#open-beta-discussion
19 messages · Page 6 of 1
Thanks :)
The new shader variants might be a unity update 🤷
if you want an example to look at there's a sample in the sdk
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
i can give you a couple in some hours
the robot one in that world is the best avatar
this is not up for debate
we need more examples 🙄
uh I feel like the head colliders scaling is a bit broken xD
Yes that’s Quest
holy cow
Can I chose which of the default collisions interact with a phys bone?
cool
I made one for that last night with a gif and everything
Oh wait that’s another head collider issue I blind
yup xD
Hello, i have made phys bones on my model
but i think i missed a step
do i have to install a beta version of vrchat?
its not working on my headset
yeah you need
where is it ? 😮
Yes, see the top of #open-beta-info c:
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?
thank u u all are epic 😄
enable debug, some auto converted bones are super tiny radius wich make em hard to interact with
i'm sorry, i don't see the details
and where i can change the version
See this: <#open-beta-discussion message>
@lean linden
hA
ooo
i nyoome
on phone! oki doki thank u so much
is it true if you're moving fast enough physbones can move through colliders?
Yes
They have no problem sliding through colliders under enough force.
are plane colliders infinite?
Oh wait, its so my hair doesn't go through the floor
they keep your physics bones from going through the floor of the world
afaik yes they are infinite
which I guess I really don't mind if it does happen
floor colliders are especially useful for longer tails
can also be useful for hair but not as much
I have a demon tail
Oh, just noticed the latest SDK is not updated in #open-beta-info
How long before this beta goes live?
Too many rumors tbh, so I say wait and find out
But I'm impatient
I feel you though.
I'm so ready for Avatar Dynamics to release to live
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?
contacts
A lot of people are including myself but it should be fine
i see the hands as two spheres though in game debug
It mentions that it's only hands at this time
I wanna kick people though
Triggers are a thing right?
my test room has high runspeed, ive seen colliders lag behind me , the default ones will too
How much more optimized are physbones than dynamic bones?
I'm trying to remember what they had said in a blog but my memory is broken
and fingers
and I need more
Ah yes, that's right.
Uhhh 12x?
each component runs on its own core vs old does only one
They quoted something like 10x or so more efficient.
I can confirm index finger movement can flick other peoples dynamic bones
If my photographic memory wants to work
😏
Uh-huh.
🥴
is that with or without player to player collisons?
16 to 20 x in the articles
I made a canny for a better collider section in the Avatar Descriptor which would alow you to select which contacts are also used for Phys Bones
https://feedback.vrchat.com/open-beta/p/1181-suggestion-for-a-better-collider-section-in-the-avatar-descriptor
Yeah that sounds right.
I’ve heard 12x to 20x better in worst-case situations.
yes it id
I dont think this quite translates directly into fps though haha
In average cases.. 100 fold better
Nope
it's not like everyone is going to be hitting 144fps now
can't wait to see avatars with 20 times the amount of physics bones
but in lobbies FULL of people you should be at a higher fps overall

I've definitely got more FPS with this update than anything else.
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
oh don't get me wrong i have too. I do actually hit close to 144 in lobbies a lot of times now, but still.. in most people's scenarios they wont.
100% agree
Yeah, depends on the hardware for sure.
Dammit never really considered late-joiners sync. I'll add it now, shouldn't take me more than 15 minutes and 1 extra bool
some avatars have a 1k-7k collison count
which is insane
then adding player interaction on that would murder your frame rate
Meh, player-to-player interaction support was added via modding, and it wasn't too bad.
I would still love to see feet get added into the interaction mask between player to player though
on a 2k-5k collision count? You can't tell me that doesn't have a severe frame impact
that's one part of my canny
O.o
On high counts, definitely.
frametimes go brr
link and ill upvote if i haven't already
Any amount of frames I get to keep is good
upvoted ^.^
I need my frames bro
you only have about ~11ms per frame if you're trying to hit 90FPS, and Dynamic Bones can easily chew more than that
Don't steal my frames bro!
and it does
especially with avatars with tons of colliders, like that one with 7k colliders
i have my indexs refresh rate set to 144 as well
i got the whole speedometer im gonna use the whole speedometer
Been getting anywhere from 6 - 15ish cpu frametimes in lobbies ranging from 6 or 7 people to 32 on the beta. Has been quite nice.
