#open-beta-discussion

19 messages Ā· Page 4 of 1

small surge
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Disable error pause, you likely have alot more then that

near grove
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Can someone explain to me in detail how to open the beta in quest 2?

wild loom
#

it throws me into the scene view if i even try to name the upload

opal geyser
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can anyone tell me how to fix this

strange spoke
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so it lets you get to the upload screen?

wild loom
#

yep

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but wen i go to click to title it it like freezes that tab and throws me in the scene tab

near grove
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Does the quest 2 need to be hooked to a computer?

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If not, how do I add the beta?

wild loom
#

omg!!!!! it was the mane cam!!!!!!1

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😔 šŸ’„ šŸ˜ž

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i am very sad....

wheat fjord
#

why the **** do physbones not move in position? it's only rotation!

stable wagon
#

what you try to do with phy bone?

celest cloak
stable wagon
#

go to phone and try oculus app

lusty marsh
#

I guess im stuck? lmao. interesting

tepid notch
#

Pretty sure there’s a thing rn with quests that don’t allow you to go back to live build unless you factory reset your headset

lusty marsh
#

huh..

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cant exactly do that either, i have other people on it. alright then

tepid notch
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It’s best to just wait for full release, which will probably be within the next few weeks

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I’m also eager for it to be implemented haha

lusty marsh
#

well im already in it

proven oxide
#

yeah the oculus software for version switching is p broken so you're kinda stuck in beta for now vrcTupCry

lusty marsh
#

so now i cmkinda just, cant play with my friends

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mkay. well, thanks for the info

brave forge
lusty marsh
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2nd account

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well, third. but same thing

wild loom
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thank you all for the help

brave forge
# lusty marsh 2nd account

That's your problem. You need to be logged into the main ownership account to fully un-install the game.

lusty marsh
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okay, didnt know that. i'll try that

brave forge
# lusty marsh 2nd account

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.

lusty marsh
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i'll try from the main

brave forge
#

It fully works guaranteed ā¤ļø I found that out after 48hrs finding a fix for that.

lusty marsh
#

thanks a ton

brave forge
#

Let me know if it worked.

proven oxide
#

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

tepid notch
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^ same

lusty marsh
#

what a specific bug lol

brave forge
brave forge
proven oxide
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alr ill let em know n see if it works, ty!

lusty marsh
#

reinstalling rn

tepid notch
brave forge
lusty marsh
#

if this wasnt vr, i wouldnt have gotten it because of facebook's involvement lmao.

#

even so, its all wonky

proven oxide
#

honestly saving up to get a different headset so I dont need my facebook to be connected

tepid notch
brave forge
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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.

brave forge
keen nova
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How's the beta going? You guys make cool stuff.

proven oxide
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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)

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see if it works out

tepid notch
lusty marsh
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nope, im still bugged in

brave forge
# tepid notch The version change is an alternate account thing?

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.

keen nova
#

osc and avatar contact still broken right?

feral aspen
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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

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flashed the screen black for a second then reappeared

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kept looping

brave forge
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Just letting people know rotation speed is fixed in the next up coming beta build update.(Was confirmed an hour ago)

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Just thought you should know about this one as well so hope you don't mind he tag/ping

lusty marsh
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i can no longer redownload the game lmao

brave forge
near grove
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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

sage whale
#

Hey how do I enable the new update

lusty marsh
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gimme a sec

brave forge
dim cloak
woven ledge
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factory reset?

lusty marsh
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nope, cant download it anymore

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says its installing, then asks me to install it again

brave forge
lusty marsh
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kay

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didnt work

brave forge
lusty marsh
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wish i could, everyone else would be pissed.

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well i think i have reached my mental limit on this situation

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im just, not gonna play it anymore lmao, appreciate the assistance though

brave forge
brave forge
brave forge
lusty marsh
brave forge
sick badger
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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

dim cloak
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They want to get the avatar dynamics themselves smoothed out and working well first.

sick badger
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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

dim cloak
# sick badger makes sense! didnt see they were adding it to the world SDK in the future so yea...

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.

violet iron
#

Kemono friends avi, you have my attention

shut shell
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mhh is it possible to toggle an object like a grenade and throw it like we can do with a particle system now? šŸ¤”

lost pine
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How do I join on quest?

brave forge
narrow narwhal
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bruh i cant leave to beta

merry loom
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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

limpid nest
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Is the avatar dynamics able to be used with the beta on quest

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I’m new to the whole beta thing

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And not sure if I want to get it cause I heard people can’t leave it

narrow narwhal
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how do you leave the beta

strange spoke
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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

stiff acorn
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Yes.

limpid nest
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Alright, I’m just considering if I wanna risk getting kicked out of live.

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Cause I am not sure.

weak nest
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Is there a way to make a droppable prop with avatar dynamics?

