#open-beta-discussion
19 messages · Page 9 of 1
Yea bc they were just moving like dynamic bones and it didn't react to my hands for others on my ears or tail
oh, you of course need to have interactions turned on for both players for players to move around their bones
you can test if bones can be moved/grabbed in Unity too
Main Camera in scene (or a Camera tagged as Main Camera), enter *play mode, click on game view, click and drag with mouse
and of course PhyBones with Radius larger than 0
kinda wish stretching was less scuffed though
I don't think it can really be helped sadly
maybe making the parts you want to stretch a bit higher poly would help them look a bit better
that is not the issue
Having an issue where I have an Avatar Parameter Driver that wont give me the check box despite it playing the animation and having the value check box checked. Does it just not work in play mode?
the issue is that stretching is awful
it doesnt work very well with angle limits, and the limbs are supposed to stretch way farther, but only do so when grabbed at the base
ooh
don’t think so, but contacts and physbones should
I never really noticed because I've only got physbones on stuff like hair and whatnot
Im trying to have an object have two different positions using a parent constraint but it doesnt sync with other people good
since theres no way to reset the pose of things unless u grab them, if u disable the scripts it will break the chains if they were still being grabbed
for example the robot avatar on the hub
if u stretch the antenna while theyre being blown up, it will be bugged out when they reset
why do u need a param driver
use a bool to control the directionality of the object
Was reccomended by a friend, using the Sender and recivers to have a joint on my face that moves to my hand and back but apperently its turning the Float into a Boolean which causes it to desync with people
and 2 animations, each changing the weight matrix of the parent constraint
I think thats how I have it setup
jointhead?
The animation is it swapping the 1 and 0
use param driver and test in game
Is doing it without a menu
Ah so it only wokrs within game? Sorry still very new at all this
if ContactVariable and FistGesture
yea i think so i don’t think they ever fixed that
which is funny because contacts and physbones work entirely in unity
I didn't even know you could do it that way, I would always use two different constraints and turn one off and the other on, oops (incase it wasn't clear, I think your setup is better)
How many weeks until the beta is over?
it did end up working ingame so would recomend
Hey I have a friend who is on Quest 2 that somehow got into the open beta, but now they can't figure out how to get back to the live version of the game. Can someone help me figure out how to do this? I don't have a quest so I can't help them out from experience and I can't find anything on how to join the beta except through SteamVR.
i have the same problem too im sorry i cant help :((
Dang
yeah now i cant play with the friends that don’t have open beta for some reason
If your friend and you both have the beta, can you play together? Or is all networking in general disabled on the beta version? I haven't actually tried to meet anyone in the beta build yet.
i think so. when i joined a public world besides the one that showcases the beta update nobody was there so im not really sure right now
have you tried setting the game version to live, then uninstalling and reinstalling VRChat?
(if you have multiple accounts on the Quest, try to do this on the primary account or the account that installed VRChat)
How would you do this on an Oculus Quest 2? I know how to swap to beta and vice versa on PCVR, but no idea on Oculus Quest 2
the same directions they used to enable the beta (at the top of #open-beta-info ), but except set the version to live instead of beta
but they would need to uninstall and reinstall after doing that part above
and of course, on the primary account on the device if possible... or the account that installed VRChat
Ah ok, thanks for that info. Maybe they can finally play with everyone again here soon lol
good luck :3 hope it goes well
thankies
When I join open beta all worlds are empty. this normal?
the current OpenBeta is not network compatible: so you will only be able to see other players on the beta, and cannot see players on the normal live version
if you're looking for other players on the beta and/or avatars with PhyBones and the new stuff, try checking out Avatar Dynamics Hub (search "dynamics" in the world search)
one problem also
is there a way to prevent grabbing locally for certain physbones
i made my limbs grabbable but that also makes me grab my own arms every time
the only way im thinking is to set the collider size to 0 with an isLocal animation
I was just about to mention something similar
Local only animation affecting the PhyBone settings for grabbable and such
ok looks like thats what i gots to do
but I haven't tested it at all, I have no clue what can be changed with animations
for Grabbable the issue there is idk if it would work for others still
probably but i can test
yeah will definitely have to do testing
would be great though if i could disable it for the opposite hand using tags
could still grab my opposite arm
or just adjust the stupid grabbing bubble
yeah somebody else was asking earlier if there was a way to scale the grabbing bubble
i also had a bug where if i crouch down my entire avatar vanishes
there might be a silly way to scale it by changing your import model scale settings, then scaling up or down the model size on the scene
but may lead to other oddities
oh hell no
XD
scaling breaks physbones
i had another issue the other day
an avatar with a 0.001 scaled armature from bad export settings
all physbones were bugged
I heard putting physbones on your humanoid bones freaks stuff out, did you do a workaround or did you put them straight up on the actual arms
works fine on arms and legs
but do NOT put them on the main chain
make sure also to set them to IsAnimated
and Immobile to 1
if you dont they may be really weird
I've been scared to put anything on IK bones, I've been having empty child bones as the root
dont put them on IK driven bones ever
but of course it means one extra bone on the avatar for each PhyBone script
only if you want certain features
like stretching limbs
although i think this issue is actually fixed now
if you enable IsAnimated
or maybe it just depends on where
big brain
whatever works XD
this is much easier to edit
wait, does that mean they are all separate meshes?
