#open-beta-discussion

19 messages · Page 3 of 1

tall frigate
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Why do I turn so slow in open bata

quaint geode
tall frigate
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I’m using quest

quaint geode
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yeah happens on both platforms as far as I know

tall frigate
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18 fps

tender dome
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yeah rn the more you lag the slower you turn

heady jacinth
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How do I join the beta on quest?

tender dome
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though be warned trying to switch back to live can be a pain on quest

molten cobalt
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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

tender dome
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yeah this doesnt magically make pre-existing quest avatars have flowy hair

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people have to update their stuff

muted bloom
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We need to get VRCat in here with an auto responder for how do I join the beta lol

proud bronze
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Try using rotation angle limits

tender dome
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hi adeon

muted bloom
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Hi sipp

tender dome
#

i fixed my thingy :)

upper mountain
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Hello, boys.

muted bloom
#

Nice

tender dome
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i am now smart

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i was toggling off the fucking object that had the reciever on it

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so it had no idea what to do

coarse stag
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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.

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oops discord marked everything unread from this morning and I necro'd something old by mistake.

lime yarrow
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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.

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Imagine hair physbones that take over control of your body/arms

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God it's an exciting prospect haha

prisma dune
coarse stag
# lime yarrow Imagine hair physbones that take over control of your body/arms

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

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think about the possibilities

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I want to see it happen

molten cobalt
lime yarrow
lime yarrow
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Unless there's a way to point the elbow at a ref bone

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Like maybe using aim constraints

coarse stag
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it might be able to approximate it with some combination of angle limits and lookat constraints

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the arm is a pretty simple system that bends in one direction (mostly)

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probably won't be quite as good as a real IK driven arm

lime yarrow
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Just worried that if you pull the hand backwards is it going to snap your elbow haha

coarse stag
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well I mean if you did that in real life it would probably be painful too

lime yarrow
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Fair

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Could you use final IK for it?

coarse stag
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LookAtConstraint does have that gimbal lock issue unfortunately

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actually -- we still have access to FinalIK

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yeah so you could probably do it "right"

lime yarrow
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Nice

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Too bad final IK is like $90

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cries in poor

coarse stag
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wait for a sale and get for $45

lime yarrow
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Fair

coarse stag
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(or just scum the class name and properties off your friends and make stubs)

lime yarrow
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It's also hard to justify since they regularly break it

coarse stag
#

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

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you just won't be able to test in editor so it will be pretty painful to learn how it works

lime yarrow
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Interesting.

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Yeah lmao

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I'll buy it eventually. Is there a specific version I should be looking for?

coarse stag
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:-p no idea

lime yarrow
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I need it for grounder IK

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Ah

coarse stag
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^ based

lime yarrow
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And for ray casting

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Mostly Raycasting tbh

unkempt finch
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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

tender dome
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you can still have like, 8 components and still be good can't you?

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8 is plenty.

unkempt finch
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True, I was able to get to 12 and get to medium

proud bronze
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If you're doing things like hair, just group all the chains under one parent bone instead of a component for every chain

dim cloak
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You can grab his limbs and move them around as you please

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it's pretty cool

short jasper
turbid saffron
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I'd need to rebuild the chains and I need two for two separate axis locks.

near grove
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I have a question so just The Quest you can it do it Or no?? For the beta

molten cobalt
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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

muted bloom
wintry notch
short jasper
wintry notch
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Aight

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No changes

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I have no colliders

drifting nacelle
short jasper
drifting nacelle
wintry notch
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Will it still affect how it would look like in game>

vast compass
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Anyone else's puppets break with avatar dynmics?
my tail puppet doesnt work properly at all unless i turn off tge physbones on it

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said tail puppet controlls rotations on tail bones

small surge
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This a IsAnimation thing?, if its on anim should behave, but grab goes derp then

vast compass
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it is animation / blendtree

proud bronze
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Make sure to check the Is Animated box on the physbone component

vast compass
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a thing i didnt see, thanki

small surge
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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

vast compass
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hopefully will be fixed on release

rigid pollen
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how about instead of using a collider to prevent clipping perhaps use the rotation limiter

rigid pollen
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no worries

charred palm
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I just realized some reason my sdk isn't working right

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It got it of those scrolling stuff & control panel not Wanna work

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The beta sdk*

visual path
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Does anyone know why the beta sdk won't let me edit view points

fallow rock
visual path
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Where is that option

fallow rock
visual path
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O h

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Well I'm dumb

hollow hatch
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it happens to too many people

charred palm
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Sooo

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It's not letting me get me to control panel

ivory oracle
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I'm confused how do I get into the open beta on quest. Do I need to download the sdk?

hollow hatch
hollow hatch
flat patrol
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They should create a channel call. Help, am stuck in the betaverse

ivory oracle
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Then*

hollow hatch
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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

ivory oracle
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Oh my bad thanks

proven oxide
light socket
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do the built-in contact senders for e.g. the head not work in the editor?

flat patrol
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Tutorial unclear, got avatar stock in the floor.

wind bronze
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I'm so confused??

light socket
wintry root
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I know you can grab and test phys bones in play mode is there a way to test the triggers as well?

light socket
wintry root
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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

light socket
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i'm able to test them fine in unity (except, again, for the contacts built into the avatar). maybe that's because of Av3Emulator?

