#open-beta-discussion

19 messages · Page 6 of 1

quaint geode
#

check the Avatar Dynamics Hub (search "dynamics" in the world search)

waxen horizon
#

Thanks :)

small surge
#

The new shader variants might be a unity update 🤷

hallow stream
#

if you want an example to look at there's a sample in the sdk

zenith obsidian
#

anyone has good tips for making pushing phys bones with colliders more smooth when only using a couple bones? i don't really know how to explain it but with dynamic bones i could make it when i touched/pushed them it looked more soft and squishy where they got moved freely in any direction. while with phys bones they move more or less like a stiff chain of bones that bend each other a bit. no real softness.

hmm this seems kinda like the thing i mean. phys bone collision being kinda stiff and choppy, while dynamic bone collision is super smooth and pretty https://feedback.vrchat.com/open-beta/p/1181-physbone-collider-looks-weak-in-some-conditions

obsidian wagon
#

i can give you a couple in some hours

shrewd estuary
#

this is not up for debate

obsidian wagon
#

we need more examples 🙄

timber jewel
#

uh I feel like the head colliders scaling is a bit broken xD

rose stag
#

This from quest view?

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Cause if it is things look a lot nicer

mossy python
#

Yes that’s Quest

rose stag
#

Noice

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I've been looking for footage for Physbones on quest

shrewd estuary
#

holy cow

muted bloom
#

Can I chose which of the default collisions interact with a phys bone?

molten cobalt
#

cool

mossy python
#

Oh wait that’s another head collider issue I blind

timber jewel
#

yup xD

lean linden
#

Hello, i have made phys bones on my model

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but i think i missed a step

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do i have to install a beta version of vrchat?

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its not working on my headset

timber jewel
#

yeah you need

lean linden
#

where is it ? 😮

bright jungle
arctic fable
#

Yo, I got a question on the whole open beta stuff. For some reason the only avatar that works for it (in my case) is the one from the dynamics world. So like do any of y’all know what the problem is?

lean linden
#

thank u u all are epic 😄

small surge
#

enable debug, some auto converted bones are super tiny radius wich make em hard to interact with

lean linden
#

and where i can change the version

shrewd estuary
#

@lean linden

bright jungle
lean linden
#

ooo

bright jungle
#

i nyoome

lean linden
#

on phone! oki doki thank u so much

wheat fjord
#

is it true if you're moving fast enough physbones can move through colliders?

shrewd estuary
#

zuvali how dare you link my own message before i can >:(

#

(s)

wheat fjord
#

Cause my hair moves through my head when I move

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fast

gilded stream
#

They have no problem sliding through colliders under enough force.

wheat fjord
#

Ok, atleast I know I didn't make it wrong

#

also what are floor colliders for

unkempt sentinel
#

are plane colliders infinite?

wheat fjord
#

Oh wait, its so my hair doesn't go through the floor

shrewd estuary
mortal plume
#

afaik yes they are infinite

wheat fjord
#

which I guess I really don't mind if it does happen

mortal plume
#

floor colliders are especially useful for longer tails

#

can also be useful for hair but not as much

wheat fjord
#

I have a demon tail

gilded stream
wheat fjord
#

How long before this beta goes live?

winged scarab
wheat fjord
#

But I'm impatient

gilded stream
#

I feel you though.

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I'm so ready for Avatar Dynamics to release to live

muted bloom
#

are the default colliders on the avatar descriptor for your own phys bones collisions, others phys bones collisions, or contacts? or all of the above?

wheat fjord
#

contacts

winged scarab
wheat fjord
#

hands are for collisons

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They could change that though

muted bloom
#

i see the hands as two spheres though in game debug

wheat fjord
#

It mentions that it's only hands at this time

gilded stream
#

So far only hands are used for collision.

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Collisions and contacts, that is

wheat fjord
#

I wanna kick people though

winged scarab
#

Triggers are a thing right?

small surge
#

my test room has high runspeed, ive seen colliders lag behind me , the default ones will too

wheat fjord
#

How much more optimized are physbones than dynamic bones?

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I'm trying to remember what they had said in a blog but my memory is broken

timber jewel
wheat fjord
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and I need more

gilded stream
small surge
#

each component runs on its own core vs old does only one

gilded stream
muted bloom
#

I can confirm index finger movement can flick other peoples dynamic bones

winged scarab
muted bloom
#

🥴

wheat fjord
molten cobalt
timber jewel
gilded stream
muted bloom
timber jewel
dim cloak
# winged scarab

I dont think this quite translates directly into fps though haha

muted bloom
#

In average cases.. 100 fold better

dim cloak
#

it's not like everyone is going to be hitting 144fps now

shrewd estuary
dim cloak
#

but in lobbies FULL of people you should be at a higher fps overall

winged scarab
gilded stream
#

I've definitely got more FPS with this update than anything else.

wheat fjord
#

12-20x with player to player collisions is pretty impressive considering how bad it would have been if they just had gone and made dynamic bones interactive

dim cloak
gilded stream
hard turret
#

Dammit never really considered late-joiners sync. I'll add it now, shouldn't take me more than 15 minutes and 1 extra bool

wheat fjord
#

some avatars have a 1k-7k collison count

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which is insane

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then adding player interaction on that would murder your frame rate

gilded stream
#

Meh, player-to-player interaction support was added via modding, and it wasn't too bad.

dim cloak
#

I would still love to see feet get added into the interaction mask between player to player though

wheat fjord
timber jewel
winged scarab
#

O.o

wheat fjord
#

On lower counts, it wouldn't have been too bad

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But not with counts that high

bright jungle
#

frametimes go brr

dim cloak
wheat fjord
#

Any amount of frames I get to keep is good

dim cloak
#

upvoted ^.^

wheat fjord
#

I need my frames bro

bright jungle
#

you only have about ~11ms per frame if you're trying to hit 90FPS, and Dynamic Bones can easily chew more than that

gilded stream
#

Don't steal my frames bro!

