#open-beta-discussion
19 messages · Page 2 of 1
i have seen people setting their status to “guess I’m just stuck in the beta now…”
Btw am I the only one who noticed that the Avatar Overlay sometimes just belnds out when looking forward?
yeah....
theres needs to be a panel that shows step by step how to get in and out of the beta
and it needs to be bright and eye catching
and in the way of the mirror
So is current physbones able to replicate what dynbones gravity did
Thats for steam vr only
yes and no
Yeah tbh idk what the hell oculus fucked up that when switching back to live, the game doesn't update again and just stays in beta.
you need to combine gravity and pull to get a similar but much better effect
I see
it will act more like db force and less like db gravity
but its still mixed effect
another thing i really hate about physbones
Physboobs
if u don’t specify any Pull, stretching is permanent
That's a feature
I mean that could be useful sometimes
That's something I tried to do on purpose
because for some reason Pull is correlated to retraction rate
yes but if you want something to dangle but not necessarily point out
You can make items grabbable and leave them in space
I actually wanna know how you got something to stick permanently
I mean, you just have to set some pull then don't you?
i have to set a 0.05 pull just so my leash gets back to normal size
yes but it messes with its behavior
Oh I think I get it
the bones get too stretched?
You're ending up with like, an elastic leash?
maybe make pull for streatching it's own options
yea
Post on canny
also Is Animated is really funny
it works just fine for when you interact with it with colliders
grabbing it is broken though
not yet no
probably won’t unless its 6 hr from now
meanwhile in the hub: someone is slapping themselves
uhhhh I have problems with it, can't grab it and move it and for some reason my stupid thoungh wont move at all even thought is Animated is turned on
ok so the way it works is
Is Animated lets you animate stuff
say for example if you have a tail animation where it wraps around your body
Yeah ik how it works it's still annyoing
u need to have Is Animated or else it won’t twist and curl
yea and thats the strange part
u can bump it with colliders and stuff
and it works perfectly fine
but when u go to grab it it starts behaving really weird
hopefully fixed so that it just works like with collider interaction
maybe it will help when its in tandem with my other canny post
yeah I hope so too
as that would only configure the resting position once and thats when the component initializes
and not have to worry about the script being toggled on and off
are there any examples available for unity of the same mechanic used on the hub avatar that rolls the sleeve up
Hai made that one
I don't think so, I talked with the person who made it and they said it's a lot of constrains etc
which means not quest compatible
and yea its parent constraints
where u animate the weight blending of different parents
Oh constraints still turned off on quest?
why are there still no Constrains on Quest? I don't get it
i don’t either
That seems kind of random since they were deemed pretty light performance
maybe tupper or hackspanner may be lurking and have an answer
I don't think they are lruking this channel 24/7 xD
u never know
Isn't the dev team currently at sleep anyway?
idk
It's 3 am for them

some of them are probably up as they aren't all in one country or time zone, but yeah, probably not lurking this channel 24/7
Hey just a reminder, Av3 Emulator is available here:
https://github.com/lyuma/Av3Emulator/releases
If you didn't update to 2.9.6 or 2.9.7, it fixes PhysBone parameters in some cases
what does Av3 Emulator do again?
I think I managed to reverse engineer your sleeve for my crossbow charge handle :)
Thanks for making it :D
If Haï~ reads this 😉
Allows you to use your expression menu and playable layers in the editor in conjunction with animator features including parameter drivers
Ahhhh cool
Oh yeah lol
Still we'll need a answer about those constraints
Is it normal that most dynamic bones avatars are not converted to Physbones or is there a limit for physbones too?
I assume any avatars you make using the Avatar Dynamics SDK will only appear in the Open Beta and not in Live or the IK Beta?
but shouldnt Physbones be able to convert Dynamic Bones to Physbones. I mean avatars that worked with dynamic bones before
no, but any new features will be non functional.
Huh, good to know.
I just wondered if my assumption was the case since I was under the impression the Open Beta wasn't really Live-compatible like the IK Beta is
Like not being able to hang out with friends on the Live version while running the Open Beta
Nice ty
@ruby geyser
Thanks, that's good to know; so I'll need to remember to swap from Open Beta to Live if I want to hang with friends on Live when I'm done testing in the Open Beta XD
IK beta is compatible with live, open-beta is not
S'all good
Or you could just have two different installs of VRC
Assuming you’re on PC
Steam for Beta, another platform for live
True enough; may not be a bad idea since it'd save me having to keep swapping the Steam version between versions whenever I wanted to go from the Open Beta to Live and back
VRC should also be on viveport and Oculus’s app
Mind you I say should be because I can’t remember if it’s on oculus
the vrc version on viveport ist heavyly outdated
jap i just installed it for fun a year ago and I just had a 3y old version
but it may be fixed now
You could technically aslo just copy your VRChat folder, then downgrade the original to the live version
so you have one with the beta and one with the live
Remember when they just had a non steam client
for beatsaber there is a commandline tool for downloading specific versions, maybe there is a way to do similar for vrc, to get it more automated
they had a standalone version?
Yeah
They used to have a standalone client you downloaded off the site
They even had it up when they already had the steam version
I can only remember a handful of people ever explicitly saying using it and I can’t remember exactly why
well that was way before my era xD
That was like 2017
i was hopping into vrc in 2019
just a quick question. I saw this in a video. and curious if anyone knows.
I saw someone use vrchat physbones unity. the grabbing mechanic. does anyone know how to trigger that tool? for I am trying to test ears but idk how to grab them if it is possible.
You put Unity in to play mode, then you can drag them around with left click in the game window
thanks! also it appears i had to add radius
which now I think about it makes sense. welp that is just me being dumb. anyways, thank you drblackrat.
Yup, they need a colision raidus
Do the dragged PhysBones always snap back to their original orientation when you release them, do they stay in their dragged position, or is that something you can toggle off and on?
So, if you just grab them an let go, they snap back
if you press the trigger once while grabbing them they will be in pose mode and stay where you let go of them
So that's something that's controlled on the grabber's side huh?
Seems like it might be prudent to offer the one being grabbed some control over what happens, although I suppose the grabbed person could just grab the grabbed PhysBones themselves and just let go to snap it back like that
One issue I had last night was that if I were to change a avatar or spawn into a world I wouldn’t be able to see my avatar and everything would be stiff
your Avatar probably has their Dynamic Bones on the head, spine or chest
Phys Bones don't like that
Do not put any physbones on your main bones like hips, spine, chest, legs, arms, head etc. It does not work with those bones just yet, or will ever be?