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so yeah, works fine in the editor for me

wintry root
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Oh weird I am using the spear ones do you have them set to finger or something else?

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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

light socket
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yeah, or you could create a contact sender that's tagged as a finger and poke that into the receiver

wintry root
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Ah I might have to do that then

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Yeah that does it exactly lol

left roost
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Is anyone else having an issue where your whole body floats to the side when lifting your legs in FBT?

vapid carbon
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so I got a question if ur stuck in beta wat should u do?

quaint geode
vapid carbon
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Oh I see but wat if it isn't working

quaint geode
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not sure xD usually will fix after reinstalling if you set it back to live

jovial pine
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does anyone knows what vrc_Dial and vrc_Lever scripts doing? couldn't find any mention in the documentation

near grove
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On quest, how do you go from open beta back to live?

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I tried doing it the same way I went to open beta, but it’s not working

inner kayak
glass cloud
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which i find a bit stupid

vapid carbon
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._ . Well then

molten cobalt
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as vrchat didn't design the system for getting into betas for the quest

glass cloud
vague nacelle
glass cloud
molten cobalt
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if you're not personally Avatar Creator I would probably stay into the live version of vrchat

vague nacelle
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I am an avatar creator actually I have made 5 public Rexouium avatars so far.

glass cloud
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so when the full release of vrchat avatar dynamics releases, what happens to the open beta

vague nacelle
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So I will be switching back and forth now.

timber jewel
glass cloud
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so if im in open beta ill automatically be put into live?

timber jewel
vague nacelle
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Is there a possible approximate full release date for the live version of physbones?

glass cloud
chrome parcel
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milk are you the guy i was talking to about optimization earlier ingame

muted bloom
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After mulling it over, I no longer have an issue with the bi-directional permission system and think it was the right move. >_>

vague nacelle
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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.

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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.

robust gyro
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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?

vague nacelle
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That is a good question.

robust gyro
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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

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but idk if that’s gonna cause conflict between the two

robust gyro
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ok good to know

stable wagon
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it be pointless too. no one can join you and i think beta will kick you out when it over

robust gyro
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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?

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I know that physbones are sdk3 only so what would the case be for sdk2 avis with dynamic bones?

muted bloom
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old SDK2 uploads that have dynamics get replaced with phys bones (the auto-replace settings are, interactable and grabbable, but not poseable or stretchable)

timber jewel
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Cause auto converted SDK 3 avatars ones are

muted bloom
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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.

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I could be wrong though!

near grove
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In the beta SDK it just made the bones floppy, but they're not interactable at all

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with the conversion I mean. I'm not sure how to make them interactable

formal breach
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If the dynamic bone script didn’t have a radius set then you won’t have interactivity in the auto converted physbones

formal breach
near grove
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I'm not sure how to really do that

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I'm not very well-versed in Unity

formal breach
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Go to your dynamic bone script in Unity and add a radius. It’s just an option in the list.

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Make them small though, don’t have a large radius

near grove
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I don't intend to work on that right away but I'll keep that in mind for later when I do

formal breach
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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.

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Start small, don’t make them huge.

near grove
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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

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how big should I actually make the parameter to start with?

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Idrk what I'm doing

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ah wait hold on a sec

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radius* not parameter I was looking in the wrong spot

tepid notch
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just enough to fit in the hair

near grove
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I have ears and a tail

tepid notch
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same applies

near grove
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and again I have no idea how big that actually is

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I have zero idea what I am doing

tepid notch
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you should be able to see the radius ball in the DB script

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in your scene, I mean

near grove
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oh yeah ok it's just massive

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ok that helps put things into perspective

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how's this look?

tepid notch
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looks fine to me

near grove
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aight thanks

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I'm gonna go ahead and not make the tongue interactable

near grove
# near grove aight thanks

If you’re in the server for the hyenid, I am pretty sure they updated it for physbones? The tongue at least iris

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Ah I'm using the Pupper base

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Idm doing this stuff myself tho tbh

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Ahhhh I see! Alr sorry about the ping!

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All good :)

autumn dagger
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I'm having a bit of trouble with the parameter bit on the receiver

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It says its not found when I have a parameter in my FX controller called it

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It also says this

torpid reef
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Anyone figured out physbones settings where the bones are loose but dont go completely inwards into the body when you move?