bright jungle
#

especially with avatars with tons of colliders, like that one with 7k colliders

shrewd estuary
dim cloak
gilded stream
#

I forget, when updating the SDK, which things do you have to delete, was it just the VRCSDK folder?

bright jungle
#

Assets\VRCSDK\SDK3A\Editor\PhysboneMigration.cs

wheat fjord
shrewd estuary
wheat fjord
#

Usually egirls with super long hair

bright jungle
gilded stream
bright jungle
dim cloak
#

it's very nice haha

shrewd estuary
#

(me trying my best to not bring up the 14k hair colliders)

wheat fjord
#

oh god

shrewd estuary
#

failed instantly

gilded stream
bright jungle
wheat fjord
#

Only lol

shrewd estuary
#

works on my rig ™️

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"my rig": the most powerful pc known to man
"works": 10 fps

bright jungle
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their rig: has an AMD Epyc 7742 in it

wheat fjord
#

so if you had 1.2k for physbones that would practically be no worse than having like 100

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dynamic bones collisons or like 60 if we're going with the 20 times better mark.

small surge
#

stopped caring about hair clipping on my avs awhile ago, dont use colliders, now i can do limits & curves to avoid in physbones, radius on collision is very handy for the new colliders tho

muted bloom
gilded stream
#

I'm asking if there was anything else to delete other than the SDK Folder when updating, just like a generalized question. I follow the standard instructions, but every time I delete the folder and import the new SDK, the SDK doesn't load.

loud zephyr
#

So I'm new here and I heard about the new IK thing and I'm a bit confused, are you able to use it on oculus quest 2

loud zephyr
#

Dang

muted bloom
#

import overtop, then delete the one file

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If you delete the SDK folder, you will trash all of your animation state behavoirs

muted bloom
#

Important things.

shrewd estuary
#

deleting the sdk is how uhhh everything ever breake

shrewd estuary
gilded stream
#

whomp whomp, I must be confusing instructions.

muted bloom
shrewd estuary
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delete physbonemigration.cs

muted bloom
#

a few others as well,,, they will all be removed in all of your controllers, if you have your project exist for a moment without a SDK

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and they won't fix when you import the new one

dim cloak
small surge
#

Ive deleted sdk folder multiple times never really broken anything

gilded stream
#

Hmm, interesting, I've never seen that happen before actually. Then again I always make a new scene when I used to do it.

muted bloom
#

Using a new scene may prevent the scrub

small surge
#

But i dont like doing it, so i try to avoid (always have a backup)

dim cloak
#

same scene and all

shrewd estuary
#

i just throw in the new sdk over the old one

muted bloom
#

Well multiple people have said it happens for them, so i'm not alone

gilded stream
#

50/50 chance I guess.

muted bloom
#

if you're deleting the SDK without a backup, you're playing with fire

shrewd estuary
#

all you should have to do anyways

gilded stream
#

Okay we get it

lean linden
#

Hello i've got a new problem, no one is in any servers that i join

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since i installed the beta

gilded stream
#

Correct

lean linden
#

the servers are public but nothing

gilded stream
#

You can only see other people that are in the beta as well

small surge
#

only people on open beta see other open beta'er

lean linden
#

oh

gilded stream
#

Oh?

small surge
#

*Please note that this Open Beta is not network-compatible

molten cobalt
#

it seems like this open Beta is the first open Beta a lot of people have have tried

small surge
#

Theres so many, usually its a desert

molten cobalt
#

I guess everybody is just so gosh darn excited about Avatar Dynamics

gilded stream
#

As they should be, I suppose.

sand ember
#

And wings

small surge
#

Pretty big change , its another '3.0' for me

molten cobalt
#

3.5

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or 3.0+

bright jungle
#

avatars 3+1

gilded stream
small surge
#

for me 3.1 was bool, 3.2 this one

molten cobalt
#

good point I probably should go with a different name as there are no subscription-based features in the recent updates

small surge
#

Is Animated behaves even when its grabbed and still on, had a grab detect and turn it off but not really needed anymore

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(other ear will still animate since its a test and im using 2 anims one for each)

molten cobalt
small surge
#

Things ill never use like osc , handy to have , ill likely never see it in use

molten cobalt
#

fair just figured I'd bring it up because for a lot of folks a lot more Avatar creation possibilities opened by it

muted bloom
bright jungle
#

XSOverlay outputs OSC? o:

muted bloom
#

Yep

timber jewel
#

it will soon

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it doesn't atm

muted bloom
#

News to me! I heard it outputs if you are currently using the overlay lol

timber jewel
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Nope I was the person who suggested it xD

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It's coming soon though ^^

shrewd estuary
muted bloom
#

Yeah it's being advertized in-game on the quick menu

molten cobalt
#

that would certainly explain the high volume of quest users

shrewd estuary
#

saw a couple kids on the beta

muted bloom
#

I'm not sure why they're advertising it to quest users 🚸

#

they can't opt out

shrewd estuary
#

they can it just takes a long ass time for the quest to recognize that you opted out

timber jewel
#

yeah idk why the updating system of the Quest 2 is so broken / slow

muted bloom
#

Facebook's issue, VRChat has no control of Quest OS

timber jewel
#

ik lol

alpine cliff
#

If I upload an avatar through open beta sdk, avatar is uploaded on just beta right? Live version is separate?

muted bloom
#

It is not separate

shrewd estuary
#

stuff that's only on beta (like physics bones) just won't work on live

timber jewel
muted bloom
#

Stuff on beta will load on live, but it will be missing any of the new stuff

gilded stream
#

Useful for uploading quest avatars now though!

