#open-beta-discussion
19 messages · Page 3 of 1
known issue with turn rate being tied to FPS/framerate
I’m using quest
yeah happens on both platforms as far as I know
18 fps
yeah rn the more you lag the slower you turn
How do I join the beta on quest?
but be warned it's a bit hard to get out of the beta with bugs in the quest software and not a whole lot to do if you don't upload your own avatars
yeah this doesnt magically make pre-existing quest avatars have flowy hair
people have to update their stuff
We need to get VRCat in here with an auto responder for how do I join the beta lol
Try using rotation angle limits
hi adeon
Hi sipp
i fixed my thingy :)
Hello, boys.
Nice
i am now smart
i was toggling off the fucking object that had the reciever on it
so it had no idea what to do
That happens if you are viewing a playable layer other than Base, and you haven't selected it in the av3 emulator's "Duplicate Debug Animator" dropdown. basically unity only shows parameter values from the first playable layer, even if you view another one, and so I have a hack in av3emulator to make one of the other layers the first one.
oops discord marked everything unread from this morning and I necro'd something old by mistake.
I don't have the time or the need for this so maybe somebody else can do it (though it won't work completely until Physbone driven parameters are properly sent over OSC). Ratatouille Avatar (or similar, maybe a mech like D.Va's) that can be controlled by grabbing Physbone enabled hair, and using the angle data and triggers. And with OSC you could also control the movement of the person using the avatar if they have the script set up to accept OSC control of their movements.
Imagine hair physbones that take over control of your body/arms
God it's an exciting prospect haha
I’ll check that out
Woah hold on, it would totally be possible to replicate Haï~'s handholding shader now with PhysBone grabbing...
Like make three arms: one is the standard humanoid arm driven by IK; one is a physbone chain set to animator mode, constrained to the IK bone and PhysBone toggled off; and one is what the mesh is rigged to which swaps weight between the real IK arm and the physbone chain depending on if IsGrabbed is true
think about the possibilities
I want to see it happen
somebody has made that kind of Avatar but in the form of a Titanfall robot
Hell yeah that's what I like to see
Nice!
Though I suspect that the IK not being properly represented in physbones would make the arm break at certain angles
Unless there's a way to point the elbow at a ref bone
Like maybe using aim constraints
it might be able to approximate it with some combination of angle limits and lookat constraints
the arm is a pretty simple system that bends in one direction (mostly)
probably won't be quite as good as a real IK driven arm
Just worried that if you pull the hand backwards is it going to snap your elbow haha
well I mean if you did that in real life it would probably be painful too
LookAtConstraint does have that gimbal lock issue unfortunately
actually -- we still have access to FinalIK
yeah so you could probably do it "right"
wait for a sale and get for $45
Fair
(or just scum the class name and properties off your friends and make stubs)
It's also hard to justify since they regularly break it
literally you can just write
class RootMotion.FinalIK.LimbIK {
Transform something;
Vector3 anotherthing;
...
}
and if the property names match the real script, they should work
you just won't be able to test in editor so it will be pretty painful to learn how it works
Interesting.
Yeah lmao
I'll buy it eventually. Is there a specific version I should be looking for?
:-p no idea
^ based
Is there going to be a raising of the reccomended phys bone components in avatar ratings? 4 recommended seems like its a little limiting lol
True, I was able to get to 12 and get to medium
If you're doing things like hair, just group all the chains under one parent bone instead of a component for every chain
A friend of mine has already done this and is actually in the process of making it look smoother.
You can grab his limbs and move them around as you please
it's pretty cool
I'd need to rebuild the chains and I need two for two separate axis locks.
I have a question so just The Quest you can it do it Or no?? For the beta
just be aware apparently it's a pain in the butt to get back to the live version because of poor programming from Facebook and if you don't upload your own avatars there might not be much to play with
That’s basically like the people that make a udon mirror button but don’t assign the mirror to it so the button defaults to itself and just makes itself vanish instead
Can someone ask why the physbones on the ears are having a spasm?
• Is there a collider affecting it?
• Try turning max stretch up slightly
how? make tut pls 😛
You're lucky I'm a sucker for making guides, I'll ping you whenever I do it
or dm me, thanks 🙂 much love ❤️
Will it still affect how it would look like in game>
Anyone else's puppets break with avatar dynmics?
my tail puppet doesnt work properly at all unless i turn off tge physbones on it
said tail puppet controlls rotations on tail bones
This a IsAnimation thing?, if its on anim should behave, but grab goes derp then
it is animation / blendtree
Make sure to check the Is Animated box on the physbone component
a thing i didnt see, thanki
Have to enable that to make it behave, have it on my ears/gesture but then no one can grab it without it going into spazzmode
hopefully will be fixed on release
how about instead of using a collider to prevent clipping perhaps use the rotation limiter
I’ll try that thanks
no worries
I just realized some reason my sdk isn't working right
It got it of those scrolling stuff & control panel not Wanna work
The beta sdk*
Does anyone know why the beta sdk won't let me edit view points
do you have Gizmos disabled?
Where is that option
in the Scene, should be highlighted to show they're on
it happens to too many people
I'm confused how do I get into the open beta on quest. Do I need to download the sdk?
Likely not a specific to Beta issue, but you probably have errors you need to remedy before the SDK can compile, check the console and fix your errors starting at the top. Move to #user-support-old for help with this otherwise
to get beta client, read the quest related parts in #open-beta-info
to work with the beta sdk in unity, yes you need the sdk, which can be downloaded in #open-beta-announcements
They should create a channel call. Help, am stuck in the betaverse
But when I download it how do I put it on the quest them?
Then*
sdk is pc, beta client is on the platform you use, which requires you switching to beta, and that is again, in #open-beta-info
Oh my bad thanks
may i also get pinged whenever you make a guide on that? :O
do the built-in contact senders for e.g. the head not work in the editor?
Tutorial unclear, got avatar stock in the floor.
I'm so confused??
i'm going to assume this is the case for now, since a test sender works when i tell it to tag as Head, and hope that it works when I get around to trying it in-game
Make the camera in scene tagged as main camera
I know you can grab and test phys bones in play mode is there a way to test the triggers as well?
if by triggers you mean contacts, they seem to work okay on my end except for the contacts built into the avatar.
Oh yeah the contacts I can place them and use them in game fine but I am not sure exactly how to test them in unity without disabling the objects and driving their values manualy
i'm able to test them fine in unity (except, again, for the contacts built into the avatar). maybe that's because of Av3Emulator?
~~nevermind. what i must have been running into is https://feedback.vrchat.com/open-beta/p/1181-proximity-contact-does-not-work-with-capsules~~ edit: nvm again, proximity works fine with capsules too. so it's just not registering the avatar's contacts edit 2: ahh the post is about a receiver that is a capsule, not a sender
so yeah, works fine in the editor for me
Oh weird I am using the spear ones do you have them set to finger or something else?