Well well well, Jcity
Oh noes, the fryingpan bot
At the moment it doesn't work, there is a canny for it though, but we don't know if it will ever work
yeah
Good to know that's an issue, though I don't tend to make avatars that have dynamic bones on those specific bones; I can imagine that being a problem for, say, Jello-like avatars that flop about a lot
Alot of people use those bones to reduce the amount of scripts needed
Well I know for some of the hairstyles I've been making for some of my avatars recently I have all the hair bones parented to a single central bone which I put the Dynamic Bones script on while keeping that central bone unaffected by any of the Dynamic Bone transforms
i found out how to get ppl to actually switch to the beta guys
i put myself on join me and my status says "U CAN ONLY JOIN IF UR ON BETA", it got like 5 friends to switch
but tbh i think it'll be the most efficient if you're a woman
The fact that apparently if you set a bone to be ignored by transforms it also automatically ignores all the subsequent bones in that chain kinda throws a wrench into that plan for me, so I may need to go to having individual PhysBones scripts at the start of each individual hair bone strand rather than at that central point...
yeah it is better if you have a parent bone for every hair bone instead
Might be able to use empty game objects as the root for that
And then move the hairbones to that
or add a bone in blender if you dont want to mess with the bones in unity
Well really it just means moving the scripts up from that central parent bone into several scripts in each bone chain for the hair individually
Also will cut down how many transforms each PhysBone script has to compute so hey
Tbh since Phys Bones is spread on to multiple threads, it makes sense to split it up in to multiple Phys Bone scripts
The good thing about both dynamic bones and physbones is that you need to have the script on your bone, you can make a list of empty game objects to have the scripts inside of
Here is mine:
Thats just the stuff Ive converted from dynamic bones to physbones
I have the other new things in a separate list
Makes it easier to find things
I’m on quest and I went to the quick menu and i can’t find how to enable open beta
You can enable open beta through your phone oculus app under vrchat here I'll send a ss
@weak wharf here on the oculus app
Thank you so much
No problem 👍
@timber plinth so, uh yeah you were right my Dynamic Bones have and end Length set to them
not all, but a few do
it's just a bit meh that Dynamic bones end length always worked fine with it set to 1, but Pyhs Bones require to manually set them up and also put in the values.
so Phys Bones just don't translate them
Yeah, so I'm going to edit my post about it
it's a bit sad that we have to manually set an endpoint now compared to just setting it to 1 with Dynamic Bones
now it also makes sense why the auto conversion doesn't work with it
should probably add this info to the auto conversion info in the documentation
hi, https://youtu.be/mtjx6jWU-3U how can I do this?
how can i communicate with him?
you could ping him in here (I did it for you)
do what? Sorry I don't understand much English
@winter dragon
oh
if they are only they might answer, if not they might do that at a later point
you could also send him a DM if you want to
oki
Can any explain how to add expression toggles ice watched two videos and yet I'm still confused
Yea let me find em
ok
https://www.youtube.com/watch?v=XqtSg6_W07Y this one does an abject im not looking for one that does an object
Did this video help you? Consider sending me a tip on Ko-fi! https://ko-fi.com/sippbox
Welcome to my updated tutorial on creating toggles for your 3.0 avatar! This video goes over using bools to toggle a prop in your hand, and using ints to swap through accessories! Hopefully this helps you make your avatar more customizable!
0:00 - Intro
0:15...
I know how to do it, what I don't know how to do is explain it, but it's not that difficult
You should probably ask this in #avatar-help
ahh okay! thank you
Hello, I have an avatar that can activate additional hands, is there a way to put the purple sphere for grabbing and the fingers interaction on it? (the things that vrchat adds automatically to every avatar)
You can add the colliders and contact by manually adding them to the arms
And also ofc tag them the same
ok so i did an autofix but for some reason the bones are all frozen on the tails and hair...
How does the settings look like?
idek what i'm doing here dawg
i selected one of the tails that don't move
and bear with me... i have very very little knowledge of unity. i only really know how to change basic stuff lol
mk
oh ye test this while you are in playmode
move the character, edit properties
if all else fails press the 3 vertical dots on the top right and reset
only the tips of the tails move, and the hair doesn't at all
remove your max angle curve and check
....i think i figured it out (in caps)
there were only bones on the tips of the tails, so i have to add my own
Can I have multiple animators on my avatar that respond to contacts? Basically what I'm thinking of is, a prop (like Yash's phone) which has its own animator and its own set of parameters, so as not to clutter the main layers on my own avatar. Will contact receivers set parameters on other animators in the hierarchy too, or just the avatar's animators?
No you sadly can't
😦 Bummer. Ok, thanks!
Even if those contacts share the same tags?
Made another video about Senders/Receivers (Contact System) explaining network syncing parameters and why/how you would want to do that with some animations for anyone that's having a harder time understanding when you might want to do this.
VRCHAT DOCUMENTATION: https://docs.vrchat.com/v2022.1.2/docs/contacts
In my last video explaining senders and receivers, I did not do a good job clarifying that network synced parameters are useful in certain scenarios, so I wanted to clarify that in this video.
If you have any questions about contacts, network syncing, or would like me to do ...
there anyway to test the stretch parameter in editor?
need to maybe explain it abit better :v
Camera must have tag : Maincamera if you deleted the default one
Thanks for the reminder
I think i just came up with a way to have the physics bones work properly when grabbing bones with animated on. This is best day ever. Ill have to test it out when i get home tho as I just wrote down how i think it would work on paper lmao
Because lets say for example you have a tail wag animation, and someone tries to grab your tail. When this happens it glitches out cuz when you grab it, its trying to reset in every frame. And this is all caused by having "is animated on"
But what if you have two sets of physics bones component on your tail, one active when grabbed (which has is animated off) and the other with is animated off when not grabbed? Of course youd have to set up two animations for your tail that have the dynamics with is animated on activated and have the actual animation. While the other one is where your tail is still but has the is animated turned off dynamics activated.