oh, it's just for organization
plus i can toggle them individually
looks nice and tidy :3
the scientific name
Ah, I name my layers the same way for things that annoy me. It's always surprised people when they found it xD
that only works on your game, others still will see you grab yourself
physbones is run on all clients, no networking involved by default
this canny prolly useful for you
https://vrchat.canny.io/open-beta/p/1181-local-onlyremote-only-grabbing-per-physbone
oh right D:
yes networking is involved
when grabbing and posing bones
so i will still be grabbing things even if i cant see it?
i thought it networked what i grabbed
it probably does so it might work
this also makes me wonder how it works across PC/Quest hmmmm
but the PC/Quest PhyBones could be different
im not sure how else it would work since you can see bones that have been posed on late join
plus u can grab bones while people are moving
ive had times where i see people grab my bones despite me moving out the way
and idk maybe it only works if the physbones is the same on both platforms
if theyre not it probably wont work cross platform
but yea im 99% sure its networked because you can even pose the bones of people who have crashed and also again when theyre not in the same place
i had a funny moment when i went through a teleporter and someone grabbed my hand after ive already teleported
so if it was not networked on my screen they would have missed my hand
I see xD I really don't know without running out and testing with somebody
but the only things that are networked are grab and pose events i think
not the bones themselves
contacts and collisions are purely local tho
I guess you'll test out your grabby arms at some point too, we'll see how it goes xD
tested in game, guess youre right
good to know
cool :3
yea thats what i was thinking from my experience
ive been on beta exclusively for the entirety of its release
I have way too many avatars to update, it's hard to find the time
im going to be working on quest compatible props like beer bottles and such
im also going to do a funny and make bones that are 500 meters long
so i can use the Gravity option of physbones and make props that fall onto the ground
physics doesnt exist on quest so its really my only choice
had someone hide me and attempt to grab/pose my bones on my end- didnt work
they still saw me grab them from ridiculously far with my huge interaction distance
yea its cuz they cant pose bones they cant see
so it wont network anything
but i was 99% sure it was networked anyway because there is no way vrchat would make it so when u grab inside a sea of physbones it picks a random one on each client
as long as u can interact with the avatar and its visible for you you can do things
except for collision
contacts are also funny because theyre fully local
i thought it wasnt networked cause my knife pull is based on physbone being grabbed
had it fail a lot with quick motions on remote
it has me super curious how it's networked for crossplatform, I wonder if there's any type of strictness we need to watch out for to make them work (same bone names, with PhyBone root the same on both?)
probably because you didnt use synced parameters
in order for that to work properly, you actually need a synced parameter for when the sword is fully pulled out
🧀
it was just physbone IsGrabbed
exactly
u would need a parameter driver there
SwordOut -> true and false
based on the conditions of the physbone
if physbone grab is networked, it shouldnt have failed
I thought the synced parameters for PhyBone stuff was only for late joiners?
it is but it depends on how fast u grab it
if youre still grabbing it then it would work but if you let go too fast then it will not have enough time to tell people it has changed
You can have the object with the component off by default then enable it with isLocal
no its so you can actually sync stuff
if you have say contacts that control clothing menu items
or physbones that let you pull out a sword
you want to make sure that everyone can see the same thing you do
so you sync it via a synced param
ah right right
or save it too, as u can save stuff
that bit is what made me think it wasn't networked
because the main issue with physbones and contacts is network speed
if you have like 200 ping
faster things wont register for other people
I mean everything will play locally, but if they are distant from you, it's not likely to trigger on them too
or ping too
I see
i did go through and make sure it was network synced with parameter drivers
works locally with physbone pull, expression menu, and remote
IsGrabbed true -> Step State - > IsGrabbed false
just a little buffer state so i dont immediately put the knife back
I assume the contact spot is the same for the knife I guess
i only use contacts to guess which hand to place the knife in at the beginning
i'd prefer if i could use entirely physbone though
pulling a samurai sword out of its sheath using 0 LimitAngle
and a Stretch value
i attached the sword to the end bone
and another friend of mine made a crossbow using a similar system for bolting
stop, you all are making me want to work on more avatar stuff XD
I saw the crossbow!