As I have them set up and they work in VRChat just clicking on them in editor does nothing unless I am ment to like try to poke a finger into it off the avatar or something
yeah, or you could create a contact sender that's tagged as a finger and poke that into the receiver
Is anyone else having an issue where your whole body floats to the side when lifting your legs in FBT?
so I got a question if ur stuck in beta wat should u do?
if on Oculus, make sure you turn the beta off by selecting version "live" (the same way you set it to beta to enable it), and then uninstall/reinstall VRChat
Oh I see but wat if it isn't working
not sure xD usually will fix after reinstalling if you set it back to live
does anyone knows what vrc_Dial and vrc_Lever scripts doing? couldn't find any mention in the documentation
On quest, how do you go from open beta back to live?
I tried doing it the same way I went to open beta, but it’s not working
reinstall once you switch to live
if reinstalling doesnt work you might have to factory reset
which i find a bit stupid
._ . Well then
yep but that one would be entirely on the Facebook's incompetent programming
as vrchat didn't design the system for getting into betas for the quest
i noticed you mention in the #ik-2 channel
I had to factory reset my quest in order to get mine to work was not fond of having to do that but atleast now I have a valid way to switch back and forth. -.-
yea but like rainwolf said its facebooks fault lmao 😭
if you're not personally Avatar Creator I would probably stay into the live version of vrchat
I am an avatar creator actually I have made 5 public Rexouium avatars so far.
so when the full release of vrchat avatar dynamics releases, what happens to the open beta
So I will be switching back and forth now.
It will be closed and removed out of the store
so if im in open beta ill automatically be put into live?
Normally yes, but idk how stupid Meta is so yeah
Is there a possible approximate full release date for the live version of physbones?
yea i bet u mark zuccy did something wrong
milk are you the guy i was talking to about optimization earlier ingame
No there isn't
not possible
After mulling it over, I no longer have an issue with the bi-directional permission system and think it was the right move. >_>
damn i wish
That is unfortunate but will not deter me from trying to hone these new builds. I am not able to do much with a janky PC but all the same I plan on doing what I can until I get a better one.
If I had a better PC the amount of time on avatars and worlds would be more frequent and possibly more optimal than my last.
if I enter the open beta on one platform, will it automatically update on the other platform? like, if I went onto the open beta on quest would it affect anything on the steam version?
That is a good question.
cuz since I got air link to work now I’m considering using the quest version for the beta and the steam version for the live
but idk if that’s gonna cause conflict between the two
No it won't
ok good to know
it be pointless too. no one can join you and i think beta will kick you out when it over
also, when dynamic bones are converted to physbones, does that apply to sdk2 avatars as well? would they be upgraded to sdk3 or just stay as they are?
I know that physbones are sdk3 only so what would the case be for sdk2 avis with dynamic bones?
It applies to all uploads, yes
old SDK2 uploads that have dynamics get replaced with phys bones (the auto-replace settings are, interactable and grabbable, but not poseable or stretchable)
Are you sure they aren't poseable?
Cause auto converted SDK 3 avatars ones are
posable means after grabbling you can lock them into a given position, instead of them just reverting when you let go. Yes I am fairly sure auto-converted ones are not posable.
I could be wrong though!
In the beta SDK it just made the bones floppy, but they're not interactable at all
with the conversion I mean. I'm not sure how to make them interactable
If the dynamic bone script didn’t have a radius set then you won’t have interactivity in the auto converted physbones
Converted dynbones have been posable and interactive for me. SDK2 and SDK3 
Go to your dynamic bone script in Unity and add a radius. It’s just an option in the list.
Make them small though, don’t have a large radius
I don't intend to work on that right away but I'll keep that in mind for later when I do
Oh I see, you have converted dynamic bones to physbones in Unity, I thought we were talking auto conversion in runtime. Regardless, the same applies, you need to add a radius in the component.
Start small, don’t make them huge.
yep. I'm actually gonna go back now since I still have to charge my Quest so I can't go in and check things out anytime soon anyway
how big should I actually make the parameter to start with?
Idrk what I'm doing
ah wait hold on a sec
radius* not parameter I was looking in the wrong spot
just enough to fit in the hair
I have ears and a tail
same applies
oh yeah ok it's just massive
ok that helps put things into perspective
how's this look?
looks fine to me
If you’re in the server for the hyenid, I am pretty sure they updated it for physbones? The tongue at least 
Ah I'm using the Pupper base
Idm doing this stuff myself tho tbh
Ahhhh I see! Alr sorry about the ping!
All good :)
I'm having a bit of trouble with the parameter bit on the receiver
It says its not found when I have a parameter in my FX controller called it
It also says this
Anyone figured out physbones settings where the bones are loose but dont go completely inwards into the body when you move?
Aka I miss inert
Does anyone have a fix for avatars being stuck in idle poses?
like the avatar fails to load and cant access the expression menu
It's an avatar I uploaded using the beta sdk
Do you have dynamic bones on your head or hip bone?
Nope, I'm using physbones and those have their own roots unattached from the hip or head
hm okay, so you have no Phys Bones on any of the bones that are a part of the humanoid rig, right?
expressions menu is greyed out and it says this on the debug
Correct
I've even attempted on uploading on a completely new blueprint, still occurs
weird
what happens when you try to load the avatar in the live version of the game?
do you also get that issue?
(using the same version of the Avatar)
It works fine
I checked the output log when I load into the avatar and got this
It happens to various avatars randomly and I can't seem to pinpoint a reason why it's happening, all of these avatars work fine on live.
I've tried reconfiguring the rig, removing all playable layers, menus, and it still happens.
Hm that's really weird
Do they constantly wont load in the beta or just sometimes not?
This is consistent across several avatars, some work fine, some don't
Man, I see this error from time to time and always wondered what comes after "...or your avatar"
I may have found a fix, one moment
Someone made a canny for that isssue @short jasper
https://feedback.vrchat.com/open-beta/p/1181-bug-some-previous-avatars-dont-load-properly-in-the-avatar-dynamic-beta
if you do finde a solution, you should probably write comment on it
i have the same problem
The avatar works perfectly fine when you upload it locally via "Build and test" but actually uploading to VRC servers doesn't work.
I'll try that real quick
Nope, still occurs
sad
It looks like this is an issue on VRChat's side completely when loading the avatar from the servers maybe
Which means its out of my hands 😔
i have this problem... xD https://i.gyazo.com/458784ad0905649b03c8d8e9f3d53de7.gif
seems to be that same as the one from TrixxedHeart
yes, but this appears with test and publish avatar xD
odd
just wondering do you have any Phys / Dynamic Bones on your humanoid bones? So you head, hips, chest etc
/ are a few of them set as root bones for them?