In summary just detect when grabbing a tail with paramaters and have it switch which set of bones your using. In theory it works but i havnt tested it
If i say dynamics i mean physics
Bad habit
Im also very bad at wording things. But i hope i got the idea across
If you toggle a component its gonna do them both since they have the same name/location
actually it just ignores it - tested it 🔨
only first will ever be able to toggle
Maybe youll have to make a duplicate set of bones for the tail in blender with slightly different names. And then have one set of bones active at a time
pretty sure if it were to work its not instantly gonna grab the other set of bones
I dont know if u can make certain bones active or not
There’s not actually a need to have multiple animators in avatar 3.0
If you are using a completely separate animator, you’re doing it wrong. Especially now with Contacts
Oh im not talking about seperate animators. Just seperate animations
the contacts work via floats right?
should just be able to have one anim toggle off when it hits .5 or something and one toggle on when it hits .5
granted i havent tried it at all since im waiting for inside colliders
Yeah contacts use floats even if you’re using them like a bool
You can always make an assumption that they work by proximity and that makes it easy to change later
I made a video explaining how to have the floats change the value of bools so that you can use the bools in your parameters list and network sync the parameter if you want to.
Thankfully contacts and physics bone parameters don’t use any of your synced bits
However making the float change a bool might be completely useless in the future if we just get the ability to use bools in the receivers.
in most set ups, contacts don’t need to be networked synched
This is definitely not the case if you use it to toggle objects on and off
Yes that’s why I said most though, I don’t think that’s going to be the majority of these cases
You'd be surprised
Tons of people are using them to make a menu toggle at the moment
bypassing the need for the radial menu
You can make 2 separate game objects to fix this issue
if they do that then it has to be network synced
Most I see is just triggering a face expression or sound or animation while colliding and it stops when they take their hand away, you don’t need network sync for that
correct you don't, but there are a lot of people doing what i just previously said as well
How I set this shit up on quest bro😂
Same way you said it up on windows just change unity to android
hjkfg my bad
if you're talking abt getting the open beta, the info channel has it all
but if u meant uploading, then yea what adeon said HJKHGD
I think a lot of people just think they can get their physics bones early and don’t realize it’s a beta test
^ yea
yup. ive seen a good amount of people think that beta was live compatible
to then just be very frustrated when they cant see any of their friends
What specifically about an animation causes it to no longer be grabable
I’ve tried stopping an animation when _IsGrabbed turns true but that doesn’t cause it to be grab-able proper
As far as I know right now the "IsAnimated" toggle does not work properly at runtime.
If you detect when grabbed and turn off 'is Animated' it will still spazz, fiddle with max stretch it behaves (irratic)
The parameters that are created when interacting with bones, such as _IsGrabbed do work but the IsAnimated checkbox does not
But I’ve seen animated chains that stop animating and are perfectly grabable, and when you let go they go back to being animated I just can’t seem to do that on my own set ups
Hmm I haven't seen anyone do it yet so I don't know what to tell you.
wish we could set layer weights based on parameters
I’ll show you one next time I’m on. It’s even an auto conversion >_>
so I'd rather not assume and instead ask: the physic bone parameters, when set as curve is that curve based on angle of the bone from rest or bones down the chain?
Down the chain
An autoconversion works? None of mine worked and no one elses that I saw worked. That is extremely weird
I'd love to see it though
and look at the FX layer in the debug menu
I’m assuming it’s an auto conversion because it has dynamic bones on live, it could be a hybrid/beta detection set up.
Hm
Been trying to make my characters glasses grabble and not parented to the head after being moved is there a way of doing it?
Yes
that makes it view able for me after being moved
You can actually leave it Parented to the head if you use the invisible stretch bone method, Know if you want to see it you’ll have to have it unparented and only following the head with a parent constraint
That means no quest compatibility since it doesn’t have parent constraints
the glasses are fully non quest at this point cause of both the shader that i made for the lenses
If you don’t want to constantly see them while you are not having them being grabbed, you’ll just have to swap to a different prop in the same place
could remove the lenses and have em be quest compat
not my consern atm i just want to mess around with desktop features
fair fair
If you use VRChat/Mobile/Particles/Additive you can get a transparent effect on your glasses and it works fine on quest. It's what I do for mine.
not possible the last time i did that
Adeon said the best way for parenting though
Im taking that info
Just don't over use it on quest because transparent objects are heavy on quest.
I've been doing it since the end of last year on my quest avatars.
^ also this reason my model is high poly already i think adding fades or alpha might be pushing it
il eventually get annoyed about it and actually do it
:)
PhysBones does not work on quest
they do indeed
why do you say they dont?
not on beta on the quest?
I can vouch for phys bones. They did their quest tasks
they work on the beta, i was tryin it like a day ago on quest
before i switched it on pc
anyway thank for the help @muted bloom
maybe missing burst?
possibly yea
id try reimporting the sdk
will say they do work though, ive updated 4 avis with phys bones and about to upload another
What?
okay so physbones/open beta SDK uses Burst
for working
the SDK should install it
Ok
Asked this yesterday but got no response, is there any policy on how we could use PhysBones outside of VRChat, in our own random Unity project, or do they only work in VRChat? I read that they're free, but idk if they're free for use anywhere
I don't think that will ever happen
No it doesn’t
Particle shaders show up as invisible on Quest unless applied to a particle
Also the additive one is broken and always shows up as the multiplicative one
no? the additive is like, well, an additive
Odd I've had multiple quest users tell me that they see it fine
On PC it is, on Quest it’s broken
ive used it on quest, when i was still a quest user LMAO
like i had a laptop to run unity and upload
I’ve been using them since 2021
And they’ve been broken since January 2021
Have you used a quest to test it recently
yeah
i have a standalone quest and test all my avatars there to see how they look on quest
The reason I know it works is because these shaders, as well as "non-quest supported" additive shaders work perfectly fine in worlds, they just don't let you use full-blown shaders on avatars.
And these shaders work ON the avatar?
I have many friends in my group that have tested this on quest for me as well.
Yes
yea man
Hey, how should I setup the animator for parent constraints? is there a way to set a parameter?
That’s funny because I and most of my friends just kinda wonder why they don’t work on Quest
[The animations are made, I'm looking for logics]
Don't know what to tell you, they work fine on quest for me and everything I have done.
^
What are you doing exactly with the constraints?
Just between like hand to hip or something?