muted bloom
#

For example, if you have an avatar with phys bones, the phys bones will obviously be missing if you load into it on live

alpine cliff
#

Meh, okay, that's disappointing

muted bloom
#

but otherwise, it will still work fine

gilded stream
timber jewel
#

I would still wait before updating any Public Avatars, you never know what is going to change which would result in to you having to rework them again

alpine cliff
muted bloom
timber jewel
gilded stream
alpine cliff
#

thanks for answers 👍

muted bloom
#

they can play on beta if they want their dynamics right now

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xD

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I just updated all my publics

gilded stream
#

Quest avatars can get updated now, and when Dynamics goes live, they'll already be ready to go.

muted bloom
#

technically if you are clever you can have both dynamics and phys bones on the same avatar, and make a beta-version detector to swap

timber jewel
#

why though? xD

muted bloom
#

that way it works on both

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basically a contact that triggers itself to swap to phys bones, but the contact is missing on live so it doesn't swap

molten cobalt
#

would be a waste of engineering time compared to just waiting a couple of weeks

muted bloom
#

You underestimate my amount of time

shrewd estuary
#

id rather make a working hair blow dryer instead

molten cobalt
muted bloom
#

I'm still doing science with spring joints + draggable phys bones

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there is good stuff to be found here

lusty rapids
#

I can't wait till open beta to open for everyone

small surge
#

See some public avs have GIANT colliders when you enable debug

shrewd estuary
#

what's the launch argument for enabling Avatar dynamics debug?

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or do you get there a different way

small surge
#

ingame config

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enable debug on colliders/ect

shrewd estuary
#

alr thx

small surge
#

Had to hide one that took up the entire room

timber plinth
#

realized a couple of things about physbones also

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it doesnt like it when things arent native <1,1,1> scale

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either because the armature has scaling, the bone has scaling, or the bone changes its scaling

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it just acts completely wrong

arctic fable
#

Do y’all know of any quest physbone avatar worlds?

molten cobalt
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basically there are none except for the Avatar Dynamics hub because everybody is working on their personal avatars

nova wedge
#

So I'm curious, why is there such a higher performance rating cost for physbone components compared to transforms? It seems like this discrepancy encourages weird setups like putting it on the head bone and using a stiffness curve rather than a bunch of different components, but does it actually run faster?

muted bloom
granite falcon
#

When will the bones update be on live

muted bloom
#

No release date given - most betas last a few weeks.

lusty rapids
molten cobalt
mighty holly
#

question: say im using the avatar dynamics sdk but im playing in the standard build... will it mess up my avatar?

hexed tide
#

"I can't wait till"

muted bloom
mighty holly
#

it it possible to use both or will that break it?

muted bloom
#

you can use both, but if you aren't smart about it, the beta will have doubled phys bones

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since it converts dyn to phys

mighty holly
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heres the catch... im not smart

muted bloom
#

then upload to a separate blueprint <3

mighty holly
#

okie 👍

stable wave
#

Does anyone know if it's possible to spawn a decal where a receiver hits a sender?

fiery mist
#

so with these new colliders you could say make an actual transformation item for avatars?

mighty holly
gritty salmon
#

you can upload using DBs using the open beta SDK

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it just shows a warning

dim cloak
#

And pretty much everyone else is autoconverting them, so we'll just all see your wonky physbones conversion lol

muted bloom
mighty holly
#

okay sounds good!

oak isle
#

If I faculty rest my head seat will it delete my purchaseds?

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Am stuck at beta

proven oxide
#

Game purchases are tied to your oculus account, so yes it will delete your downloads and data, but as long as they were purchased on the account you use for oculus, you can download them again

oak isle
#

Alrigthy

inner kayak
proven oxide
#

o nice

inner kayak
#

i dont own anything other than vrchat and virtual desktop on oculus..

twin fossil
#

Is there a way to test parameters for [object]_IsGrabbed and the like within unity for avatar testing?

inner kayak
#

Av3Emulator + the SDK built in physbone grabbing in game view

twin fossil
#

thank you

dark dune
#

So, I've been off on other projects, but I'm circling back to worldspace props now and I'm a little out of date on what other folks have been working on. Has anyone figured out a way to use physbones to create props that can be picked up and moved around by other players, and that stick in world space? I have one prototype that sticks in worldspace, and you can rotate it around a fixed point, but it doesn't translate yet. Wondering if anyone has a method for that before I spend a whole evening banging my head against the problem 🙂

coarse stag
inner kayak
#

uh huh...

molten cobalt
#

perhaps crunch compress a texture a little bit more

inner kayak
#

im building for windows .-.

inner kayak
tender dome
#

how do i make this cooler

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just a sphere on my hand is pretty lame

dim cloak
#

Make the sphere change to the same color as your clothes as ya do it ^.^

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And maybe put a cool poiyomi effect or somethin' on it too haha

near grove
#

How do you switch to beta on pc?

surreal pier
near grove
#

Ah Ty! Didn’t see that before

bright pewter
frosty river
brave forge
static light
strange spoke
storm turret
#

Hey, does anyone know how to fix vrchat? I'm stuck in the open beta- no one I know is on it- I'm on quest 2

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I genuinely cannot leave open beta

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It won't update, I'm actually just stuck. No matter how many times I switch over to the live version it doesn't work

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No one warned me about this when I read about quest stuff

frosty river
#

From what I've gathered from people talking you need to set your options to the live version and then reinstall the game rather than just waiting for it to update. And also make sure you are doing that from the quests main account

storm turret
#

I've heard people say that doesn't work, is it worth trying?

tender dome
#

switch to live, uninstall, wait, reinstall

bright pewter
tender dome
#

did you find that or just make it

bright pewter
#

I just made it

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the texture is named amogus

tender dome
#

wow, thanks xD

bright pewter
#

obviously, anyone else can use it too

tender dome
#

lets see what i can do with this bad boy

bright pewter
#

bonus points if you manage to make the handle grabbable so you can spin it around and make that pick the color

tender dome
#

i think the hand is rigged to the whole model, not just the hand

spare dirge
#

Uhm hihi! I have a question! I'm not sure if this is the right place to ask or not- but uhm when I go into beta and wanna see if the dynamics work with my friends would the need to go into beta aswell-?

frosty river
#

Yes

spare dirge
#

Oh thank you so much!!

bright pewter
frosty river
tender dome
bright pewter
#

is that rotating the bone or the model

spare dirge
tender dome
#

the bone

bright pewter
#

wtf

frosty river
#

Yes, also if you are using quest be aware some people have issues reverting back to live

bright pewter
#

let me open it in unity and figure out rig params

spare dirge
bright pewter
covert remnant
#

I'm going to try uninstalling and reinstalling VRCHAT to get back to live on oculus quest 2. Hopefully this fixes it

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I'm hoping my saved avatars, friends and stuff save

molten cobalt
tender dome
#

probably not exactly what you had in mind, but im tired.

