#open-beta-discussion
19 messages · Page 7 of 1
Yo um I did the open beta and joined my friend and I didn’t see them so I deleted vrchat and reinstalled it and I joined and then my avatars are going pc mode when I join a world so what do I do
hm..
it moves very weird now
like the position of the tail doesnt match my mouse atall
like its being caught on something while i try to move it
and i STILL cant pull from the tail
lemme check the weight painting..
yep -_-
no weight painting
aggghhhghh
lol that'd do it
well, does it have vertex groups?
whatd be the easiest way to fix this
'it' ..?
the tail mesh
the tail bones?
I usually just use gradient tool for things like this
no, the mesh
When is it going to be public on Quest?
true
i meant moreso the entire process tho
there is no ETA
can i still replace the fbx like i did last time?
what parts am i going to have to redo?
So it could be a week or a whole month
can i not do it within unity?
to fix the weight painting, you do that in blender. after fixing it, you can just replace the fbx in unity
oh uhh... nevermind xD
don't forget that you can limit weight painting to whatever parts of the mesh you select
to avoid stuff like that
okay.. last time i had to redo a lotta stuff tho.. 😣
yeah.. how?
easiest way imo: select the tail in edit mode, go to weight painting mode, and enable either vertex/face masking in the top left
besides the weight painting mode button
ahh okay
that makes it clearer xD
there! :)
this little innocent goat tail has driven me to insanity xD
make sure your weights are normalized
look at the group for the previous bone and check if it's also influencing the tip
if it is, not normalized
ah.. yes.. that is a blender thing that.. exists.. err.. half remember what that means.. id assume they are?
what does it look like
you mean this?
that's bad
if you look at the tip of the tail, you can see that both the groups for the last bone and the middle bone have influence 1 for those vertices
which means that the sum of all the weights is 2
if you don't fix it, and let unity normalize the weights, they will be evenly distributed
so the tip of the tail will have weights 0.5 to both groups
okay yep my brain has shut off xD
which isn't what you want
understanding this stuff is hard im sorry :,)
to fix it, click on the last tail bone, and do Weights > Normalize all
''weights'' where?
then, to ensure it doesn't happen again, go to Options in the top right of the viewport, and enable Auto normalize
no, I said left
oh
you're confusing your right and your left lol
aka not right lmao
okay done
huzzah
to be fair its possible i changed the bones up and thats why the middle bone's weight looked like it wasnt normalized and why the tip didnt have any weights
but doesnt matter
it works now
ill just drag the textures in manually this time like you said xD
although.. wait..
where even ARE the textures tho
the model is from vroid or whatever its called
not something you need to worry about in blender
oh
so i get the textures from, unity
and materials
o..ok
oh..
i was in play mode
er...
thats okay....... right..?
oh.. weird
the textures and materials are already applied and have the right settings shaders..
did i even change anything...?
im suspicious
you use it for smaller things like tails and hair lol
because then you can just override the FBX and unity will update the model in place
thats what i was trying to do xD
unpack the avatar?
don't worry about it
omg!!!
it did work!!!
oh thats amazing
i was so worried id have to redo a bunch of things
but nope
it replaced the avatar perfectly smoothly..... unlike my grammar xD
oh thats so satisfying
xD
what is?
Just updating the model instead of redoing the whole damn process
yep
oh yeah
you just override the FBX
easiest way is to just export directly to where your FBX is from blender
oh true true
it should always work unless you modify export settings in blender
ohh
damn well thanks for that information
so maybe thats why it worked for me
would've saved a lot of time to know beforehand
you can also bookmark folders in the blender export window
i followed the dumb tutorial and changed the path mode to copy everytime
(its a great tutorial im just joking)
i knew that :D
that's only if you're also trying to copy over the textures
but you already did that before
so you don't need to do it again
oh so it applies the phys bones to the other bones automatically....? or is that not intended
I hate tutorials so I've kinda just jumped into everything mostly blind
because like..... i didnt add this
I love how this channel turned in to a blender tutorial
omg same
loll
basically
To make my model I watched a timelapse of some pro doing it then went to Royal Skies' channel whenever I got lost
also had a friend help me here and there when needed :^)
actually this channel just turned into ''scribble looses her mind about a goat tail for literally an entire day''
Unity I know jack all though
same its weird heading into it xD
but im getting used to it
its easier to learn than blender at least
at least the stuff you need
idk
easier to get familiar with moreso i guess
soo.. is that normal? xD
Was the hip issue fixed in the new sdk?
i dont think thats normal...????
im just gonna remove it..
