#open-beta-discussion
19 messages Ā· Page 4 of 1
Can someone explain to me in detail how to open the beta in quest 2?
it throws me into the scene view if i even try to name the upload
can anyone tell me how to fix this
so it lets you get to the upload screen?
yep
but wen i go to click to title it it like freezes that tab and throws me in the scene tab
why the **** do physbones not move in position? it's only rotation!
what you try to do with phy bone?
you have to open oculus app and go to details go until you see Version and switch to open beta and re start your vr chat and done
go to phone and try oculus app
I guess im stuck? lmao. interesting
Ohhh ok
Pretty sure thereās a thing rn with quests that donāt allow you to go back to live build unless you factory reset your headset
Itās best to just wait for full release, which will probably be within the next few weeks
Iām also eager for it to be implemented haha
well im already in it
yeah the oculus software for version switching is p broken so you're kinda stuck in beta for now 
Are you on the main account of the oculus or on a 2nd account of the oculus that might be on shared apps style account?
thank you all for the help
That's your problem. You need to be logged into the main ownership account to fully un-install the game.
okay, didnt know that. i'll try that
See on shared app accounts you can't fully un-install the game since the apps don't belong to the 2nd account and isn't owner of the oculus.
i'll try from the main
It fully works guaranteed ā¤ļø I found that out after 48hrs finding a fix for that.
thanks a ton
Let me know if it worked.
even then, ive had friends stuck in beta without any accounts on the oculus other then their own/the main one, im not sure how to help em lMAO
^ same
what a specific bug lol
Have them create a 2nd one play vrchat on the 2nd one and then uninstall from main. Should fix.
So it fixed for you?
alr ill let em know n see if it works, ty!
reinstalling rn
This thing has been around for a while and Facebook is just like

Facebook don't want alternate accounts to uninstall games that are shared from the main account. It's reasonable.
if this wasnt vr, i wouldnt have gotten it because of facebook's involvement lmao.
even so, its all wonky
honestly saving up to get a different headset so I dont need my facebook to be connected
The version change is an alternate account thing?
I'm just waiting for constraints to come out on quest. I tried to use gravity and a floor collider to stick objects to but the floor still follows you around.
Yeah basically
How's the beta going? You guys make cool stuff.
beta's good, havent done anything new besides add bones for now
might try and do some stuff and make a carrying mechanic sometime
(as in i can get carried by others)
see if it works out
Only conversion so far. Looking to make contact interaction soon
nope, im still bugged in
There is a slight bug for some people who is on main account and then need to make 2nd shared account and then install on 2nd account and hit play then go back to the main account and uninstall for those who are on the main account that has the bug. Simple Temp fix for the time being.
osc and avatar contact still broken right?
reopened vrchat after a long time and logged in, after I did the loading screen where stuff downloads had 0/0 downloaded and didnt stop doing this
flashed the screen black for a second then reappeared
kept looping
Just letting people know rotation speed is fixed in the next up coming beta build update.(Was confirmed an hour ago)
Just thought you should know about this one as well so hope you don't mind he tag/ping
so if you were curious
i can no longer redownload the game lmao
Wait really? Did you restart your headset to see if you could then re-download it on the main account?
I'm having way too much fun playing with the options in this beta, especially senders/receivers and animations based on PhysBone parameters
Like my Narga now gets quite distressed if you pull his ears too far
Hey how do I enable the new update
i can try that but as it stands i cant
gimme a sec
Alright goodluck.
The IsAnimated is also being fixed. Asked tupper for some details on what exactly they fixed, hopefully he responds haha
factory reset?
nope, cant download it anymore
says its installing, then asks me to install it again
Try disabling the wifi on your oculus and then connect it back to the wifi and once it connected try to install again.
Then you might have to factory reset it.
wish i could, everyone else would be pissed.
well i think i have reached my mental limit on this situation
im just, not gonna play it anymore lmao, appreciate the assistance though
You can always send a message to Oculus support and see if they can help better than just giving up. (Only last advice I can give you without you giving up on the game lol)
Question are you re-installing the game on the main account or 2nd account?
Make sure it's still on the main account.
main
i mean, i can yeah. i'll prob do that tmr
Alright then. Good luck.
anyone know if they are planning on added the avatar to world ridged body interactions in this update? I remember them showing that off back in the original video as part of this update and they added the universal avatar colliders
but I get if thats out of scope rn they're already doing a lot lol
That will likely be a "Avatar Dynamics" getting incorporated into world SDK update which they said they are working on but it is not coming for a bit.
They want to get the avatar dynamics themselves smoothed out and working well first.
makes sense!
didnt see they were adding it to the world SDK in the future so yeah, 100% get that it would go in there lol
Yeah there is a canny for a request to have the physbones stuff in worlds and I imagine that will potentially include things that involve avatar dynamics as well. Probably not the contact system since that would be redundant and useless since we already have udon for that, but objects interacting with the colliders in everyone's avatars now will likely be a part of avatar dynamics that will get implemented with world interactions in the future.
Kemono friends avi, you have my attention
mhh is it possible to toggle an object like a grenade and throw it like we can do with a particle system now? š¤
How do I join on quest?
bruh i cant leave to beta
Am I doing something wrong or does physbones not get any momentum from fast collisions? The video is slowed down to 25%. physbone is basically just dodging the collider
Is the avatar dynamics able to be used with the beta on quest
Iām new to the whole beta thing
And not sure if I want to get it cause I heard people canāt leave it
how do you leave the beta
Next time a beta comes out someone should really put a line in the announcement explaining how to leave the beta for all the quest users now
Yes.
Alright, Iām just considering if I wanna risk getting kicked out of live.
Cause I am not sure.
Is there a way to make a droppable prop with avatar dynamics?
I want to drop an object in world space for others to pick up
And is the beta including dynamic bones? Not phys?
this is for physics bones, Dynamic bones are never coming to the quest and are deprecated now
Dynamic bones where horrible for performance which is why there getting replaced by physics bones
Phys Bones are basically the same thing as Dynamic Bones. They just perform WAY better.
Alrighty, Iām not sure if I wanna get beta ahhh
basically if you don't upload your own avatars I wouldn't bother
given the whole getting stuck issue
I wouldn't, it's a pain to get out of beta on Quest. And yeah, you have to have the ability to make your own avatars to even utilize it.
I will probably get beta once the getting stuck issue is fixed
vrchat cannot fix the getting stuck issue as it's a bug with Facebook's code for handling Version Control on the quest
it's only just now noticeable because so many questions was wanted to get in on the update whereas they typically sit out betas before this one
The only reason Quest players even care about this beta is because PhysBones bringing long-requested feature-parity between PC and Quest. Granted, a few things are still missing on Quest, but they aren't things as many people care about (other than Audio Sources).