Hey so the automatic in-game conversion doesnt seem to work that well 🤷♀️
no it does not
I think I saw them the 1st or 2nd day of the beta with the crossbow
its already been reported a couple of times on the canny
Cool
if you want the full physbone experience use the new SDK and set up an avatar
autoconvert is probably gonna be weird for a long while
settings
(except transform rotations ofc)
might be animation related
also if using Scale
physbones is bugged as hell when using Scale
wait, on the topic of stuff being disabled by default, but locally on
does that work for unsheathing weapons and stuff, and other players won't be able to unsheath it?
i dont think they'll see you grab it if you are disabling the physbone for remote, but if you network it afterward they'll see it appear in your hand
^
yeah I was just searching for workarounds to that
but I guess it doesn't really... workaround
I'm using a contact that only I can interact with to enable the PhysBone once my hand is near.
its just makes everything more complex and easier to break though
https://vrchat.canny.io/open-beta/p/1181-local-onlyremote-only-grabbing-per-physbone
https://vrchat.canny.io/open-beta/p/1181-xhandl-xhandr-bools-for-physbone
I just want those two so I can ditch contacts for my weapons.
I see :O
Is there a demo avatar for physbones?
there's one inside the Beta SDK, and some demo avatars in the Avatar Dynamics Hub (search "dynamics" in the world search)
👍
How do I fix this issue on my avatar? I have the new SDK in a new unity project but have no idea where to start
(its a gesture that changes the rotation transform of all of my ear bones)
the first step would be to convert your previous DynamicBone scripts to PhyBones
there's an auto converter, or you can do it yourself manually
since you plan to have a gesture/animation on the PhyBones, you want to make sure IsAnimated is checkmarked on the PhyBones component for the ear
i been wondering how to setup the physbones, i cant seem to find the convert option with the new sdk or maybe i am just blind
the autoconvert option is in the Build Menu, it will be one of the AutoFix notifications there
Yep done that
Gonna publish it and see if it fixes it in case the in-game converter is different
yeah the autoconvert probably doesn't put IsAnimated enabled by default, so that might alone fix it
it might be a good idea to adjust the converted PhyBone values to more closely match what you want
Radius for example must be larger than 0 for it to be interactable
you can also test the PhyBones in Unity Play mode, if you have a Main Camera on the scene, by clicking and dragging on bones in the game view
or by dragging the avatar around in the Scene to see how the PhyBones respond to movement (while in play mode)
where to findthe beta sdk O.o
the most recent Beta SDK is near the bottom of #open-beta-announcements
ouh okay, thank you and i am sorry ❤️ i get lost very easily
Yep setting Is Animated = true fixes it
nice :3
Not identical to before but idc if it means we get crazy better performance
you may be able to get to more closely match what you had before, by tweaking the values on the PhyBones
you can test it relatively fast by messing with the values in Play mode
but it's up to you, it's extra work XD
👍
I will point out, most changes done in play mode it will revert back to the values before play mode, so if you find some good settings during play mode, make sure to write them down before exiting playmode
Why is Is Animated not enabled by default? Is there a performance hit?
I think during the previous beta it wasn't functioning properly (the recent update 4 days ago got it functioning more)
you can copy the components values before exiting playmode too
but I honestly don't know if there's a performance hit
much easier
ooo fancy :O
little settings cog on the component -> copy component
then outside of playmode click the cog -> pase component values
I will definitely keep that in mind for future testing :3
theres this too
its a script that allows saving physbone settings from playmode
think i had errors with it though when attempting to upload avatars
oh its taken down
:<
rip
You can also make a prefab of the Avatar if you change multiple unique components. The Prefab and it's settings will remain even after stopping the scene simulation
Why can I grab my ears and move them around but when grab my nose (and my hand slows down) it doesnt move it around?
(the only difference is the max angle is smaller and IsAnimated = false)
Is there something I am missing about how this works? I was going through the process of converting using the beta sdk and the root bone of the tail on my avatar is not included in the physbones chain. is this a bug? or am I supposed to select a bone before the root of the chain?
Radius has to be greater than 0 for it to be interactable, so there's a chance you could be grabbing something else
try setting an endpoint position on the PhyBone script, and see if it starts to include the missing bone
I thought I did that, but since I already deleted my test copy to start fresh (for sanity sake) I'll try that again.
good luck :3
I FIGURED IT OUT I OMG I AM SO DUMB. I have toggle-able clothes on my avatar that have their own armature. the method I am using to make sure the clothes deform with the main avatar, I simply parent the corresponding bone to it's counterpart in the main armature. the Physbones script sees all of these extra children and doesn't know what to do with them. fix: add all of the extra children to the ignore list.
that's such an overcomplicated way to add clothing...
you should be doing that in blender
so many extra bones for no reason
I know, trust me no spring chicken. just lazy and I don't hang around Public worlds mostly in groups of 5 so why bother going through optimizations that might save maybe 5 frames on my friends hardware between all of us.
there are also tools to change the armature of a skinned mesh 100% in unity
it's very common on booth
poor optimization affects more than just public worlds, you don't need 40 people to save 5 frames. Literally just today I was in an instance with only 12 people, and their avatars were so poor that showing avatars brought me from 90 fps to 20
I'm certainly not accusing you of being that bad, but it's a mindset thing, you know? That particular workaround is more of an "oh god why" because it's so cursed and difficult to work with, not because it's unoptimized
Thank you for your input. As I said above, I know. ROI is the reason I don't go through the trouble for myself. My hardware and my friends hardware can handle it. I am not gonna spend 45 minutes between blender and unity when I only have an hour or so to dedicate to this game at any given day. your experiences are your own. I don't have the same experiences. it's cursed but it works.
yeah but how long does it take to reparent all those bones?
switching armatures in blender is probably faster, and the auto dressing tools in unity are definitely faster
are... are we using the same program? it takes like two seconds to drag the bones out of the prefab into their places.
but there are dozens of bones
more like five...
huh?
shoes don't even need an armature...
but like a whole jacket?
and if you're only counting individual pieces of clothing, well you're gonna have multiple different pieces of clothing right?