Wouldn't know never updated FBX before :^)
I would always just make a new thing then copy paste everything over
... well thats funky xD
okay soo
rn it seems the two err.. forgot the names im just gonna call them ''hitboxes'' are kinda.. colliding against eachother?
which makes the movement kinda weird and janky
idk if this is normal and/or intended?
like theyre kinda grinding against eachother and locking eachother up
if that makes sense
No it definitely isn't normal or intended
cause they push against eachother
.. this is sounding more innapropriate than i am intending it to xD
the two bones are grinding against eachother ( ͡° ͜ʖ ͡°)
so um- how do i change that xD
its like theyre colliding with eachother
Pretty sure it's the endpoints you have to edit more
i just want them to move freely
how?
but I've never had this issue so like
like in what way
it seems more like a setting than an adjustment
here
i took a recording on how its acting
hope this helps visualize my issue more
wait
sorry
lemme change the thingy
there
watch that
see the jankyness?
@sleek badger
Yes
if you play on Oculus / Meta Quest, you will get stuck in the beta
They are on Oculus Quest
hm
Can you fix it
they're on Quest and it has some issue of getting out of game betas
maybe reinstall?
some people just can't leave them lmao
idk anything
Sometimes reinstaling VRChat helps, if not either wait a lot or factory reset your Quest
How do I factory reset my headset
but i didnt have this issue until i changed the end point??
i think..
well truthfully
i didnt have the issue until i fixed the weight painting of the tail...
hm..
try setting the max angle to a higher angle and see if it fixes it
cause I don't have those issue on higher may angle values
How do I factory reset my head
okay i changed the end point position to 0 and yep
Set
dont have the issue anymore
i wish i could factory reset my head tbh 😂 😂 😂
but me lazy
okay guess ill try
but like.. it seems like the issue is just a property with how the phybones work in itself..???
like
all my endpoints are just on their default of 0 and I got no issues so
it seems like this is an issue of ''colliders on, colliders off''
yeah 0 = no endpoint set
guess whatever its intended use is just doesn't quite work right now
so uh
i put it higher
that doesnt change anything though
its behaving exactly the same
its just pushing against eachother when i dont want it too
its acting like im trying to move two sticks together
like its not following along cleanly
the bottom bone is keeping the tip from moving to places
I don’t know how to factory reset
OH
HigHER AngLE
NOT hiGHEr NUmbER
ffs xD
(yall can your spam bot chill please he's being really annoying 😂 )
like removing caps is making my messages MORE annoying than if they just were in all caps lmaooo
I mean a angle of 50 is higher than one with 20 so yeah xD
no not the end position xD
aaagh xD
ohhh
but like is that really the problem?=
cause i could put the angle as whatever when the end position was 0 with no issue
when I had a max angle of 20 I had those weird angles it was kinda getting stuck when grabbing it, when I had it at like 60 those were gone
so like this
ohh i seeeee
that makes sensee
that's what my canny is about
well then it's a different thing
I’m scared if I factory reset and then it doesn’t work and then I just lose everything
The whole point of factory resetting is that you lose everything
It’s like you just opened up your quest for the first time
weird for me the jank is gone at higher angles
I know but the thing is if I do it and The dynamics are still there
That’s what I’m scared of doing
:(
guess ill jhust have to deal
They won’t be that’s the whole point of a factory reset the game is not even going to be installed
this is with may angle of 20
Your avatars, friends, rank, and etc will be carried over. You'll have to reinstall all your other games as well, but you won't lose access to them
and this one with 45
factory reset you lose everything
what's kept in other games is entirely up to them, though
Ok I trust u
yours looks like it only has one ''bone'' tho
mine has two
with one it worked perfectly fine
cause it wasnt really ''attached'' to anything
I tried it with 2 and that worked fine
i guess
kinda have the opposite issue for me, oddly
weird...