Same avatar, one is local
yes, we have the same problem
@chrome parcel
henlo
I have tried putting the Phys in the corresponding Root bones and also in a "Dynamics" component but neither works
But yeah optimizing is a friggin paaaaain
not for bones really if it's stuff like hair bones
just use cats to merge to parent on every other bone up a root
it transfers the weights
and what was that?
it doesn't look that bad
As soon as the new wiggle physics is live imma try my best to learn how to use it 😭
to remain green we have a max of 32 transforms now for physbones
instead of 16 before with dynamic bones
Wait so I’d have to go back into blender and convert the bones?
No.
Not to convert the bones.
To OPTIMIZE for it
Ah, I heard cats and immediately assumed the blender plug-in
oh my god.
if you have a gestureleft or gestureright parameter in your parameter staging file it causes it
maybe, lemmie double check
really?
Also, these touch menus I’ve been seeing blow my mind
Yep
this is the failure?
That's what fixed it for me
i go to try
If you have "GestureRight" or "GestureLeft" parameters in your VRCExpressionParameters file it causes it
Why would you have those in there btw? xD
But do comment that on the post I mentioned earlier @short jasper
i am rn
Good ^^
force of habit to have every parameter on my animator in my parameter file
It seems to also occur when the "Viseme" parameter is used in it
But if that is the case, why did it work for you with the test version and not with the public one? both should fail...
urghh I'm already using like 126 paramters I really don't want anything random in there xD
ok, this solution dont work for me xD
because the test version is not networked
Are you using a viseme parameter in it?
the viseme is though
even with a test avatar
at least this is how I imagine this whole thing happening
i remove all playable layers and the parameters have this
hmmmm
oh yeah that also causes this
its true
Never have two of the same parameter with the same name like that
but yeah it looks like if you have any of these in your parameters file it breaks it so don't do that
yeah, seems to be a new issue with the beta
probably comes down to the same issue as having 2 parameters with the same name
because all of those are already networked and you are trying to do that again
ok, its works xD
a warning should prolly be added in the SDK if you are using built in parameters in your synced expression parameters
yeah that would prevent that
Anyone messed with the different trigger types on the receivers
I've only gotten constant to work
I want to do the one that has a velocity check but I haven't been able to get it to work correctly for like sound effects
I've gotten it to play sound effects but it checks for too fast for it to actually work consistently
To get it to work I have to basically just constantly wave my baseball bat in and out of somebody's head and hope that it'll work one of the times
why ?
VRC PhysBones : 10 = 9.999999999
unity floating point issues
You're having the error because floating points don't store exact numbers - they store approximations. Some specific numbers happen to be stored exactly, but most are not. When you're working with floats you have to just accept that and deal with it.
I am seriously thinking of adding a layer which handles physbones immobility. Stuff keeps clipping when moving so I am planning to increase the value while there is any movement detected. I miss inertia ._.
@inner kayak I see, thank you
does anyone knows what vrc_Dial and vrc_Lever scripts doing? couldn't find any mention in the documentation. please tag me if you know something
If stuff is clipping that’s what Max angle is for
tupper said they looked to be artifacts from an older build of the sdk, they don’t do anything nor are they intentional
probably some old tests they did
Thanks!
Can't wait for vrc to fix some of the begs the beta currently has. (from what i seen all of them are on the canny and tracked.) looking forward to see AD working to it's fullest potential 👀
im still not really understand how this system works. In order to grab an item, you make a bone in the armature and weight paint it to the item right?
2 ideas i have for cannys-
Add ability to grab multiple points on a single PhysBone chain for a certain radius. Think proportional editing in Blender, can grab things near your selection with falloff curve.
100% want this to make lifting skirts easier…
Add component to grab PhysBones in a certain radius. I want to make a little trash grabbing prop that can pick up or pose mine or other peoples PhysBones. Could also be used to “bite” PhysBones, or implement small gimmicks to pose/grab others bones.
_ _
its 6 am and i take years to type, so once i wake i’ll throw them on the feedback boards if one of you guys don’t 
that’ll be hard with contacts being a thing, but the SDK already allows grabbing physbones in editor
so desktop could probably have that added
if a component to grab physbones was added, someone could easily make an OSC script tied to mouse cursor to move a prop in game to grab/interact with others physbones
Could someone help me out with a simple sword grabbing dynamic
It makes the bone grabbable
Wait thats right desktop cant interact at the moment!
Does anyone know if Ik 2.0 beta works with a Kinect
That would probably be a question for the #ik-2 channel
Ah ok
I'm doing it today, I'm finalising my avatar for the beta
just gotta setup the constraint animations properly this time
@torpid reef The power of physbones
Fucking hell I can't get the picture out of my head, what stretch value did you have?
5 lol
Boob stretch go brrr
for the luls
I think Ive managed to sync my crossbow now
Only issue I have is that I need to make the particles behave like they should
Using Unity's particle system
actually I would make them missbehave
I hope they add a setting to where you and other people can play with the bones but when it comes to placement you can turn it off, so its like regluar pc dynamics but for quest-
Well they did state you have to give others permission to mess with them
So long as the hand symbols aren’t shaking hands then they can’t mess with your bones I believe
Alright, time to delete that open beta again
I've seen much worse
muuuuch worese
Avatar Dynamics was a mistake
I noticed that the End Length of a Dynamic Bone is ignored by the auto conversion which means the last bone in a chain is always missing if it was was used.
https://feedback.vrchat.com/open-beta/p/1181-end-length-of-dynamic-bones-is-ignored-by-auto-conversion
When I test my avatar in vrchat my tail bones are like flying around when I move? Does anyone know how to fix that?
i have similar thing and i think i need to play around with values in physic bones script...
Ooh 💔
does anyone know of any avatar maps that have already switched
well at least i will learn a few things (for problem is my tail when i grab it, it go throo my side hip. I can meaby prevent it by add colider on butt bones)
Idek how to add colliders yet 💀
you could also just change the max angle
true
Angle and curve is extremly handy
i just playing with this avatar when i have time (i am preaty leazy but this update will be a big thing especially for people with phantom touch 😉
btw changing the maxx angle affect the whole chain or first bone?
ok
Yes sir
Update the Av3Emualtor to version 2.9.7 if you want to test PhysBone or ContactReceiver in the editor.
https://github.com/lyuma/Av3Emulator/releases
It should fix those errors.
Nice
I'm still curious why they went with damped frequency/inverse of damping for the "spring" term instead of damping. did they want to avoid the case of 0 damping
Am I missing something? I've seen people grabbing phys bones with the emulator but I can't figure out how..