Hm
I need help. I tried to do the beta thing, but now I can't see anyone even if I turn it back off.
Anyone?
You be alone forever
10 is still the tracked devices limit right?
Ayo, i didn't have to reset my oculus to go back to live
As far as I'm aware, yes.
Is there any way to get faster reactions with animations when using senders and receivers? When my nose gets booped, it takes almost half a second for the blend shape animation to actually activate, when example videos I've seen have had instant reactions.
Might be the way you made your animator, particularly the transition times
No exit time
What can I check?
enable exit time, set it to 0, set the transition time from .25 to 0 and add a check
animations without exit time need a condition, else the transition will be ignored
I know what you're trying to do
as I have the boop system you're describing
How's this?
Good!
It smooth in the network
Okay, cool, that's a little closer to what I'm looking for. Still a bit of a pause before it goes, but less than before.
Okay, got it perfect. Thank you for the help!
people be making cool things with this stuff tho
I had my first fight yesterday
my avatar is really dynamic now
Wait
you have to disable exit time after setting all that @near grove
The checkbox
Both fixed duration and has exit time
You don't need to change the Fixed Duration. That only matters if it has a transitions duration above 0.
I always do it, just in case
Unity and I are in a complicated relationship
And I do not trust it.
That's fair. Just 0% and 0s is still 0 so having it on or off makes no difference
Quick question
Can avatar contact senders and receivers be used with world objects?
no, not yet
Figured right now it was a no since thereās no world SDK
But are they planning for this in the future?
Yep, thats avatar dynamics part 2
SICK
Iāve always had this idea of making a game world that can save your progress depending on the avatar youāre wearing
Now I could make it generate a random string of numbers and letters and when the avatar matches it it effectively āloads your save fileā
Hey, anyone know why my avatar won't show up in the beta
I'm using one from the dynamic world
Part 2?
Yes, the world interaction part
is that all
When does the actual thing come out? Like where the dynamics work on all the avis?(are they even gonna do that?!)
Could be in 3 weeks or half a year
Oh alr, thank you:)
test and use the beta, the faster the bugs are fixed the faster we get le dynamic avateur
Yea
nice, all of this will be fixed with the next beta
Are contacts supposed to be able to be animated? Poor visual example, but I'm testing out how this potentially works and it appears like it's moving in the emulator via the gizmo visualization but in reality the contact hasnt actually moved at all.
Probably put the contact on an empty wherever you want it to be and animate the empty instead of the contact itself.
E
Had anyone tried to toggle a contact receiver on and off via an animation? I have tried and just creating the animation locks the contact receiver in what ever state I set the animation to toggle. So creating an animation to toggle a receiver off is toggling the receiver off at all times even when I'm not using the animation, juat creating causes the issue. I delete the animation and its toggleble again. Does this with no other object only contact receiver. Ether toggling the script off or toggle the object off does has the same issue.
usecase for this is actually wanting to animate size changes in contacts rather than just position- when trying to animate rotations it appears to give a ton of quaternion errors and while the other animations 'seem to work' it just .. doesnt for some reason.
I think Snusk is experiencing similar issue though? Sounds like animations not working with contacts in general?
I have a toggle for my contact reciver and it works just fine for me
was there an updated SDK at some point perhaps?
Yeah any animation I've tired with the contact receiver locks it in that state. Just creating the animation is the issue so I'm assuming its a bug. Have no issues with any other objects
Don't even need to use the animation and it does this. And trying to use an other animation to change its state doesn't work
Ive tried animating both receivers and senders size and it doesnt work that well. I hope they eventually allow us to animate them in realtime.
Hm okay, maybe make a canny for it then
Does anyone know how to switch out of open beta? Iām unable to
Steam or Quest?
Quest
have you switched back to live on the same page where you switche in to to the beta?
switched*
Yep it says Iām in live but itās not actually in live
Yeah Oculus / Meta is sometimes really weord with that
have you tried reinstalling it?
Im on quest 2 and it won't let me leave the beta help please
Yea I have
Okay, then the only thing I could still think of would be to factory reset the Quest
or just wait untill it comes live
Oculus Beta system is really broken
Oh god not another factory reset
The factory reset worked thank you
can you grab physbones on desktopp
or is that a myth
i know you can grab them in unity
Nope you sadly can't
yup really happy about that
they also implemented auto conversion for end length
which is also great
so uh is there a way to do contact sender/receiver but by reference instead of tags?
Like, if someone clones my avatar or happens to use the same name, how do I make sure it won't interfere with my own avatar
Wasn't there something local only option so only you can use it? 
Couldn't you just remove the "allow others" checkmark from the reciver?
@coarse stag
yeah I guess that's it then
I'm too used to particle triggers where you can just put objects by reference
so for each one type a random string, and only allow self
if you're only allowing self you wouldn't have to use random strings, no?
I start mine with "nak_" if i want them to only work across my own avatars
much more organized than a random string
no matter the name, even if others use it too it wouldn't interfere
yup
basically
I hope we will get the "Upcoming Beta Update" soon, maybe even today
There was an update to the internal beta branch like 9 hours ago so maybe
well, I'm mad at my bot then
because I didn't got notified by it
rip
you can or you can't?
Canāt **
I suppose you are on quest?
Yeah ;v;
scroll a bit up, I told someone how to do it like 20 min ago ^^
Hammer go Bonk
Big oof
and again, and agaim
And again and again
AND AGAIN AND AGAIN Wooh! damn gotta get my bonking streak goin'
XD
Help! I can't leave the beta
I can't switch back I've tried launching from the app and from the headset and reinstalled it
Quest?
Yes
also question about this sdk! is there an easy way to test receiving colliders within unity?
I read above that sadly, it can be fixed with a factory reset
Is that the only way?
as far as I know yes, but it might be worthwhile to wait a bit til someone else might have a better solution
Can use lyuma avatar emulator for that
Aight will try!
A method I found when switching back is just reinstalling it
okay
I am having issues when I use the IK Beta and I play games such as among us murder four and I believe ghost it is not letting me Spond in with everyone else and I just get stuck in the lobby can someone please help me
donāt use the ik beta if this is an issue, and report it to the canny if its reproducable
How can i use the new beta, cuz when i tried to use an avatar i followed the instructions but it didnt work, i even tried to restart my oculus, but still doesnt work
Yea, sry, im not that good at inglish, well, ima trie it, that avatar on the right when u spawn in, that black orange and blue one, that doesnt work
I cant press that button to open more options
are you inside a beta build?