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Aka I miss inert

short jasper
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Does anyone have a fix for avatars being stuck in idle poses?

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like the avatar fails to load and cant access the expression menu

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It's an avatar I uploaded using the beta sdk

timber jewel
short jasper
timber jewel
short jasper
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expressions menu is greyed out and it says this on the debug

timber jewel
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oh weird

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hmmm

short jasper
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I've even attempted on uploading on a completely new blueprint, still occurs

timber jewel
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weird

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what happens when you try to load the avatar in the live version of the game?

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do you also get that issue?

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(using the same version of the Avatar)

short jasper
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It works fine

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I checked the output log when I load into the avatar and got this

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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.

timber jewel
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Hm that's really weird

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Do they constantly wont load in the beta or just sometimes not?

short jasper
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This is consistent across several avatars, some work fine, some don't

fallow rock
short jasper
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I may have found a fix, one moment

timber jewel
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if you do finde a solution, you should probably write comment on it

short jasper
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shall do

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Nope, no luck.

tranquil tartan
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i have the same problem

short jasper
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The avatar works perfectly fine when you upload it locally via "Build and test" but actually uploading to VRC servers doesn't work.

timber jewel
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hmmm

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does clearing your cache and restarting solve the issue?

short jasper
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I'll try that real quick

short jasper
timber jewel
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sad

short jasper
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It looks like this is an issue on VRChat's side completely when loading the avatar from the servers maybe

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Which means its out of my hands 😔

timber jewel
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hmmm

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but it only happens on the beta, which is weird

tranquil tartan
timber jewel
tranquil tartan
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yes, but this appears with test and publish avatar xD

short jasper
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odd

timber jewel
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just wondering do you have any Phys / Dynamic Bones on your humanoid bones? So you head, hips, chest etc

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/ are a few of them set as root bones for them?

short jasper
tranquil tartan
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yes, we have the same problem

short jasper
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Okay I got it working

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figuring out what the fuck i did to make it work

blazing lodge
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@chrome parcel

chrome parcel
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henlo

tranquil tartan
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I have tried putting the Phys in the corresponding Root bones and also in a "Dynamics" component but neither works

blazing lodge
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But yeah optimizing is a friggin paaaaain

chrome parcel
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not for bones really if it's stuff like hair bones

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just use cats to merge to parent on every other bone up a root

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it transfers the weights

timber jewel
chrome parcel
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it doesn't look that bad

blazing lodge
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As soon as the new wiggle physics is live imma try my best to learn how to use it 😭

chrome parcel
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to remain green we have a max of 32 transforms now for physbones

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instead of 16 before with dynamic bones

blazing lodge
chrome parcel
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Not to convert the bones.

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To OPTIMIZE for it

blazing lodge
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Ah, I heard cats and immediately assumed the blender plug-in

short jasper
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if you have a gestureleft or gestureright parameter in your parameter staging file it causes it

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maybe, lemmie double check

tranquil tartan
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really?

blazing lodge
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Also, these touch menus I’ve been seeing blow my mind

tranquil tartan
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this is the failure?

short jasper
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That's what fixed it for me

tranquil tartan
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i go to try

short jasper
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If you have "GestureRight" or "GestureLeft" parameters in your VRCExpressionParameters file it causes it

timber jewel
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Why would you have those in there btw? xD

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But do comment that on the post I mentioned earlier @short jasper

short jasper
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i am rn

timber jewel
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Good ^^

short jasper
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It seems to also occur when the "Viseme" parameter is used in it

tranquil tartan
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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...

timber jewel
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urghh I'm already using like 126 paramters I really don't want anything random in there xD

tranquil tartan
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ok, this solution dont work for me xD

timber jewel
short jasper
timber jewel
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the viseme is though

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even with a test avatar

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at least this is how I imagine this whole thing happening

tranquil tartan
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i remove all playable layers and the parameters have this

timber jewel
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hmmmm

tranquil tartan
short jasper
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you have two "props" parameters?

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that causes issues

timber jewel
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oh yeah that also causes this

tranquil tartan
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its true

short jasper
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Thats not how that works

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You only need one bool for something like that

short jasper
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Never have two of the same parameter with the same name like that

tranquil tartan
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i dont know why i have two xD

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i gonna try it

short jasper
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but yeah it looks like if you have any of these in your parameters file it breaks it so don't do that

timber jewel
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yeah, seems to be a new issue with the beta

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probably comes down to the same issue as having 2 parameters with the same name

timber jewel
tranquil tartan
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ok, its works xD

inner kayak
timber jewel
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yeah that would prevent that

inner kayak
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i know a lot of beginners that add those

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thinking they need them

chrome parcel
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Anyone messed with the different trigger types on the receivers

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I've only gotten constant to work

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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

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I've gotten it to play sound effects but it checks for too fast for it to actually work consistently

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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

jagged tapir
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why ?
VRC PhysBones : 10 = 9.999999999

inner kayak
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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.

torpid reef
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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 ._.

jagged tapir
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@inner kayak I see, thank you

jovial pine
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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

muted bloom
inner kayak
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probably some old tests they did

jovial pine
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Thanks!

sullen vigil
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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 👀

warm cedar
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begs?