Your camera must have the tag MainCamera and be in game window
default cam has it, custom ones are untagged
same as i have a template
oh I could make the emulator make a warning about it, or pick the first one (or last one as may be, whichever Unity decides to show in the Game View) and apply that tag to it while entering play moed
kind of patch around that limitation
I am leaving the not very poor region, I am not smart enough to optimise my items lol
I have to many polygons, so there is no way for me to leave it xD
https://feedback.vrchat.com/feature-requests/p/performance-rank-adjustments-to-better-reflect-actual-performance then this one might be for you. not necessarily a beta thing in this case though.
Extending the max polygon count isn’t going to do anything. Everyone will just go up to the new limit, making everything more laggy, not less
Letting people use more polygons doesn’t encourage them to use less polygons.
it would already help, if there would be less blendshaped polys, and thats basically what the canny is about.
and the suggestion in there to raise to poly limit for non blendshaped tris, while keeping blendshaped one at a defined limit (whatever that might be), would lead people which are at 70.001 tris to not be like "oh im very poor now anyway, so i dont need to look out for the other performance stats"
I feel like there is a terminology gap here could you describe what a blend shaped Poly is to you?
Do you want your avatar to be efficient and be loved by everyone because of all the frames you're saving them? Follow these tips and you should be good! Any recommended numbers or limits in this document are subject to change at any time. Although some of the descriptions provided below are not prec...
anyone got the code for ik beta? says its invalid for me
If they are aware of this then there is no unity way to get that information
there should be no code
Your example on the canny is not a good test, the test assumes the good quality model's materials are less resource intensive but doesn't show it. You showed that given two different configurations one can have lower poly and be potentially harder on the GPU. However they are not the same model. a better test is taking the good model and separating the head and poly, then subdividing the body. This way the comparison is strictly the variable you are talking about and isn't effected by materials or other parameters.
betas that require codes have codes for a reason so no one is going to tell you them.
The IK beta is not closed. You don’t need any code.
yeah i sadly know that, but i do the separation thing for 1 1/2 years now xD so finding an avatar where i still have a single mesh was kinda difficult xD
but i remember when i optimized avatars with around 300k tris and doing said separations, that gpu usage from the avatar dropped by 30%
What I’m saying is they can’t make preferences rank for any sort of data that they can’t grab from a mesh via C#
you could also do the reverse and merge the head for a model you have to show the single mesh version, and then subdivide the other for the higher poly case.
And how many polygons on a mesh are moved by at least one blendshape is not the type of data you can get, at least, I don’t think so
thry can grab it in his evaluation tool, thats why i brought that up in the first place xD
Interesting that the data is obtainable
my guess is, that he looks "has the mesh shape keys / blend shapes" yes or no
Is it even possible to have a shape key that doesn’t apply to the entire mesh? I know vertex groups can do it (their weights show as black instead of blue)
in unity (and i think at the GPU level in most implementations) the shapekey is stored as a delta on every vertice of the submesh. So its not possible from what i read recently
Is there a way to get the open beta on quest
It’s also not fair to say a mesh laggy just because it has the ability to use a blendshape; A mesh that has a blendshapes that are all currently set to zero is no more laggy in a mesh that has no blendshapes at all
i think my steam was just bugging
:skulk:
yes read the #open-beta-info
if the instructions seem to make no sense when you are in the oculus app, scroll past "reviews and ratings"
@ivory horizon
Thanks I got it
i just did that with the very poor model, decimated the torso and joined the meshes. 69k (1 mesh) vs 153k (2 mesh) and the graphics utilisation difference between them is within testing inaccuracy
anyway, i dont wanna spam the beta channel any more than i have already with this, i will just write the results into the canny
you have to think that there are more then just one person in a room
if you have 20 people in a world all with 69k poly Avatars you are using 1'380'000 million polygons with 20 people and 153k Avatars you would be using 3'060'000 polygons
which is quiet a lot more
the shapekey GPU cost seems to scale based on the amount of polies in the mesh... and how complex the shapekey is (though I've heard conflicting reports on how much this last part matters)
The important bit is we shouldn’t have people splitting the mesh when it doesn’t make a difference if the blendshape isn’t on
If they split the mesh and keep the blendshape off you’re actually rewarding worse optimization
no no, the problem is with VRChat, if you're using blendshapes for speaking
tried the 2.0 ik and only 5 trackers work
the sil blendshape is always on after you speak once
even tho its ment too support 10 point?
the others just dont move yet are under my right foot
Best to ask in #ik-2
thats first of all for #ik-2 and also how it should be
End offset conversion will be fix. Shortly
hopefully
and how do you know? 
I guess to be more accurate, the sil blendshape is always on after speaking once, whenever you're not talking xD
but then you either have sil blendshape on or other speaking blendshapes active
oh okay, interesting that it wasn't mention in the know bugs section
Some fall in crack
Better more report then not enough
true
Well there’s no fixing that and staying excellent rated so I’m not fixing it
It would make me not eligible for quest fall back on most of my stuff as well
yeah I know exactly what you mean, I had to cross that bridge on a few avatars as well
at least we can have PhyBones on Excellent rating avatars on PC now (on the beta) xD
Yep I’ve been avoiding dynamic bones this whole time so I finally get to play with it and I see what all the fuss is about
Half my avatars are medium just because of bone count so the phys bones ranking changes won't help 😔
on PC, I pretty much targeted Excellent if it's under 32k polies and doesn't have long hair, otherwise I'd just target Good for DynBones
Quest optimization varied from Excellent to Medium, depending on how bad it looks when decimated
So phys bones are exactly how much better in terms of performance than dynamic?
10x iirc
Quest Medium has the advantage of two skinned meshes, so you can split mesh for shapekeys
droppin this question here incase anyone knows the answer, is there possibly a way to run the ik beta and the phys bones beta at the same time? .w.
if not, it's cool
not currently
12 - 20 times
Medium bones? How? Where is the cut off for that again
(according to the Blog post from December)
75-150-256-400
…How XD
Base humanoid is like 60ish iirc, so that only gives 90 or so bones for extra stuff
Are all of those actually articulated
Yeah most of them are stuff like having snakes/spiders crawl around the body or having extra appendages like spider legs
Damn thats pretty significant and then there is the whole intractive aspect of walking up to someone and touching there bones without a plugin or client
I didn't realize how cool this was before
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The big difference was actual multi core usage and using the unity job system. Dynamic bones added multi core support but it wasnt built with it in mind so it's medicore
Gotta get me a PC and figure out how to male avis
I’ve heard 12 to 20 was the absolute worst case scenario improvement
And that it’s actually much much better on average
That’s of course assuming you actually have the auto converter running and that there is not any dynamic bones still in the scene
Man I wish the proximity receivers could use the data of where it is being entered from, even if it was on a simple x,y,z plane and not the angle itself. That way I could use a capsule for my hammer and have it trigger between the two blendshapes on either side depending on which side is being entered on the capsule.