Is your quest on the beta build, is it installed
And what of those links is the one i need to install?
Spawn a sender with the tag and move it around in play mode
IK better is in the same Network compatibility with live. IK-beta and open-beta are not compatible with each other.
Also for IK-beta you want to post in #ik-2 , this channel is for open beta
okay so i'm currently working with a lot of AD recievers (all on constant) and also dive them in the FX controller to networked parameters but it somehow doesnt work in VRC
like in the debug menu no parameter changes
What link do i need to download for the beta
Contact parameters must be floats, thatās the usual mistake if youāre not aware already
no its 31 contact parameters on 1 float
all have values of 0.01 increments
like 0.01, 0.02, 0.03 ...
do i maybe need to create a specific float for each contact?
So youāre seeing it not work at all, I know float values are quantized with a seven Bit mantisa so theyāre not in even increments of .01
mhh okay
yeah i dont see any changes
in VRChat it shows the contacts to have received a trigger, but it doesnt change the local parameter in the debug menu
you need one parameter per contact
they will override eachother
on the plus side you can use parameter math for your synced parameter
using parameter drivers
for example using +-
but converting back may be complicated
ahhh right!! it'll overrides them to 0 on not triggering!!
An issue here is that avatar movement in VRChat actually has absolutely no acceleration. Avatars instantly change velocity in a stairstep fashion; this is to avoid motion sickness. Acceleration in VR is some thing best practices guides tell you to avoid entirely.
thats not what this is for
What Iām saying is if you were to get a debug value printing out your current acceleration, it would always say zero
this is to have some sort of toggle between velocity and acceleration on how physbones are influenced
so if you were driving a car in a udon world
I suppose it would work in stations yes
it would move when u accelerate and decelerate
it would work when walking too
as the only acceleration would be the movement of your animation
which is infinitely better
than flying like no tomorrow

I get you now
I donāt think acceleration is what youāre looking for though, you are looking for a local reference frame
it is acceleration though because its a change in velocity rather than position
if you were in a car and holding a ball on a string
it will go forward and back when u drive the car
but at a constant speed it will stay idle in the middle
and same if you were walking holding the ball
the acceleration would only be from you bobbing up and down
If u walk at a constant speed (and hold it correctly) the ball should stay roughly centered
same concept here, mostly for things like breast dynamics
its more natural for them to behave that way since theyre attached to the body
Yeah thatās how I thought dynamics should work in the first place but they never bones donāt do it, not sure about physics bones
If anything there should be a velocity slider for how much actual velocity influences it and then acceleration just always does
Wait, isnāt that what Immobile does
anyone know or have an example on how to make like a grabable object on your avatar with the new contact receivers and stuff
Grabables are phys bones rather than contacts. I donāt think they use contacts.
whats a grabable?
oh wait no what i ment is have a contact where when i put my hand in it and grad it will activate an animation to toggle off the sword and on one in my hand
What do I need to do to add a collider or whatever it's called where I can grab or touch my own bones?
I have a example AD avatar you can use, has grabbable hair and tail https://booth.pm/en/items/3541558
Based off of https://booth.pm/en/items/1381874 This is AV3 Requires dynamic bones Now supports Physics bones for upload on Quest. Download the PhysBones packages. A second package in included in this zip for full avatar dynamic. Gestures generated with Combo Gesture.
i mean like you grab an object on your avi and it toggles something
š¤ I haven't tried that yet
i saw someone do it earlier with a sword which is what im trying to d
Like the hobkin one? The one with a lightsaber and button on its side?
no like theres a sword model on their body and they reach and grab it and it puts it in their hand
That's what the hobkin does
then yea
you can def use parameter drivers, enter a receiver, use that to toggle a bool, that bool controls the placement of the sword. I was trying world space grabables last night, its kind of janky
im also trying to do it on quest so i doubt worldspace grabables would work with that
Is anyone able to help me with colliders for my avatar like what setting I'd need to use
no, it uses constrains
Having to use float is abit annoying tho, for exsample i want 248
then set a parameter driver to do other stuff
Do I just use vrc phys bone collider in the components?
If you want a specific grab place - contact reciver , or all the bones in the mesh would trigger it
Ahh š I'll try to figure it out like that
Do I add where I want the specific grab play at root transform?
I'm working on a video guide specify for testing AD. But in editor you can just have a random sender with say a fingerIndex or hand assigned to it.
Hmm
it doesn't even need to be underneath your avatar's hierarchy
also be sure to assign the animator you are working on to the animator component slot and not just in the avatar descriptor
Mm do I need to set the bones I want to be able to touch as receiver?
I'm not sure I understand what you mean, you come with an assortment of senders by default. If you go in game you can toggle on a debug mode in your radial menu to see them.
those yellow bones are standard
Whenever I tried and I had those yellow one it wouldn't interact with my bones on anything
I would start by making sure things work in editor. Watch to see if your animator is being effected
Which part is the animator as I'm new to this these words I don't know
Theres one that tells my avatar to do a dance if someone touch it, yellow blob is contact sender, the cubes are recivers
the animator is the state machine in the bottom of that video
Ah okay
cube is paramer = 248 do this , but since its a float i gotto use greater/lesser to get the right number
if you float names (they need to be floats fyi) don't match exactly between your animator and receiver then they won't work. Names must always match even capitalization
Oh okay
also periodically check the canny while this is in beta. There might be a bug that is messing you up (that is what happened to me)
Oki āØ
I swear I saw the Performance Ranking System got updated to reflect physbone limits, but now I can't find it...?
I know we can have 4 contact/receiver total sort of components and stay Excellent
what's the physbone limit to stay Excellent?
It's kind of driving me nuts that I can't find it. The perf rank page I found just now says updated 5mo. ago. But I KNOW I found a perfrank page that had limits for the new things. That's how I know the contact/receiver type limit is 4.
The Avatar Performance Ranking System allows you to see how much a user's avatar is affecting performance via analysis of the components on that user's avatar. You can also use it on yourself to see how performant your avatar is. This system is provided to inform users what is likely the most perfor...
if you want to see the beta stuff in the docs you need to change the version at the top left corner
Ohhhhhhhhh my god thank you yeah I was so frustrated. Now I get to be frustrated about something else (needing bare minimum 5 PhysBone Components)
Ugh 6 actually. Oh well. Might as well go for 8 at this point.
been trying to figure out how to activate a particle by touching a collider... ohmmy god. not been this angry and confused in years. if anyone can help thatd be amazing, please DM
That's not possible. Phys Bones use a completely different and also impended system for collision, so it wont work with particles or anything else.
im notnusing physbones for it, im using recievers @timber jewel
What I said also counts for those.
not possible, there's literally an avatar that you touch the chest and a particle emits
No reason you canāt spawn a particle with a contact
Just make sure the contact parameter is a float, thatās the most common mistake
gotcha
Also if someone else wants to activate it their sender must have a tag in common with your receiver. So usually stick with the default sender names that are on all avatars like Hand / Head
Well my bad then, I read it as you wanting them to collide with them š
Sorry for that
If you use a custom tag on your receiver it will only be touchable by someone else with the same custom tag on their sender
Yeah and please start marking all of your bullets with the generic āDamageā
So, bullets use the tag "Damage"?
that gucci?