I know @hybrid lion also experiences the particle shaders not working on Quest avatars
Yes!
they work, but I just don't really understand animator logic
Just have your default state be the animation that has it on your hip and the other animation your hip to hand
? Theyre blocked by default
Exactly
Its a technical limitation in the sdk
They’re saying the not only does the additive one work that they show up in game
Uh oh
To prevent u from uploading stuff that might potentially lag users
I'm hella stupid, thanks for reminding me how animations work LMFAO XD
Any time I try it just turns invisible on Quest
Look I'm not going to sit here and argue with you about it. If you don't want to use it then don't, it makes no difference to me. It works for me and the avatars i'm working on and quest users have confirmed this for me.
^
Lol no worries xD
Nah none should turn invisible
Only like black without alpha applied
Sus but ok
Wait I think I get it:
Contact on the point sets the constraint to the hand, then check if the contact is pressed again and play the "setConstraintToBack" anim
My issue is that I’ll try to apply a particle shader to the body of an avatar and that will turn it invisible in game instead of displaying the shader
Unless you put it on an actual particle system
Sounds solid to me
ye im not sure if shaders on actual particlesystems r stripped too
Not solid enough, I should add emote checks, because it would just trigger constantly if it didn't check that
I think, this is just something im gonna test out myself.
Along with trying to find a way to make animated tails grabable. I think they will fix it by the time the uodate roles out tho
True, I just meant the contacts logic works out. I can make a quick video and send it to you showing what I did for my parent/world constraint stuff.
Nah no need for the extra work, I can figure it out
Anyone found out what the vrc dial script does?
Honestly wolfy ur vids heloed me out a ton when it came to understanding the new beta stuff
Helped*
Glad they helped 😄 Really wanting people to understand what they are doing and not just blindly following tutorials and not really knowing what they are doing.
<- Blindly following tutorials 0_0' lol
I half know what I'm doing though so it's okay.
😂 Nothing wrong with that necessarily, but I'm just aiming to make videos that help people who want to understand it more in-depth.
Wolfy think you can give more depth on exactly what vrc dial script does?
It gets easier once u start knowing what your doing 100%
i doubt, sure other clients like vrchat use dynmaic bones, and im pretty sure some games do aswel
Tbh it looks like a component that will be apart of new world SDK stuff, not avatars. It might have just slipped in to this SDK on accident.
Same with the climb script
Haven't tested if these work on avatars at the moment though
But the layout is exactly what you'd see on pickup objects for worlds.
the climb script might so you can climb tall avi's 😛
My little hobkin self could climb some taller rexes hahah
To me looks like they show as the same script when adding it to a gameobject and shows an error in the console so I think it's mainly an early add for it to work with world creations.
Probably so. It is extremely similar to scripts on objects in worlds though, so I wouldn't be surprised if it just slipped into the avatar SDK while they have been working on all these different things.
Well knowing off the avatar in the hub showing you can adjust your height. I'm pretty sure people can make it possible to look like you are climbing them almost like steam ovr. (If that's true we won't need steamvr and stick with our quest buddies lol.)
god think of the phantom sense
Do you think since they added parent constraints to avatars. Do you think constraints in general would come? Also do you think you can find a way to use parent constraint to lock it in world place (Maybe some sort of fake constraints) on the android side(Quest side)
We've had parent constraints on PC for a long time and you can already lock items in the world with them (I do this with my lightsaber and nut button on the beta right now). I'm actually looking at making it so other people can interact with those items around the entire world without being locked to the 5 meter stretch distance of the physbones.
I do hope constraints come to quest so we can do these things on quest as well though. I think it's something they are looking to add, but I don't know if it will actually get added.
The strech distance is kind of disappointing - nowhere near 5m on my avatar, so i think its a multiple of the bone length or something
Why isn't it on quest, actually?
It's a normal Unity component
Yeah it's either that or the avatar's size
I was also told that the reason why quest audio doesn't have audio source is because some guy had a laggy avatar and everyone was complaining that it was the audio that was playing when it was the avatar. Is this part true if you've heard of it?
It apparently isn't very performant on CPUs, but I don't know how true this is.
actually yes I heard someone mention in the beta that an audiosource on an avatar was lagging them, although i didn't see if the guy who complained about it was on quest or PC
Ah damn, well:
Benchmark time!
I'm learning from your video about the sender and receiver which I could read the tutorial but I learn better from hearing it. Gonna make it so when people boop me Goblin gnome face pops up. That will teach them to touch anyone and everyone lol.
Yeah I am mostly going off of what I've seen in lobbies and been told, but I haven't tested these things myself.
Question do you know how to make an image transparent on quest side. Some people call it fake transparency.
I am very much a visual/hands on learner myself, so I figured I'd try and help out anyone else that's like me and make a video that people can follow along with and hopefully develop a deeper understanding about these things as well.
Like fully transparent or just partially?
I smell someones frames dropping to 4fps
Look I've been told plenty of times
Transparancy on quest equals pain
I'm sorry about this, my quest friends..
yike
Doesn't matter since they have to opt-in to see it anyways lol. If they show your avatar it's their fault when their framerate tanks.
It depends on how many pixels are being made transparent, but yes.
Full transparent because I seen some 2d avatars that used cutout, but I don't know how that works on quest side. Someone told me it has something to do with additive and I been trying to turn the particles on the tutorial bot for the dynamics when you push the button on the chest to transparent because a lot of people cloned the tutorial bot I made that was pc and quest compatible before the hub world had it and I so I want to be an extra step ahead because the one in the hub removed the push button option on that avatar.
nah it's about the annoyance of having to unblock it
It only means people have to manually show the avatar and in my opinion is an equal fairness to let pc users do what quest users do already lol.
Vrchat needs to be switched to beta on the oculus website.
If the part of your body that is "going invisible" is separate from the visible part of your body then you could use the mobile/particle/additive shader on the part that needs to be transparent.
On pc
I'll do more testing on it.
If you'd like, we can discord call later and you can show me what exactly you're doing and I can see if there's a solution for what you're wanting to do.
is there a avi that i can download to see how things the new mechanics are set up in Unity?