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XD

sleek heart
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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?

inner kayak
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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.

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_ _
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 vrcTupCheers

warm cedar
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You know what would be an even better canny?

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desktop user support for interaction

inner kayak
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that’ll be hard with contacts being a thing, but the SDK already allows grabbing physbones in editor

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so desktop could probably have that added

inner kayak
little sapphire
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Could someone help me out with a simple sword grabbing dynamic

warm cedar
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It makes the bone grabbable

restive tapir
warm cedar
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Well they can

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if you but your contacts on their colliders XD

wicked gull
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Does anyone know if Ik 2.0 beta works with a Kinect

charred nebula
wicked gull
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Ah ok

warm cedar
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I'm doing it today, I'm finalising my avatar for the beta

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just gotta setup the constraint animations properly this time

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@torpid reef The power of physbones

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Fucking hell I can't get the picture out of my head, what stretch value did you have?

torpid reef
warm cedar
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Boob stretch go brrr

torpid reef
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for the luls

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I think Ive managed to sync my crossbow now

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Only issue I have is that I need to make the particles behave like they should

warm cedar
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Using Unity's particle system

torpid reef
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actually I would make them missbehave

left plaza
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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-

scenic phoenix
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Well they did state you have to give others permission to mess with them

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So long as the hand symbols aren’t shaking hands then they can’t mess with your bones I believe

wraith island
warm cedar
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I've seen much worse

timber jewel
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muuuuch worese

wraith island
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Avatar Dynamics was a mistake

timber jewel
spring salmon
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When I test my avatar in vrchat my tail bones are like flying around when I move? Does anyone know how to fix that?

sweet dragon
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i have similar thing and i think i need to play around with values in physic bones script...

spring salmon
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Ooh 💔

indigo lodge
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does anyone know of any avatar maps that have already switched

sweet dragon
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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)

spring salmon
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Idek how to add colliders yet 💀

timber jewel
sweet dragon
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true

small surge
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Angle and curve is extremly handy

sweet dragon
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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 😉

sweet dragon
timber jewel
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the whole chain

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as you can see here

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the blue cone there is the max angle

sweet dragon
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ok

pliant hornet
coarse stag
timber jewel
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Nice

proud vault
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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

lime yarrow
small surge
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Your camera must have the tag MainCamera and be in game window

lime yarrow
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ah

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okay

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Yeah it was missing the tag

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thanks!

small surge
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default cam has it, custom ones are untagged

lime yarrow
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I deleted the default camera a long time ago

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oops

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haha

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thank you

small surge
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same as i have a template

coarse stag
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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

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kind of patch around that limitation

warm cedar
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I am leaving the not very poor region, I am not smart enough to optimise my items lol

timber jewel
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I have to many polygons, so there is no way for me to leave it xD

muted bloom
#

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

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Letting people use more polygons doesn’t encourage them to use less polygons.

silver ledge
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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"

muted bloom
#

I feel like there is a terminology gap here could you describe what a blend shaped Poly is to you?

silver ledge
# muted bloom I feel like there is a terminology gap here could you describe what a blend shap...
near grove
#

anyone got the code for ik beta? says its invalid for me

muted bloom
#

If they are aware of this then there is no unity way to get that information

silver ledge
near grove
#

weird

proud vault
# silver ledge it would already help, if there would be less blendshaped polys, and thats basic...

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.

muted bloom
silver ledge
#

but i remember when i optimized avatars with around 300k tris and doing said separations, that gpu usage from the avatar dropped by 30%

muted bloom
#

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#

proud vault
muted bloom
#

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

silver ledge
muted bloom
#

Interesting that the data is obtainable

silver ledge
#

my guess is, that he looks "has the mesh shape keys / blend shapes" yes or no

muted bloom
#

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)

proud vault
ivory horizon
#

Is there a way to get the open beta on quest

muted bloom
#

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

near grove
#

:skulk:

proud vault
#

if the instructions seem to make no sense when you are in the oculus app, scroll past "reviews and ratings"

shrewd estuary
#

@ivory horizon

ivory horizon
#

Thanks I got it

silver ledge
#

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

timber jewel
#

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

quaint geode
#

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)

muted bloom
#

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

quaint geode
#

no no, the problem is with VRChat, if you're using blendshapes for speaking

near grove
#

tried the 2.0 ik and only 5 trackers work

quaint geode
#

the sil blendshape is always on after you speak once

near grove
#

even tho its ment too support 10 point?