I think finger index is already already tagged as hand as well so itās been a bit redundant but it still works
There is no rule it would just be nice if everyone agreed on a standard
Instead of needing to add 8 billion tags to things to make sure itās always compatible with everything
Undestood I will note this down for the next update on my avi
Still using "Bullets" oops
āDamageā is generic so it can be shot with bullets or have a sword hit it, etc.
Hmm, well that is a lot more efficient indeed
You can do more specific tags too but itās just a nice generic word that applies to magic spells as well
Instead of needling like 20 tags
And don't forget:
String comparisons are SLOOOW.
It may not feel like it, but with lobby sizes of 80 (hard cap), that could become slow if we all need 90 tags for all the weapons
Is anyone experiencing extremely scuffed full body in the AVD beta?
My hands were not aligning like at all when laying down
the beta is pretty much unplayable for me, at least from what i saw last night. extremely disorienting.
sucks cause it would have been so much fun to slap people
š
so can someone help or not
been trying to figure out how to activate a particle by touching a collider... ohmmy god. not been this angry and confused in years. if anyone can help thatd be amazing, please DM
i saw that message you deleted xD
I wish i could help you, but im just as confused with this update lol.
i didnt delete it lol
i like how you changed your nickname
Since it's on/off object, put it in the fx controller
from "can't roll no dynamics" to "can roll now"
when will the new IK be estimated to coming out? if I'm able to know
More of a #ik-2 question, but the expectation is that it will be some time after Dynamics goes live, thatās why itās on a separate branch from the main beta.
yea
But itās already live compatible so youāre free to use it as much as you like
that still rase's my first questen really but all good if know one know's
Why can i not switch back to the live version of the game?
you can only see others that run the beta tho it might be broken
Anybody know how to return a physbone to rest before disabling the script?
Yes im aware of that but when i tried switching back to the live version it doesnt work,
I tried gravity 0, pull 1, etc for a chunk of frames before disabling but it does nothing.
Questies are stuck last I heard
Like, I've heard people talking about Quest users being stuck in Beta and being unable to switch back to Live.
if you're on Oculus, after setting the version to live, try to uninstall/reinstall the VRChat app (sorry if already tried this)
Just disable the phys bone component and animate it to rest?
The phys bone component has a bool IsActive (the component itself not the GameObject) pretty sure itās animatable
It worked i dont know why i didnt think of this :)
@muted bloom when you disable PhysBones they STICK that way! Made me laugh!
It looks like I don't need to turn them off though--I can just animate every setting going to 0 except Pull, which I send to 1, and that makes it "stay at rest" well enough for my purposes.
I'm going to have to alter how a wiggly tongue is handled on one avatar I'm maintaining though because right now turning the script off like we used to with Dynamic Bones will usually wind up with a wiggly tongue getting stuck halfway out of the head.
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guys when u think PhysBones will go out of beta?
my guess in a couple/few months
I don't think months. but definitely a few weeks.
IMO it depends on how long it takes them to get the automatic dynamic bone conversion to be as good as it's going to get without wasting excessive dev time.
Avatar dynamics don't appear to be all that buggy, perform great, and all the big canny feedback is mostly requests for QoL features
Right now there is a lot of bugs and we are waiting for the next beta version update so no clue just yet, but I Feel it also might be a month or two.
Nah Iām guessing it will either come out later tomorrow or next Friday. Probably next Friday though
Are you talking about the full live release or the beta version update. (I know they are doing a beta version update because it was said on the feedback) So the public version isn't gonna be released soon.
I really hope it doesn't, I want them to take time and polish it up as much as they can so that once it goes live, we have a finished product .
when i grab my sword is disappears
is it because the sword does not have an actual skeleton in it?
Thatās why I said next Friday, I believe weāll get a new open beta tomorrow and full release next week
Just speculating though, I may be completely wrong and I am just going off of how previous updates have been.
puts on tinfoil hat
all we are doing right now is just speculation with basically 0 value from it, it comes when it comes aka when the devs think it's ready for a stable / live release
with the amount of emails ive been getting of things getting marked as complete on the canny , that's likely possible. maybe
there's def gonna be a few more builds before release candidate tho
actually only 8 are completed
and 3 of those were basically the same issue xD
better then nothing
I will wear the tinfoil hat of shame tho xD
there's a lot of "tracked internally" and "planned" in the feedback site
saw an "in progress" thrown in somewhere
there is one, and it's from the OSC beta
I love all of the new features but I really think the autoconverter needs to be a tad more accurate before itās ready for live
Specifically the whole business with end length -> end offset
that is fixed with the next open beta
yeah that's the one
for my avatars it unassigns the ignored bones so my entire avatar turns into a flailing tube man
only thing I'm gonna ask is will we get a different version of the new SDK that's different from the beta SDK when Avatar Dynamics hits live
I've noticed that a lot of the newer SDKs are the same ones from the open betas
and I have to reimport all the plugins
is there a world people go to for the open beta? just like what we did for av3.0 beta or nah
It's best to add a bone so you won't have problems. Test it out and see if that fixes it.
i am trying my best to not annoy you guys but i cannot find any vids about weapons tho.
ah thx
there is a way to have the weapon as receiver and your hand as a sender to trigger a weapon toggle right? or
Oh the physbones collider work only with our avatar
I thought it also worked with anybody
No, only the hands do
i wonder if it's possible to make a blow dryer prop and have it so that it makes the physics bones of other avatars hair go back because of the air coming from the blow dryer
Does assigning Physbone colliders with the tag Hand work?
that'd be wicked
In making them global?