I forget, when updating the SDK, which things do you have to delete, was it just the VRCSDK folder?
Assets\VRCSDK\SDK3A\Editor\PhysboneMigration.cs
?
7k is the highest I have seen, but I've seen too many at like 1k-2k
that's what you delete
Usually egirls with super long hair
yos, actually having frametimes now is nice lmao
Oh, I deleted the whole SDK folder, standard practice, you know?
that's the file to delete, as noted in #open-beta-announcements
it's very nice haha
(me trying my best to not bring up the 14k hair colliders)
oh god
failed instantly
That's only if you import it overtop the old one.
don't worry, their optimized version ""only"" had 1.2k
Only lol
their rig: has an AMD Epyc 7742 in it
so if you had 1.2k for physbones that would practically be no worse than having like 100
dynamic bones collisons or like 60 if we're going with the 20 times better mark.
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
if you don't import over the old one, the file won't be there to delete anyway :P
🙄
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.
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
no
Dang
Do NOT delete the SDK folder
import overtop, then delete the one file
If you delete the SDK folder, you will trash all of your animation state behavoirs
What are those again?
Important things.
deleting the sdk is how uhhh everything ever breake
just delete this
whomp whomp, I must be confusing instructions.
VRC Animator Tracking Controls, VRC Parameter Drivers, VRC Playable Layer Control, VRC Temporary Pose Space, VRC Locomotion Control
delete physbonemigration.cs
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
and they won't fix when you import the new one
eh i didn't when i deleted mine and imported, always done it that way.
Ive deleted sdk folder multiple times never really broken anything
Hmm, interesting, I've never seen that happen before actually. Then again I always make a new scene when I used to do it.
Using a new scene may prevent the scrub
But i dont like doing it, so i try to avoid (always have a backup)
same scene and all
i just throw in the new sdk over the old one
Well multiple people have said it happens for them, so i'm not alone
50/50 chance I guess.
if you're deleting the SDK without a backup, you're playing with fire
after all that's literally all you have to do to update sdk3
all you should have to do anyways
Okay we get it
Hello i've got a new problem, no one is in any servers that i join
since i installed the beta
Correct
the servers are public but nothing
You can only see other people that are in the beta as well
only people on open beta see other open beta'er
oh
Oh?
*Please note that this Open Beta is not network-compatible
it seems like this open Beta is the first open Beta a lot of people have have tried
Theres so many, usually its a desert
I guess everybody is just so gosh darn excited about Avatar Dynamics
As they should be, I suppose.
Of course quest can finally see ears and tails move
And wings
Pretty big change , its another '3.0' for me
avatars 3+1
3.0+, now with subscriber features!
for me 3.1 was bool, 3.2 this one
good point I probably should go with a different name as there are no subscription-based features in the recent updates
Is Animated behaves even when its grabbed and still on, had a grab detect and turn it off but not really needed anymore
(other ear will still animate since its a test and im using 2 anims one for each)
does open Sound control featuring in your number convention
Things ill never use like osc , handy to have , ill likely never see it in use
fair just figured I'd bring it up because for a lot of folks a lot more Avatar creation possibilities opened by it
If you use XSOverlay or OVRToolkit, you are just adding one parameter away from receiving OSC, since they're already sending it to you.
XSOverlay outputs OSC? o:
Yep
News to me! I heard it outputs if you are currently using the overlay lol
prolly because they put out an announcement for this one
Yeah it's being advertized in-game on the quick menu
that would certainly explain the high volume of quest users
saw a couple kids on the beta
they can it just takes a long ass time for the quest to recognize that you opted out
yeah idk why the updating system of the Quest 2 is so broken / slow
Facebook's issue, VRChat has no control of Quest OS
ik lol
If I upload an avatar through open beta sdk, avatar is uploaded on just beta right? Live version is separate?