A shirt is what? Hips, Spine, Chest, Shoulders, Arms maybe Neck. that's only 8 including the neck
that still doesn't take long to do at all in blender
yeah if the clothing was made for the base, it's literally just a matter of dropping it in, changing the armature modifier, and then reparenting the mesh
done
if your workflow is fairly optimized, it doesn't take long at all to add accessories/clothing in blender, especially using CATS
anyway, you do you, just trying to tell you that there are options
Blender will always be easier for it I do agree. Unless you need the bones for something it takes barely any time at all to swap and ditch those extra bones. It just came across that doing it unity would be excessive but in all honesty you could've added entire outfits in the time we've discussed it using either method.
Speaking of swappable clothing. What's the "industry standard" way to do it? Is it best to have them all be on separate meshes and toggle them that way?
ain't that always the current debate
personally, that's what I do, just to avoid having extra polys rendered when they don't need to be. it's not as good for the performance rating, but it's definitely better for real world performance than shape keys or other methods imo
that's certainly the easiest way to do it, but if you can it's better if you can combine them all into the same mesh. Even more points if you can combine the textures into only a small handful of materials. But that's a lot of work, and maybe a bit much to ask of every random person
up until recently I ran a combination of mesh isActive and blendshape toggles
Is there a way to have it look good and not have everything all enabled at once for people who have safety settings on?
Since then I've swapped blendshapes out for bone scaling and gained a whole lot of fps
yea, just have the meshes disabled by default in your hierarchy
Ah ok
I mean yeah, doing these optimizations doesn't have an impact on how good it looks.... it's all about the time you want to spend on it, not the quality of the end result
Combining it all on one mesh means you need to use blendshapes which means it's more of a performance impact
only if you want to toggle clothing
I have all my clothing in one blend file, but I remove the components and upload each clothing set to a different avatar ID
there's also other options using shaders
like having cutout textures
and Poiyomi's UDIM discard feature
Well ya. The most performant thing is just to have one clothing per avi
but that won't work without custom shaders enabled, which will make it look like a mess for people with shaders disabled
well, depending on what you use it for ig
and if those people don't enable shaders they won't see the avatar, so if they want to see it, they have to show it, or enable them. So their loss.
I just do something special if people don't have custom animations enabled
yea suppose you could also have a system for that lol
Usually if they're disabling shaders they disable that too
So it annoys them and if they don't wanna be annoyed they'll have to show my avatar
if you're swapping whole outfits than sure one per Avatar, but if the top and pants are separate, just having 1 toggle on each means you need 4 separate avatars. Tell me the number of combinations with 20 toggles and with no way to categorise or search in personal avatars call me crazy for not having 1 Avatar I can use with them.
I use face tracking also so I just got a sign that says to enable my avi for face tracking
but is it really necessary to have so many independent toggles? If anything, it's more annoying because if you want to change outfits you have to disable all the separate things then enable all the other separate things
now of course, if you want to do something like take off a jacket when you walk indoors, cool! You can totally fit that in a good avatar
you don't need a toggle for everything
parameter drivers are the solution
enable one thing, turns off other conflicting things
State machines go brrr
not necessarily. You can still have outfit bools that the transitions can check for that toggle entire outfits but still having the ability to toggle individual aspects of said outfit
ok so if you're toggling entire outfits at once why are they separate bools
I just have different toggles for different outfit combos
For outfit combos, you just need a single int
I have like 10 pieces of clothing on my avi, and the total poly count for everything is still <90k lol
only like 4 are visible at a time max
because of parameter drivers
Ya mine sits at 100k ish lol. But I got all my materials atlased so I only use 3
The example system would toggle between outfits or you could, lets say, open a submenu and mix and match between them. The outfit toggle in your menu would be toggling other toggles basically
having menu items being able to control local animator parameters would be wonderful for this
because for example, you could have outfit "presets" that are local only, but that use parameter drivers to enable/disable specific items of clothing
Change to a formal attire with 1 button that has everything On but then opening a submenu that allows me to disable the Coat and shoes for a more relaxed look
or I could use a jacket or shoes from some other outfit set
change my pants, change my jewellery, change my hair style. Minimal materials and textures to not destroy people's VRAM and disabling the meshes I'm not using.
yeah, polycount is an interesting topic. Technically modern hardware even ones of humble means can handle high polycounts without melting. Its the freaking materials that are the real problem. and by that I mean draw calls. Which is why I find it strange that the VRC sdk puts so much emphasis on Polycount and not the number of materials. TLDR Polygon math is easy, Shading is the hard part.
