm yeah maybe it's the auto conversion, I have to look in to it when I'm back home

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if it's the auto conversion it's still a bit meh, since it would always miss the last bone

near grove
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is there any documentation on how to use the parameters for phys bones

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im not sure the short explanation is good enough for me

twilit needle
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Does anyone know where to get avatars with the new dynamics on quest

timber jewel
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there is a Parameter secion in there

near grove
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ah

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didnt see

torpid reef
novel shore
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in open beta physic bones
avatars 3.0 movements is not natural
but if i swich with avatars 2.0 everything is normal

ashen terrace
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I'm gonna need to make some recordings and cannies when I get home

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But there's different uses of each

timber plinth
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meaning as you rotated the root the chain would get increasingly more stiff

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and it would just be awful, turning into some sort of hyperactive springy plank

torpid reef
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Thats true, but it was the only effect which allowed to keep the rest pose when standing straight

timber plinth
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yea

torpid reef
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If they could do a similar effect but less stiffness it would be nice

timber plinth
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but at the cost of making it not even act like a dynamic bone anymore

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Physbones has a nice balance since now Pull and Gravity are both forces

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the Spring setting is really funky though

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its like similar to the inverse of Damping in DB

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but it also affects the force

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so its really strange

torpid reef
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I still dont know what pull is actually doing

timber plinth
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pull is a multiplier that controls how much force is used to get the bones into their resting position

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spring is how much it will wiggle

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but it also affects the force

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since less wiggly makes it look more elastic/stiff

torpid reef
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alright

timber plinth
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honestly the only real way to calibrate them is to pop them on in play mode and mess about

torpid reef
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yeah, I just converted my values from my dynamic bones so ive been scared to mess with it

lapis bone
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So...when's avatar dynamics coming out?

timber plinth
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i kinda wish the sdk had an edit physbones button

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where u can play with it like its in play mode but it retains your settings

torpid reef
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you can always copy the component script and paste it when outside of playmode

timber plinth
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yes but unless you have a program to do that for you its tedious

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and you can only do it one at a time

torpid reef
timber jewel
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I guess it stays in beta for a month or so

timber plinth
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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

lapis bone
torpid reef
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You can always join the beta

timber jewel
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I prefer it that way, so they can get rid of most of the issues

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(and hopfully add better conversion)

timber plinth
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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

timber jewel
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true

timber plinth
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i remember people being surprised to see me in the hub only to realize that

timber plinth
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older quest avatars won’t have dynamics anyways so i assume with time they will eventually phase out of public use

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especially given the vast number of quest users

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stiffness for example theres no way it can translate over perfectly

ashen terrace
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Sooo

timber plinth
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because stiffness works as a cone from the root bone

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limit angle is based on each bone

torpid reef
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I keep getting into lobbies where people on live are in the physbone hub..

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so it is actually empty

timber plinth
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idk what they think theyre accomplishing

ashen terrace
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They're trying to test the dynamics

timber jewel
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limit angle is nice though, can prevent stuff from going inside me xD

ashen terrace
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I met some people that were confused

timber plinth
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the tutorial to get on the beta is the first thing you see and its a huge wall

timber jewel
timber plinth
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all we need now is to force you to read it and press Confirm to be able to continue into the world

torpid reef
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What is reading lol

ashen terrace
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I never saw some tutorial on the world

timber plinth
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will be annoying for open beta playees but at least would get people to not just walk past the info screen

timber plinth
ashen terrace
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The first thing I saw was avatar pedestals

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And a mirror

torpid reef
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Its off to the side of the spawn

timber plinth
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look 10° to the right and there is a red colored ui box

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tells you how to get onto the beta branch in steam

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doesnt show the quest process tho

torpid reef
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Ive met alot of quest users who couldnt get to live

timber plinth
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i have it memorized in my head because of how many times i went there

timber plinth
timber jewel