small angles are fine, large angles go brbrbrbr
really weird
I feel like grabbing is sometimes a bit broken in generall
(uploading)
I will still have my Vrchat account right
@ivory vigil yes lol, ^
you'll need to log in to it again, though
I factory reset it
when i pull down from the tip, the bottom bone gets PUSHED down first
instead of the tip leading and being followed by the bottom
THAT is precisely the problem im having with this
maybe you are not acutally grabbing the tip?
try garbing it from the side
ah im definitely grabbing it
as you can see i can pull the tip all the way down
really weird
and when selecting the middle its noticably different than what i was moving in the middle
so
essentially im bothered by the physbones acting like inverse kinematics lol
except
Tysm
the inverse kinematics push against the grabbed bones
this is so weird
so its WORSE than if it was ACTUALLY like inverse kinematics
ik would just follow the grabbed tip cleanly, no jankiness
but thats not what the physbones are doing
do you still have multiple physbone components?
you should defiantly make a canny about it
or just a single one on the root
nope
just one
like i said not on the root but on the middle, intentionally
i dont want the root to move
so the end stays nicely in place like its supposed to
its just what works best for this model specifically
my tail for example doesn't have those issues
Tysm u guys are life savers
I really want an animation behavior to reset PB pose
Bc my hole life is vrc
Or an animatable parameter trigger to do it
so this deformation is definitely weird
yup
but i guess its just cause of the inherent curve of the tail and you cant really do anything against that..?
gib canny
remember that a LOT of avatars in VRC have jank and you don't have to make everything perfect
if you don't want to go insane you have to compromise somewhere
should still be fixed xD
cause it's an issue with phys bones
I didn't read up so didn't know whatever it was was about the beta
but it's still generally good advice to not drive yourself insane perfecting everything
make something good and passable and you can slowly improve on it as time goes on
could try making the tail straight in Blender, then making it's default pose be curved, then adding physbones? o:
so.. parts that have colliders, will outomaticaly move out the way of hands without even having to grab it correct?
me sitting at 400+ updates to my personal model
that's how colliders work yes xD
I feel that, I've been doing nothing but touch things up for a week now on mine :^)
Weight painting has made me demented
thankfully I never had to do that xD
data transfer ❤️
is there a way to change the length of these collisions?
cause like.. her booba kinda l o n g
😂
im sorry
Smear tool is best tool
smear tool?
Weight painting tool
how is that going so change the shape of the collision radius @-@
did you set an end point for it?
or does it use an end bone
this looks so wrong 😂
theres only one bone
so end point is 0
i am so sorry yagi 😂
set a collision curve, make the end smaller and pinch
or shrink the bone in blender
no one will see the collision anyways outside the debug overlay, so isn't too big of an issue
unless you really need it to be flush with the body
i- i think i made it worse.. xD
i think ill just stick with weird longsausage boobs lmao
its not a big deal
i guess thi is fine.. xD
i cant see the radius of this phys bone?
trying to apply it to the bow rn
omg imagine adding physbones to the cheeks and you can squish her face xD
youd need to rig that ofc
just thought of it as a random idea lol
aw man phys bones are so heccin fun
this is amazing xD
as much pain as this is its still REALLY really fun
... still need help tho.. xD
i should note the bow is a separate object
does that affect anything?
is it me or is the phys bone radius a bit wonky after the last beta sdk?
previous sdk version on left, latest on right, same radius values
i checked and its not grabbable either
do her asscheeks have physbones 👀
I am a man of class i'll have you know
😂
maybe
also the date on the latest sdk is 👀
huh?
so when i change the endpoint length it does this
but without an endpoint theres just........nothing
restarted the editor and the date is showing correct now, weird
so putting the root transform as the middle parent bone of the bow does..... this?
you need an endpoint defined for a single bone
but the booba is a single bone
and there is no defined endpoint
i even mentioned it earlier because someone asked
endpoints are effectively dynamicbone offsets which create a pseudo transform and how single bones can move
are you sure "booba" doesn't have a child bone?
booba is the childbone
see
no other bones there
i would just set the overall radius to 0.02 and curve the end bit down
just two booba children attached to the parent chest
whats in that ones dropdown 😳
Your "Breast_L" can be unfolded, so it has a child...