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I want to drop an object in world space for others to pick up

limpid nest
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And is the beta including dynamic bones? Not phys?

molten cobalt
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this is for physics bones, Dynamic bones are never coming to the quest and are deprecated now

limpid nest
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Aw

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I like dynamic bones Lol

molten cobalt
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Dynamic bones where horrible for performance which is why there getting replaced by physics bones

stiff acorn
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Phys Bones are basically the same thing as Dynamic Bones. They just perform WAY better.

limpid nest
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Alrighty, I’m not sure if I wanna get beta ahhh

molten cobalt
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basically if you don't upload your own avatars I wouldn't bother

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given the whole getting stuck issue

stiff acorn
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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.

limpid nest
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I will probably get beta once the getting stuck issue is fixed

molten cobalt
stiff acorn
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Yeah, it's not a problem on VRChat's end.

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So they can't fix it.

molten cobalt
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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

stiff acorn
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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).

limpid nest
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Hm

cinder pebble
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I need help. I tried to do the beta thing, but now I can't see anyone even if I turn it back off.

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Anyone?

flat patrol
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You be alone forever

fleet wadi
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10 is still the tracked devices limit right?

violet iron
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Ayo, i didn't have to reset my oculus to go back to live

near grove
near grove
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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.

hollow belfry
warm cedar
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enable exit time, set it to 0, set the transition time from .25 to 0 and add a check

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animations without exit time need a condition, else the transition will be ignored

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I know what you're trying to do

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as I have the boop system you're describing

warm cedar
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Good!

flat patrol
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It smooth in the network

near grove
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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.

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Okay, got it perfect. Thank you for the help!

shrewd estuary
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people be making cool things with this stuff tho

warm cedar
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my avatar is really dynamic now

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Wait

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you have to disable exit time after setting all that @near grove

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The checkbox

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Both fixed duration and has exit time

fallow rock
warm cedar
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I always do it, just in case

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Unity and I are in a complicated relationship

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And I do not trust it.

fallow rock
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That's fair. Just 0% and 0s is still 0 so having it on or off makes no difference

mossy python
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Quick question

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Can avatar contact senders and receivers be used with world objects?

mossy python
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Figured right now it was a no since there’s no world SDK

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But are they planning for this in the future?

warm cedar
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Yep, thats avatar dynamics part 2

mossy python
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SICK

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I’ve always had this idea of making a game world that can save your progress depending on the avatar you’re wearing

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Now I could make it generate a random string of numbers and letters and when the avatar matches it it effectively ā€˜loads your save file’

restive swallow
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Hey, anyone know why my avatar won't show up in the beta

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I'm using one from the dynamic world

near grove
warm cedar
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Yes, the world interaction part

near grove
cursive shoal
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When does the actual thing come out? Like where the dynamics work on all the avis?(are they even gonna do that?!)

warm cedar
cursive shoal
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Oh alr, thank you:)

warm cedar
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test and use the beta, the faster the bugs are fixed the faster we get le dynamic avateur

cursive shoal
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Yea

timber jewel
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nice, all of this will be fixed with the next beta

narrow lodge
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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.

short jasper
mental marsh
#

E

near grove
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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.

narrow lodge
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I think Snusk is experiencing similar issue though? Sounds like animations not working with contacts in general?

timber jewel
narrow lodge
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was there an updated SDK at some point perhaps?

near grove
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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

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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

torpid reef
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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.

timber jewel
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Hm okay, maybe make a canny for it then

mossy yacht
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Does anyone know how to switch out of open beta? I’m unable to

mossy yacht
#

Quest

timber jewel
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have you switched back to live on the same page where you switche in to to the beta?

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switched*

mossy yacht
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Yep it says I’m in live but it’s not actually in live

timber jewel
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Yeah Oculus / Meta is sometimes really weord with that

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have you tried reinstalling it?

ivory oracle
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Im on quest 2 and it won't let me leave the beta help please

mossy yacht
timber jewel
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Okay, then the only thing I could still think of would be to factory reset the Quest

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or just wait untill it comes live

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Oculus Beta system is really broken

ivory oracle
timber jewel
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yeah tell the Meta / Oculus

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idk why their system is so broken...

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it's annoying

mossy yacht
timber plinth
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can you grab physbones on desktopp

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or is that a myth

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i know you can grab them in unity

timber jewel
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Nope you sadly can't

timber plinth
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POGGERS

timber jewel
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yup really happy about that

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they also implemented auto conversion for end length

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which is also great

coarse stag
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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

timber jewel
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Wasn't there something local only option so only you can use it? vrcCatThink

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Couldn't you just remove the "allow others" checkmark from the reciver?