It'd be good to workout my mind and create something people with enjoy when I'm not at work or too sore to exercise.
Use lots of tiny ones?
now thats a brill idea xD
I'm using two, one for each side. But I wish we could just use one in total (less performance impact) and use the entry point data instead.
I.e. if it enters from positive 1 on the Z axis it affects blendshape A, but if it comes from -1 on the Z axis it plays blendshape B
instead I need two receivers
This idiot wants to ask a dumb question, what's the "blendshape" exactly?
to keep it simple: blendshapes/shapekeys are usually what most avatar use for talking/facial expressions, it moves verticies/polygons around on the mesh, to explain it simply*
Ah, oke neat
I made blendshapes for my hammer on both sides of it getting "squished" for when it impacts someone. It's essentially deforming the mesh in blender by using sliding bar can control it from 0 to 100.
a very simple example would be blush is kept inside the head when disabled, and when enabled it moves the blush to infront of the face to turn it on
This
I get more excited to get into making avatars by the day, especially with you amazing people explaining things so well
can i hav hammer? :p
Stop! Hammer time
😂 I'm thinking I'm going to make a package of toys and such that are setup and can be drug and dropped onto people's avis and sell it for cheap on gumroad or booth.
Kind of just working on making a bunch of fun little toys at the moment
Whoa, lightbulb moment
dm me if you do, ill buy 🙂
will do 😄
I mean that is something that could be created xD
idk what it is
but it looks like it could be made lol
haha
Its if I remember right something to do with fractals like a sorta golden ratio
I think they look really neat tho
anyone know what would be a good way to do synced toggles using the contact receivers ?
Have a two state layer that checks for if the float is greater than .5, then transitions to a state that has a parameter driver that sets the synced bool.
Wtf, that sounds awesome!
Sorry for the ping
so no way to get around using more memory 
it's only a single bit though
the float doesn't have to be synced, in fact it's better if it isn't
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 ...
well from what i have seen the float gets synced anyway, or maybe i understood that tooltip wrong
I explain how that works in the video, but they do not. Not in the same way an actual networked parameter does.
aight, gonna watch it 
^.^ if you still need help after that then just ask and I'd be glad to clarify stuff
But I do explain exactly that in the video
Do you think there is a way that gravity on an object that has physbone stick to the floor collider(and have it so that the object that has gravity doesn't move from its position if the player moves from it? (Yes I understand the floor collider would need to be a little decent size, but just seeing if you can see if that's possible. (Not at my computer right now so if you are able to look into and get back to me and let me know. (If it's possible chairs might be possible to keep it still without the lock position constraints and just use gravity on an physbone object and a floor collider.
I won't lie doing this is a bit above my knowledge with physbones at the moment, but a friend of mine is working with some other creators at the moment on some cool things (similar to this) involving something like this. I can't give out much detail on it at all right now since it's in the works, but people are messing with things like this at the moment.
Im thinking about a throweable pickup using the dynamics and the spring joint any ideas if that would work?
I am positive that it is doable, but exactly how you do it I would not be able to make at the moment. Would require a lot of experimenting.
Yeah my guess its that its doable by a mix of spring joints, the dynamics and a world constrain
I wish we could send the interaction signal through particles maybe that can help too
hmmm, are posed physics bones synced for late joiners?
I think you're on the right track
if so, im smelling the ability to make some pretty neat sliders
I believe if you put the parameters that are created at runtime for them in your synced parameter list then they would be, yes.
You would need EarR_Stretch and EarR_Angle in the expressions parameter list for them to be synced.
darn, only have enough memory left for 1 float and 2 bools 
Hey is there a way my friend can switch to the open beta on quest without using a phone?
Don’t you need a phone to have a quest set up in the first place
How do I get the open beta on quest
Yea but its set up with her parents phone bc its her bothers headset.
you can use the website
She is old enough for vrchat but her brother isn't XD
I'll see if she can get her parents phone
What layers were you using for your stuff?
I am adding 2 receivers, one which has a block sound and one which has a hit sound
I'll give it a try as well. (I also got plans on doing things, but I might test it out since I'm back at my laptop now.
wait wut
whatre you tryin to doi
So I have 1 receiver which detects if I hit someones head and one which detects blocking
I am just wondering what layer you were using for your sword
or hammer lol
layer?
My friend lemme show you
you dont have a sender on your shield?
..thats alot
Best of luck haha
Be as dynamic as you can be
avatar dynamics
Look if you want me to I can easily just make this a prefab if necessary
You should put a sender on your shield with the tag "Shield"
Did that already
I knew something was off from the beginning lol
You're actually very fucking lucky I responded
1 sender 2 receivers
I am playing Will You snaill rn and I am not willing to stop playing
could we get some input on the PhysBones vs Dynamic Bone limits on the performance system? Why are e.g. Transforms max amount for poor the same and collission check only double if the system is 10-20x more performant? As in, why is that performance increase not represented in the Performance Ranking?
Because we don't want a bunch of inexperienced people thinking they should just fill the limitations to the brim because it performs better. Just because it performs better DOES NOT mean throw more bones on your avatar just cause
I want the game to run better, not the same because 10 egirls decided that 500 transforms isn't enough now that the game runs better so they make it 1000 instead.
E
i guess the term "Performance Rating" is a bit farfetched then 😅
I think that Physbones is the least of our concerns on our avatar performance ratings. Most everyone's avatar is going to fall within reasonable standards and our games will run better if things stay exactly how they are. If people see higher limits then they are going to think "it is okay for physbones to go brr now" and toss more on.
If we want to talk about performance ratings making no sense, then the audio source limits affecting how they do and particles as well are completely and utterly a failure at representing someone's avatar performance. I will forever be "Very Poor" because my particles will always be at 10,000 on my avatar because I use the particle pen. But that will not cause people to lag if I use it like a normal pen because only a couple hundred, to maybe a couple thousand particles would be on screen at a time.
Am I complaining about this? No, I could care less about the performance rating system itself because it's so poorly put together. If I want to know how bad someone's avatar is, I look at the stats and see what they have on it and determine if it's actually a very poor avatar or not for myself.