xD
okayso
but ten
so
uh
so
ium
right
so
i add phys bones to the BOW
aka chest .001 because i forgot to name it properly xD
and from there add the end point thingies
for all the attached parts
ye? xD
so
do i put size at 4 for the four ''appendages'' ?
i forgot
like..
that seems like the logical way to go..?.... i think? xD
that will make the 4 "appendages" not move
as the physbone will just ignore them now
the physbone affects all children automatically
not for Ignore Transforms
but i dont want it to ignore it??
but its gonna ignore it automatically??
wdym?
like
well now its like.. this??
make the collision radius a bit smaller
so it better fits the ribbons
itll help you see which axis the endpoint setting is being applied to as well
what id need is like, this
tinker with which axis you set the endpoint position to
okay
okay
i guess ill do this temporarily for claritys sake
ok so this seems perfect except theyre way too long
when is dymanic coming to quest
make endpoint smaller
physbones are already available for Quest - #open-beta-info
try making the endpoint Y axis 0.5, and continue making it smaller until you get it to fit
ok!!
yes
this looks good i think
👍
the Y axis of a bone is usually along its length, so its probably the option you'll use the most when you need to set a custom endpoint
why isnt max stretch doing anything?
max stretch is how far someone can pull it
make sure you have it all weight painted properly
are you stretching it in play mode from game view?
yes
do you see the end point being stretched if you watch from scene view?
grab and stretch in game view, right click to lock its pose
go back to scene view
or you can place game and scene tabs next to each other
might need another bone in the chain before the ribbons to make it stretch
what why
that makes no sense
just.. move the bone
its not even attached to the bow
i can do it in blender too
Yeah, but blender doesn't have a script on it that controls this
the bones stretch, they separate from each other
might need a bone in the middle to stretch from
im also learning all this rn so i could be wrong, but thats what seems most logical to me
there is a bone in the middle!!!!!!
thats what ''bow'' is
for some reason the viewport and the head collider is placed over my head in the game, while in unity it seems ok (note that i'm not sure if it's a bug of the openbeta sdk or me that did shit?)
see?
yeah from what i tried the stretch is broken in the game tab
you made sure you updated the SDK and stuff right? Could be that
stretch seems to work for me fine enough right now
yep a new project from today with last sdk (2022.03.10.14.12)
works just fine for me, latest sdk
no but the tail seemed to stretch fine?
see?
works fine
i don't know, nothing was stretching on my end in the gameview in unity ^^'
so.. if i want to give the hair physics.. i add phys bones to the head, and ignore transforms for the eyes.. right? :3
weird......
idk how i didn't see it when testing, but when "playing" in unity, the viewpoint do show fucked up too
latest version of av3emulator?
i wouldn't recommend, the rootbone can rotate with the physbones
there! :D
dont put physbone on head, itll break head tracking in game
(testing in desktop everything was good, but yea in vr it's rlly fucky)
yup, i have another avatar uploaded with the previous version and everything is fine with it
what really?? O_O
Unlike Dynamic Bones, the root bone of a PhysBone chain is permitted to rotate. It can't translate, though. This can have some consequences with certain setups-- try things out on your own to see how it behaves.
if you put a physbone on the hips the entire avatar will wiggle, even with ignore transforms set
was common with dynamic bones to use the head/hips as root
cant do that anymore
oh
removed it from my scene and it seems it was that that broke it (at least in unity) aaaaaaah thanks i really wasn't thinking that it could be it
gonna try adding a collider to my head to front hairs dont phase into my forehead when running
i need to do that too x)
but yea so far i'm enjoying very much the physbones, i never used dynamicbones tho so i can't compare x)
phys bones is a lot more in depth
more options
but also more user friendly i feel like
its great
I don't really know how to like, optimize my model's hair for physbones lol
For the time being I just have a component for the start of each thing till I figure something better out
100%
hmmm.. xD
dynamic bones confused the hell out of me
I have every other part of my model optimized to a science and quite literally notice 0 frame differences with it so far so guess it's not so bad lmao
physbone settings make much more sense
I'll still try to tidy whatever I can up later
Hey, do I need to add a special thing to my avatar to make physbones grabbable?
and it actually explains what the sliders do
(pretend this is in caps)
And ItS F R E E
make sure allow grabbing is checked for the physbone script then people can grab them
and it's on by default, so as long as you haven't really messed with it you're good chief
uh..