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@coarse stag

coarse stag
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yeah I guess that's it then

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I'm too used to particle triggers where you can just put objects by reference

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so for each one type a random string, and only allow self

fallow rock
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if you're only allowing self you wouldn't have to use random strings, no?

inner kayak
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I start mine with "nak_" if i want them to only work across my own avatars

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much more organized than a random string

fallow rock
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no matter the name, even if others use it too it wouldn't interfere

warm cedar
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Allow self checked, others unchecked

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issue solved.

timber jewel
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yup

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basically

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I hope we will get the "Upcoming Beta Update" soon, maybe even today

gusty forge
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There was an update to the internal beta branch like 9 hours ago so maybe

timber jewel
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because I didn't got notified by it

gusty forge
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rip

idle fulcrum
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I cant go back to the live version of vrc

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Why is that?

timber jewel
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you can or you can't?

idle fulcrum
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Can’t **

fallow rock
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why would you ever want to go back to the stinky live version

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Kappa

timber jewel
idle fulcrum
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Yeah ;v;

timber jewel
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scroll a bit up, I told someone how to do it like 20 min ago ^^

warm cedar
#

Hammer go Bonk

idle fulcrum
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Big oof

warm cedar
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And again and again

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AND AGAIN AND AGAIN Wooh! damn gotta get my bonking streak goin'

timber jewel
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XD

restive swallow
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Help! I can't leave the beta

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I can't switch back I've tried launching from the app and from the headset and reinstalled it

restive swallow
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Yes

formal lava
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also question about this sdk! is there an easy way to test receiving colliders within unity?

formal lava
restive swallow
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Is that the only way?

formal lava
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as far as I know yes, but it might be worthwhile to wait a bit til someone else might have a better solution

fluid peak
formal lava
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Aight will try!

restive swallow
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A method I found when switching back is just reinstalling it

formal lava
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okay

slate token
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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

timber plinth
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don’t use the ik beta if this is an issue, and report it to the canny if its reproducable

worn goblet
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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

warm cedar
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  • Asks for help about the issue
  • does not give details of the issue
#

ĀÆ\_(惄)_/ĀÆ

worn goblet
#

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

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I cant press that button to open more options

warm cedar
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are you inside a beta build?

worn goblet
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Not yet

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I am not at home

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But i was in that world

warm cedar
#

Is your quest on the beta build, is it installed

worn goblet
#

I need to install something?

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How and what?

warm cedar
worn goblet
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And what of those links is the one i need to install?

muted bloom
muted bloom
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Also for IK-beta you want to post in #ik-2 , this channel is for open beta

pliant laurel
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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

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like in the debug menu no parameter changes

worn goblet
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What link do i need to download for the beta

muted bloom
pliant laurel
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no its 31 contact parameters on 1 float

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all have values of 0.01 increments

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like 0.01, 0.02, 0.03 ...

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do i maybe need to create a specific float for each contact?

muted bloom
pliant laurel
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mhh okay

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yeah i dont see any changes

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in VRChat it shows the contacts to have received a trigger, but it doesnt change the local parameter in the debug menu

timber plinth
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they will override eachother

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on the plus side you can use parameter math for your synced parameter

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using parameter drivers

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for example using +-

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but converting back may be complicated

pliant laurel
muted bloom
muted bloom
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What I’m saying is if you were to get a debug value printing out your current acceleration, it would always say zero

timber plinth
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this is to have some sort of toggle between velocity and acceleration on how physbones are influenced

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so if you were driving a car in a udon world

muted bloom
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I suppose it would work in stations yes

timber plinth
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it would move when u accelerate and decelerate

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it would work when walking too

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as the only acceleration would be the movement of your animation

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which is infinitely better

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than flying like no tomorrow

muted bloom
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I get you now

timber plinth
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yee

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maybe could be a slider but a toggle would work fine too

muted bloom
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I don’t think acceleration is what you’re looking for though, you are looking for a local reference frame

timber plinth
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it is acceleration though because its a change in velocity rather than position

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if you were in a car and holding a ball on a string

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it will go forward and back when u drive the car

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but at a constant speed it will stay idle in the middle

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and same if you were walking holding the ball

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the acceleration would only be from you bobbing up and down

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If u walk at a constant speed (and hold it correctly) the ball should stay roughly centered

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same concept here, mostly for things like breast dynamics

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its more natural for them to behave that way since theyre attached to the body

muted bloom
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Yeah that’s how I thought dynamics should work in the first place but they never bones don’t do it, not sure about physics bones

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If anything there should be a velocity slider for how much actual velocity influences it and then acceleration just always does

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Wait, isn’t that what Immobile does

obsidian wagon
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anyone know or have an example on how to make like a grabable object on your avatar with the new contact receivers and stuff

muted bloom
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Grabables are phys bones rather than contacts. I don’t think they use contacts.

obsidian wagon
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whats a grabable?

obsidian wagon
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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

spring salmon
#

What do I need to do to add a collider or whatever it's called where I can grab or touch my own bones?

wintry scroll
# obsidian wagon anyone know or have an example on how to make like a grabable object on your ava...