It is not separate
stuff that's only on beta (like physics bones) just won't work on live
it will also be Uploaded for the live version, but if you use it on the live version all the Avatar Dynamics stuff wont be on it
Stuff on beta will load on live, but it will be missing any of the new stuff
Useful for uploading quest avatars now though!
For example, if you have an avatar with phys bones, the phys bones will obviously be missing if you load into it on live
Meh, okay, that's disappointing
but otherwise, it will still work fine
Is it?
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
yup, I can't port avatars now, i have to wait for dynamics going live
nah, they can deal with not having dynamics for a while lol
I only updated on version of my Avatar because of this as an example
Ah, yeah pretty standard sadly.
thanks for answers 👍
they can play on beta if they want their dynamics right now
xD
I just updated all my publics
Quest avatars can get updated now, and when Dynamics goes live, they'll already be ready to go.
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
why though? xD
that way it works on both
basically a contact that triggers itself to swap to phys bones, but the contact is missing on live so it doesn't swap
would be a waste of engineering time compared to just waiting a couple of weeks
You underestimate my amount of time
id rather make a working hair blow dryer instead
now the question is can you make that work on other people's avatars
I'm still doing science with spring joints + draggable phys bones
there is good stuff to be found here
maybe
I can't wait till open beta to open for everyone
See some public avs have GIANT colliders when you enable debug
what's the launch argument for enabling Avatar dynamics debug?
or do you get there a different way
alr thx
Had to hide one that took up the entire room
realized a couple of things about physbones also
it doesnt like it when things arent native <1,1,1> scale
either because the armature has scaling, the bone has scaling, or the bone changes its scaling
it just acts completely wrong
Do y’all know of any quest physbone avatar worlds?
basically there are none except for the Avatar Dynamics hub because everybody is working on their personal avatars
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?
The beta is free to opt in by anyone, both PC and Quest version are supported
When will the bones update be on live
No release date given - most betas last a few weeks.
I know I meant when it goes live
nobody knows at this point probably a couple of weeks
question: say im using the avatar dynamics sdk but im playing in the standard build... will it mess up my avatar?
"I can't wait till"
It won't do anything bad - you just won't see the phys bones.
Of course, if you remove the dynamic bones, it won't have those either.
it it possible to use both or will that break it?
you can use both, but if you aren't smart about it, the beta will have doubled phys bones
since it converts dyn to phys
then upload to a separate blueprint <3
okie 👍
Ya
Does anyone know if it's possible to spawn a decal where a receiver hits a sender?
so with these new colliders you could say make an actual transformation item for avatars?
oh! can i still upload an avatar with dynamic bones under the avatar dynamics sdk or does that need to be seperate?
And pretty much everyone else is autoconverting them, so we'll just all see your wonky physbones conversion lol
You can upload DB in the new SDK. it will give you a warning saying you shouldn't use them anymore, and you can ignore it.
okay sounds good!
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
Alrigthy
oculus has cloud saves, you can check from the oculus site to see what is backed up and when
o nice
Is there a way to test parameters for [object]_IsGrabbed and the like within unity for avatar testing?
Av3Emulator + the SDK built in physbone grabbing in game view
thank you
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 🙂
Try the Av3Emualtor to version 2.9.7 if you want to test PhysBone or ContactReceiver and parameters in the editor.
https://github.com/lyuma/Av3Emulator/releases
It should fix those errors.
^
uh huh...
perhaps crunch compress a texture a little bit more
im building for windows .-.
clearing cache and restarting unity fixed it
how do i make this cooler
just a sphere on my hand is pretty lame
Make the sphere change to the same color as your clothes as ya do it ^.^
And maybe put a cool poiyomi effect or somethin' on it too haha
How do you switch to beta on pc?
Look at #open-beta-info
Ah Ty! Didn’t see that before
make it a colorwheel you can tap on and have a rotating thing that spins around pointing to the color you picked
Could you pull on one of the hoodie cords to set the colour?