#

the others just dont move yet are under my right foot

proud vault
timber jewel
near grove
#

oop

#

💀

flat patrol
#

End offset conversion will be fix. Shortly

timber jewel
#

hopefully

timber jewel
quaint geode
#

but then you either have sil blendshape on or other speaking blendshapes active

flat patrol
#

Was something I report in close beta

#

Since it affect a lot of my avatar.

timber jewel
#

oh okay, interesting that it wasn't mention in the know bugs section

flat patrol
#

Some fall in crack

timber jewel
#

probably

#

would have saved me a lot of time that I spend writing my canny for it xD

flat patrol
#

Better more report then not enough

timber jewel
#

true

muted bloom
#

It would make me not eligible for quest fall back on most of my stuff as well

quaint geode
#

at least we can have PhyBones on Excellent rating avatars on PC now (on the beta) xD

muted bloom
#

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

worn roost
#

Half my avatars are medium just because of bone count so the phys bones ranking changes won't help 😔

quaint geode
#

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

violet iron
#

So phys bones are exactly how much better in terms of performance than dynamic?

worn roost
#

10x iirc

quaint geode
#

Quest Medium has the advantage of two skinned meshes, so you can split mesh for shapekeys

pure patio
#

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

silver ledge
#

not currently

muted bloom
timber jewel
worn roost
muted bloom
#

…How XD

worn roost
#

Base humanoid is like 60ish iirc, so that only gives 90 or so bones for extra stuff

muted bloom
#

Are all of those actually articulated

worn roost
#

Yeah most of them are stuff like having snakes/spiders crawl around the body or having extra appendages like spider legs

violet iron
# timber jewel 12 - 20 times

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

drifting nacelle
worn roost
#

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

violet iron
#

Gotta get me a PC and figure out how to male avis

muted bloom
#

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

dim cloak
#

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.

violet iron
#

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.

drifting nacelle
dim cloak
#

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

violet iron
#

This idiot wants to ask a dumb question, what's the "blendshape" exactly?

quaint geode
#

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*

violet iron
#

Ah, oke neat

dim cloak
quaint geode
#

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

violet iron
#

I get more excited to get into making avatars by the day, especially with you amazing people explaining things so well

drifting nacelle
violet iron
dim cloak
#

😂 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

violet iron
#

Whoa, lightbulb moment

drifting nacelle
dim cloak
violet iron
#

What about like a throwable member sponge?

#

Menger*

dim cloak
#

I mean that is something that could be created xD

#

idk what it is

#

but it looks like it could be made lol

violet iron
#

I so wanna figure that out!

#

"Here have math!" Yeet

dim cloak
#

haha

violet iron
#

Its if I remember right something to do with fractals like a sorta golden ratio

#

I think they look really neat tho

fluid peak
#

anyone know what would be a good way to do synced toggles using the contact receivers ?

lime yarrow
violet iron
#

Sorry for the ping

fluid peak
#

so no way to get around using more memory defeatcry

lime yarrow
#

the float doesn't have to be synced, in fact it's better if it isn't

dim cloak
# fluid peak anyone know what would be a good way to do synced toggles using the contact rece...

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 ...

▶ Play video
fluid peak
#

well from what i have seen the float gets synced anyway, or maybe i understood that tooltip wrong

dim cloak
fluid peak
#

aight, gonna watch it thumbsup

dim cloak
#

But I do explain exactly that in the video

brave forge
# dim cloak https://www.youtube.com/watch?v=raQRXfH_GZE

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.

dim cloak
restive tapir
#

Im thinking about a throweable pickup using the dynamics and the spring joint any ideas if that would work?

dim cloak
restive tapir
#

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

fluid peak
#

hmmm, are posed physics bones synced for late joiners?

fluid peak
#

if so, im smelling the ability to make some pretty neat sliders

dim cloak
#

You would need EarR_Stretch and EarR_Angle in the expressions parameter list for them to be synced.

fluid peak
#

darn, only have enough memory left for 1 float and 2 bools poi_wonder

iron solstice
#

Hey is there a way my friend can switch to the open beta on quest without using a phone?

muted bloom
wide bane
#

How do I get the open beta on quest

iron solstice
muted bloom
#

not old enough to use VRChat then

#

Have them get the owner of the headset to do it

modest ivy
#

you can use the website

iron solstice
#

I'll see if she can get her parents phone

torpid reef
#

I am adding 2 receivers, one which has a block sound and one which has a hit sound

brave forge
warm cedar
#

whatre you tryin to doi

torpid reef
#

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

warm cedar
#

layer?

torpid reef
#

shield etc

#

yeah

warm cedar
#

My friend lemme show you

torpid reef
#

you dont have a sender on your shield?