Reduce the max particles on the pen to a more reasonable amount perhaps
But yeah the performance rating system isn't 100% perfect and cannot account for cases such as that
I've used up to 8k and such before when drawing large things for fun, so I'm planning on leaving the limit where it is because i'm indifferent to people having my avatar hidden. I mostly interact with friends of friends and we show eachothers' avatars anyways.
having an issue here. I've converted dynamic bones to physbones, and it seems to work in the editor, but not in VRC. any ideas? I'm stumped
You could with a "Total Avatar Performance Rating" and an "Active Avatar Performance Rating". Just because you have 40 materials on your avatar doesn't make you unoptimized unless you have ALL 40 on at the same time.
I suppose if you have a decent fallback Avatar it's not a big deal if most random strangers see the fall back
For example one of my avatars has about 7 meshes but it only ever has 2 or 3 active at once. VRChat acts as if the avatar has all 7 meshes at once and labels my avatar as medium.
Exactly my point.
Which is why I disregard the performance rating system entirely for my own personal perspective on peoples' avatars.
from what I recall the runtime cost do I actually have a what are you actually using at the moment rank was a bit too much for vrchat taste
this made me realize. are they case sensitive?..
Im on oculus and i cant get out of beta
😅 shit
100%
guess i'm gonna have to rename all my triggers.
I capitalize all of mine haha
reinstall
Ok
So i know how to get back to normal for it
Leave vrchat
Go on that link that they gave
Change back to live
Uninstall vrchat
And restart your headset
If that doesn't work I tired to help ya
Because the goal here is to make the game more optimized. Not give us increased limits so that the game is just as laggy as it was in the first place.
If the physics bones are 11 times more optimized but we increase the limit by 11x, we really didn’t improve performance at all, did we?
Is there no limit for contacts?
There’s no real performance cost for contacts
Is this actually true? Like has anyone tested how much they impact performance?
My assumption is it’s negligible, but no I have not done any test
Ah I see
They put it on quest without any sort of hard limit, I would assume it’s not intensive
I mean contacts basically don't do anything else then to test how close something is, they should basically effect performance by 0%
and once again how irrelevant the whole performance ranking system is on VRC as it is, I don't know if this matters as it is.
Okay let's do some calculations for how much this ruins the fun for fully functional avatars
16 max, for about 2 receiver per items, you'd theoretically have a max of either 4 items with full interactabilty, or sacrifice some items for stuff like boops and headpats
Whoops!
if you wanted to strive for the upper class of quest compatibility, but that can lick my ass, not giving up contacts for a rigged system
Avatars also have a ton of default contact senders that are discounted, so you really will only need the receivers
You can edit and re-position the contacts on your descriptor and they don’t count towards your total
But then what's the point of calling it avatar dynamics when most things can't become dynamic
Think of it as more of a taste test for the full version of vrchat on pc
To be fair, avatar dynamics, to an extent, is way less cool on quest as it is because they don't get to hear sounds or see hardly any particles at all...
still impressed they got it like running on the quest at all Avatar Dynamics
While they are small ideas and probably would't be used by many, I believe they still would be very useful and cool toys to play with if added.
[1181] Add ability to grab multiple points on a single PhysBone chain in a certain radius.
https://vrchat.canny.io/open-beta/p/1181-add-ability-to-grab-multiple-points-on-a-single-physbone-chain-in-a-certain
[1181] Add component to grab PhysBones in a certain radius.
https://vrchat.canny.io/open-beta/p/1181-add-component-to-grab-physbones-in-a-certain-radius
If a quiz is quizzical then what is a test?
?
Yep buzz kill when you don't get to hear the slaps from other players T_T
Is it gonna give up bones?
basically the mobile-phone processor in the quest doesn't have enough CPU to handle both all of the Avatar voices and sound effects for avatars
Is there any way to test physbone collisons in unity?
I entered a bone into the colliders list and it does not work in play mode
what
[1181] Enable Desktop players to pose PhysBones.
https://vrchat.canny.io/open-beta/p/1181-enable-desktop-players-to-pose-physbones
I logged in the website link
what does the parameter need to be defined as on the conditions for the animator, an int?
for what? Contacts?
yeah
they have to be floats
probably xD
are custom collision tags for contact receiver case sensitive?
Yes
alright, time to add a bunch of different versions of "sword" to account for how it might be done by other people
Nah the community should just establish the precedent that all of our tags are capitalized.
Which mostly everyone is doing at the moment anyway
yeah, but since its new there will be outliers
😂 When their stuff doesn't work, tell them to fix it so they'll understand standard procedure.
its easier to make mine more compatible right now then stopping some funny thing happening in the future to tell someone to do something they probably wont do
Eh just encourages people to not set things up in a universal manner then
The whole sword thing is a bit complicated because I don’t think senders detect other senders, So does a sword need both a sender and a receiver?
yes
Well your sword is naturally going to have a receiver on it already if you're doing your own animation stuff with it. But you would need to add a "Sword" sender on it for it to interact with other peoples' stuff to if their receivers have "Sword" in them.
@torpid reef I like your avatar
hence why I'm asking about case sensitivity, because the sender would then need to be labeled "Sword" like that merely to interact with my receiver
convert tycho to a warrior xD
just had the realization that my thing that I put a bunch of effort into to use minimal contacts for (for quest) won't actually work on quest because it also needs constraints. Ah well.
so when i interact with the contact (constant) it doesnt revert back after I stop making contact with the contact
for reference im having a certain contact point make a face when touched and then revert back when its not touched
Thanks xD
Got some sounds on my avatar now
And the weapons system should work
that might be a mistake in your animator controller, you can make a contact sender in the editor and check the state of the receiver to make sure that the reciever is behaving as you expect it to before uploading
Also I can say that vrchat needs to make some kind of audio manager for avatars so we dont need so many audio sources
yes please
Hey we have the same parameter name "bonk"
mine is to do this
using the new contact system to assign this to a toggleable head contact instead of having it take up a CGE slot
Mine is to show that my hammer has hit something
If it worked. that is.
Because it is not doing that At all.
Well once, but we don't talk about the 1 bonk
I want to add in more effects with my stuff, but I have so many floats as it is for moving objects around on my avatar and then also doing the interactive stuff too lol
Well time to get on vr for the last 40 minutes to aggresively abuse people
I mean test my items :)
i heard you like some floats so we gave you floats so you could float with your floats.
"We all float down there" - Unity's particle system
LOL
im thinking maybe its not exiting to the right state to reset
but i cant figure out where exactly the state should be going
so the parameter is going to zero but its not exitting the state it seems
The float parameters that the contacts control can be a bit wonky with exit time on animations sometimes.
so should i disable exit time?
Depends on what you're doing and how you have your layer set up lol
Does anyone know how to grab the physbones in the game view?
and whether or not you use write defaults or not.
need to be using a camera tagged as main camera
Did still didnt work
im trying to set it up on the CGE layer so my other faces dont trigger while im doing it
I don't know what a CGE layer is lol but if you're trying to make it so that a nose boop overrides your current facial expressions then you'll just want that layer below your expressions layer. Again, this is assuming you do not use write defaults.