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.

obsidian wagon
#

i mean like you grab an object on your avi and it toggles something

wintry scroll
#

šŸ¤” I haven't tried that yet

obsidian wagon
#

i saw someone do it earlier with a sword which is what im trying to d

spring salmon
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Like the hobkin one? The one with a lightsaber and button on its side?

obsidian wagon
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no like theres a sword model on their body and they reach and grab it and it puts it in their hand

spring salmon
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That's what the hobkin does

obsidian wagon
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then yea

wintry scroll
#

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

obsidian wagon
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im also trying to do it on quest so i doubt worldspace grabables would work with that

spring salmon
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Is anyone able to help me with colliders for my avatar like what setting I'd need to use

wintry scroll
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no, it uses constrains

small surge
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Having to use float is abit annoying tho, for exsample i want 248

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then set a parameter driver to do other stuff

spring salmon
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Do I just use vrc phys bone collider in the components?

small surge
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If you want a specific grab place - contact reciver , or all the bones in the mesh would trigger it

spring salmon
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Ahh šŸ’€ I'll try to figure it out like that

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Do I add where I want the specific grab play at root transform?

wintry scroll
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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.

spring salmon
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Hmm

wintry scroll
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it doesn't even need to be underneath your avatar's hierarchy

small surge
wintry scroll
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also be sure to assign the animator you are working on to the animator component slot and not just in the avatar descriptor

spring salmon
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Mm do I need to set the bones I want to be able to touch as receiver?

wintry scroll
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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.

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those yellow bones are standard

spring salmon
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Whenever I tried and I had those yellow one it wouldn't interact with my bones on anything

wintry scroll
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I would start by making sure things work in editor. Watch to see if your animator is being effected

spring salmon
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Which part is the animator as I'm new to this these words I don't know

small surge
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Theres one that tells my avatar to do a dance if someone touch it, yellow blob is contact sender, the cubes are recivers

wintry scroll
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the animator is the state machine in the bottom of that video

spring salmon
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Ah okay

small surge
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cube is paramer = 248 do this , but since its a float i gotto use greater/lesser to get the right number

wintry scroll
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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

spring salmon
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Oh okay

wintry scroll
#

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)

spring salmon
#

Oki ✨

cursive bridge
#

I swear I saw the Performance Ranking System got updated to reflect physbone limits, but now I can't find it...?

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I know we can have 4 contact/receiver total sort of components and stay Excellent

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what's the physbone limit to stay Excellent?

small surge
cursive bridge
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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.

timber jewel
cursive bridge
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THANK YOU

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Okay so the 4 is actually

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"PhysBone type scripts of any type"?

timber jewel
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if you want to see the beta stuff in the docs you need to change the version at the top left corner

cursive bridge
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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)

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Ugh 6 actually. Oh well. Might as well go for 8 at this point.

devout sapphire
#

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

timber jewel
devout sapphire
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im notnusing physbones for it, im using recievers @timber jewel

timber jewel
#

What I said also counts for those.

devout sapphire
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not possible, there's literally an avatar that you touch the chest and a particle emits

muted bloom
#

No reason you can’t spawn a particle with a contact

devout sapphire
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im trying to do just that

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but other people being able to activate it

muted bloom
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Just make sure the contact parameter is a float, that’s the most common mistake

devout sapphire
#

gotcha

muted bloom
#

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

timber jewel
#

Well my bad then, I read it as you wanting them to collide with them šŸ˜…

#

Sorry for that

muted bloom
#

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

warm cedar
#

Let's make it a standard to make custom collider tags capitalized

#

e.g sword -> Sword

muted bloom
#

Yeah and please start marking all of your bullets with the generic ā€œDamageā€

devout sapphire
warm cedar
#

So, bullets use the tag "Damage"?

devout sapphire
#

that gucci?

muted bloom
# devout sapphire

I think finger index is already already tagged as hand as well so it’s been a bit redundant but it still works

muted bloom
#

Instead of needing to add 8 billion tags to things to make sure it’s always compatible with everything

warm cedar
devout sapphire
#

i watched m.o.o.ns video and akalink

#

literally useless

warm cedar
#

Still using "Bullets" oops

muted bloom
#

ā€œDamageā€ is generic so it can be shot with bullets or have a sword hit it, etc.

warm cedar
#

Hmm, well that is a lot more efficient indeed

muted bloom
#

You can do more specific tags too but it’s just a nice generic word that applies to magic spells as well

#

Instead of needling like 20 tags

warm cedar
#

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

weak nest
#

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

#

šŸ˜”

devout sapphire
#

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

weak nest
#

i saw that message you deleted xD

#

I wish i could help you, but im just as confused with this update lol.

devout sapphire
#

i didnt delete it lol

shrewd estuary
flat patrol
#

Since it's on/off object, put it in the fx controller

shrewd estuary
#

from "can't roll no dynamics" to "can roll now"

dark flare
#

when will the new IK be estimated to coming out? if I'm able to know

muted bloom
dark flare
#

yea

muted bloom
#

But it’s already live compatible so you’re free to use it as much as you like

dark flare
#

that still rase's my first questen really but all good if know one know's

feral star
#

Why can i not switch back to the live version of the game?

dark flare
#

you can only see others that run the beta tho it might be broken

cursive bridge
#

Anybody know how to return a physbone to rest before disabling the script?

feral star
#

Yes im aware of that but when i tried switching back to the live version it doesnt work,

cursive bridge
#

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.

quaint geode
muted bloom
#

The phys bone component has a bool IsActive (the component itself not the GameObject) pretty sure it’s animatable

feral star
cursive bridge
#

@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.

drifting nacelle
midnight pier
#

guys when u think PhysBones will go out of beta?