warm cedar
#

I don't no, that is an issue

#

I have a receiver with a lot of names on it

torpid reef
#

..thats alot

warm cedar
#

avatar dynamics

#

Look if you want me to I can easily just make this a prefab if necessary

dim cloak
# warm cedar

You should put a sender on your shield with the tag "Shield"

warm cedar
#

I knew something was off from the beginning lol

torpid reef
#

Ill make sure I will add the sword tag on my weapons

#

3 contacts total lol

warm cedar
#

You're actually very fucking lucky I responded

torpid reef
#

1 sender 2 receivers

warm cedar
#

I am playing Will You snaill rn and I am not willing to stop playing

torpid reef
#

lol alright

#

Nice of you to reply then!

warm cedar
#

For a friend who helped me test my avatar? anytime lol

#

Boom, happy now wulf

dim cloak
#

😛

coarse widget
#

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?

dim cloak
#

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.

mental marsh
#

E

coarse widget
#

i guess the term "Performance Rating" is a bit farfetched then 😅

dim cloak
#

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.

short jasper
#

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

dim cloak
harsh grove
#

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

dim cloak
molten cobalt
short jasper
#

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.

dim cloak
#

Which is why I disregard the performance rating system entirely for my own personal perspective on peoples' avatars.

molten cobalt
#

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

sullen vigil
lucid fossil
#

Im on oculus and i cant get out of beta

sullen vigil
#

😅 shit

sullen vigil
#

guess i'm gonna have to rename all my triggers.

dim cloak
#

I capitalize all of mine haha

modest ivy
lucid fossil
#

Ok

light flare
#

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

muted bloom
#

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?

warm cedar
#

Is there no limit for contacts?

muted bloom
warm cedar
#

Now that, is sexy

#

a very special kind of sexy

dim cloak
muted bloom
#

My assumption is it’s negligible, but no I have not done any test

dim cloak
#

Ah I see

muted bloom
#

They put it on quest without any sort of hard limit, I would assume it’s not intensive

dim cloak
#

they do have "limits" on quest

#

i just don't know how strict they are

timber jewel
#

I mean contacts basically don't do anything else then to test how close something is, they should basically effect performance by 0%

dim cloak
#

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.

warm cedar
#

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

muted bloom
warm cedar
#

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

muted bloom
#

You can edit and re-position the contacts on your descriptor and they don’t count towards your total

warm cedar
#

But then what's the point of calling it avatar dynamics when most things can't become dynamic

muted bloom
#

Think of it as more of a taste test for the full version of vrchat on pc

dim cloak
#

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...

molten cobalt
#

still impressed they got it like running on the quest at all Avatar Dynamics

inner kayak
# inner kayak 2 ideas i have for cannys- Add ability to grab multiple points on a single Phys...

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

mental marsh
#

If a quiz is quizzical then what is a test?

oak lance
#

?

brave forge
molten cobalt
wheat fjord
#

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

inner kayak
oak lance
near grove
#

what does the parameter need to be defined as on the conditions for the animator, an int?

near grove
#

yeah

timber jewel
#

they have to be floats

near grove
#

ah

#

probably why my stuff isnt working then lol

timber jewel
#

probably xD

warm cedar
#

Alright, will you snail is done

#

time to fix my animation machine

lapis urchin
#

are custom collision tags for contact receiver case sensitive?

dim cloak
#

Yes

lapis urchin
#

alright, time to add a bunch of different versions of "sword" to account for how it might be done by other people

dim cloak
#

Nah the community should just establish the precedent that all of our tags are capitalized.

#

Which mostly everyone is doing at the moment anyway

lapis urchin
#

yeah, but since its new there will be outliers

dim cloak
#

😂 When their stuff doesn't work, tell them to fix it so they'll understand standard procedure.

lapis urchin
#

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

dim cloak
#

Eh just encourages people to not set things up in a universal manner then

muted bloom
#

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?

lapis urchin
#

yes

dim cloak
#

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.

jagged tapir
#

@torpid reef I like your avatar

lapis urchin
#

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

jagged tapir
#

convert tycho to a warrior xD

light socket
#

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.

near grove
#

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

torpid reef
#

Got some sounds on my avatar now

#

And the weapons system should work

light socket
torpid reef
#

Also I can say that vrchat needs to make some kind of audio manager for avatars so we dont need so many audio sources

near grove
#

heres my transition into and out of

warm cedar
near grove
#

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

warm cedar
#

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

dim cloak
#

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

warm cedar
#

Well time to get on vr for the last 40 minutes to aggresively abuse people

#

I mean test my items :)

dim cloak
#

i heard you like some floats so we gave you floats so you could float with your floats.

warm cedar
#

"We all float down there" - Unity's particle system

dim cloak
#

LOL

near grove
#

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

dim cloak
#

The float parameters that the contacts control can be a bit wonky with exit time on animations sometimes.

near grove
dim cloak
#

Depends on what you're doing and how you have your layer set up lol

spare spruce
#

Does anyone know how to grab the physbones in the game view?

dim cloak
#

and whether or not you use write defaults or not.

light socket
spare spruce
near grove
dim cloak
#

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.

spare spruce
near grove
#

in the FX animator

dim cloak
#

Oh man.. Lol CGE, right. I used to use that, but it does some wonky stuff so I stopped.