It hasnt been working for me for awhile
im referring to this layer made from the CGE plugin
in the FX animator
Oh man.. Lol CGE, right. I used to use that, but it does some wonky stuff so I stopped.
Are you using write defaults..?
Are contacts guaranteed to behave the same locally and over the network?
i believe they're calculated on each client individually
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 ...
I see. I thought so. At least I already have an int for faces
how do i get physbones
edit: #open-beta-announcements , SDK is linked there
Add component > Phys Bone
Wtf is "float"?
is physbones for pcvr for quest or for quest 2 totally?
Yes?
what i mean with quest 2 totally is that its not connected to the pc
how do you make grab work to trigger sound
Yes
They do
Ik because I'm a questie and the beta works for me and I see physbones working
yes you can use physics Bones on Quest not hooked up to a computer
thx
A decimal number stored in 8 bits.
how do you get it on quest
Does anyone have a functioning on enter trigger
#open-beta-info will help
Yeah, just be sure to use a float and be checking for it every frame or you may miss the activation
how do i check for it every franme
frame
because thats the issue i was having
i would miss it alot
If you use exit time the conditions will be checked once per animation Loop, if you have exit time unchecked, the conditions are checked every frame.
so i switched to constant
Whoa wait, you can make working sheaths with physbones?
Contacts, rather than phys bones, but yes
is there a way to leave the open beta? cuz my friends tried it and apparently can't get out of it
or something
Me and a friend are trying to import the SDK into fresh projects... but it's saying it will not load Dynamics due to some kind of error...
Fresh, empty project... I don't see why this would happen
2019.4.31f1
um i still don’t understand how to get phys bones
The sdk is supposed to import those packages automatically, but you can do it manually. burst and mathematics
Does someone know how reverse collider work and can explain me in what situation its useful
in the unity editor?
Kk, I'm, trying that now
so they stay inside the collider instead of trying to avoid it
Can someone help me figure out why after converting to physbones half of my bones don't move anymore. I've tried messing around with the settings on them, but they just stay completely still, all my hair bones and chest bones are stationary now
Seems these are installed properly...
:/
im a questie and i really don’t know where that it is sorry
I installed the new SDK to try out the Physbones, but for some reason when i try uploading my avatar, it gives me this error.
well, i got grab to work. funny thing. every part must have it own name and sound
any idea whats up?
time go beta to test 😛
Bump this question, my friend is having this same issue.
Yeah, Vox is talking but me I have the same issue, the exact same thing.
A lot of my dynamic bones had their rotation limit set to 0 degrees after being converted.
um how
Please, go read #open-beta-info and follow what it says there and you should be set my guy 👍
it work
Is there any good parameters for a tail?
I'm trying to make it to where I can grab my tail lol
Won't let me grab it for some reason
I have grabbing enabled also
i've been playing with that for a sec, these are my params for a rarher long tail
Yeah, I didn't notice that about my hair, that fixed that issue. Now the only things not wanting to move are the chest bones
but atm im looking on how to trigger a parameter/face gesture by touching the face of my avatar (kinda like a boop)
someone i know entered the beta last night and now when they join a world it puts them in an empty instance
anyone know how to fix this?
open beta is not live compatible
so how the fuck do you leave lmao
they dont let you leaeve
and dont let you play the game
nice!
oh steam?
nah
on*
they are on quest
idk about how standalone quest betas work, but i think the article for it has how to move back and forth on betas
my friends are having the same problem
Oh sweet haha, I'm trying to make my tail act like the robot fox example
For some reason it's really difficult to grab my tail from behind me
Facebook does not allow you to opt out of betas. Factory reset your headset and re-download the game. If you think this is annoying, complain to Facebook, it’s outside of VRChat’s control.
hmm... odd
thx facebook for being a great platform
These are my settings, maybe it could be a model issue?
Amazing you have to go to such lenghts to test a festure.
Oh shit what happens when the beta is over?
TRUE what happen
@near grove unclear what problem you have
Works perfectly fine on Steam and you can opt in and out at will. How quest acts is Facebook’s job, and they did it poorly. VRChat has no control over quest OS.
either an update to live or postponed to fix bugs, expect several sdk's in open
Will this work on the quest one or no?
If i understand what people have said before, its happening because the Beta is a "newer" version than live. so when the beta is released in theory the live will work
I'm having a really bad difficulty grabbing my tail haha
Had a bunch of quest users test mine they seem to work fine , floppy ears got poked several times
Other users can grab it but I'm unable to as easily
lol. you going need help to test that with other player. i have the same problem
i know that, still kinda not cool of fb to throw away what vrchat is working for a open to test platform beta
You factory reset your headset and reinstall the game, same as when you decide you want to finally see other people in VR chat again.
with sdk. if you hit play and on cam 1. you should grab tail
Fuckin rip
Unless you’re using Steam, then you just opt out of the beta because valve knows how to make software
Well visual movement of all that does not work
No one has any clue if I’m going to randomly guess I’d say the beta will probably last a month
isnt it on vrc to just update the beta version and fix it?
3~ weeks would be mine guess, always thought it would be least april
Oh whatttt, cam 1?
Like the main cam?
I'm a little confused haha my bad
yes. hit play and try grab tail from cam 1 veiw
play mode, go into game tab / poke avatar (long as camera is set to MainCamera tag)
do i need to change unity versions for the beta sdk im having issues uploading for quest to test...
nope
hmmm\
The beta version is for testing you can’t see any other players except other people who are testing, it’s not for previewing features early it’s really, really, just for people bug testing. Most of the people who opt in come back here 10 minutes later trying to figure out how to get back out.
I just duplicated my old projects and updated sdk
hold on, how are y'all testing the physbones on unity?
4days in and loving it
Play mode
ye
you can test by hitting play in unity
Oh thank you guys, I figured it out haha
your welcome
It's at the very base of my tail
Even the quest one?
ya, it hard to find but it there 🙂
for all you want know how to make sound from grab. i can make a fast video
Couldn't they just make the beta the latest version when the time comes?
Thats usually how it is
i got no clue how im messing the upload up lol. would anyone be willing to help me out.?
Just really don't wanna reset my oculus
i have been in and out of beta no issue..
Quest?
well youd think they would make this clear somewhere? because it wasnt. also last night it was working fine for them, they were in my lobbies
ye
forgot to say, thanks
Oh shoot haha, I was actually wondering about that too
it was on the official announcement for the beta "non live compatible"
Because I was thinking about doing a boop contact
but some everyone do not read rhe docs
well, the article which they blast all over the game did not have it.