Try to make it stay in 1 spot while you move around it. (That be pretty cool, but rip quest constraints xD )
thats a good idea
could be like a rainbow prism bracelet
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
I genuinely cannot leave open beta
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
No one warned me about this when I read about quest stuff
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
I've heard people say that doesn't work, is it worth trying?
switch to live, uninstall, wait, reinstall
@tender dome here's colorwheel with rigged hand
obviously, anyone else can use it too
lets see what i can do with this bad boy
bonus points if you manage to make the handle grabbable so you can spin it around and make that pick the color
i think the hand is rigged to the whole model, not just the hand
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-?
Yes
Oh thank you so much!!
The beta is not compatible with live so unless you are both on it you would not see each other at all
is that rotating the bone or the model
So we would both need to be in beta correct?
the bone
wtf
Yes, also if you are using quest be aware some people have issues reverting back to live
let me open it in unity and figure out rig params
I had the problem last night- I did figure out how to fix it tho, anywho thank you so much!
@tender dome fixed it. Turns out Unity needs a root bone
I'm going to try uninstalling and reinstalling VRCHAT to get back to live on oculus quest 2. Hopefully this fixes it
I'm hoping my saved avatars, friends and stuff save
yes that's all saved on the cloud not on your hard drive
probably not exactly what you had in mind, but im tired.
thank you for the model though, very cool
neat
ill probably do proper contacts for each individual color tomorrow
fuck i wanna go to AD beta hubs to show people this but its always quest users there
does anyone know where I can get the new dynamic bones? The 24fps ones?
if you get the bone's float _angle param you won't need individual contact points
infinite hues
true
Don't ask me how to do that :D
There's a good tutoral guy on youtube i know called sippbox i'll ask him to make a vid for it
i hate that guy his videos never work for me
what a loser amirite
i cant watch more than 5 seconds of his content cause his voice sucks
you should make them i'm sure you'd be better
yeah!
Good choice here's some audio for it https://www.youtube.com/watch?v=TKfS5zVfGBc&ab_channel=XUMON
am i tripping or is the uploaders pfp an NFT
yeah i'm pretty sure that's an cgi nft monke
damn my hypercam 2 is unregistered
i hope this big white watermark in the corner of the video doesnt get too distracting and somehow become an internet culture phenomenon
I don't know what'cha talkin'bout willis
But read #open-beta-announcements and #open-beta-info
i hate to sound like a broken record but how do i get out of beta from quest 2
I believe you just use the oculus app, to into settings for VRChat, and turn off beta
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
i cant join mah friends either
Make sure you are on the main account on the quest, change the version back to live, uninstall vrchat and then reinstall it again
gad damn
Might want to wait a bit between the uninstall and reinstall
i thought thats what needed to happen i just didnt want to do it since it will actually take a day to reinstall
It took me 3 days to install VRChat
I blame my internet
so no other way besides reinstalling the game
That method seems to solve the issue for most people
Why would it take you that long to install
Also if your internet is as bad, how can you even play the actual game
My condolences
My internet sometimes works, sometimes it doesn't, fricking Telstra
So how exactly you play and stop an animation ?
Animate a float that animate a float I supose
how do i get out of the vrchat beta on quest?
Deselect beta, uninstall, reinstall
proximity receiver
use it to drive motion time
thx
Basically this
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
I highly agree with this. I could have almost half of the parameters in my FX at the moment if we could just use bools.. and quite a few less layers.
Wait what, so if you only want to register a touch/no touch thing you need an int?
Won't it reset to 0 went out of range?

So you can't use them to directly drive any other types of synced parameters
Motion time or multiply
If you're trying to drive a synced bool, you need to convert it to a bool in the animator using parameter drivers
Which is kind of a pain
The use multiply speed would do the start and stop
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
Could make it so that a gesture or something causes it to turn off the prox sensor and it should leave the value where it's at at that point.
I should consider multiply speed with contact for future gimmic.
Start and stop like show with the wheel a good example
I use it for making my tail wag faster when someone headpats me 😄
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
And that sounds like hell
And that's on top of having to already set up about 35 receivers
Lmao
Anyway. Thanks for the idea
Most simple way to do this is to use a contact to animate the speed of a state to 0 or 1. When touching its 1 and playing animation. When not touching its 0 and frozen.
motion time
oh yeah i meant multiplier
i actually never noticed but i meant to use motion time, guess multiply works though https://i.imgur.com/uAlkl5F.png
Since it's a float
It play and stop the animation perfectly
Constant might work best since it's 1 or 0
Proximity will make it unstable
But smoothly idk. Need testing
Forgive me, but how do you switch back to LIVE?
im using constant
same way you got into the beta
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
no prob
I hope that works for me
It worked
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?