In your vrchat sdk folder and into the example3 folder and then into the dynamic folder you click on the dynamic scene and it opens up with the tutorial bot with dynamics and everything added on to it. you click on the drop down arrow on the avatar and it shows the dynamic section under the armature/body. Then you will see a button feature and with that button there is a particle that shoots out when the button is pressed but on quest side this particle system has an image that is square and doesn't show up as transparent it shows square. instead of just making it transparent and the material that has the image on it is inside the material folder and that material has the image on it.
id say look for a free boothpm or free model in general and just mess around with it yourself
unless you mean a pre-setup one?
if so, i dont believe there'd be any pre-setup avatars for you to look at in unity itself
I mostly mean ones with phys bones
There is an avatar in sdk3 folder dynamic folder and a scene setup with everything that shows it.
oooh, alrighty ill try to give that a go thanks!
invis stretch bone method?
The robot one?
I'll check it out when i get the chance
yes
Alright no problem.
perf, i found it! i never go into those folders to scared lol. Thanks!!
ah iv tried something like it but my rotations break
getting some real jank rotation stuff goin on
Now I’m really curious to mess with phys bones combined with spring joints
I also plan on editing my avatars clothing so that dynamics are on the clothes and I add a collider inside the torso so that the clothes don't really go into the avatar so then we won't need to delete or blendshape the body to prevent these body clippings 0_0 That's gonna be a nice experiment.
That sounds pretty interesting 😮
(only problem would most likely be when you move around your dynamics clip into the body for some odd reason (Don't think dynamic bones are used to that fast movement speed of players. (Ooo new feature? Toggle between walk and run animations? XD lol)
Lol might be interesting although if you just move slower in game you do a walking animation instead of full on running xD
is it just me or in the beta on quest do we seem to turn slower
pc and quest
yeah that happens on PC too, it's a bug
Angle limit is much more useful for preventing clipping than colliders fyi
yeah I love it
would be cool if we could only limit one direction though
so that it would only not move in the direction of the body
but freely in the rest of the areas
I was asking about PhysBones tho, for dynamic bones the policies are already pretty clear
which receiver type should i use for a basebal bat that bonks people
I'm thinking On enter
but i don't really know how it works
PLEASE READ THE DOCUMENTATION: https://docs.vrchat.com/v2022.1.2/docs/contacts
NETWORK SYNCING PARAMETERS: https://www.youtube.com/watch?v=raQRXfH_GZE
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 i...
By the by, if anyone is intrested you can maintain a separate install of VRC using SteamCMD.
Recommend using a second account to use SteamCMD with though, can't be logged into Steam client and SteamCMD at the same time.
Just need to activate the VRC install ticket in the Steam Store for the separate account.
Example:
D:\SteamCMD\steamcmd.exe +force_install_dir "D:\SteamCMDGames\vrcopenbeta" +login <username> <password> "+app_update 438100 -beta open-beta" +quit
Edit: Fixed a quoting error for +app_update
How do I play the open beta on quest? sorry to ask, it's just not very clear to me :/
look in #open-beta-info there is an explanation for how to do it ^^
I wouldn't.
alot of people are having issues with the open beta on quest
they can't go back to the main install without resetting their device
and also if you don't upload your own avatars you're not going to get much utilisation of the Avatar Dynamics beta on quest
I don't have a working PC so I wouldn't be able to upload anything
so yeah I probably just wait for it to release live Avatar Dynamics
I'm still confused. I'm finding quite a bit of information about Avatar Dynamics, but not a whole lot on installing/using it
New SDK in #open-beta-info
Just replace the old one
Looking at this. Does this mean you can receive contact params with osc?
https://twitter.com/maruwo_vr/status/1500048130901164032?s=20&t=r5eDMVpRzIUxhxPbQsDBlA
OSCでコライダーに触ったらサーボモーター動くやつできた!
こちらを参考にさせてもらいました↓
https://t.co/77pVdl4U1n https://t.co/KBQIQPZ8oA
It's a beta made for testing and feedback. If you're not an avatar creator, it would probably be better to wait for a full release
Especially since you won't be able to see anyone who isn't also in the beta, and vice-versa
Ah
Contact params can change synced params which you can pull
should mean that haptics are possible then
Or you can skip the middle man and sync the contact params directly, though that is wasteful as contact parameters must be floats
ya. man we really need more parameters
I don’t really think we do if this is output only we just need to be able ro pull local parameters.
No reason a contact receiver needs to be network synced for haptics
They need for OSC parameters to be networked just to pull data is a bit arbitrary
Instructions are in #open-beta-announcements, unless you are a creator who has a Pc and Unity however you won’t be doing much.
They really need a warning on this build saying you won’t see other players. So many people are thinking this is a preview version and thinking they can get the update early.
There is, it's just an easy to miss bullet point close to the top
Anyone know how to make a touch menu?
Is there a way to switch back to live to play with people who don't have it?
TBF the Physbones and IK stuff should be able to work on Live IMO it'd let me test Physbones autoconvert easier too if I could see how it handles the variety of avatars other users/players are wearing
same way you got into the beta
reinstall vrc
Aight
you did that before launching the game right?
Avatar dynamic should absolutely not be on live. They need useful feedback, not thousands of people uselessly screaming “oh my god you broke all the old uploads”
when you switch to live you should get a small update
Switching to beta is a patch, switching back to live is a full re-download
also it being in beta for awhile gives time for the Avatar makers to set up physics bone versions of the avatars
Yea
NO I did not say they should be on Live I said it should work with Live like I should be able to use the Beta and see people on Live
since the autoconvert works locally
so I can see when it breaks other avatars and report it much more quickly than manually going through a bunch of my own
I absolutely agree it is not ready for Live yet
You seem extremely confused
If it could see people on live, people would just be downloading it as an early update and then complaining. That is counterproductive to beta testing.
Then throw up a bunch of warning messages in game telling people it's not an early update
It’s easier to just not let it be used as one 😅
Suppose
I've definitely seen some folks treat live compatible betas as early releases not as betas
a lot of folks when presented with error messages that won't impede progress
It would also force me to choose between avatar dynamics and IK-beta and I refuse
There is no live. There is only avatar dynamics and IK-beta.
I said "Physbones and IK stuff" lol I want both too
The IK beta will probably be running a long time. Wouldn’t be surprised if avatar dynamics hits live first, and then gets added to the IK beta at the same time.
ya. I hope they add chest tracking though
Yeah... that does happen too often
You been to "The Multi World"?
the amount of people who walk into the void not reading the sign or even interacting
with the cubes around them which are the only thing there
is infuriating
Ok I think I fixed it
Same adds a bit more of detail to my movement which I find really nice
subtle but still nice (I've tested using it in other games obvs)
Mhm shame shoulder tracking isn't even practical/easy enough
it's not even in NeosVR natively iirc
though upper torso/chest tracking is def an improvement over just 6pt tracking
I just use the IK beta with the three point it’s overwhelmingly better
Yeah, I don't have FBT anymore so same...