If you read #open-beta-info it is clear that unless otherwise noted, you can't play with live, and that it is for testing and feedback
have you figured out how? Been looking on how to do that
look at the giant big clicky button they put in your face explaining the beta, nowhere to be found on that article.
I have a question
If i have a physbones avatar and switch back to live what would happen to the avatar?
they stifffff
But they stay in favorites and can still be used?
I have this video explaining the network synced contacts- so far I'm not entirely sure if it can be helpful haha
the ones you can clone? ye
Wdym?
I uploaded an avatar with the new SDK
works fine on live, the new components are just disabled on live
i think it should, i just want a blep every time i am booped lol
OK dope
yeah they stay but bone motion is not seen
It’s all detailed in #open-beta-announcements , which unless people skipped it, is the first thing you read.
Proly gonna switch back tonight then
this is once again, in the discord, where not everyone who plays is (especially quest users). im talking about the GIANT IN YOUR FACE in game button everytime you open your menu that takes you to the article explaining the beta and how to get it. Nowhere to be found on that page.
its just stupid in my opinion to not include that there, but yes they would have never gotten the beta if they were in the discord and read it here, they found out about the beta through the official article where that was nowhere to be found
fuck facebook for not giving opt out options though, blame is mostly on them
Just factory reset your headset and reinstall the game
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 ...
Here's the video haha
interesting video, tho i do have a few questions
Do you need to add parameters to the avatar's playable layers ? What are the parameter names for the bone and fx? the video is kinda hard to see
Although I do think it is a good recommendation that they stop promoting the beta to quest users since they are aware opting out is difficult
And based on the messages here plenty of people are opting in not even knowing what they are getting into or that they can’t see anyone lol
for the bone. you just want (name) and for the FX you want (name)_IsGrabbed to make it work
:o! Thank you so much, im gonna test that out
your welcome 🙂
Is there a way to test grabbing physbones in unity? I want to test pulling a tail and that’s not easy to do in VR haha.
x2 just was shy of asking a lot
i didnt have to factory reset at all just uninstall and reinstall vrc live.
also wondering how to have a bone or collider for the boop too
yes, you can grab bones in play mode in the game view. You'll need to move the camera around to get a good view
I don't seem to be able to grab em at all
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fixed it, however it wont let me move my taik
Can someone help me understand this a little, the documentation doesnt seem much help.
I want it where when the tail is pulled the face gets angry. I already have a parameter setup and all and testing it with an expressions menu toggle proves all is well
Help me understand how I then get it to say to toggle that bool to enable the angry face when grabbed.
so your grabbing the tai yes? when you "grab" i asum thats "fist" which inturn triggers facial espression
if you wanted to you could use a parameter on the phybone and use the '[parameter name]_Stretch' and check if its above a threshold then do the angry face animation
Hi there 🙂
I'm trying to edit an avatar to add PhysBones, triggers and colliders to it , and i can't get it to work yet.
But the main issue i'm having is the lack of the "Avatar Overlay" option in the Config quick menu to show the colliders and triggers in game.
Is it available ? 🤔 Maybe i have to enable something ?
is there any beta avatar worlds?
I actually did this when the beta first came out and was oddly enough in a lobby with Hai when I was testing it out with people although I didn't really interact with them. It was super shakey at first but I messed around with it and now i think its pretty decent to use. Only required two sets of bones though rather than 3 and I just posted a video on it in the showcase channel.
yes, tester world
See, that’s where I’m lost. I feel like I have everything setup correctly. I have a parameter called “tailPull_isGrabbed” and when it is true then it makes the face angry. I have confirmed this works by making an expressions menu toggle. When I define that parameter in the PhysBone and it generates “tailPull_IsGrabbed” and I have a parameter for “tailPull_IsGrabbed” that says to make the angry face when set to 1. In the Unity window, I pull the tail, inspector shows that “tailPull_isGrabbed” is now 1 and not 0, but nothing happens.
bool parameter tail > auto becomes tail_IsGrabbed / _Angle _Stretch
first is bool , rest floats
It should just be under the action menu (The radial menu) under settings, config or so if it's not there then double check you are on beta as it's def there for me with no additional requirements
What could be causing this? My physics bone ears are flapping & flailing around everywhere, even with no head collider present.
See, I don’t see anything yours is doing that mine isn’t.
does that happen even if the collide with undefined colliders is unchecked?
it really does look like a collision glitch, so thats baffling if not
How do you get phys bones on quest
almost beta update time?
https://feedback.vrchat.com/open-beta/p/1181-grabbing-is-animated-physics-bones-stutters-doesnt-actually-move *fixed in a upcomming build
if you animate something and try to drag it or use a gesture that move it spazzes oddly (IsAnimated)
how do i get off beta LMFAO
Im stuck on it
i’ve tried you back to the live but it doesn’t work
im stuck in beta help
same
If you are on Quest, you have to factory reset it to get out of beta... Blame Meta's terrible software.
Is my spidey-sense a tingling? I feel a new Open Beta patch is inbound 👀
If you are on Steam, just select the "none" option to get out.
CRYING
what if i log into steam with my vrchat acc, will i still have to factory reset my oculus?
You only have to reset it if you are running the game on the Quest itself instead of on a PC running SteamVR.
Wrong beta client x) Thx 😊
You're welcome ^.^
can't you use SideQuest to uninstall the beta client and install the normal client back ??
im on quest how do you open beta?
Yeah I've been trying to figure out how to get it, I can look at all the patch notes but I can't find the link to open up the open beta and I checked the Oculus store and I can't find it
crap!
Failed to save blueprints when publishing my avatar 😦
Anyone know why ?
I juste updated the dynamic bones to physBones and added a few colliders
I'm using Unity 2019.4.31f1
you just have to uninstall and reinstall a couple of times
Anyone see any new avatar worlds with physbones for quest ?
I don't have a Quest, I'm just repeating what I've heard here.
question how do i get a code for the ikbeta?
ok thanks
i have one but it not for other to use.
Anyone have a estimate of when the full release is?
So helpful thank you
I'd say a few weeks at least
your welcome
@light socket Really interested in the attaching system you're working on and was wondering if you'd mind if I added ya and asked ya about it in a bit.
go ahead!
I'm going to eat and finish up some other things that i need to fix and i'll be sure to shoot a message your way once i finish up!
make sure the main camera has the tag MainCamera
im going to loose it if that has been it the whole time lmao
am i dumb? how on earth do i exit beta lol
are you trying to upload that avatar?
i'm confused what the problem is
if you're trying to upload it make sure you're viewing the "game" tab next to the "scene" tab you're currently viewing
yes everytime i go to upload it throws that error at me