My guess is because of blendshapes and they don't feel like creating an avatar benchmark
the shading isn't the hard part (unless it's just an expensive shader, which is rare). The hard part is when the CPU needs to communicate with the GPU. Every drawcall is the CPU communicating with the GPU, which takes a lot of time
once the gpu actually has all the instructions it needs, it'll go off on it's own super fast. But lots of drawcalls means it's just sitting there waiting for the CPU to tell it what to do
Hey, i have an issue with phys bones even with 1183, it seems there's absolutly no inertia on phys bones no matter what setting i choose, that make rope-like object really hard or even impossible to make, do someone know if it will be fixed ?
sorry it's a webm video to make it fit the 8mb limit guess you shall not open the direct link if you don't trust me
I was just thinking about this for some of my models that have objects you can spin around your fingers.
yup, i do that with the tongue of my dragon, but it's not working... also for the tail, i used to swing it left and right but i can't with phys bones
any one know how to leave beta?
i've made a feedback about that on vrchat feedback but there's not a lot of upvote, and i found other feedback that complaining about the same issue but because no one agreed on how we should call it (inertia, velocity, acceleration, momentum issue) there's not a lot of upvotes
Did you post he Canny for it in here before?
Quest?
I need to pay attention in the chat more but I'm seeing people say
Set the game version to live, then uninstalling and reinstalling VRChat
I don't have the Quest so I can't help with the specifics
?
Your Canny post for adding Inertia. Wondering if you'd posted it while people were discussing things in here.
no i joined the vrchat discord just recently
so yeah sorry for redundancy, i just wanted to know if it will be fixed before the release
I don't think it'll be considered a "bug" to be "fixed before release" but it is a valid feature request
it's probably a pretty big fundamental change to the simulation, but I think given that it's probably the source of a lot of people's complaints, it might be worth doing
yeah i can understand, to me it's more a "bug" because what is the purpose to call it physic bones if there isn't even the first law of physics in it
I would argue that a major change like that would also be necessary to do before release.
I would be worried about it breaking a lot of already existing setups if it was done like months after release
yes
But, that's also just my speculation.
If the devs think changes like that and others on the canny can be implemented smoothly later. Then it may be fine to wait.
I just hope they atleast address it with a response on a canny if they make plans to make changes like it
yup, i hope they does, because a lot of animation on my avatar rely on momentum and inertia of dynamic bones and i don't know what i would do if they don't plan to do this change :/
If you want to support it the post is
https://feedback.vrchat.com/open-beta/p/1181-add-inertia-on-physics-bones
I would, very much love this as even the model I'm currently working on for the live versions uses this
It's Olskor's post
oh it would be nice thanks
I completely agree.
I'm also kinda speculating that it's what's screwing up the auto converter for some avatars. Since for any dB setup that relies on inertia, it feels like it's just struggling. They either become completely floaty or completely stiff.
for my avatar it was really funny, my wings, fins and tail all collapsed in a big mess behind my back 😂
Wtf lol
Oh God, I haven't seen it that bad before.
but yeah, the auto converter definitely needs some work
actualy it was kinda my fault, it was because to hide the wings i scale them to 0 and phys bones don't like that at all
Ah, that would do it
deactivating the script before scalling made it though
Huh
The autoconvert makes my stuff way to wiggly on my simplified avi so I'm scared what it would do to my main one
9090
9090, like a true poet
noise?
Do contact senders and receivers get scaled on the head bone too? I'm assuming they do
only reason I ask is because physbones (the bone themselves) do not
so that you can interact with them
Idk if anyone is here but I’m done with the unity stuff for uploading my avatar but build and publish for windows is greyed out
Nvm it fixed itself
Hey, How can I create a boop function? what should I use for it to make boop?
Boop function? Like a trigger?
Yeah
you put a contact reciver on your nose, add the tags hand and finger and put in the parameter it should change
Oh thank you!
is there a prefab i can use to test physics bones interactions in unity?
Every time i try to open the new avatars it brings me to the unity hub, how do i fix this?
Whenever I join a world there is nobody there
you can only see other people in the open Beta as it's not live compatible
Read #open-beta-info
Nvm
Is announcements 💀
It's also in open beta info
Is anyone else getting stuck in open beta mode on quest 2
Just change the version, then re install
you need to place it in a Editor folder
the repository is there I just moved the file
I just made a phys bone protogen avatar and i just KNOW people are going to start begging for my avatar
Is there any way to make a Contact Receiver shape anything but a sphere or capsule?
Like a cylinder, for instance?