Hmmmm
i wonder how bad it would be
to have several contacts all over the body
and have it correlate to bone / blend shape
quest compatible petting?
🤔
If you want something compatible quest
Remove the word "several"
Dude that sounds actually amazing.
no
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?
Good or go home
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

||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
Excellent plz
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.
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
SMe with physics bones
I think I used like 0.1 and it was way too much
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.
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
I put the beta version on and afterwards I couldn't see anyone, any help please
The Beta version doesn't sync with the live game-- only other people using the Beta. You'll have to switch back to the normal version to see people.
Thanks
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
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?
i have an absolutely brilliant idea for a public physbone avatar but i do not want to spoil it

thanks for posting this
do we have a window for when physbone will officially come out?
No, sorry. This is a rather large update (perhaps one of the biggest in terms of game-changing features) so I'd expect it to be in beta for a while longer than usual.
But I've been wrong before
but it's best to temper expectations
Is phys bones a actual thing now?
is it snakes cardboard box XD
no but its tv show related
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
yeah i was thinking a collider might help
^^^ I think waiting is a good thing so people have stuff to be excited for
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?
has anyone else noticed on pc the 3d audio in the beta messes up?
Requiring a vrc restart fix
Really really weird issue I encountered:
https://feedback.vrchat.com/open-beta/p/1183-small-pull-does-not-work-if-parent-of-the-phys-bone-root-is-moved-scaled
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?
does your avatar have any phys / dynmaic bones on any of the humanoid bones? (e.g. head, chest, spine, hip, etc.)
I really enjoyed doing this 2 min thingy... I am in love with the physic bones already!
I'll check if it does the next time I'm in, cause I converted iits dynamic bones to physbones
yeah phys bones don't work that well with them being on humanoid bones
phys bones amaze me and i dont know why
Well hopefully that's the problem and I can fix it cuz it is causing many much annoyance
i wonder when it will go live
Anyone have a decent setup of phys bones for like flowy dresses or skirts? Im using this so far
its going be different for every avatar
question: when upgrading to the latest beta SDK, do we delete the physbonemigration.cs before or after upgrading to prevent errors?
Did you ask Physbones to marry you?
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
doesn't really matter
so it's not used in the new version?
it's not but it can cause issues if it's still there
so remove it either before or afterwards
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
not anymore with sdk3, because your stuff can break because of missing references
what missing references? the references usually fix themselves after import
Personally I've deleted the sdk from the project dozens upon dozens of times without any references breaking. Not saying it won't happen but I've yet to be included in that. I've never saved or closed the project whilst the sdk was missing, maybe that is a cause of it, I'm not sure.
If you need to update your SDK, it is important that you follow these steps to ensure the update proceeds properly and you don't have any old/conflicting files. Version Control If you know how to use it, you may find it beneficial to use version control software like Git to manage your project. You ...
usually it's good idea to follow the proper docs
you can delete it afterwards
I wasn't deleting it to upgrade, I was just commenting on references not breaking when it was removed
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.
@sleek badger This one
Test out the Phys bones through the Game window
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?
Move the Main Camera closer to the model so you can interact with it
i am interacting with it
its close enough
i just wanna know how to grab and move it
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
yes but that restricts it to an axis
i wanna move it freely like when you press g in blender
how do i test grabbing and posing in the game window?
that's not a thing in unity. You have the translation tools
how is that not a thing?? thats like the most basic feature ever
well thats dumb
if you grab one of those, you can move it in 2 axis
greeeaaaat -_-
also how do i get closer to the model?