Oh right they don't have tags
I get the Physbone and contact stuff mixed up my bad
Is there another Map where we can find public avatar with physics bones (compatible quest if possible, ping me if you find one)
2 weeks max
if is has a physbone, its already "grabable" if you enabled it
I'm talking about making other Physbone colliders work globally
Which I don't think is possible
Which is slightly sad, but also understandable
i wonder when the completed issues will be pushed to the current OB build
I would assume at least an update to the beta branch a week is a safe bet
maybe more if we're lucky
Other people can only move your phys bones with their default colliders
And I think they are also separate from the ones defined in your descriptor
they're just two spheres on your hands in debug mode, unless that's the grab range
I haven't had a chance to test this but am I correct in assuming that if two different players use the same custom contact collision tag, they will be able to interact with each other's custom receivers?
That's correct, yes. That's why people want everyone to standardize the first letter capital
the most common ones will most likely be "Damage" and "Shield", with people hopefully agreeing that Shield should de-spawn Damage
Ah okay makes sense
Shield as well
Probably today or tomorrow
So just as simple as it can be, in a way that makes sense, and capitalized first letter
Sounds pretty good to me.
i just want IsAnimated to work
This will be very useful in the vrc roleplay communities
so i can test it out
you can also just describe hitboxes with "Sword" "Staff" "Laser", "Magic" and etc, but really... "Damage" is the most universal
but also something i dont understand
is there a performance loss for IsAnimated?
why wouldnt it be enabled by default or even not a setting
I think there is a minor perf hit solely because the transform has to be updated every frame
but doesnt it already do that when it has to move the bones?
just doesnt have to re-read rest position i guess
Yeah that's what I meant
Heya. I am on quest 2. I tried to get back to the live build but am stuck. Lil help?
It doesn't have to reset the rest position
reinstall
i noticed another bug too i think
if something is being animated at the root it will mess up physbone movements
for example on one of my avatars i have ear animations
and if i animate the root it likes to snap back into place
if i disable the animation it behaves normally
Anybody have a rough reference for measurement of "velocity" when it comes to contact receivers and on entry triggers
For what it's worth, any combat related stuff I do will be tagged with "Damage", and it will despawn if it hits "Shield" or any default collider
Now if only we could attach senders to particles
I know that's probably a lot to ask for but hey
I'm going to make a canny anyway.
Noticed the snap back bug when i did root of head for hair strands , changed it to their own root inside head it stopped, that av couldnt look down or up
link it when you do
how can i get the highfive working
thats one thats a bit complicated i think
because u might have to disable self collisions on it
but u would just put a contact reciever on your hand
set it to Hand tags
then check if the velocity of Enter was high enough
I also do a check for open hand because it was happening by accident lol
how can i test the bones in unity?
like grabbing them and moving them around in unity.
move your main camera in front of your avatar and click play
then you can grab in the game window
Are people still getting stuck in beta
I have Dynamic Collider on my Finger on an avatar, after converting it to Physbones, the collider on my fingers are cone. Tipps on how i can make the physbones collider so the work right?
you mean in unity?
jeah
cause I want to get the beta but I donāt wanna be locked out of live
I want to change the Dynamic collider to Phsybone collider.. but dont know quit right how i should do this.. was thinking i just use physbone collider with an tube but the tube dosnt move wenn i move my fingers.. :/
that is normal, hand colliders are added by the Avatar descriptor
look at the bottom of the Avatar Descriptor, the is a Colliders section at the bottom
aaahhh allright thx, will look into it š
I need answers from people who have experience
I'm sorry if this is a dumb question, but can someone send the link to physbones download? I'm so lost š It's probably bluntly there, my bad
This was, what i was looking for, thx @timber jewel
are you un quest or pc?
Look in #open-beta-announcements there is an SDK download there.
It's included in the SDK.
amazing thank you
Yeah since Oculus seems to be really buggy it will probably require you to do a factory reset to go back to live.
Oh.. another Question, when i make an avatar with the new physbones and stuff.. without the dynamic bones and upload it to the "normal vrchat" will vrc convert them to dynamicbones and my tail ears still move, or will everything be normal?
Does that delete everything on my headset?
if you are using them on live they will just be static
since Phys Bones don't exist on live atm
yeah
damn
allright thx ^^ then i need to upload it seperat with the Note (BETA) XD
Oculus Beta system is really buggy
yup
really wanted to try it out, guess Iāll wait until it will be fully released or when Iām able to get it
probably wonāt work, like the others told me factory resetting is the only way to get back to live for now.
Factory reset of what?
your headset.
Iām running from steam
Ah itās alright
uninstall and reinstall works for quest too
thats how i did it
really? I heard it doesnāt work for some.
That didnāt work for me, Iāll try again soon
Has this worked for anyone else?
works for me
hm.
I donāt want to not be able to see my friends if I get beta and get locked out, so Iām wondering if it has worked for others as well.
Iām guessing you turned of the beta before uninstalling
yes
what does this mean?
if u reinstall as beta it will be beta
How do you remove it?
Oculus app? Or?
yes
The phone app, you just need to change the beta release to the live release
I need help with that, can you show me in dms?
I cannot. I don't have my dms open
When I switch from beta to none without reinstalling it crashes. Iāll try with the reinstall
switch before uninstall
If you were able to get into the beta, it's just the reverse of getting into the beta
Ok
I donāt know where to find the turn off beta option, Iām kinda confused on that part.
You know how you got into the beta release?
nope I havenāt yet.
You click the version number and choose the version labeled "live"
yes
change the channel to live
yeah before uninstall
hitting start can also force it to update
so do that too or?
it usually dont work
The official recommendation Iām seeing is that if you want to get out of the beta youāll need to factory reset your Quest. This is because of the really crappy way that Facebook made opting into betas.
And thatās only if you are a native quest user - if youāre playing on your actual computer with the Quest, it doesnāt have that issue and your easily opt out at any time
I put it in beta, Iām gonna see if I can take it off with how they did it.
I have a question for the team. Is the "conversion system" gonna be in the live release when the beta period is over seeing as how it breaks like a ton of avatars?
Or will it be turned off by default?
I am not part of the team but the documentation says that it will be on by default
That would be a foolish decision.
Because it's likely most users will just turn it off and those that don't understand are gonna complain hard core
They will also be removing dynamic bones entirely, even from old uploads, in the very distant future.
So itās best to just stop using them now rather than later
So break every avatar in the mean time?
You have plenty of time
how is that foolish XD it's gonna save frames for tons of people and the option is there to switch it off if you'd like
and not to mention the content creators who cannot or won't update their avatars because they are no longer making content
or lost the files to content
By the time it is removed, any content that is broken will be fair game
and its not every avatar, i've personally only seen one avatar that didnt look correct with the new system
I'm not talking about the distant future
I'm talking about in a month when the beta period is over
My avatar was really weird with the auto conversion
and thats just the progression of time of course things arent gonna be updated, but new things will come along and thats okay
If you donāt like how it auto replaces the dynamic bones, you are free to disable the auto converter.