Nope, not yet
Can someone help? My vrchat is loading really slow and stops for a while but it shows that my WiFi strength is excellent
It might be on my end but I finally actually got into the app
It crashes me whenever I click next on the welcome logo too
I think it might just be vrchat
It happens to me sometimes
But then it starts working again after a while
can someone help me make my avatar compatible for quest
I can
But not right at this very moment
I can also help you with physbones
i have the entire week lol
Alright
Currently restarting the WiFi
ive never put my oc into game so this is pretty cool
Avatar Dynamics go Brrrrrrrr
oooh how did you get it so you could take them off like that?
been trying to figure out how to do it for my own avatar
parent constraint on collision is one way and some other ways
Would not work on quest
that's what I thought, but I'm not sure how to go about it, 'specially making it specify if it's being grabbed
Yeah it's parent constraints, and animations to swap weights
set up using contact senders and receivers
Yeah I've seen some tutorials about setting values when the sender comes into contact, is that what you mean?
ah okay.. I think I get it? might poke you for some clarity if needed 😛
would the gesture only work if you're doing it, or would it also work if someone else does it?
like if they grabbed the glasses
ah
but if I wanted others to be able to grab them, I guess I'd have to use physbones..?
yeah but it won't look great
yet physbones don't feel right for that
AFAIK grabbed physbones don't give you proper 6dof movement
so you can't pick things up properly and move them around freely like an object
in terms of rotation
although aren't the default colliders for hands, etc also senders?
Just to get this right :
When you reach for your glasses, you have a contact receiver that specifies your hand has entered it. Saves that in a variable
The animation that triggers the reparenting only triggers if the grab gesture is active while the hand is in the contact receiver.
If the glasses are picked up, the hand isn't in a grabbing motion and is in the contact receiver, the glasses are put back on your head. Right?
though is it not possible to also make it so others have to use a grab gesture? if not, that would be nice to have
Great, thanks a lot
You can't reparent the glasses onto another model since your animation is constrained to your model
Only worlds could be able to do that, but they dont have physbones yet
So they can activate the contact receiver but they can't have the glasses in their hand
ah dang
(well udon can lock it do someones bone but that sounds like work)
I could add a thing where if they touch my glasses they swap to my eyes
but that's not as fun/cool
Yeah sadly you can't exactly make people grab your props
honestly this should be a thing we could do, probably something to submit to the feedback hub
here's hoping 🙏
Exactly yes, would add a lot of immersion
Just having a props inventory and separate IDs for them would be pretty awesome
like how Neos does it
so you'd be able to upload Avatars, Worlds, and Props
and share them with people
Mhmh, would be nice if enabling and disabling objects didn't have to go through an animation, but instead you could just have an inventory to toggle them on and off
They said a long time ago they wanted to do that. Guess we'll see if they ever do
Every day I cry that I can't actually code for VR chat
At least for Avatars
(It makes sense why it's the case, buttt still unfortunate)
I'll be honest, I like the fact that we can't program avatars, but only because I am not a programmer and so I wouldn't be able to make any use of it at all.
I like using the current restrictions and working around them
its a lot of fun, like a puzzle
I'm only a programmer, and I'm so freaking lost having to go through hoops and jumps to simply toggle an item >.>
Fair haha
I imagine something like with how the Worlds SDK is. You could use Udon scripts for an Avatar via C# and the API that's allowed, simple as that, as it is optional
They've expressed that they want to do a sort of "Udon Lite" for avatars at some point
Though I don't know if their direction has changed since then or not
Think about it, you have to make an animation to enable the object, disable it, make a new layer in the animation controller, create the states and transitions, set the transitions parameters correctly, set the layer weight to 1, add the variables to your avatar, create the setters for those variables...
When in code all you have to do is gameobject.SetActive(true);
Lmaoo
but it's more involved than simply toggling things
and there are helper plugins for unity that make toggles easier
But I see what you mean
Hmm how did you set the parent constraint to the sender? I have the receivers on the sides of my glasses atm and want it so it parents to the hand that grabbed them
I'll be honest, I've recently gotten into VR Chat and coming from being a game dev, I'm almost more lost. I just don't know where to find the information because the environment is for players, not developers
this is all done in the animator
yeah, I know, but I'm a bit lost
I think they mean the specific hand that grabbed it
Make two different paths to different states
And I believe you either have to make a receiver for each hand...
Or always grab with the same hand
with transition conditions that are hand dependent
and yeah a receiver for each hand is how you'd do that
and have two different parameters. One called something like RightHandGrab and LeftHandGrab
so that you can use them in the animator transitions
or have one parameter and have one receiver set it to a different value
Things could be a little more intuitive
which is smarter but harder to keep track of I guess
I don't know, it all seems pretty intuitive to me personally
but I guess our minds kind of work differently
it be like that
Wait what if
What if you put a Receiver on the glasses and a receiver on the hands
The hands listen for the glasses and the glasses listen for either hand
Why would you need that though
That way you could even swap your glasses from hand to hand
two receivers on the glasses is all you need because the hands already have senders
ah
Right?