Moving things in all 3 dimensions sound annoying for unity imo. Not really the same uses as blender.
in the game window
well im literally in a situation where i could REALLY use it
and it being OPTIONAL inherently cannot be annoying
uh?
bump :,)
You can grab and pose bones affected by Phys Bones by left clicking to grab and right clicking to pose.
weird left click didnt seem to do anything
i guess ill try again
thanks
um i seem to have accidentally transformed the tail without meaning to
how do i reset this?
You have to be in the game window for it to work
i tried putting 0 on everything but its not letting me change the number
give the Phys bones a radius else you'll never hit the bones
and your camera has to have a certain Tag
i know, i was in game window
ahhh thats probably it, thanks
a certain.. wha?
One second, I can't remember what the tag was
no, that drop down menu that says "Tag"
i see it
I would like it if there is a dynamic bones to physics bones converter in the sdk
Yeah you're good.
There is. It's at the top under VRChat
how do i reset the accidental transformation on the tail?
ctrl z didnt seem to work either
right click the word transform and hit revert
or rather the word translation
and also rotation
you mean reset?
No
should be an option for revert
reset will set it to 0,0,0
which may not be the default rest pose
if it's been unpacked there won't be
where am I lost?
exiting play mode will reset everything to where it was when you clicked it
oh okay thanks
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
Unity does that sometimes
Still not sure why
it will randomly set things to like a millionth off
don't worry about it
sooo do i change it?
doesn't matter
??
won't make any difference visibly
it's literally like 0.0000001 off from 1
that are wayyyyyyyyy off
no, they have those offsets from their parent
you'll get used to it
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?
Colliders setting is like, for making it so a bone collides with specific stuff you set up already
Allow collision enables other people to touch it
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
mhmm
I think it does yeah
wait how do i get descriptions back?
a sec ago i could hover over these to read what they do
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
but now it just gives me a double arrow symbol and i cant read it anymore
gotta be out of play mode, puts unity in a different mode iirc
ohhh ok thanks
wait what do i put here
also how do i know what size to put?
i dont really know how big ''1'' is
Had this issue with Dynamics too. Can solve it on Pc with an empty gameObject on your neck that's Parent Constrained to the Head Bone. Just gotta put the collider on that 'Dummy Head' object
no constraints on Quest removes that possibility though
:/
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
then there on Element 0 you'll put the collider you want that bone to interact with
Allow Collision will let other people's colliders interact with you, at least the VRC built in ones will
and what exactly are colliders? other bones?
The default colliders are like, the ones on your hands and stuff
Colliders is another component you need to set up on objects
does that mean if i want to grab my tail ill have to add colliders to every single finger bone?
Nah, those are done automatically
You can edit them a little in the Avatar Descriptor too
do i assign all 20+ colliders from the hand to the tail..?
Nope
so what do i do?
you just want to be able to grab your own tail with your hand yeah?
me and others yeah
literally nothing then
oh
so all colliders work with hands automatically?
All physbones do yeah
you only really use custom collider stuff when you want specific niche stuff done
so what do i put the collider size as then ?.?
Just leave it on 0 I guess
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
That'd be under like, Collision > Radius
im clicking and dragging and nothing is happening
ohhh ok
i can change these things in ''play'' mode right?
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
so something like this would be good? or is it better if its a bit bigger
oh..... well thats exactly why i was asking xD
gotta be out of playmode then, its just for testing, got it
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
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
wait did you add a phys bone to every bone...?
dunno how long its been there
you only add a phys bone component to the first bone in the chain
ive only added it to two of the tail bones
ahh okay
i dont wanna add it to the very first one though
it looks better
because it stays more in place
that's fine
Yeah it's okay to add two if you want really specific movement
but what if you had a weird shaped tail?
just know that it's a tiny bit more of a performance impact, apparently
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
It entirely depends on the way the bone itself is set up really
or ''collider radius''
how come?
the hitboxes would be coming from the bones so how the bones are oriented would dictate the boxes
Phys relies on endpoints to know where to draw the capsules.
in this case give yourself an Endpoint Position so you can have Tail 3 also use Phys
no, you use the radius curve
dictates the size of the collider spheres along the length of the chain
radius curve?
so it automatically moves along the connected bones?
but do i really need tail 3 to use them..?
wait
you don't need to do anything when it comes to Phys
i thought you meant tail 1
ohhhh
endpoint position dictates how far down the chain the physbones apply?