I would recommend to use max angle for your hair so it doesn't go in your head
instead of a head collider
theyre still moving out the way even if i literally make it the size of a pea??
i dont wanna restrict the angle though
it looks fine as is
if i had to restrict the angle to where it wouldnt move inside the head itd literally barely move atall
Yeah I'm just waiting for putting a collider on the head to be fixed personally
and I mean, it's only a clientside bug at the moment anyways
:o?
ok i guess adjusting the collider size during play mode just doesnt do anything
it works now wheni did it outside of that
head colliders dont work well? :(
There's some weird issue where head colliders won't stop your hair on your client unless you have the collider visible, but other people see it working fine
we need offsets for max angle to make that actually work well
https://feedback.vrchat.com/open-beta/p/1181separate-axis-of-max-angle
the canny post here has a video tied to it showing the issue
it's already tracked so it's hopefully getting fixed eventually
saddness, while now it now show good in unity, it's still broken in game ;&;
oh ok
but like.. it doesnt seem like theres any harm in adding it
No, you probably should add one so it looks fine for other people
plus it's probably getting fixed eventually so might as well make one so you don't have to later :^)
yeah ik, I really hope we will get these, this would make our life so much easier
yeah lack of this is why I'm just using a head collider even if it doesn't work clientside
dont mind me just venting my excitement 😂
I want my hair to move freely, even if it'll look a bit off on my side
i would probably ditch custom colliders if added
same
I'm happy with mine so far, just need to try and optimize the amount of scripts later lol
my floor collider would still stay though xD
needed for may tail :p
also can't people push physbones beyond the angle settings?
nope
Oh damn
oh i forgot about that
yeah in that case a head collider would be totally irrelevant
wish we could collide against world collision
actually Phys Bones work quiet well with multiple scrips instead of one, especially for parents with multiple chains , it allows them to be easier spread on multiple threads
I’m confused on how to set it up on quest
Oh, so it's actually okay to keep my hair's scripts more split up then?
See the top of #open-beta-info c:
it's what should be doing yea
I would say so
Less work for me then, nice
Still going through the absolute NIGHTMARE of getting a skirt to work well
Because of the multi-threaded nature of PhysBones, it isn't always the most efficient to put all bones into a single chain. Multiple components allows us to break up the work across threads. However, you should still strive to have fewer components... but it's not as bad to have a few on your avatar as it was with Dynamic Bones.
exactly what I was looking for in the docs right now xD
but you were quicker xD
hehe
Still can’t find version
If you're on Quest: #open-beta-discussion message
Are you on Quest, Steam ore Oculus desktop?
then you need to do it like this
lookater go 🥺
:3
i love how 3d programs always make things when being rotated smaller or bigger but always the one i DONT want it to do
like this hair gets way too LONG
bu this bow gets way too SMALL
make sure preserve volume is on for the armature in blender
On quest can you go back to live version Bc I can’t it’s stuck on beta
oh my god dont even tell me to go back into blender xD
i F E A R
you will eventually learn making a model for VRC is an endless cycle of suffering through blender and unity
what is that
setting found here
🥲 👍
Still lost 🙃
it tries to keep the general shape of an object when you rotate things
helps a LOT for stuff like elbows and knees
i hate when i have finished my avatar in unity, nd i realise that something with like the armature is broke, and that i have to redo everything in unity after fixing it in blender dies
I have no idea honestly
I question that it doesn't sometimes
sets up avatar
everything works somehow, it's great
one random polygon is weight-painted to the wrong bone, stretching everything into oblivion
mfw
sadly doesn't seem so
https://forum.unity.com/threads/add-blenders-preserve-volume-dual-quaternion-feature-into-unity.1000363/
So…no help
?? you were twice pointed to more detailed instructions lol
Yes but when I try and tap on version it doesn’t do anything
you dont realize what great news that is to me xD
tap the number after version, not the "version" text itself?
at least in shortterm
Still nothing
hell yeah for not having to go back into blender cause it wont do shit anyways B)
well shit
guess that means I gotta check over how everything looks without it then :)
hmm..