outer python
#

my guess in a couple/few months

sullen vigil
#

I don't think months. but definitely a few weeks.

proud bronze
#

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

brave forge
humble pulsar
#

Nah I’m guessing it will either come out later tomorrow or next Friday. Probably next Friday though

brave forge
timber jewel
rain harness
#

when i grab my sword is disappears

#

is it because the sword does not have an actual skeleton in it?

humble pulsar
#

Just speculating though, I may be completely wrong and I am just going off of how previous updates have been.

shrewd estuary
#

puts on tinfoil hat

timber jewel
#

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

shrewd estuary
#

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

timber jewel
#

actually only 8 are completed

humble pulsar
#

Or one big update before release build

#

But yeah you may be right

timber jewel
shrewd estuary
humble pulsar
#

I will wear the tinfoil hat of shame tho xD

shrewd estuary
#

there's a lot of "tracked internally" and "planned" in the feedback site

#

saw an "in progress" thrown in somewhere

timber jewel
#

there is one, and it's from the OSC beta

muted bloom
#

I love all of the new features but I really think the autoconverter needs to be a tad more accurate before it’s ready for live

#

Specifically the whole business with end length -> end offset

timber jewel
shrewd estuary
wintry scroll
#

for my avatars it unassigns the ignored bones so my entire avatar turns into a flailing tube man

plucky owl
#

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

rain harness
#

is there a world people go to for the open beta? just like what we did for av3.0 beta or nah

brave forge
rain harness
#

oh yeah i did already

#

it works

rain harness
#

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

jagged tapir
#

Oh the physbones collider work only with our avatar
I thought it also worked with anybody

shrewd estuary
#

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

lime yarrow
shrewd estuary
#

that'd be wicked

lime yarrow
#

In making them global?

#

Oh right they don't have tags

#

I get the Physbone and contact stuff mixed up my bad

opaque edge
#

Is there another Map where we can find public avatar with physics bones (compatible quest if possible, ping me if you find one)

drifting nacelle
drifting nacelle
lime yarrow
#

Which I don't think is possible

#

Which is slightly sad, but also understandable

timber plinth
#

i wonder when the completed issues will be pushed to the current OB build

dim cloak
#

I would assume at least an update to the beta branch a week is a safe bet

#

maybe more if we're lucky

muted bloom
#

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

lime yarrow
#

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?

muted bloom
#

That's correct, yes. That's why people want everyone to standardize the first letter capital

lime yarrow
#

Gotcha

#

What are some currently widely accepted "universal" custom tags?

muted bloom
#

the most common ones will most likely be "Damage" and "Shield", with people hopefully agreeing that Shield should de-spawn Damage

lime yarrow
#

Ah okay makes sense

muted bloom
#

Shield as well

timber jewel
lime yarrow
#

So just as simple as it can be, in a way that makes sense, and capitalized first letter

#

Sounds pretty good to me.

timber plinth
#

i just want IsAnimated to work

lime yarrow
#

This will be very useful in the vrc roleplay communities

timber plinth
#

so i can test it out

muted bloom
#

you can also just describe hitboxes with "Sword" "Staff" "Laser", "Magic" and etc, but really... "Damage" is the most universal

timber plinth
#

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

lime yarrow
timber plinth
#

but doesnt it already do that when it has to move the bones?

#

just doesnt have to re-read rest position i guess

lime yarrow
#

Yeah that's what I meant

indigo sorrel
#

Heya. I am on quest 2. I tried to get back to the live build but am stuck. Lil help?

lime yarrow
#

It doesn't have to reset the rest position

timber plinth
#

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

lime yarrow
#

Anybody have a rough reference for measurement of "velocity" when it comes to contact receivers and on entry triggers

muted bloom
#

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

lime yarrow
#

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.

small surge
#

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

dim cloak
timber plinth
#

no clue what the hell this snapping is either

livid moss
#

how can i get the highfive working

timber plinth
#

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

muted bloom
#

I also do a check for open hand because it was happening by accident lol

simple saddle
#

how can i test the bones in unity?
like grabbing them and moving them around in unity.

modest ivy
#

move your main camera in front of your avatar and click play

#

then you can grab in the game window

limpid nest
#

Are people still getting stuck in beta

silent moat
#

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?

silent moat
#

jeah

limpid nest
silent moat
#

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.. :/

timber jewel
#

look at the bottom of the Avatar Descriptor, the is a Colliders section at the bottom

silent moat
#

aaahhh allright thx, will look into it šŸ˜„

limpid nest
last cairn
#

I'm sorry if this is a dumb question, but can someone send the link to physbones download? I'm so lost šŸ˜‚ It's probably bluntly there, my bad

silent moat
#

This was, what i was looking for, thx @timber jewel

timber jewel
limpid nest
#

quest

#

I really want the beta but I don’t wanna lose the people I love the most

timber jewel
#

It's included in the SDK.

last cairn
#

amazing thank you

timber jewel
# limpid nest quest

Yeah since Oculus seems to be really buggy it will probably require you to do a factory reset to go back to live.

silent moat
#

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?

limpid nest
timber jewel
#

since Phys Bones don't exist on live atm

timber jewel
limpid nest
#

damn

silent moat
#

allright thx ^^ then i need to upload it seperat with the Note (BETA) XD

timber jewel
limpid nest
#

really wanted to try it out, guess I’ll wait until it will be fully released or when I’m able to get it

vagrant crown
#

How long till I can join live players?