Though I still wish the leg IK would kick in the instant you stop walking instead of two seconds later
yup same
so in this transition that leads this state back to default (not grabbing phys bone, not stretching) does this only let the transition occur if both conditions are met or if only one is?
Two conditions means And
ty
Two arrows with one condition each is Or
so if i had a second transition from eye pop to default it would be an or
Yes a single arrow can hold a ton of transitions, Select it from the top of the inspector when there is multiple
Each transition has multiple and’d conditions
has anyone else noticed a slower turn speeed in the beta
it’s tied to fps now in VR- already on canny
it was unreliable because sometimes the bone faces the wrong way in unity because it doesnt have an end point
what's canny
yeah makes sense I hope that there would still be a way to also auto convert it though
got my knife pull to be pretty nice feeling
really hoping this canny is completed as contacts for this isn’t perfect and makes logic complicated
https://vrchat.canny.io/open-beta/p/1181-xhandl-xhandr-bools-for-physbone
good stuff
Related to the contact breaking in the mirror that happend to me too
https://feedback.vrchat.com/open-beta/p/contact-mirror-local-de-sync
its very rare so i don't see it as too much of an issue, but definitely needs looking into
So!
I have an avatar with ears, please note that said ears are on a seperate armature. The ears had dynamics, and when the beta came out I updated to physbones
Well the gestures on the ears broke. The debug (and me double checking in unity) shows that nothing is wrong with the controllers on the avatar, and I checked the isAnimated box on em in unity
I'm stumped cuz I thought "isAnimated" would still let them move. any ideas?
oh I have the same issue with my tongue
How do you test reciever collision in the editor?
Here is the avatar emulator created and updated by lyuma so you can interact inside the unity editor
Make a sender that matches what the receiver is looking for, go into play and test.
I just have it set to hands, what would I make the sender called?
Make sure that you have the FX Layer on your Animator on the root of your body if it is messing with the FX layer params
Everything was working last night and now it just appears to not be working
This guide right here shows that
Trying to make a sword that can be grabbed from it's sheathe for someone, but it's not quite working how I need it to
What am I doing wrong here?
you should probably be thanking the folks actually making the tutorials I'm just tossing up links
Does the new VRC phys bone have a update rate setting or a equivalent with a different name.
make your max angle 0-1 degree and have your max stretch pretty high
(i use the x_Stretch value to snap the knife to my hand using a constraint)
if not please update it with one, i make lots of ps1 avatars and without this its utterly useless to me.
does the vrc psy bone have a Update rate or equivelent setting?
Bones being "Grabbed" are only manipulated as a bone should be, which is via rotations, you may want to look into the Joints
But I think 1 works too, Tho not too sure
Make a canny request !
thats what stretch is for
I just did grab into a Joint, might try this instead
i hope if this is added it works on humanoid bones, i love the effect delayed IK gives
When submitting bug reports / videos for old avatars that were horribly broken with physbones, how should we identify avatars in the canny? Just our vrc name, avatar name, and account, or avatar ID, or what? If anyone knows offhand
A few of my older bases have gone all exorcist with the new system XD
How do you get the phys bones for quest
question why the heck would you be using physics Bones on a PS1 Avatar
question is why not
Confused
You have to upload a Quest avatar that has physbone components on it through the beta SDK
Oh OK thank you
It allows the weird geometry glitching of a PS1 avatar
I'm dumb so I don't exactly understand though
I'm using empties for this and the bone only rotates and doesn't translate, is that part of the issue
wouldn't that be more accurate with shaders
Follow this response @short jasper
yes! i forgot that the new bones doesnt have the update frame rate option!
its very usefull to make funny avatars lol
I use something I thought of myself that might not be very smart lol
I have and it seems to still only rotate when its being pulled
Stretch is set to 1?
might be endpoint or requiring child bone
Stretch is what allows the bone to change Position
Nevermind I got it, the root bone was attached to the endpoint instead of my actual root
pat pat
How are you all so smart is my question
Unity Knowledge, plus SDK docs lmao
is there a way to check out the new beta for quest only?
Huh makes sense
The collective knowledge of other players of VRChat and also "fuck around find out"
oh yeah that too
Makes even more sense
I came from Unity background knowledge after making my own games as a passtime
The new PhysBones are new to me for sure, but the SDK docs is really well written.
I had that problem and it seemed to fix when i put a phys bone collider on the object, added a 1 to the colliders list in the original physbone component and dragged the new collider in there. it didnt even have a blue outline like it could be grabbed until i did that
Stop making me feel dumb
Why does my phone's autocorrect hate the word docs?
i started vrchat after almost 5k hours making scripts and content for gmod
Ahhh, Source
your the idiot here, dont make a fucking comment if you dont understand what the setting im talking about even does.
LMAO I did too because of the Sm4sh Modding Scene
I know what the setting does I'm just wonder I'm just wondering how the heck it's relevant to a PS1 Avatar that doesn't have any bones that jiggle
Okay so my contact reciever just kind of stopped working and I have no idea why, would anyone be able to help me troubleshoot this?
Ensure that the parameter matches to a T with the Animator, then try rebooting Unity
It just doesn't update the parameter
See it's not just broken in Unity, it's broken in VRC too
is the parameter a float?
Weird, are you sure that the Animator has the spelling 100% and that it is a Float?
no thats not what it does. poiyomi does that with its vertex rounding. you put the update rate to 12 instead of 60 and set up dynamic bones on your armature and set dampening elasticity and stiffness to 0.97 and it makes your avatar look like its running at low framerate
int and float show same
Hmm, I am on some stuff today lmao
i think it shows 0.0 in playmode ..?
Might be a setting I turned on
you're going to have to find the new settings that match that look as dampening elasticity and stiffness doesn't match 1 to 1 with the physics bone sliders
Ohhhh, I see, so then the mesh moves as if it were at the framerate of the PS1
Layer IDs were maybe goofed on...
Open the animator with a text editor and see if you can see any LayerIDs or Layer Indexes mocking another
They use that usually to tell the animations what permission it has over another
On play these are the only issues
I changed Damage to D just to make sure it was perfectly the same
Does the parameter have to be present in ALL playable layers or just the FX Layer?