There being no inside colliders and it made my tail way too wiggly
they cant just keep dynamic bones forever, the fact that they're giving us a period to update is a blessing itself
Authors won't update content if they're no longer using vrchat
or have lost the files to content
yeah no duh
You are free to disable the auto converter
go get new avatars then
excuse me was I talking to you?
I'm not talking about me
lmao
The person you are talking about is free to disable the auto converter
Wait the betas kinda cool
it is!
I need physbones avatars tho
Does anyone here have Physbones open beta working on their quest? I just wanna know how it is cause I don't have a pc to side load the SDK
I do!
My avatar has physbones and is quest compatible
Itās really nice!
But it's my person avi
I'm not making public content at this time, until things are finalized
I've been looking for videos from quest users but haven't found any yet
Iāll make one
The process of adding physbones to avatars is no different from pc
You just cannot add constraints, some new avatars are going to be using those more heavily
Actually Iām not sure why constraints arenāt whitelisted
That'll be great cause if I like what I see from it I'll try to use my mom's crappy laptop to side load the SDK and give the open beta a try myself
It's been suggested already in the canny that constraints be added to the quest whitelist
No one seems to know why
Old content is gonna have to break for progress to occur. I'm pretty glad to be rid of dynbones, and as we've seen with other features, avatar (and world) authors won't change to use new, better systems until they are forced to. See: sdk 2 avis, inverted hips, etc
It would really help
if they were
Literally, shaders would be the only major missing thing then
The last Iāve heard was it was just a timing mistake - pc got constants the same time quest came out, so it wasnāt on the list
Iirc constraints weren't allowed because people were trying to use them to hackily replicate bone physics
It can't be a performance thing
My guess is maybe not quite performant for quest?
oh nvm
people are doing that already with physbones
Do you have anything quotable for this
...yeah? That's the point. Now that there's a native solution, it shouldn't be nessisary. Hopefully they change the whitelist.
Nope, it's total heresay. Sorry
They're still doing it on the beta right now
I have an example
Itās the first Iāve heard that there was an actual reason for constraints not being allowed Iām not sure if I believe that
I don't believe that to be the case
An oversight actually sounds likely
It's been tracked internally in the canny
Has anybody messed with phys bones on a spring joint that is also grabable 
Very entertaining
I had to forgo grabbing on one of my bones to get a certain, but grabbing wasn't working on it prior
I cannot always see grabbing taking place when a quest user does it
I need to setup my vr and stop just running around hoping other people will poke my ears
sussy physbones
https://i.gyazo.com/fb0d589bfd009ade6d8f1a2bd0da8c6b.mp4
People still ended up replicating "dynamic bones" on quests with blendtrees and animations iirc so idk why they got rid of constraints just because of that.

ā Wait, dogs can pet themselves? A new world has opened up to usā
ima upload this stuff and then test ingame
can colliders be placed on humanoid rig bones?
I was able to set some up
but my head collider seems be ignore by my hair sometimes
I have been getting better at using animations since OSC and the bones arrived
Oh no
yes
My hair seems to go through my face for some reason
might be related to the head scaling down in first person
oh
not sure if thats an issue with colliders
Phys bones no. Contacts and colliders yes
its not with contacts
Phys bones on humanoid muscles will have undefined behavior
they break the IK
I've experienced that with converted thigh physics
Works for a little and then it just doesnāt
but colliders are ok
which I don't really need anyways
I really want a āclear phys bone poseā animator behavior lol
You're not the only one
I justed turned posing off completely because there's not way to do that
I think that's in the canny
Wait, what happens if you animate the poseable checkbox to uncheck
I think it's been brought up it doesn't clear it, but let me pull the canny link up
My avatar has a dummy head gameobject located in the same place as the head bone. If I place a collider there, will that collider move when I move my head?
Because it seems my hair is ignoring my head collider for some reason
don't know it's first person thing, but someone indicated to me it was
Made a step-by-step tutorial of creating a boop effect on your nose that includes facial expressions, a burst particle system, and an audio source for anyone that needs help with it. I know a lot of people in here can make this stuff, but for those that have a harder time with it, this will hopefully be a good starting point and is information y'all can toss someone's way if they do ask how to do something like this.
SDK DOCUMENTATION: https://docs.vrchat.com/v2022.1.2/docs/avatar-dynamics
A longer video, but I wanted to give a detailed explanation of a step-by-step way to create a working sender and receiver set of animations that people can interact with on your avatar.
00:00 Intro
00:57 Animator
1:16 Sender and Receiver
4:05 Boop Animation
5:23 Empt...
very nice to have a step-by-step tutorial for that
just finished the video it was quite helpful
I might suggest linking to a video showing how to make a right default off facial expression in the video description as you did sort of gloss over that bit by using an existing happy face
Added and glad the video was helpful ^.^
thanks for adding it I didn't want folks game stuck because they're not familiar with write default off workflow
Yeah, totally slipped my mind to add it! I try to make sure people know that I use write defaults off since I know it can differ from write defaults on. Never really used write defaults on after the very first avatar I made, so I'm not entirely sure if there are different "normal" practices to do with write defaults on in comparison to write defaults off.
no clue myself on that as I've used tools to auto-generate my expressions
Easily create face expressions animations, and generate Avatars 3.0 animator layers for hand gestures to control face expressions
Yeah, all I do know is that using write defaults messed up any semi-complex animator setups I did and so I turned them off and went with that. I know in general that write defaults essentially returns an animation to its "default" state when transitioning to another, but I've never found any clear cut explanation on what exactly it does.
I used to use this, but I stopped because I wanted more control over how I wanted my expressions to fire off. I used this as a basis to build my own expressions layer though.
It's actually extremely similar, I just modified how transitions work and such.
cool
When I try to add a sender to test some things for my avatar it won't let me add a collision tag
Nvm I'm an idiot š
Ok, I finally found a clue! For some reason, having GestureRight and GestureRightWeight expression parameters was causing my avatar to fall back to SDK2 (updated the canny: https://feedback.vrchat.com/open-beta/p/1181-avatar-crashes-when-gestureright-or-gestureweightright-expression-parameter)
Has anyone seen that before?
Nope and i use that to control some things
Yeah, I have no explanation for this.
The log message that tipped me off was
2022.03.10 19:34:20 Error - [Behaviour] AddAvatarParam failed param=GestureRightWeight, type=Float
You guys do know that those parameters are built into the game, despite not having them in your expressions parameter list, right?
I did not know that!