#

Just wondering

limpid nest
vagrant crown
#

Factory reset of what?

limpid nest
#

your headset.

vagrant crown
#

I’m running from steam

limpid nest
#

ah, I don’t know about steam then.

#

I only know quest atm, apologies.

vagrant crown
#

Ah it’s alright

iron stratus
#

thats how i did it

limpid nest
vagrant crown
#

That didn’t work for me, I’ll try again soon

limpid nest
iron stratus
#

works for me

limpid nest
#

hm.

#

I don’t want to not be able to see my friends if I get beta and get locked out, so I’m wondering if it has worked for others as well.

vagrant crown
#

I’m guessing you turned of the beta before uninstalling

iron stratus
#

yes

vagrant crown
#

Ah ok

#

Guess I’m stupid

limpid nest
iron stratus
#

if u reinstall as beta it will be beta

limpid nest
#

How do you remove it?

iron stratus
#

so go to the live

#

on the spp

#

app

limpid nest
#

Oculus app? Or?

iron stratus
#

yes

wheat fjord
limpid nest
#

I need help with that, can you show me in dms?

wheat fjord
#

I cannot. I don't have my dms open

vagrant crown
#

When I switch from beta to none without reinstalling it crashes. I’ll try with the reinstall

iron stratus
#

switch before uninstall

wheat fjord
#

If you were able to get into the beta, it's just the reverse of getting into the beta

vagrant crown
#

Ok

limpid nest
#

I don’t know where to find the turn off beta option, I’m kinda confused on that part.

wheat fjord
#

You know how you got into the beta release?

limpid nest
#

nope I haven’t yet.

wheat fjord
#

You click the version number and choose the version labeled "live"

iron stratus
#

@limpid nest

limpid nest
#

Where do I find that tho?

#

Cause I can’t even find it at all.

wheat fjord
#

on the VRChat app page

#

under details

#

it's under version

iron stratus
limpid nest
#

And then do I switch it back and reinstall?

iron stratus
#

yes

wheat fjord
#

change the channel to live

iron stratus
#

yeah before uninstall

limpid nest
#

I just put it on beta.

#

I just wanna see it for now.

wheat fjord
#

hitting start can also force it to update

limpid nest
#

so do that too or?

iron stratus
#

it usually dont work

muted bloom
# limpid nest Has this worked for anyone else?

The official recommendation I’m seeing is that if you want to get out of the beta you’ll need to factory reset your Quest. This is because of the really crappy way that Facebook made opting into betas.

And that’s only if you are a native quest user - if you’re playing on your actual computer with the Quest, it doesn’t have that issue and your easily opt out at any time

limpid nest
#

I put it in beta, I’m gonna see if I can take it off with how they did it.

wheat fjord
#

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?

muted bloom
#

I am not part of the team but the documentation says that it will be on by default

wheat fjord
#

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

muted bloom
#

They will also be removing dynamic bones entirely, even from old uploads, in the very distant future.

#

So it’s best to just stop using them now rather than later

wheat fjord
#

So break every avatar in the mean time?

muted bloom
#

You have plenty of time

strange spoke
#

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

wheat fjord
#

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

muted bloom
#

By the time it is removed, any content that is broken will be fair game

strange spoke
#

and its not every avatar, i've personally only seen one avatar that didnt look correct with the new system

wheat fjord
#

I'm not talking about the distant future

#

I'm talking about in a month when the beta period is over

muted brook
#

My avatar was really weird with the auto conversion

strange spoke
#

and thats just the progression of time of course things arent gonna be updated, but new things will come along and thats okay

muted bloom
#

If you don’t like how it auto replaces the dynamic bones, you are free to disable the auto converter.

muted brook
#

There being no inside colliders and it made my tail way too wiggly

strange spoke
#

they cant just keep dynamic bones forever, the fact that they're giving us a period to update is a blessing itself

wheat fjord
#

Authors won't update content if they're no longer using vrchat

#

or have lost the files to content

strange spoke
#

yeah no duh

muted bloom
strange spoke
#

go get new avatars then

wheat fjord
wheat fjord
strange spoke
#

lmao

muted bloom
limpid nest
#

Wait the betas kinda cool

strange spoke
#

it is!

limpid nest
#

I need physbones avatars tho

rose stag
#

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

limpid nest
#

I do!

wheat fjord
#

My avatar has physbones and is quest compatible

limpid nest
#

It’s really nice!