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thank you for the model though, very cool

bright pewter
#

neat

tender dome
#

ill probably do proper contacts for each individual color tomorrow

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fuck i wanna go to AD beta hubs to show people this but its always quest users there

fiery pebble
#

does anyone know where I can get the new dynamic bones? The 24fps ones?

muted bloom
#

infinite hues

tender dome
#

true

muted bloom
#

Don't ask me how to do that :D

tender dome
#

how do i do that

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tell me adeon

muted bloom
#

There's a good tutoral guy on youtube i know called sippbox i'll ask him to make a vid for it

tender dome
#

i hate that guy his videos never work for me

mortal plume
#

what a loser amirite

tender dome
#

i cant watch more than 5 seconds of his content cause his voice sucks

muted bloom
mortal plume
#

yeah!

tender dome
#

thats a good idea

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let me open up notepad and hypercam 2

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what

tender dome
#

am i tripping or is the uploaders pfp an NFT

muted bloom
#

yeah i'm pretty sure that's an cgi nft monke

tender dome
#

damn my hypercam 2 is unregistered

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i hope this big white watermark in the corner of the video doesnt get too distracting and somehow become an internet culture phenomenon

hollow belfry
dawn topaz
#

i hate to sound like a broken record but how do i get out of beta from quest 2

near grove
dawn topaz
#

nah, if i join and look in settings i still have the option to enable and disable avatar interactions even though it says im on live

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i cant join mah friends either

frosty river
#

Make sure you are on the main account on the quest, change the version back to live, uninstall vrchat and then reinstall it again

dawn topaz
#

gad damn

frosty river
#

Might want to wait a bit between the uninstall and reinstall

dawn topaz
#

i thought thats what needed to happen i just didnt want to do it since it will actually take a day to reinstall

near grove
#

I blame my internet

dawn topaz
#

so no other way besides reinstalling the game

near grove
#

*so

frosty river
#

That method seems to solve the issue for most people

hollow belfry
#

Why would it take you that long to install

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Also if your internet is as bad, how can you even play the actual gamevrcJamieVatarga

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My condolences

near grove
shrewd estuary
#

this is rlly cool

flat patrol
#

Animate a float that animate a float I supose

onyx spire
#

how do i get out of the vrchat beta on quest?

hollow belfry
dim cloak
#

use it to drive motion time

onyx spire
lime yarrow
#

I'd like it if they'd implement bools and Ints to contact receivers before release rather than after. Not a huuuge fan of having to make layers dedicated to converting them

dim cloak
hollow belfry
#

Wait what, so if you only want to register a touch/no touch thing you need an int?

lime yarrow
#

They only use floats

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Currently

flat patrol
hollow belfry
lime yarrow
#

So you can't use them to directly drive any other types of synced parameters

flat patrol
#

Motion time or multiply

lime yarrow
#

If you're trying to drive a synced bool, you need to convert it to a bool in the animator using parameter drivers

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Which is kind of a pain

flat patrol
#

The use multiply speed would do the start and stop

lime yarrow
#

And if it's supposed to be an int, and you have a bunch of them, you need to set up a driver for every possible int number per value

dim cloak
flat patrol
#

I should consider multiply speed with contact for future gimmic.

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Start and stop like show with the wheel a good example

dim cloak
lime yarrow
#

Like I have about 35 outfits on my main avatar, (mostly texture/colour pallette swaps) and in order to make that into a functioning outfit menu, I'd need to set up a layer that converts like 35 different floats (or float values, so like decimals...) Into ints

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And that sounds like hell

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And that's on top of having to already set up about 35 receivers

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Lmao

flat patrol
#

Anyway. Thanks for the idea

tough abyss
tender dome
flat patrol
#

Won't multiply do the tricks?

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Not sure motion time work best for that

tender dome
#

oh yeah i meant multiplier

flat patrol
#

Since it's a float

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It play and stop the animation perfectly

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Constant might work best since it's 1 or 0

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Proximity will make it unstable

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But smoothly idk. Need testing

molten heron
#

Forgive me, but how do you switch back to LIVE?

tender dome
#

im using constant

shrewd estuary
#

if you're on quest, you'll just have to reinstall a couple of times.

#

facebook is very dumb when it comes to switching in and out of betas

molten heron
#

Alright.

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Thank you.

shrewd estuary
#

no prob

primal nest
#

I hope that works for me

covert remnant
#

It worked

wintry heath
#

Hey so with open beta my avatar has gained a new locomotion error,(made me struggle for days thinking it was the avatar lol) it's not following properly and when I sit the avatar just floats in the air sitting, any fix for this or just wait and hope they fix it?

timber plinth
#

🐶

#

i should port over a fluffy avatar for physbones

jagged tapir
#

Hmmmm

timber plinth
#

i wonder how bad it would be

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to have several contacts all over the body

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and have it correlate to bone / blend shape

#

quest compatible petting?

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🤔

jagged tapir
#

If you want something compatible quest
Remove the word "several"

half tiger
timber plinth
#

i didnt say quest optimized

#

i said quest compatible

#

how do physbone collision checks scale?

#

are they per transform now or are they per combination of transforms?

flat patrol
#

Good or go home

timber plinth
#

so if you had a chain of 4 bones would it be 3*colliders?