i dont seem to be able to have her hair stay out of her forehead
but also not be pushed aside when not moving
and this is what its supposed to look like
image above this one is what it looks like resting
and 2 above that what it looks like moving foward
so its pushing the hair away weirdly
but also not keeping it from clipping either
can try turning up the immobile setting, but i think that makes it just require more force to move
yeah it basically makes it more stiff
Isn't that just automatic twist bones? you can add your own twist bones.
also changing max angle forsome reason doesnt do anything
on the hair
which her hair wouldnt flipflop like this
something like this would look much better
but i have no idea how youd do that
kinda make it ''squish'' into itself more rather than just kinda.. folding outwards
like this sorta
anyways.. ok wow!
i think she's actually ready
how am i somehow less excited then when i was still working on her xD
im kinda not ready
now comes the dreaded moment where you realize one really annoying mistake ingame
yyep xD
and you have to do it all over again
autofix time
;&;
press autofix
i still need to find the cause of why my viewpoint if fuckedup
how many polygons?
for read/write
click that
it cant read the poly count without that setting, so it displays the max amount of polygons it could read
Nothing important, just hit ok and let it run
itll take a bit
:pat:
annoys me how the official vrchat discord server doesnt have a headpat emote
.-.
too dangerous of a crowd to have

what annoys me is that you cant use any external emojis or stickers atall
most bigger servers tend to make that stuff hard to get or locked out entirely because people can't be trusted with the permission
if you boost you can - you can also use external emojis in #general-media
if you're nitro boosted but not boosting the server, you can still use stickers too iirc
lmao why does she start walking like that
she like.. throws her head back
and foward
don't put physbones on humanoid bones
iirc you have a physbone component on the head, don't do that - instead have a physbone component per chain of bones
that also allows that chain to be multithreaded better, i.e handled more evenly on the CPU
and sneaking backwards does...... this.... to the hair.....??
i have it on the head cause thats what all the hair is connected to
how else would i even do that
Yeeeah you can't do that
like I said, put the physbone components on the hair bones, not the head
they did
I wasn't there or I would've lol
you can just copy the component and paste it on the start of each the hair bones
i've..said it twice now
every single hair???
yes
individually?
Yeah, tis what I did
ughhh thats some fknbullshit
the root bone of the hair, not every bone ofc
unless you have 40 hair bones like a lunatic, that shouldn't be much of an issue lol
the performance rate thing will scream at you for it like "nooo you have too many components!!!" but it's a minimal performance impact at best
and apparently because multithreading it's actually better
Because of the multi-threaded nature of PhysBones, it isn't always the most efficient to put all bones into a single chain. Multiple components allows us to break up the work across threads. However, you should still strive to have fewer components... but it's not as bad to have a few on your avatar as it was with Dynamic Bones.
I have 17 scripts just because my hair but trust me, doing it individually is fine :^)
Putting physbones on humanoid bones can cause other issues, anyhow
i.e tracking issues
oh and copying pasting the compement should be good enough most of that time for (hair of same lenght)
interesting.. xD
this isnt the avatar btw just vrchat being vrchat)
just found it funny xD)
Yeah I'd be forced to do most of mine separate anyways because the hair is like three different things
aghhh the hair clipping is so annoying and i have no idea how to remove it
limit angle
as I told you, it's a clientside bug that the collider won't work
either you have to limit the angle, do some really gimmicky stuff in Unity, or wait for a fix
doesnt do anything
it def does for me
how do i know which is the root?
bone 1 (root)
v
bone 2
v
bone 3
and yea you can just copy the compenent of the first after yours tweaks and paste as new on each others (with just needing to edit maybe root lenght and root bones to the news root hair)
i mean hey
at least i can edit each hair part individually
thats actually pretty good
i can heavily restrict the front hair then
so it doesnt clip
Yeah, it's nice to be able to fine tune each little piece
but the rest will still move fine
ive been wanting to make her lil top curl a bit more springy anyways
Anyone else having weird tracking issues in the beta for avatar dynamics?
Things like hands misaligning in full body, and locomotion animations getting all weird?
it's very likely due to physbone root set on a humanoid bone
like the head or the hip
Does exclusions work differently with physbones as opposed to dynamic bones?