wheat fjord
#

But it's my person avi

limpid nest
#

Ohh

#

Coolio

wheat fjord
#

I'm not making public content at this time, until things are finalized

rose stag
#

I've been looking for videos from quest users but haven't found any yet

wheat fjord
#

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

muted bloom
#

Actually I’m not sure why constraints aren’t whitelisted

rose stag
# limpid nest I’ll make one

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

wheat fjord
#

It's been suggested already in the canny that constraints be added to the quest whitelist

wheat fjord
tropic sail
#

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

wheat fjord
#

It would really help

#

if they were

#

Literally, shaders would be the only major missing thing then

muted bloom
#

The last I’ve heard was it was just a timing mistake - pc got constants the same time quest came out, so it wasn’t on the list

tropic sail
#

Iirc constraints weren't allowed because people were trying to use them to hackily replicate bone physics

wheat fjord
#

It can't be a performance thing

limber quartz
#

oh nvm

wheat fjord
muted bloom
tropic sail
tropic sail
wheat fjord
#

I have an example

muted bloom
#

It’s the first I’ve heard that there was an actual reason for constraints not being allowed I’m not sure if I believe that

wheat fjord
#

I don't believe that to be the case

#

An oversight actually sounds likely

#

It's been tracked internally in the canny

muted bloom
#

Has anybody messed with phys bones on a spring joint that is also grabable vrcCatLove

#

Very entertaining

wheat fjord
#

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

barren wigeon
#

I need to setup my vr and stop just running around hoping other people will poke my ears

timber plinth
dim cloak
timber plinth
muted bloom
timber plinth
#

ima upload this stuff and then test ingame

wheat fjord
#

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

barren wigeon
#

I have been getting better at using animations since OSC and the bones arrived

timber plinth
wheat fjord
#

My hair seems to go through my face for some reason

timber plinth
wheat fjord
#

oh

timber plinth
#

not sure if thats an issue with colliders

muted bloom
timber plinth
#

its not with contacts

muted bloom
#

Phys bones on humanoid muscles will have undefined behavior

timber plinth
#

they break the IK

wheat fjord
#

I've experienced that with converted thigh physics

muted bloom
#

Works for a little and then it just doesn’t

timber plinth
#

but colliders are ok

wheat fjord
#

which I don't really need anyways

muted bloom
#

I really want a ā€œclear phys bone poseā€ animator behavior lol

wheat fjord
#

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

muted bloom
wheat fjord
#

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

dim cloak
#

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.

https://www.youtube.com/watch?v=t4mMA3gZlSs

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...

ā–¶ Play video
molten cobalt
#

very nice to have a step-by-step tutorial for that

molten cobalt
#

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

dim cloak
molten cobalt
#

thanks for adding it I didn't want folks game stuck because they're not familiar with write default off workflow

dim cloak
#

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.

molten cobalt
#

no clue myself on that as I've used tools to auto-generate my expressions

dim cloak
#

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.

dim cloak
#

It's actually extremely similar, I just modified how transitions work and such.

spring salmon
#

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 😃

dark dune
#

Has anyone seen that before?

small surge
#

Nope and i use that to control some things

dark dune
#

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
dim cloak
#

You guys do know that those parameters are built into the game, despite not having them in your expressions parameter list, right?

dark dune
#

But that's helpful, I will leave it out

dim cloak
#

Yeah if you take them out of your list they will still work

#

they function similarly to contacts

dark dune
#

Ah ok, nice

dim cloak
#

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

brave forge
dim cloak
#

because expressions are temporary and not needed to sync across the network in normal circumstances.

dim cloak
dim cloak
brave forge
dim cloak
#

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?

brave forge
floral ore
#

put in play space now it doesn't work anyone know how too fix-it

dim cloak
#

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

brave forge
dim cloak
brave forge
#

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)

dim cloak
#

huh

#

i am not sure about that one LOL

proud mauve
#

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 ā€œI need owner permissions,ā€ type deal.

#

I guess what I’m trying to say is, will avatars automatically transfer without myself having to manually convert?

sour epoch
#

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

molten cobalt
#

so basically you would just need to hope whoever made your public Avatar updates the avatar

sour epoch
#

the conversion process only applies to PC avatars, where dynamic bones will be converted to physbones

proud mauve
#

Ah I see, thanks :]

molten cobalt
#

and even most of those avatars probably would be a good idea for the makers to manually upgrade to physics bones for better control

tender dome
#

physbones finally gave me the motivation to roll up my one sleeve

dim cloak
proud mauve
tender dome
#

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

dim cloak
tender dome
#

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?

cloud mango
#

How do you change out of beta? I don’t know how

muted bloom
dim cloak
next spire
#

@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?

dim cloak
#

Could use a capsule that runs up your arm for the HandL receiver

muted bloom
#

Pretty sure Allow Grabbing is animatable yes

dim cloak
#

Would maybe try that then

tender dome
next spire
#

yeah figured, but we never know

spring salmon
#

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

tender dome
dim cloak
tender dome
#

im not sure if i can even prevent other players from grabbing a specific physbone

dim cloak
#

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.