#

i would assume so since now they interact with these weird capsule colliders now

#

as opposed to little spheres

timber plinth
#

||no||

#

show avatar or see fallback

#

im optimizing on quest, but im not going to optimize to the point of making it ugly af

#

thats what fallbacks are for

flat patrol
#

You be surprise kiddo.

#

Am the master

raw forge
#

Excellent plz

fluid bronze
#

Anybody know if the Devs have any plans to fix the conversion process from Dynamic -> PhysX not converting the gravity values? That's the biggest problem with the conversion process on my avatars right now; since things like long hair, scarfs, etc. use gravity and elasticity is removed to offset this, the current conversion process doesn't factor gravity so the bones in mention get stuck in a "Zero G" state, and I can't very well start applying fixes until the final update releases because the new SDK with PhysX can't be added to the live game as it stands yet.

tulip beacon
#

Well because they are set up different you may just have to do it yourself, which isnt hard, you could just select all the hair phys bones at once then give them all gravity at once

#

this is how i have my hair settings

#

the gravity scales very quickly so id say something between 0.01 - 0.2 is desirable

jaunty sentinel
fluid bronze
# tulip beacon Well because they are set up different you may just have to do it yourself, whic...

Yeah, I know that-- At the very least they should have the Z value convert into the gravity slot, since most avatars only use that for Up/Down gravity on dynamic bones-- Like I said, I don't technically mind fixing them appropriately with PhysX, the problem being that the PhysX SDK isn't set up with the current live game, so I can't very well start applying fixes yet-- I also have 260+ avatars to go through to find out which ones do and don't use gravity, so the lack of conversion hurts a bit.

As for the value, I always usually used anywhere between -0.001 to -0.01, depending on the bone, otherwise yes, the drag becomes ridiculous.

tulip beacon
#

I mean with 260 avatars yeah that is gonna hurt

#

best of luck brave soul

#

o7

stable wagon
#

i gone with .2 seem like it did fine

#

max is way too much

#

for my plushy tail. i did .2 gravity and add ground colliders. best idea i ever done

#

i set pull to 0 as well

ebon goblet
#

I put the beta version on and afterwards I couldn't see anyone, any help please

fluid bronze
ebon goblet
#

Thanks

timber plinth
#

there is no separate setting for Stretch pulling, so be careful when using 0.0 Pull because if your bones get Stretch’d they will not go back to their original size/state

near grove
#

eh i clicked the button to automaticly convert dynamic bones into phys bones and well it just wiped my dynamic bones but didnt add phys bones

#

is that supposed to happen?

timber plinth
#

i have an absolutely brilliant idea for a public physbone avatar but i do not want to spoil it

lime yarrow
#

I am having so much fun with this

open mountain
#

do we have a window for when physbone will officially come out?

lime yarrow
#

But I've been wrong before

#

but it's best to temper expectations

tranquil sequoia
#

Is phys bones a actual thing now?

lime yarrow
#

In the Open Beta yeah

#

Not on Live yet

strange spoke
timber plinth
#

no but its tv show related

strange spoke
#

guessing because you put box cat after

#

ah ok

timber plinth
#

i wonder though also

#

is there a way to offset the limit angle?

#

i wanted to make something that opens like a door using physbones

#

that can close and then open and act like an open door

#

i guess i will have to have the door halfway open to start, but i don’t know how that will be affected by animating the door to stay closed

#

perhaps i can use a plane collider instead as a cheap way of doing this

strange spoke
#

yeah i was thinking a collider might help

winged scarab
near grove
#

Anyone else having the issue after trying the beta where they switch an avatar and it goes into “PC” mode and you have to switch out of it for your hands to work again?

wheat fjord
#

has anyone else noticed on pc the 3d audio in the beta messes up?

#

Requiring a vrc restart fix

wintry heath
#

Hey so I wanna know if I can fix this > my avatar when in beta doesnt properly follow it'll turn but it wont go up nor down, when I sit the avatar just levitates in the air, is it fixable or a beta issue I gotta wait for them to fix?

timber jewel
#

does your avatar have any phys / dynmaic bones on any of the humanoid bones? (e.g. head, chest, spine, hip, etc.)

near grove
#

I really enjoyed doing this 2 min thingy... I am in love with the physic bones already!

wintry heath
#

I'll check if it does the next time I'm in, cause I converted iits dynamic bones to physbones

timber jewel
midnight dome
#

phys bones amaze me and i dont know why

wintry heath
#

Well hopefully that's the problem and I can fix it cuz it is causing many much annoyance

midnight dome
#

i wonder when it will go live

tulip beacon
#

Anyone have a decent setup of phys bones for like flowy dresses or skirts? Im using this so far

wheat fjord
unkempt crag
#

question: when upgrading to the latest beta SDK, do we delete the physbonemigration.cs before or after upgrading to prevent errors?

lime yarrow
#

Using Physbone Angle with a Rotation Constraint to control a parameter with the angle of your hand

#

But no, it's actually a really good way to angle particle start rotation to get around the gimbled nature of velocity based mesh particles not being able to be rolled left and right properly

unkempt crag
#

so it's not used in the new version?

timber jewel
#

it's not but it can cause issues if it's still there

#

so remove it either before or afterwards

timber plinth
#

if you update in-place then u need to remove it because unity doesnt delete stuff when importing packages

#

thats why vrchat recommends clearing out the sdk before import

storm mica
timber plinth
#

what missing references? the references usually fix themselves after import

fallow rock
surreal pier
#

usually it's good idea to follow the proper docs

fallow rock
#

I wasn't deleting it to upgrade, I was just commenting on references not breaking when it was removed

surreal pier
#

but it probably could

#

there is a reason for that Warning

fallow rock
#

If you delete the SDK with Unity closed and open Unity without the SDK installed
This does not apply in the scenarios I mentioned. "I've never saved or closed the project whilst the sdk was missing" I added this to say the project has always been open before deletion and stayed open till after the sdk was reimported.

fallow rock
#

@sleek badger This one
Test out the Phys bones through the Game window

sleek badger
#

ahh!