But that's helpful, I will leave it out
Yeah if you take them out of your list they will still work
they function similarly to contacts
Ah ok, nice
they wont sync across the network, so if you do a "half blinking eyes" expression using the gestureright and gestureleft weight, then if someone joins late you'd have to redo that expression for them to see it.
But that's why we usually use them for expressions
Ever find out if it's possible to do constraints yet without the actual script? I don't need to know how. Just need to know if it's possible yet lol.
because expressions are temporary and not needed to sync across the network in normal circumstances.
Constraints without a script? What do you mean?
Also frees up 32 bits of memory š no need for the ints/floats for the params
I've been trying to find a way to make a chair stay in 1 position using the gravity and floor collider effect(Only problem is to me it seems impossible since anything in the avatar itself moves with the avatar lol.
You're just wanting to make a chair that you can move around yourself right, and stays in world space so you can move around freely?
Correct (But trying to make this on quest side lol. PC side it's easy with parent constraints.)
put in play space now it doesn't work anyone know how too fix-it
I don't think it will be possible to place an object in world space without constraints of some sort
even if you used physbones
I'll just have to test some things out.
Yeah off the top of my head I can't think of a way to lock an object in world space without using constraints of some sort.
I mean it might be possible if you use an invisible floor game object as a parent bone and then use the child bone to the chair and when you move the floor follows, but the chair acts like it isn't moving. (My brain hurts thinking this lol)
Hello! Quick question⦠for upcoming updates for the physbones, if an avatar had dynamic bones on pc that I would not have known, is there any way I can see those dynamics through the avatar dynamics updates on quest? Or would that be a āI need owner permissions,ā type deal.
I guess what Iām trying to say is, will avatars automatically transfer without myself having to manually convert?
the dynamic bones of an avatar on PC will NOT automatically convert to physbones on the same avatar on quest
the quest version of avatars can't have dynamic bones so there is nothing for it to go off of, and they will need to have physbones added and manually reuploaded
so basically you would just need to hope whoever made your public Avatar updates the avatar
the conversion process only applies to PC avatars, where dynamic bones will be converted to physbones
Ah I see, thanks :]
and even most of those avatars probably would be a good idea for the makers to manually upgrade to physics bones for better control
physbones finally gave me the motivation to roll up my one sleeve
I love it, I want to do stuff like this with some outfits in the future!
Oh man I wish, the creator of the avatar I use privated the avatar world so Iām just hoping at this point
very nice
its pretty easy too, just make an empty game object on the elbow, put a physbone component on it, adjust endpoint and put in a name for the parameter then use (Parameter)_Stretch to drive a blend tree which controls animations with the sleeve blendshape
i tried doing this with a contact at first like an idiot
š® This is super useful to know. I haven't tried anything like this yet and wasn't entirely sure how to do it.
my only problem is my right hand can grab the physbone, so if i accidentally grab it it'll reset the sleeve animation, yall know if theres anyway i can make it ignore the right hand?
How do you change out of beta? I donāt know how
I suppose you could make sure the left hand isn't doing any gesture that couldn't possibly be grabbing. It wouldn't prevent it entirely but it would sometimes
If "Allow Grabbing" is properly animatable then you could make it so that when HandL enters a receiver on your right wrist it enables "Allow Grabbing" and when it's not there it turns off grabbing.
@tender dome Oh hey there, do you know anything about the terms of use of the PhysBones? Can we use them outside of VRChat for unrelated Unity projects? Do we need to credit the VRChat team or anything if we can?
Could use a capsule that runs up your arm for the HandL receiver
Pretty sure Allow Grabbing is animatable yes
Would maybe try that then
i'm not a vrchat team member, so i don't know š
yeah figured, but we never know
I was working on a boop thing for my avatar now I can't add layers or parameters and I can't see my hands layers or anything
hmm, if it ends up bugging me enough ill try that but as far as i can tell i have to actually bend my wrist back to the point where it hurts in order to grab it with my right hand, so ill leave it as is for now xD
Ah yeah it probably wont be much of an issue then. But I think that would get ya where you're wanting to go if the Allow Grabbing can be properly animated. Did ya make it so others can roll your sleeves up to? Hahah
im not sure if i can even prevent other players from grabbing a specific physbone
I actually feel stupid for asking that LOL since you have allow grabbing on then anyone can grab it if you have interactions on. But if you made that toggle then others couldn't grab it if you didn't want them to.
though i think the likelyhood of someone randomly coming up and pulling down my sleeve is about as likely as it is in real life
so im not really gonna worry about that
I know what I'm doing if I see ya in a lobby now 
oh thanks!
didn't know I could find my informations in here
Yeppers! I loved it xD all the fun toys and such people are making are great!
its kinda broken though, you cant really spam it
sometimes you gotta give it a second before you can use it again
Yeah buffer particle systems or just having it cycle through a couple duplications of the same system would get by that issue. I ended up doing that on my shield and my lightsaber.
Kind of annoying to set up though heh
under 4.3 "(h) use VRChat Materials to develop code, software, or other materials for anything other than for use within the VRChat Platform;"
i use particle systems once in a blue moon so i wouldnt know how to fix that on a particle system level
I could show ya a couple different ways you could do it sometime if ya would like ^.^
okay, got it, so it's a no
honestly would be neat as hell if vrc released a standalone version of physbones on the unity asset store without all the vrc specific stuff
if i work on any games that could use secondary motion, it sure would be nice to not use dynamic bones 
pog
woah an announcement
oo
i was on the open beta channel reading as soon as that open beta dropped
amazing timing lol
neat
interesting note with the shaders
I'm sure they will after VRChat has had some time to enjoy it.
good idea for them to start the future-proofing now
ikr, vrc team write this down š
did you guys also fix the issue with older avatars? the hands were offset and the head was tilting weirdly
is this worth a canny post?
Why would they tho
They want you to play vrchat
I think there are a few different dynamic bone alternatives though
^
true but i want to give vrchat my money
then get vrchat+
free within VRChat, payed outside
i am, i want to give them MORE money
go ahead
sounds like im looking for a place to eat on google right now LOL
in the fifteen seconds it's been since announcement does anyone know if they fixed animating gravity on physbones yet
Do we need to actually have dynamic bones installed to compile
they didn't SAY they did
DB to PB Conversion was added into Unity menu.
VRChat SDK/Utilities/Convert DynamicBones to PhysBones
Unsure if it supports the Unity undo system, but this canny could probably be marked as completed:
https://vrchat.canny.io/open-beta/p/1181-sdk-dynamic-bone-conversion-should-be-its-own-tool
Are runtime converted physbones still not animatable by default?
well, that seem broken -.-
CyberKitsune idk what you mean by runtime converted specifically cuz I added mine new
better backup my file before temp on fixing it
they're still not animatable
Also, the new SDK gave me errors it wouldn't build past, rolled back to prev and it's fine.