tender dome
#

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

tender dome
#

so im not really gonna worry about that

dim cloak
tender dome
#

pretty sure you saw me yesterday

#

i had the vine boom button

next spire
#

didn't know I could find my informations in here

dim cloak
tender dome
#

its kinda broken though, you cant really spam it

#

sometimes you gotta give it a second before you can use it again

dim cloak
#

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

iron quest
tender dome
#

i use particle systems once in a blue moon so i wouldnt know how to fix that on a particle system level

dim cloak
#

I could show ya a couple different ways you could do it sometime if ya would like ^.^

tender dome
#

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 looc

bright jungle
#

pog

shrewd estuary
#

woah an announcement

inner kayak
#

oo

meager fiber
#

i was on the open beta channel reading as soon as that open beta dropped

#

amazing timing lol

vital pilot
#

neat

molten cobalt
#

interesting note with the shaders

gilded stream
molten cobalt
#

good idea for them to start the future-proofing now

next spire
near grove
#

did you guys also fix the issue with older avatars? the hands were offset and the head was tilting weirdly

hollow belfry
#

Why would they tho

#

They want you to play vrchat

#

I think there are a few different dynamic bone alternatives though

cursive bridge
#

we're all used to theirs though

#

people go for what's familiar

next spire
#

^

tender dome
#

true but i want to give vrchat my money

cursive bridge
#

they could make $$ with that

#

maybe not $$$

#

but $$

molten cobalt
next spire
#

free within VRChat, payed outside

tender dome
#

i am, i want to give them MORE money

next spire
dim cloak
cursive bridge
#

in the fifteen seconds it's been since announcement does anyone know if they fixed animating gravity on physbones yet

sullen elk
#

Do we need to actually have dynamic bones installed to compile

cursive bridge
#

they didn't SAY they did

inner kayak
jagged inlet
#

Are runtime converted physbones still not animatable by default?

stable wagon
#

well, that seem broken -.-

cursive bridge
#

CyberKitsune idk what you mean by runtime converted specifically cuz I added mine new

stable wagon
#

better backup my file before temp on fixing it

cursive bridge
#

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.

sour epoch
#

if you're getting any errors, delete the sdk folder then import the new sdk

dim cloak
#

New SDK does fix the grabbing issue from what i can tell in unity

#

pog

gilded stream
# tender dome is this worth a canny post?

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.

wraith island
#

oh well, guess some shaders i use will just break at some point. I know jack shit about shader code.

dim cloak
near grove
# sullen elk Do we need to actually have dynamic bones installed to compile

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.

lean grotto
#

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?

gilded stream
dim cloak
#

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.

stable wagon
#

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

near grove
lean grotto
#

how can i do this?

sullen elk
gilded stream
near grove
sullen elk
lean grotto
#

i just downloaded an avatar that i was given and imported it to the unity sdk

gilded stream
stable wagon
lean grotto
#

using a youtube tutorial

dim cloak
lean grotto
#

i'm not sure

gilded stream
lean grotto
#

no

#

i'm using the quest 2 application for vrchat

near grove
dim cloak
dire raven
#

There is plans to make transparent shader working again and optimized on sdk like the return of vrchat/mobile/particles/additive?

fading abyss
#

i-

gilded stream
fading abyss
#

i dont understand why this is happening?

near grove
lean grotto
gilded stream
soft mason
lean grotto
soft mason
#

if the avatar already has phys bones id assume

woven ledge
#

do you still have to factory reset?

gilded stream
lean grotto
soft mason
#

no

near grove
lean grotto
#

??

gilded stream
#

No, it's Phys Bones

lean grotto
#

what? they advertised that and everything hold on

soft mason
#

It’s phys bones, those and dynamic bones are different

gilded stream
#

They advertised that Dynamic Bones can be converted to Phys Bones

lean grotto
#

wait

#

which one is the new one: phys or dynamic

gilded stream
#

Physics Bones is the new one

sudden basalt
#

PhysBones are new.

lean grotto
#

OH

stable wagon
#

test seem to work better. nothing need fix

lean grotto
#

i thought dynamic bones were the new ones

#

wow im slow. sorry for the misunderstanding

gilded stream
#

Lol

small surge
#

If you auto fix old dynbones , it will change em to phys , some tweaks needed

woven ledge
#

do you still have to factory reset to go back to normal vr chat on quest?

small surge
#

radius will never be correct but thats easy fixed in unity

stable wagon
#

tweak maybe needed

lean grotto
#

alright well how do i convert dyn to phys then?

dim cloak
lean grotto
#

now that i understand the difference lol

near grove
lean grotto
wind marlin
#

Why can’t I join any severs with people in it? I’m on oculus just enables phys bones is that why?

near grove
dim cloak
# lean grotto alright well how do i convert dyn to phys then?

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...

ā–¶ Play video
#

Other guides out there as well

gilded stream
fading abyss
wind marlin
near grove
stable wagon
#

soon this come out. db will be pointless to buy. pb as now is far better and free šŸ˜›

lean grotto
#

oh please link?

muted bloom
#

- 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?

dim cloak
#

Wait did the method change? Oh lord

near grove
lean grotto
#

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

lean grotto
dim cloak
#

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.

stable wagon
#

is it too late ask my money back for db from 2 years ago? LOL just joking

dim cloak
#

whew

lean grotto
#

amazing

#

alright

dire raven