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
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
keep in mind that bones don't have "length" in unity, bones are just points in space
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
okay
you can always like, copy the component then paste as values after leaving play
you can Copy the component, or make a prefab of the avatar
ah okay
thanks
im wondering, ingame, when someone poses you
assuming noone undoes the pose by grabbing
does it just stay forever?
Yeah
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
if there is a timer I've never seen it
how far does that persist? if I close vrchat and come back the next day is it still going to be posed?
they should add that itd be useful ^^
good question
I think the avatar being reset in general will undo the pose
maybe its like the quick menu?
which'd mean it stays i think
I could test but setting up my headset is a pain in the ass
i can image some people use these to style their avatars
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 ^^
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
yeah i meant with physbones specifically tho
so you can make new ''defaults'' on the fly
can always make a canny feature request I think
without having to animate anything outside the game
canny?
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
im too lazy to make a request tbh xD but if anyone wants to go ahead lel
it's the feature request/bug report place
place?
here is it showing in the preview moving but not in play mode
can see all the current things people want there
I've never had to and I really don't know what it does, so I probably wouldn't recommend it
only really need to fill that in if the first bone of the chain isn't the object the component is on
okay there
i mean..... its not
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
You'll see what it does if you plugged in a bone
it's dictating the start of the Phys chain
also ear mesh? dont you add the phys to the.. bones?
yes, and like I said "For that the Root transform is the Ears Root bone on my head"
so why would i put that as anywhere but where i chose to put it? wouldnt changing that only act like if i had just placed the phys on the root bone anyways?
ah yeah sorry, my brain kinda bluescreened at that 😂
I don't understand half of what's said in this channel don't worry :^)
thank you xD
I threw myself into Unity headfirst with all this VRC stuff
Yeah I'm not planning on scrolling up anytime soon
what on earth do you mean with ''when the mesh is disabled''
had like 1000+ missed messages
My model toggles some object on/off by disabling the object entirely
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
thus I put the phys on that object to be disabled saving on a bit of performance
yep
see
why would i do that
this is the reason i DIDNT add physbones to the root bone in the first place
in time you'll find use cases for it. Some people put all they're phys on the same object as the Descriptor
also
keeps it all in 1 place
i still cant grab the tip of the tail
It's probably because the endpoints are making the bones clip into each other
well ill just refuse to do it until i run into an issue that makes me actually need to do it then lol
eh?
have you specified an endpoint o:
you're probably accidentally grabbing the middle one because the tip is halfway enveloped by it lol
i see
i guess ill try and make them smaller?
an endpoint? how do i do that?
as far as i can see i can only specify the position
near the top of the physbone component, you should be able to specify an endpoint position
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?
yeah scribble
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*
say you put the physbone component on your head, you could se the root as a bone at the start of the hair.
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
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
to fit the shape?
Oh I thought you wanted the tip to be easiest to grab?
And the base least likely to get grabbed?
wait how do i get it more exact than this?
double click on the linegraph
putting 00 after the dot just makes it tiny no matter how high the number behind it
it spawns a popup with the graph in it
i dont wanna change the graph just the base radius
Yes
unless you cant
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.
How do I get rid of it on quest
then double click on the middle of the line
this makes a NEW point
drag that one over towards the left and up
um ok
switch to live, uninstall the game, and reinstall the game
How do I get rid of beta on quest
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
You need to double click somewhere on the line to make at least one extra point
i love the phrase ''done being tiny'' 😂
thats what we should call growing up in general tbh
The 1 on the graph represents “your full size” which can be whatever you put as your number
0.04
''oh my daughter stopped being tiny a few weeks ago ^^''
XD
uh......huhh...?
I’m not sure what’s not clear here. Have your graph’s leftmost point be 0,0
leave its rightmost point at 1,1
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
you do not comprehend the extend of my stupidity
right okay...
i.. think... i get it........ maybe
hh
my brain hurts 😂
You’ll see once you make the third point and watch what happens when you move it