#

here it is

#

thank youuu

#

for reference

#

i seem to only be able to enter this chat through notifications/mentions

#

..weird....

#

anyway yeah how do i grab the model?

#

i can click on the arrows and such but that locks it to one axis

#

how do i move it freely?

fallow rock
#

Move the Main Camera closer to the model so you can interact with it

sleek badger
#

i am interacting with it

#

its close enough

#

i just wanna know how to grab and move it

fallow rock
#

Either the arrows or the squares between the arrows to move it on 1 axis or on 2

#

As for grabbing and posing the Phys bones you have to do it through the Game window using the Main Camera

sleek badger
#

i wanna move it freely like when you press g in blender

sleek badger
fallow rock
mortal plume
#

well

#

at the corners of the 3 axis, there's little squares

sleek badger
#

well thats dumb

mortal plume
#

if you grab one of those, you can move it in 2 axis

sleek badger
sleek badger
fallow rock
#

Moving things in all 3 dimensions sound annoying for unity imo. Not really the same uses as blender.

sleek badger
#

in the game window

fallow rock
sleek badger
#

and it being OPTIONAL inherently cannot be annoying

sleek badger
#

so how do i grab and pose her?

lime yarrow
#

Read it

#

I knew somebody would be confused.

sleek badger
#

its a suggestion

#

what am i supposed to do with this

lime yarrow
#

Um nothing?

#

I didn't post that in response to you.

sleek badger
#

oooooooohhhhhh

#

sorry that confused me lol

sleek badger
fallow rock
sleek badger
#

i guess ill try again

#

thanks

#

um i seem to have accidentally transformed the tail without meaning to

#

how do i reset this?

lime yarrow
#

You have to be in the game window for it to work

sleek badger
#

i tried putting 0 on everything but its not letting me change the number

fallow rock
#

give the Phys bones a radius else you'll never hit the bones

lime yarrow
#

and your camera has to have a certain Tag

sleek badger
sleek badger
sleek badger
lime yarrow
#

One second, I can't remember what the tag was

fallow rock
#

The main camera has the Tag by default

#

if you haven't removed it you're fine

lime yarrow
#

Well yeah but it's possible they deleted it

#

but yeah

sleek badger
#

ʷʰᵃᵗˢ ᵃ ᵗᵃᵍ .-.

#

oh okay

fallow rock
#

that

sleek badger
#

i dont think i deleted it lol

#

ohh the checkmark

lime yarrow
#

no

#

the thing next to Tag

sleek badger
#

nope

fallow rock
#

no, that drop down menu that says "Tag"

sleek badger
#

i see it

autumn stream
#

I would like it if there is a dynamic bones to physics bones converter in the sdk

lime yarrow
#

Yeah you're good.

sleek badger
#

isnt there?

#

okey!

lime yarrow
sleek badger
#

how do i reset the accidental transformation on the tail?

#

ctrl z didnt seem to work either

lime yarrow
#

right click the word transform and hit revert

#

or rather the word translation

#

and also rotation

sleek badger
#

you mean reset?

lime yarrow
#

No

#

should be an option for revert

#

reset will set it to 0,0,0

#

which may not be the default rest pose

fallow rock
#

if it's been unpacked there won't be

lime yarrow
#

yeah

#

Never unpack your avatars

sleek badger
#

uh...???

#

it went inside the body

#

what?

autumn stream
lime yarrow
#

Ah it's been unpacked

#

nevermind

sleek badger
#

wait so what do i do

#

also reset isnt changing these atall

fallow rock
sleek badger
#

oh okay thanks

lime yarrow
sleek badger
#

wait so do i keep this?

#

is this right?

#

or can i put these back to 0 and 1

#

idk why scale is 0.999999 on one of them

lime yarrow
#

Unity does that sometimes

#

Still not sure why

#

it will randomly set things to like a millionth off

#

don't worry about it

sleek badger
#

sooo do i change it?

lime yarrow
#

doesn't matter

sleek badger
#

??

lime yarrow
#

won't make any difference visibly

sleek badger
#

no i mean

#

all the other ones

lime yarrow
#

it's literally like 0.0000001 off from 1

sleek badger
#

that are wayyyyyyyyy off

fallow rock
#

no, they have those offsets from their parent

sleek badger
#

okay

#

ill still change scale to 1

#

just cause its satisfying~

fallow rock
#

you'll get used to it

sleek badger
#

wait whats the difference between allowing collision and adding a collider?

#

is collider the one that adds effects and collision just moving out of the way when being touched?

jovial sedge
#

Colliders setting is like, for making it so a bone collides with specific stuff you set up already

lime yarrow
#

Allow collision enables other people to touch it

jovial sedge
#

So if you want long hair not to clip into your torso, you'll put a collider in your torso then in Colliders assign it to the hair

sleek badger
#

oh huh interesting

#

and that works on quest too?

fallow rock
#

mhmm

jovial sedge
#

I think it does yeah

sleek badger
#

wait how do i get descriptions back?

#

a sec ago i could hover over these to read what they do

jovial sedge
#

The one issue right now with it all is if you try to make a collider in your head to stop like, your bangs from going through your forehead, it doesn't work clientside right now because your head getting scaled down on your side

sleek badger
#

but now it just gives me a double arrow symbol and i cant read it anymore

fallow rock
#

gotta be out of play mode, puts unity in a different mode iirc

sleek badger
#

wait what do i put here

#

also how do i know what size to put?