#

Are you using write defaults..?

umbral apex
#

Are contacts guaranteed to behave the same locally and over the network?

light socket
#

i believe they're calculated on each client individually

dim cloak
# umbral apex Are contacts guaranteed to behave the same locally and over the network?

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 ...

▶ Play video
umbral apex
#

I see. I thought so. At least I already have an int for faces

near grove
#

how do i get physbones

proud vault
muted bloom
#

Add component > Phys Bone

violet iron
#

Wtf is "float"?

icy scaffold
#

is physbones for pcvr for quest or for quest 2 totally?

violet iron
#

Yes?

icy scaffold
#

what i mean with quest 2 totally is that its not connected to the pc

stable wagon
#

how do you make grab work to trigger sound

violet iron
#

Yes

#

They do

#

Ik because I'm a questie and the beta works for me and I see physbones working

molten cobalt
icy scaffold
#

thx

muted bloom
woven ledge
chrome parcel
#

Does anyone have a functioning on enter trigger

violet iron
muted bloom
chrome parcel
#

frame

#

because thats the issue i was having

#

i would miss it alot

muted bloom
chrome parcel
#

so i switched to constant

violet iron
#

Whoa wait, you can make working sheaths with physbones?

muted bloom
violet iron
#

Still dope

#

I will learn

plush gazelle
#

is there a way to leave the open beta? cuz my friends tried it and apparently can't get out of it

#

or something

strong flower
#

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

long shuttle
#

um i still don’t understand how to get phys bones

umbral apex
wheat horizon
#

Does someone know how reverse collider work and can explain me in what situation its useful

umbral apex
modest sentinel
rugged vector
#

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

strong flower
umbral apex
#

:/

long shuttle
manic wigeon
#

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.

stable wagon
#

well, i got grab to work. funny thing. every part must have it own name and sound

manic wigeon
#

any idea whats up?

stable wagon
#

time go beta to test 😛

strong flower
faint vigil
#

Yeah, Vox is talking but me I have the same issue, the exact same thing.

proud bronze
violet iron
stable wagon
#

it work

near grove
#

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

tired harness
#

i've been playing with that for a sec, these are my params for a rarher long tail

rugged vector
tired harness
#

but atm im looking on how to trigger a parameter/face gesture by touching the face of my avatar (kinda like a boop)

distant pulsar
#

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?

tired harness
#

open beta is not live compatible

distant pulsar
#

so how the fuck do you leave lmao

#

they dont let you leaeve

#

and dont let you play the game

#

nice!

tired harness
#

oh steam?

distant pulsar
#

nah

tired harness
#

on*

distant pulsar
#

they are on quest

tired harness
#

idk about how standalone quest betas work, but i think the article for it has how to move back and forth on betas

plush gazelle
near grove
#

For some reason it's really difficult to grab my tail from behind me

muted bloom
tired harness
#

hmm... odd

near grove
gray grove
#

thx facebook for being a great platform

near grove
#

These are my settings, maybe it could be a model issue?

tired harness
violet iron
gray grove
stable wagon
#

@near grove unclear what problem you have

muted bloom
small surge
#

either an update to live or postponed to fix bugs, expect several sdk's in open

plucky hare
#

Will this work on the quest one or no?

proud vault
near grove
small surge
#

Had a bunch of quest users test mine they seem to work fine , floppy ears got poked several times

near grove
#

Other users can grab it but I'm unable to as easily

stable wagon
#

lol. you going need help to test that with other player. i have the same problem

tired harness
muted bloom
stable wagon
#

with sdk. if you hit play and on cam 1. you should grab tail

violet iron
#

Fuckin rip

muted bloom
#

Unless you’re using Steam, then you just opt out of the beta because valve knows how to make software

plucky hare
#

Well visual movement of all that does not work

gray grove
#

when do you think bet will be over?

#

beta*

muted bloom
distant pulsar
#

isnt it on vrc to just update the beta version and fix it?

small surge
#

3~ weeks would be mine guess, always thought it would be least april

near grove
#

Like the main cam?