Something about not being able to find a prefab in temp.
if you're getting any errors, delete the sdk folder then import the new sdk
Probably not no. If VRChat wants to sell off their creations, they can, but from a business perspective, it wouldn't make sense to do this until you've used your own asset for at least a year or two.
oh well, guess some shaders i use will just break at some point. I know jack shit about shader code.
the return of tail wags
If we look at the script being reff'd here, it looks like you are trying to convert Dynamic Bones that are missing their Scripts into Physbones. I can confirm you do not need to have the DynBones package imported in order to use the new Physic Bones, but you do need it if your avatar is using a prefab that predefines Dynamic Bones.
hi, regarding dynamic bones:
i use an avatar that has physbones enabled, but it can only be seen on pc. pc users can see it on my avatar, but since i use quest, i and other quest users obviously cannot. i know that physbones have to be added to quest avatars specifically, but if you convert the physbones on the pc version of it, will that apply to quest usage?
if so, how can i do this? is there a tutorial for beginners?
Only if Quest version has Phys bones set up on it.
Confirmed that you DO NOT need to transition to an empty clip and stop the animation. The bones keep moving while they're grabbed, but they are not jittery. Again all of this is tested IN UNITY at the moment, not in game yet.
ok, reinstalling it did fix it. recommend for user who broke your sdk. move all imported file into a backup file so you dont lose your work
You are a god, and I think you are awesome :D that is all I wanted to say, thank you for your tutorials.
i'm not sure if it does. i use the pc version of the avatar but i use quest so i cannot see them from my perspective
how can i do this?
Mine don't.
This is just came up once I imported the new SDK.
Dynamic Bones has never touched this project, I stopped installing it a year ago.
I think you mean to say you use the Quest version of the avatar. And it needs to have Phys Bones installed to it.
You already tried reimporting the SDK?
Yeah, will try again I guess
well, no, i never made a quest version because i don't know how
as i said, i'm quite a beginner to this
i just downloaded an avatar that i was given and imported it to the unity sdk
How are you using the avatar on a Quest then?
i did after delete sdk. that will fix it
i just downloaded an avatar that i was given and imported it to the unity sdk
using a youtube tutorial
here it is without the empty clip, this is very very nice now.
i'm not sure
Wait, are you using Quest connected to a PC?
During the creation of a Quest Ready avatar, you will need to add the physbones to that project as that is handled in Android Build.
Thank ya haha, happy to help the community in any way I can so people can make avatars more easily ^.^
how can i do this?
There is plans to make transparent shader working again and optimized on sdk like the return of vrchat/mobile/particles/additive?
Please watch a guide on Quest avatar creation. This isn't really the place for that discussion.
i dont understand why this is happening?
Want to get started making some content for VRChat on the Oculus Quest? You've come to the right place! This page will consist of navigation to various other pages concerning content creation for Quest, cross-platform setup, and other related guides. Our documentation on creating content for the Ocu...
but it wouldn't be updated for the new dynamic bones update right? since it just came out
No, but it's a starting point, you start with Quest Avatar creation, then you look up how to set up Phys Bones.
youād probably have to switch the build target to android and upload it that way if the quest version uses the same model. Iām not sure how the conversion works, but if physbones are already on it then youāre good to upload after switching. if its dynamic bones youll have to manually change those as dynamic bones arenāt available on quest avatars
well okay, but then how do i convert those to dynamic bones?
if the avatar already has phys bones id assume
do you still have to factory reset?
Quest can only use Phys Bones
but the new dynamic bones update is for quest too
no
The build target needs to be switched, yes, AND a Quest Ready avatar has to be uploaded.
??
No, it's Phys Bones
what? they advertised that and everything hold on
Itās phys bones, those and dynamic bones are different
They advertised that Dynamic Bones can be converted to Phys Bones
Physics Bones is the new one
PhysBones are new.
OH
test seem to work better. nothing need fix
i thought dynamic bones were the new ones
wow im slow. sorry for the misunderstanding
Lol
If you auto fix old dynbones , it will change em to phys , some tweaks needed
yes
do you still have to factory reset to go back to normal vr chat on quest?
radius will never be correct but thats easy fixed in unity
tweak maybe needed
alright well how do i convert dyn to phys then?
Physbones are the replacement for dynamic bones. From my understanding the math they use to calculate them is different and it is properly multithreaded as well.
now that i understand the difference lol
PhysBones and the Interaction Based Contacts
yeah i got em switched around, my fault
no
Why canāt I join any severs with people in it? Iām on oculus just enables phys bones is that why?
Avatar Dynamics is a new suite of features aimed at creating fun and interesting interactions between avatars. Understandably, these are some powerful features, so thereās a lot to cover here! The two primary features of Avatar Dynamics are PhysBones and Contacts. SDK3-Avatars contains an example av...
https://www.youtube.com/watch?v=u3cQ21JQEGg Not that I don't want to type it out here, but I did make a video explaining the conversion process from DB --> Physbones.
SDK DOCUMENTATION: https://docs.vrchat.com/v2022.1.2/docs/avatar-dynamics
Just a basic rundown of the new PhysBones system and what the different options do to the bones, as well as how they could be used in an animator. I did forget to mention gravity but DO KNOW that POSITIVE values correspond to negative force on the gravity slider. For exam...
Other guides out there as well
Correct, Beta Branch is not compatible with Live Branch
oh thank you so much!
can someone help?
Ahhhh thank you
And there is a new method just released minutes ago
soon this come out. db will be pointless to buy. pb as now is far better and free š
oh please link?
- Fixed endpoint conversion issue when converting from Dynamic Bones to PhysBones in Editor and at runtime, but it was way more apparent in editor so we'll put it down here in SDK changes
Does this refer to DB End Length --> PB End Offset?
Wait did the method change? Oh lord
**DB to PB Conversion was added into Unity menu.** `VRChat SDK/Utilities/Convert DynamicBones to PhysBones`. Must select avatar for this to work
the reason i thought dynamic bones were the new ones is because physbones is new but it's under the avatar dynamics umbrella
a bit confusing lol
oh wait so if an avatar has dyn bones i can just convert them to phys with a click of a button?
Ah you can still do it the way I showed in the tutorial too
There's two ways to do it now.
You can do it directly in the SDK menu drop down at the top, or in the SDK builder.
Yes.
is it too late ask my money back for db from 2 years ago? LOL just joking
whew
maybe yes bc the options still there