FX or manipulated layer only
Try renaming it for everything, and creating a new float with that name
add your specific usecase to a comment pls
the key is the setting not and the context you decided to clearly not read, not the pluggin or the fact its being used on a ps1 avatar.
No good, I fully deleted the parameter and made a new one
Darn
when was the last update on open beta
then make a vrchat canary post as otherwise the developers won't be able to do your request
Like a week ago or more I think
Oh, I think I know what they were talkin about, the dynamic bones has a framerate setting thing, they probably wanted to have a low frame rate for the physics
indeed
nah the beta its self is just a bit buggy a quest
@floral flint Do you have any idea why it would say it cant find an animation parameter that definitely exists?
if you put it on your armature and make every setting 0.97 your whole avatar moves at a low frame rate like spider verse
oh yeh and turn the update rate from 60 to 12
ive wanted to do that for the longest time after seeing someone with stuttering IK
Sorry, what's "it" ?
Basically my contact receiver just cannot find the parameter in the FX Layer even though it definitely exists
What if you put that animator into the Animation Controller component input field ?
I'm dissapointed after seing how bad the auto converter is, cant wait for most avi's to be broken
Lyuma recently patched some stuff with their emulator regarding AD I believe. Are you using latest version?
or well i guess that wouldn't matter if it isn't working in game
still update if haven't
Yeah
Im using the latest version
And the receiver is just going hurr durr param doesnt exist
Yeah it is rather rough, even with avatars that didn't do anything fancy beyond just having simple jiggle
yea, I've got entire skirts just doing there own thing or massively clipping now
So is my project just broken
my friend has random parts of there avi just floating 2 meters away from them too
I think most of mine just got a slight bit stiffer, but ahwell, I been wanting to update these old fellows for awhile now to the new SDK
Even with just the simple physics, having that extra touch of interactivity is fun
very nice video
I've got my ears that were find before being both too stiff with animation movement and then too floaty with its actual dynamic
Piece of cloth on my wrist has also decided it wants to spaz out to extreme levels
What happened?
Any float param I put in it just cannot find in the animator
Even if I declare it a million times
like, if i hold it up to somebody it might give someone a seizure kinda bad which is obviously not what i want
Can ya show in the form of pics?
Game object audio sources aren't working for me when activating them via a receiver
I'm using a simple hide/show animation for my audio source and it's ticked play on awake
and it's supposed to hide when the bat hits someone's head.
The parameter itself is working via debug and I'm seeing it go from 0 to 1 on debug
But the animation itself isn't playing the audio
is there something I'm missing
Oh, did ya set that parameter to the right kind of parameter?
Ah, so do the other floats show up but not that one?
Oh, so none of the parameters show up?
None, sorry 
i need to know something. how can i make sound if someone boop the nose?
In the animator parameter tab type in a decimal to make sure you didn’t accidentally make it an int
Hey I cant seem to access open beta on my quest
And run a sanity check and make sure the controller is on the descriptor? 🤷♂️
ok. so it seem it not working. i am unclear how make nose make booping sound
Help I cant seem to access the open beta on my quest 2
The most common mistake is that the contact parameter needs to be a float
ok. i got that set up
And you need to remember to add a tag to it (hand, usually)
i got hand add
https://www.youtube.com/watch?v=igh9IEbxIP0 brief video that explains the logic behind my nose boop and headpat animations
Really quick and easy explanation of senders and receivers with avatar dynamics. If you have any questions about them just ask in the comments below!
k. i look into that. thank you
Yeah I dont see the option to change to beta
can you be more clear where you aren't seeing the option at?
So I have declared it as a float like 20 times so I know that's not an issue. As for the animator controller, I left it empty and ran Lyuma since that pretty much overrides it
The actual detail page at the store
You should try ole faithful and see if it works with just the base unity testing method to see if Lyuma has a bug potentially.
How would I do that, just only use the FX Layer?
I tried that
I also tested IN vrchat to no avail
hmm. i feel that video maybe missing info. so let me ask you this. when i test it by hitting play. why do my sound come alive before my receiver and sender touch other
Hey just a reminder, Av3 Emulator is available here:
https://github.com/lyuma/Av3Emulator/releases
If you didn't update to 2.9.6 or 2.9.7, it fixes PhysBone parameters in some cases
Hey are you using the emulator?
Make sure you have the latest version
I am using the latest version yeah
AnimParameterAccessAvatarSDK only works with the first playable layer. That's why the emulator has its own implementation
I want to make an avatar so when I slap someone on the head, it makes a sound. Can someone help me?
Let me scroll back and understand. Why did this subject come up?
Ouch needs to be a Float
I'd suggest trying avatar 3.0 emulator
I have tried countless names, recreating the FX layer, setting parameters in different layers, removing layers, etc
I've been using the emulator the whole time
The message comes up exclusively when I use the emulator
I don't see it in your scene there. It shouldn't be using AnimParameterAccess
You're sure you are on 2.9.7
^
Though that's just an error on Start(). Quite peculiar
He has the latest tho so apparently a new issue?
No errors?
i just going make fast video. maybe someone can spot my error
For reference, a is ouch but renamed
This is not obvious at all. go to VRChat on your oculus app, scroll down past the ratings and reviews, there will be additional details. tap the number beside version (its a link). the top right is the drop down to change to beta
I'm so close to just giving up
Does anyone know how to leave beta on quest?? I changed the version to live but it’s not working…
I would not recommend switch it tho my friends have tried switching it back and can’t and now are stuck on beta and they have tried everything
reinstall after switching to live
oculus does not treat open beta to live as an update, as open beta is newer
Uninstall the whole app and reinstall after switching off of beta on quest
My friends tried that I think and It didn’t work
this works its what i do
Ah ok let me inform them
Uninstalling now, hoping it works 🥲
ok, can someone tell me where eror in this video. why is sound from start of play get trigger
that’s just the top left corner of your unity for 2 minutes
I dont see anything past reviews
Check the vid before sending it please, we see nothing. xD
Sorry for the ping but what do you recommend I do from here?
did you watch all of it?
is it meant to only show the heirarchy tab?