#

I'm a little confused haha my bad

stable wagon
#

yes. hit play and try grab tail from cam 1 veiw

small surge
#

play mode, go into game tab / poke avatar (long as camera is set to MainCamera tag)

wild loom
#

do i need to change unity versions for the beta sdk im having issues uploading for quest to test...

small surge
#

nope

wild loom
#

hmmm\

muted bloom
small surge
#

I just duplicated my old projects and updated sdk

tired harness
#

hold on, how are y'all testing the physbones on unity?

wild loom
#

ye

stable wagon
#

you can test by hitting play in unity

near grove
#

Oh thank you guys, I figured it out haha

tired harness
#

ok just making sure

#

ty

stable wagon
#

your welcome

near grove
#

It's at the very base of my tail

plucky hare
stable wagon
#

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

violet iron
hollow hatch
#

Thats usually how it is

wild loom
#

i got no clue how im messing the upload up lol. would anyone be willing to help me out.?

violet iron
#

Just really don't wanna reset my oculus

wild loom
#

i have been in and out of beta no issue..

violet iron
#

Quest?

distant pulsar
wild loom
#

ye

wheat horizon
near grove
tired harness
near grove
#

Because I was thinking about doing a boop contact

tired harness
#

but some everyone do not read rhe docs

distant pulsar
hollow hatch
tired harness
distant pulsar
violet iron
#

I have a question

#

If i have a physbones avatar and switch back to live what would happen to the avatar?

wild loom
#

they stifffff

violet iron
#

But they stay in favorites and can still be used?

near grove
wild loom
#

the ones you can clone? ye

violet iron
solemn nexus
#

I uploaded an avatar with the new SDK
works fine on live, the new components are just disabled on live

tired harness
violet iron
#

OK dope

wild loom
#

yeah they stay but bone motion is not seen

muted bloom
violet iron
#

Proly gonna switch back tonight then

stable wagon
#

grab with sound video

distant pulsar
#

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

muted bloom
near grove
# tired harness i think it should, i just want a blep every time i am booped lol

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 ...

▶ Play video
#

Here's the video haha

tired harness
# stable wagon

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

muted bloom
#

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

stable wagon
tired harness
#

:o! Thank you so much, im gonna test that out

stable wagon
#

your welcome 🙂

stone rapids
#

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.

tired harness
#

x2 just was shy of asking a lot

wild loom
#

i didnt have to factory reset at all just uninstall and reinstall vrc live.

tired harness
#

also wondering how to have a bone or collider for the boop too

sour epoch
tired harness
#

I don't seem to be able to grab em at all

small surge
#

custom camera? it must have the tag "MainCamera"

drifting nacelle
tired harness
#

fixed it, however it wont let me move my taik

stone rapids
#

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.

drifting nacelle
gusty forge
dreamy light
#

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 ?

lusty pewter
#

is there any beta avatar worlds?

tough abyss
drifting nacelle
stone rapids
# gusty forge if you wanted to you could use a parameter on the phybone and use the '[paramete...

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.

small surge
#

bool parameter tail > auto becomes tail_IsGrabbed / _Angle _Stretch

#

first is bool , rest floats

gusty forge
spark island
#

What could be causing this? My physics bone ears are flapping & flailing around everywhere, even with no head collider present.

stone rapids
# small surge

See, I don’t see anything yours is doing that mine isn’t.

solemn nexus
gentle horizon
#

How do you get phys bones on quest

shrewd estuary
#

almost beta update time?

small surge
#

if you animate something and try to drag it or use a gesture that move it spazzes oddly (IsAnimated)

woven ledge
#

how do i get off beta LMFAO

#

Im stuck on it

#

i’ve tried you back to the live but it doesn’t work

slow raptor
#

im stuck in beta help

woven ledge
#

same

stiff acorn
#

If you are on Quest, you have to factory reset it to get out of beta... Blame Meta's terrible software.

worn crater
#

Is my spidey-sense a tingling? I feel a new Open Beta patch is inbound 👀

stiff acorn
woven ledge
#

what if i log into steam with my vrchat acc, will i still have to factory reset my oculus?

stiff acorn
#

You only have to reset it if you are running the game on the Quest itself instead of on a PC running SteamVR.

dreamy light
gusty forge
dreamy light
cloud mango
#

im on quest how do you open beta?

restive flume
#

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

cloud mango
#

crap!

dreamy light
#

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

shrewd estuary
near grove
#

Anyone see any new avatar worlds with physbones for quest ?

stiff acorn
near grove
#

question how do i get a code for the ikbeta?

mortal plume
#

you don't need a code

#

you just switch to the beta channel in steam

near grove
#

ok thanks

stable wagon
mental marsh
#

Anyone have a estimate of when the full release is?

near grove
amber prairie
stable wagon
#

your welcome

dim cloak
#

@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.

light socket
#

go ahead!

dim cloak
#

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!

wild loom
#

no matter what i do i just get this.

#

😑

vivid hatch
#

make sure the main camera has the tag MainCamera

wild loom
#

im going to loose it if that has been it the whole time lmao

lusty marsh
#

am i dumb? how on earth do i exit beta lol

strange spoke
#

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

wild loom
#

yes everytime i go to upload it throws that error at me