I set my exclusions like i normally do with dynamic bones
apparently the exclusion of humanoid bones is abit buggy x)
I had also noticed it with other avatars not built with physbones sadly 😔
I may hop on again later and try some of the ones in the testing hub to make sure its not some setting i have breaking it
🙏
no reason your ingame settings would break the physbones?
yea they are working so the autoconverter work around this issue better ^^'
downwards movement
fowards movement
-_-
i wish you could like restrict the movement on specific axis
cause its barely moving up and down BUT its still clipping into the forehead like no tomorrow
Yeah that's like, the second highest most requested thing right now for the beta
we might see it soon, who knows 👀
also thats with immobile literally on 0.9
So my physbones work fine in unity but disappear in game.
immobile ups the amount of movement required for the hair to move pretty sure
so the only possible way to stop this dumb hair from clipping would be to literally glue it to her forehead
Make sure you're opted in to the beta - #open-beta-info
so once the hair does start moving it'll still clip
did it
oh weird..
Have you tried the 'freeze axis' option?
even with immobile on full it still moves when moved backwards
oo?
how does that even work ?-?
Makes it so it can only move two ways, basically
you can use it then set the angle to make it so the hair can only go left/right
It's good for hair.
it's a good bandaid fix to stop the hair from going through the head, but limits how free it is of course
I personally don't use it but you might wanna lol
WHAT
ARE you a WIZARD?
why does it just work perfectyl?????
why didnt anyone tell me this sooner???
literally
it moved back
it moves side to side
It was a feature in dynamic bones as well.
it moves everywhere but where the forehead is
the heckkk
this is perfect
thank you!!
Is it intentional that physbones ignore non terminating bones? the whole middle section of bones in my ears are being totally ignored
whereas old dynamic bones still counted non terminating bones
no? it actually ignore the terminating bone but not the others ( you need to set an endpoint position for it tho)
:gag:
cry, I just want my ears to be floppy
but booba aint a body bone right?
endpoint? i shouldn't need one as these bones already have leaf bones
x)
shhhhh
anybody else's phys bone work fine in unity but are frozen in-game?
is your whole avatar frozen or only the physbones ?
it looks as if it has no dynamic/phys bones attached
even though it's function and smooth in unity. in-game, the avatar overlay option does not show up, nor does the new menu options appear
no new menu, I clicked the link in #open-beta-info and connected my account
I'm on pc.
You must've painted on the main body while you had the tail selected
ah then what link you're talking about?
ah oculus vrchat ig?
the first post in #open-beta-info
i run on steam
what do you mean?
weight painting?
ah then clicking that link really do nothing, that for the one using the oculus version kf it xD
on the properties of the game in steam just go to beta and enable the open beta
yep, found it, updating to beta now
@jovial sedge
I'm assuming only other beta users will see phys bone
this open beta isn't network compatible with the live
Yes.
i think so
so you just can't join ur friend at all if they are on the live
um.. @jovial sedge ?
up and dissapeared 🥲
well i checked the weight painting and nothing seems off so i have no idea what the problem is
if the tail bones have nothing connecting to the torso then maybe the torso bone itself has some paint on the tail?
i mean theyre parented to it if thats what you mean
the bones arent just completely disconnected
well.
not the torso
No I mean like
the hips
make sure the spine bones don't somehow have an effect on the tail
no idea what could be the problem then
:(
wait so
if everyone has automatic grab controllers on their hands
can everyone grab eachothers hands? or is i guess grabbable and posable turned off my default?
It's a sphere made to let you grab physbones, I don't think you can really grab someone else's hand unless you do something yourself
if u put phys bone on it eh
but pretty sure putting a physbone on your hand will make it horribly glitchy
maybe make a toggle to enable handshake
The hand grabbing thing requires constraints and three sets of arm bones
you'd have to do custom hand colliders, so it excludes itself
So it is something you need to set up on your own end
And will not work on quest
huh?
i can already do handshakes tho
i thought physbones do work on quest?
Yes but constraints don't
And you need constraints to do the hand grabbing thing
Because you're not actually grabbing the real arm
You're grabbing a copy of the arm bones and then the arm gets constrained to the copy while you grab it
It's complicated
so im trying to do this so the bow doesnt clip into the chest but uhh-