Does anyone have a nifty tool that automates replacing dynamic bones with vrc phys bones?
built into SDK, it’s an Auto Fix option in the avatar build panel
duplicate your avatar first though as you can’t undo
I just tested the emulator with another avatar and it could find the parameter easily
How do you access the tool?
WORKED!!💗
it shows a warning in the build panel with an Auto Fix button
same place it warns you about performance issues
If you have the new SDK with dynamic bones script there, it'll give you the auto fix to replace all DBs with PB
Welp it did not work for my friend
It was the second thing they tried
Ah there we go
have them sign out and back into the oculus store page where they are switching from open beta to live
i’ve had it refuse to register me change it before
ok. zoom fix. can someone tell me what is wrong. btw, i am sick so dont mock my voice
Kk
Hey maybe put a big freaking disclaimer that you can't see people who haven't downloaded the beta
The game never tells you this
at the top of the beta info channel it says that betas do not interact with the live version unlesss otherwise sstated
already know that.
All the phybones omg so cool!
the announcement mentions it's not live compatible
Only because you specified you wanted to see it in first person
i guess no answer to my problem. well, i got nothing -.-
WAIT
Why is it happening with other avatars too
I'm going to cry
Is my Unity just broken
you got same problem too
Am I just doing something horribly wrong
can this be bug in sdk?
i did that same try before baby but not with this new update. it almost seem like thing get turnon on start
You are using a custom tag for a receiver. Do you have a sender with the tag of the same name?
they are same
They don’t remember there oculus stuff
i look over 3 time
The video is a little hard to see all of the text is completely pixelated
ya. limit on upload
but it dont matter. sound play is already on for unknown reason. so test will not work even if i try
typo
?
Is thier a simple tut on new physbones colliders?
Does anyone know when there going to fix the beta mod???
Av3Emulator ? update it 2.9.7
When is the Quest version of the beta be on?
Will there be ways to add more slots for the custom contacts for the Avatar Dynamics?
next thing i need to know how do i make grab sound 😛
So like, do hair phys bones work for quest yet, cuz I may have just added them for nothing lol
it do but very limited
did you boot the vrchat in beta?
This may be a dumb question, but uh, how do I do that?
its not a dumb question
Go to Steam Library
Find VRChat
Right Click on VRChat on the left side menu
it seem to work. i going test it in beta
Ah ok
Go to Properties....
then Betas
On the drop down menu select open Beta
this is do a small update to vrchat and you are ready to go @turbid chasm
Okay, ty very much ^_^
Are you talking about Unity Tags? Because if so, I don't think vrchat supports custom Unity Tags as they would have to be included in the original Unity Project
Unless I am mistaken
Please read #open-beta-info
that is what im thinking too
VRC Contact Senders and VRC Contact Receivers require tags for what part of the avatar they represent/should respond to.
If you don’t add tags they will not function
Ah so a tag inside the script
If it's just a string value in the script it should be fine
It’s an array of strings
A sender will activate a receiver if they have at least one string in common
This will be fun for about five minutes before someone uploads an avatar that activates everybody’s receivers constantly
so are we able to make custom tags just in the sender and receiver parameters and not in the avatar descriptor?
Would only work with other that has it but yes
it work
hell yeah
Yeah the avatar descriptor is for resizing the default senders, if you want a custom sender, add the sender script.
This is where I would add the script?
I question when this will be out of beta,
If you want special avatars that only interact with each other you’ll need to make up your own unique string
I don't want to add anything to my avatar until it's offical
Orrr
Just use Poiyomi Pro,
There is no release date
Same with every beta
I wasn't expecting an answer
It was more or less a guess question
You could, but avatar dynamics is much more powerful and doesn’t require you have people’s shaders enabled 😅
Maybe. I haven't played with it
I want to play with OSC so bad but,
No online tutorials
I wanted to have voice activated toggles on my avatar
I’d give it at least a month minimum, possibly more
Ik. Just sucks hearing how people are making Brain controlled ears, tails etc, working clocks, face tracking, twitch integration, etc, yet no tutorials
Oh, that’s all OSC, that stuff is already live
Honestly, you could do Quest FBT with SlimeVR using OSC, it would just take so much parameter space on the avatar
People need to know what they are doing before they can make a tutorial about something. But yeah OSC is live, beta is for avatar dynamics
Yea, I know. That's why I want to play with it lol
I was thinking of switching to the beta but
Why I can't see nobody in the worlds?
Which it really shouldn’t, you should be able to drive local parameters because moving those humanoid muscles can get pumped over network IK anyway, they don’t need to be network synched and animated remotely
It's not a live update
Gotta switch back to the live build
OSC is on both live and beta. It’s just out. It’s released. Everything has it
I wonder if osc and the new Dynamics would work together,
Would be really powerful and fun
the beta doesn't work?
They do. with contacts you can make haptic feedback extremely well defined, again if we didn’t have to use parameter space for it all the time.
Once again,
It is not a live update
You should read what your jumping into before switching to the beta. The beta is for beta testing, not upgrading your gameplay
If you use the beta you will only be able to see other players using beta and there are very few of us, you will probably be alone
Ohh okay thanks u :)
I get annoyed when people join Beta just to have stuff,
👍
It’s the only reason I’ve ever used betas
Yeah I want to get info for feedback
That's fair.
I'm already using voice commands using voice macro software and an OSC hotkey program that Salvesti made
Let me grab the link
Use this in conjunction with a program like voice attack or voicebot pro
I wish local-only huds and everything didn’t negatively impact your avatar rank
That turns voice commands into keypresses
@hazy geode
It outputs parameter changes as key presses, and vice versa
So you can control external programs with vrchat as long as they support hotkeys
And you can control vrchat with anything that outputs key presses
So any macro software really
So you can also use it to add music/discord control to your avatar
It's pretty cool
If you have any questions, ping me in #avatars-osc
oof
I tried to fix this, but could not get it to look the same as dynamic bones at all, I hope they leave it as an option or fix it ._.
Looks like your gravity is upside-down
I got my berserk sword to go clang I am happy
if you have the gravity modifier set as a negative, it inverts the gravity
gravity positive = down force, gravity negative = up force
How do you enable avatar dynamics?
There’s no gravity at all, there is a collider in the chest that kept them from going inside the body and that did not transfer well, if that’s removed or made smaller they just explode when you walk instead
oh yeah colliders seem to be buggy
experimenting with different max angle values might help with it from clipping inside
all depends on the bone positioning for trying that though