#

i dont really know how big ''1'' is

fallow rock
#

no constraints on Quest removes that possibility though

#

:/

jovial sedge
#

It's some array or whatever it's called, Size 1 means one collider to assign to it, size 2 means two colliders to assign

sleek badger
#

oh

#

but what.. collider do i assign..?

jovial sedge
#

then there on Element 0 you'll put the collider you want that bone to interact with

sleek badger
#

oh

#

wait but

#

i cant choose other peopkle's collider

#

how exactly does that work?

jovial sedge
#

Allow Collision will let other people's colliders interact with you, at least the VRC built in ones will

sleek badger
#

and what exactly are colliders? other bones?

jovial sedge
#

The default colliders are like, the ones on your hands and stuff

fallow rock
#

Colliders is another component you need to set up on objects

sleek badger
#

does that mean if i want to grab my tail ill have to add colliders to every single finger bone?

jovial sedge
#

Nah, those are done automatically

sleek badger
#

ohh okay

#

but then

jovial sedge
#

You can edit them a little in the Avatar Descriptor too

sleek badger
#

do i assign all 20+ colliders from the hand to the tail..?

jovial sedge
#

Nope

sleek badger
#

so what do i do?

jovial sedge
#

you just want to be able to grab your own tail with your hand yeah?

sleek badger
#

me and others yeah

jovial sedge
#

literally nothing then

sleek badger
#

oh

jovial sedge
#

just make sure Allow Collision is on

#

and the default settings work

sleek badger
#

so all colliders work with hands automatically?

jovial sedge
#

All physbones do yeah

sleek badger
#

cool!!

#

yeah physbones sorry lol

jovial sedge
#

you only really use custom collider stuff when you want specific niche stuff done

sleek badger
#

so what do i put the collider size as then ?.?

jovial sedge
#

Just leave it on 0 I guess

sleek badger
#

oh ok

#

but didnt some tell me i needed to make it bigger so i could grab it in the game window

#

i guess ill just try again anyways

jovial sedge
#

That'd be under like, Collision > Radius

sleek badger
#

im clicking and dragging and nothing is happening

sleek badger
#

i can change these things in ''play'' mode right?

jovial sedge
#

Yeah

#

just know when you exit they'll go back to what they were before play mode so you'll have to do them again

sleek badger
#

so something like this would be good? or is it better if its a bit bigger

sleek badger
#

gotta be out of playmode then, its just for testing, got it

jovial sedge
#

That should be fine really

#

The grab radius on hands is pretty freaking big but ideally you want it big enough that a hand just touching it in general will move it

sleek badger
#

why dont i see the radius on the tip of my tail?

#

on the middle it shows fine

#

also should i be concerned about this

mortal plume
#

wait did you add a phys bone to every bone...?

sleek badger
#

dunno how long its been there

mortal plume
#

you only add a phys bone component to the first bone in the chain

sleek badger
sleek badger
#

i dont wanna add it to the very first one though

#

it looks better

#

because it stays more in place

mortal plume
#

that's fine

jovial sedge
#

Yeah it's okay to add two if you want really specific movement

sleek badger
#

but what if you had a weird shaped tail?

jovial sedge
#

just know that it's a tiny bit more of a performance impact, apparently

sleek badger
#

youd NEED several so you could have a more accurate ''hitbox'' for grabbing

#

what if you have a long tail and its currently curled up

#

the hitbox is straight

#

the end of it would just move out of the hitbox

jovial sedge
#

It entirely depends on the way the bone itself is set up really

sleek badger
#

or ''collider radius''

jovial sedge
#

there's also the curve option on radius

#

but I haven't messed with that yet

molten cobalt
fallow rock
#

Phys relies on endpoints to know where to draw the capsules.

fallow rock
mortal plume
#

dictates the size of the collider spheres along the length of the chain

sleek badger
#

radius curve?

sleek badger
sleek badger
#

wait

fallow rock
#

you don't need to do anything when it comes to Phys

sleek badger
#

i thought you meant tail 1

#

ohhhh

#

endpoint position dictates how far down the chain the physbones apply?

fallow rock
#

no, it adds an end object to the chain so the last object can use Phys too

#

some models have _End bones so you wouldn't need to use it

#

but this model doesn't so having a value in there will let Tail3 work

sleek badger
#

okay i dont get it anymore but sure xD

#

so

#

right now

#

i cant grab the tip

#

only the middle

#

which is the bone i applied physbones to

#

so how can i make this extend to the tip?

#

like, rn its not letting me pull from the tip

#

what i want is to be able to do this

fallow rock
mortal plume
#

keep in mind that bones don't have "length" in unity, bones are just points in space

sleek badger
#

also is there a way to automatically apply things you changed in play mode?

#

or is the only real way to screenshot and match after

sleek badger
jovial sedge
#

you can always like, copy the component then paste as values after leaving play

fallow rock
#

you can Copy the component, or make a prefab of the avatar

sleek badger
#

make a prefab?

#

wdym?

sleek badger
#

thanks

#

im wondering, ingame, when someone poses you

#

assuming noone undoes the pose by grabbing

#

does it just stay forever?

jovial sedge
#

Yeah

sleek badger
#

does it return to its normal shape after a while? can you choose how long until that happens?

#

oh okay

#

second thing i said would be neat

jovial sedge
#

if there is a timer I've never seen it

fallow rock
#

how far does that persist? if I close vrchat and come back the next day is it still going to be posed?

sleek badger
#

they should add that itd be useful ^^

jovial sedge
#

I think the avatar being reset in general will undo the pose

sleek badger
#

maybe its like the quick menu?

jovial sedge
#

so if you so much as change worlds

#

the pose is gone

sleek badger
#

which'd mean it stays i think

sleek badger
#

thatd a shame tbh

jovial sedge
#

I could test but setting up my headset is a pain in the ass

sleek badger
#

i can image some people use these to style their avatars

fallow rock
#

so it's not retained like Expression parameters

#

okay

sleek badger
#

ohh

#

itd be neat if

#

ingame

#

you could set a pose as the new ''default''

#

like

#

say you have a rabbit character

#

and you fold down one ear

#

so you set that as the new default

#

you can remove the default back to the true default anytime

#

it doesnt change the model itself

#

its just a thing ingame

#

i think thatd be neat ^^

fallow rock
#

you could do that with an animation. Though that'd only be good for a personal model

#

can't add animations to someone elses public after all

sleek badger
#

yeah i meant with physbones specifically tho

#

so you can make new ''defaults'' on the fly

jovial sedge
#

can always make a canny feature request I think

sleek badger
#

without having to animate anything outside the game

sleek badger
unkempt finch
#

Having an issue where I cannot get a tail wag animation to play when the headpat sender and contact point meet, it shows in play mode that its playing the animation and in the animation preview it shows the tail moving but doesnt during play mode or ingame

sleek badger
#

im too lazy to make a request tbh xD but if anyone wants to go ahead lel

jovial sedge
#

it's the feature request/bug report place

sleek badger
jovial sedge
#

website lol

unkempt finch
#

here is it showing in the preview moving but not in play mode

jovial sedge
#

can see all the current things people want there

sleek badger
#

wait whats this?