well if there are already receivers on the glasses you wouldn't need that
I guess so yes
because you can hold the glasses in one hand and touch the receiver on the other side with the other hand
Mhmh you're right
and then transition to that hand
though if both hands are grabbing and are in the receiver's range
I expect your glasses to start a reparenting race
mmm ok, I have this set up in the animator, but animation-wise, how am I setting the parent constraint to the sender?
aim constraint set up to look between your hands, and a rotation constraint on the glasses to that aim constraint
Just move the object in the hierarchy?
now you have the ability to hold the glasses with two hands and rotate it properly in space with both
Would have to use IK I believe
uh, not familiar with constraints yet
so what type of collider would I use to prevent hair from going into the body
Literally just reading through the documentation now
It should be set up by default with PhysBones
well no not really
If you really don't want hair bones from the front to go to the back, you can use a plane
otherwise you're looking at setting up a bunch of capsules on the limbs and torso
how do I use the plane
Have a fun bug with plane, it shows up on preview for one of my av, other one it doesnt
huh lol
Can't you just tweak the standard colliders?
the model im working on doesn't have the standard colliders??
Yeah that would work to some degree but there arent any on the arms
just torso, head, and hands
A set of "Standard Colliders" are defined in the Avatar Descriptor, in a new section called “Colliders”
You want to tweak em, my head was tiny on default
yeah im looking at them but I don't see em ingame
That's... Unexpected
Think i figured out why i can see the plane in preview, cause i have Physbones always on testing 🔨
You can tweak those colliders to perfectly fit your avatar
ok
i may have to do this when the update goes to live
right now is no biggie as i currently have no intentions to do cool dynamics stuff on my avatar
I have 120~ ish i need to do, wouldnt take that long tho
The contacts dont really like fast worlds either ,they will lag behind
I want to reduce material slots in the new SDK (i have 7 and want to reduce it to at leat 4), and also reduce polygons but my current laptop can’t run blender
bit behind (worldspeed x5)
you can find a way to do it in unity
A lot of those things you can do in Unity
ok yeah you can do them in unity
thanks for the quick correction norivee
cant run blender but vrchat & unity? -does-not-compute-
blender threw itself into an actual blender ig
Blender has been shredded
I play standalone quest
Makes sense. Well your best luck is to find some scripts that allow you to reduce poly count
Or ask someone to do it
dynamics + osc = possible native support for haptic suits
seen a post about it on the vrchat subreddit
You can do fingertracking + movement on a dancemat with osc
But how do i reduce material slots?
Cuz i have 7 and am having a few problems
You should be able to but not natively
Good luck atlasing when it has differnt uv's
You could extend the texture and remap the UV's in a new section of the texture
I'm not saying it's easy to do without coding knowledge ahah, but technically doable I believe
Something like this would work to do it manually but honestly if you can run (& pay) for this, you should be able to run Blender
Nvm some people have simply made extensions for that specific thing
I just mailed the model to someone (who i trust and know they will delete it after) and they r gonna reduce the bad stuff
Nice~ Honestly that's the easiest way
They are unable to do it
Can anyone help me? (The model was free idc if it gets stolen) i just want to use my avatar on quest
How old is your laptop if you cant run blender on it? I have gotten blender to work on decade old low tier laptops. Also, If no one helps you, I might take a look at the model later, no promises as I am a bit busy today
I have a Aspire from 8 years ago (no gpu)
Hmm… I have an (acer) aspire from 2011 with igpu and that can run blender
Even cycles, just not well
Considering the new OSC stuff that just came out, does this mean that you could have a button on an avatar that does something in real life through Dynamics + OSC?
Should be able to
For me it just gives me an errot
Have you tried installing the intel drivers from the intel website?
Generally people install nvidia and amd drivers, but intel needs em too
Also, what is the error
It gives me an error that says that i dont have a gpu
Jesus, that opens up so many possibilities
Yep, try the drivers
Damn, that sucks
I found and upvoted the suggestion though, here's hoping they add it
https://feedback.vrchat.com/open-beta/p/1181-more-shape-types-for-contact-receivers
I cant update on that laptop and even if i get blender, how will i get it on the software cuz my friend says it didnt work
???
Wouldn't this be better suited to #avatar-optimization ?
I don't really see how this is related to the beta
If your friend had problems importing, that is something you attend to after getting the program working
Probably
Well i am using the beta SDK
But this issue pertains to blender, not avatar dynamics
there an issue my friend had to reset his whole oculus because if you wanna get out of beta you have to uninstall Vrchat aswell as putting it back to the other release. Me and my other friends didn't need to factory reset our oculus's (as far as I know of)
why did they reset it?
because when they unistalled Vrchat and tried to re-install Vrchat, It wouldnt re-install
?
I switched to the open beta, and built the tutorial robot avatar dynamics demo from the vrcsdk3 avatar 2022.03.10.14.12 public unity package. I can switch to the locally built avatar, but I don't see any secondary motion.