#

do i change this

jovial sedge
#

I've never had to and I really don't know what it does, so I probably wouldn't recommend it

fallow rock
#

only really need to fill that in if the first bone of the chain isn't the object the component is on

sleek badger
#

okay there

fallow rock
#

Such as I put my Ear Phys on my Ears mesh so when the mesh is disabled, the Phys will also turn off in 1 action. For that the Root transform is the Ears Root bone on my head

fallow rock
#

You'll see what it does if you plugged in a bone

sleek badger
#

umm

#

okay

#

hh

fallow rock
#

it's dictating the start of the Phys chain

sleek badger
#

also ear mesh? dont you add the phys to the.. bones?

fallow rock
sleek badger
sleek badger
jovial sedge
#

I don't understand half of what's said in this channel don't worry :^)

sleek badger
#

thank you xD

jovial sedge
#

I threw myself into Unity headfirst with all this VRC stuff

fallow rock
#

Yeah I'm not planning on scrolling up anytime soon

sleek badger
#

what on earth do you mean with ''when the mesh is disabled''

fallow rock
#

had like 1000+ missed messages

fallow rock
sleek badger
#

like i added the tail and it literally just looks as if it is now gonna move and be grabbable too which i DONT want

fallow rock
#

thus I put the phys on that object to be disabled saving on a bit of performance

sleek badger
#

see

#

why would i do that

#

this is the reason i DIDNT add physbones to the root bone in the first place

fallow rock
#

in time you'll find use cases for it. Some people put all they're phys on the same object as the Descriptor

sleek badger
#

also

fallow rock
#

keeps it all in 1 place

sleek badger
#

i still cant grab the tip of the tail

jovial sedge
#

It's probably because the endpoints are making the bones clip into each other

sleek badger
#

eh?

bright jungle
#

have you specified an endpoint o:

jovial sedge
#

you're probably accidentally grabbing the middle one because the tip is halfway enveloped by it lol

sleek badger
#

i guess ill try and make them smaller?

sleek badger
#

as far as i can see i can only specify the position

bright jungle
#

near the top of the physbone component, you should be able to specify an endpoint position

sleek badger
#

oh well yeah

#

of course i did that else it wouldnt look like this

#

i changed it to 4

#

if there a way to change the size individually?

cursive bridge
#

yeah scribble

quaint geode
#

if you wanted to finetune the settings more, the circles are going outside the tail (so reducing radius slightly), and after doing that you can see if you need to extend the endpoint more so it reaches the end of the tail*

bright pewter
cursive bridge
#

use the curve button next to it

#

Next to where u set Radius

#

next to that number is a C button

#

click it and a little line graph pops up, click on THAT

#

and tell it to start at 0 size and then go to 1

#

then the base of your tail will be tiny and the tip the full size

sleek badger
#

ahh okay

#

i mean

#

wouldnt i wanna do the reverse?

cursive bridge
#

You can mess with the Curve to get your colliders to match your tail shape, but so long as it starts at 0, the base will be small at least

sleek badger
#

to fit the shape?

cursive bridge
#

Oh I thought you wanted the tip to be easiest to grab?

#

And the base least likely to get grabbed?

sleek badger
#

wait how do i get it more exact than this?

cursive bridge
#

double click on the linegraph

sleek badger
#

putting 00 after the dot just makes it tiny no matter how high the number behind it

cursive bridge
#

it spawns a popup with the graph in it

sleek badger
cursive bridge
#

Yes

sleek badger
#

unless you cant

cursive bridge
#

That is what I am telling you how to do.

#

Follow these instructions:

#

Put 0.04 in the box, if that’s your tail collider size.

#

Then double click on that bright teal graph box thing.

sleek badger
cursive bridge
#

A popup will—yeah

#

grab that FIRST point, move it down to 0

ivory vigil
#

How do I get rid of it on quest

cursive bridge
#

then double click on the middle of the line

#

this makes a NEW point

#

drag that one over towards the left and up

sleek badger
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um ok

bright jungle
ivory vigil
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How do I get rid of beta on quest

sleek badger
cursive bridge
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so your graph starts at 0–this makes the base one as tiny as possible—and then after the base one is done being tiny, the graph goes back up to 1 for the rest of them

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You need to double click somewhere on the line to make at least one extra point

sleek badger
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i love the phrase ''done being tiny'' 😂

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thats what we should call growing up in general tbh

cursive bridge
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The 1 on the graph represents “your full size” which can be whatever you put as your number

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0.04

sleek badger
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''oh my daughter stopped being tiny a few weeks ago ^^''

cursive bridge
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XD

cursive bridge
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I’m not sure what’s not clear here. Have your graph’s leftmost point be 0,0

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leave its rightmost point at 1,1

bright jungle
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collision radius: 0.04 (this is your base value)
1 on the graph - 100% of the base value
0 on the graph - 0% of the base value

sleek badger
cursive bridge
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make a middle point, move it around

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watch how your tail responds

sleek badger
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i.. think... i get it........ maybe

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hh

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my brain hurts 😂

cursive bridge
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You’ll see once you make the third point and watch what happens when you move it