Should I expect to see secondary motion with the tutorial robot avatar dynamics demo?
what version of unity does the new sdk use?
same version
thanks
it's not the SDK that needs a specific version
it's the game
VRChat is a unity based game like many others
so if you want to make content for it, you need the same version as the game
This page lists the current Unity version you should use when creating content for VRChat, as well as links to the correct version for both Unity Hub and direct downloads. Current Unity Version The current Unity version in use by VRChat is Unity 2019.4.31f1. Ensure you are using this exact version! ...
are the contacts toggle or buttons
It is valid for vrchat to change unity versions, and first make it available in an open beta. I don't believe they are this time.
with paramter driver contacts can be toggle or a button, ive used them as both
I still have an avatar file, do I still need to import dynamicbones for physbones to work properly?
If you upload an avatar with dynamic bones in the beta sdk, does it convert it automatically anyway in game?
^^^
it does, but then you can't actually adjust any of the dynamics
better to convert them in Unity
and then tweak the values to your liking
On Enter uses velocity speed and it will go back to 0 pretty fast, Proximity acts like a button
Should the SDK have a warning or something like "you are usign dynamic bones would you like to convert them to physbones?" Autofix
The avatar dynamics works on the demo for me now. I changed some parameters on the tail, and now both the tail and hair work as expected.
Im talking more in a general user friendly warning or something like that
Dont think you HAVE To but highly recommended, it will convert their setting to it (or try)
For people that dont know or are new etc
I don't think there is any special values I corrected, it just didn't load that system in until I made an edit.
do I still need to download dynamic bones for physbones to work?
If they are new to vrchat they are better of doing the new mehtod then using the old anyway
nope, my quest project one dont have it imported
if you convert a old dynbone to phys they tend to be very thin if they dont have radius and hard for others to interact with, so you would need to edit them
And Is it possible for me to set up a way so when I grab It toggles a paramater to "Grab" my head only when its on my head
yes and a lot of old avatars will not have the new configurations thats why i think the SDK should have an "autofix" option before uploading
isnt the component animatable?
Yeah But for vr the idea of a unmoving phybone being grabbed enabling a head toggle would probably work.
Are there any tutorials for this stuff? I feel like they would be real useful
Has the beta released yet ?
Idk that’s why I’m asking discord
I want to have a contact reciever enable a toggle when touched will constant work for this?
When you say toggle, do you mean something on when the receiver is touched and off when no longer touched?
well look in the announcement channel. if its not there its not released
Ok
or by toggle do you mean the state switches whenever the receiver is touched.
good news https://www.youtube.com/watch?v=B4MTUG9KhVA https://www.youtube.com/watch?v=0P_MIqjISOw https://www.youtube.com/watch?v=G8m_RN4Qa6k&t=114s
Part 2: https://www.youtube.com/watch?v=G8m_RN4Qa6k
In this tutorial I will go over how Physicists bones differ from Dynamic bones, what settings you have to customize your physics and how to set them up. When making this video physics bones had only been live for less than 24 hours so things may change.
You can follow me on twitter https://twi...
Aw shit, here we go again... Sorry it's been a year since my last life signal...
Part 1: https://www.youtube.com/watch?v=B4MTUG9KhVA
In this tutorial I will go over how Avatar Dynamics can feed into Avatar 3.0 to create incredibly intuitive tricks on your avatar. These can be down to yourself on upon or from others (depending on what you set).
The docs https://docs.vrchat.com/v2022.1.2/docs/physbones
You can follow me on tw...
Pog, thanks
👍 there are more, just linked a few
Thank you
Oh yeah when I did the phybones conversions it broke the neck and hand tracking a bit.
Slightly rotated off the main joint and slightly more limited neck
anyone have a recommended collider size?
as large as it needs to be?
fair enough. i found one that works for me
So is it possible to see PC beta users in quest beta users in the same server
yes
Do you think open beta would affect a poyomi dissolve animation, it works in unity play mode but the dissolve never plays in vrc. Have the Dissolve Alpha right clicked and shaders locked when uploading the avatar
its all in the shader, and the beta is still based on the same unity version. Check if the behavior is the same on Live first.
if a shader has errors from the change it will throw an error #open-beta-announcements message , yet to see anyone that has gotten it
dissolve ect should behave , none of mine changed (poi 7+)
Im assuming im probably doing something wrong would you be okay with me reaching out through DMs to see if im forgetting something?
I need some help, my parameters aren't changing when the contact is active. I'm trying to understand the basic. The receiver parameter is the same as the parameter on the animator, and the parameter is a float. I must be missing something
your reciver only works on a contact that is called "Channel1" , you can test it in unity
Put your FX controller in your avatar controller in the animator in the inspector.
this too
hand / finger is handy unless you want a custom object
requires the vrchat avi descriptor. I should have realized that
I've tried with only animator component and it doesn't work. although I just threw an avi descriptor on the test object and testing and it works when I throw the animator controller on the fx.
Ah if you're using Lyuma's emulator then you will need the avatar descriptor.
not really showing your transition it would be greater then 0 to do anything right now
since its a float and need a certain number if you use multiple conditions i had to use greater/less to say i want this number
Yours would be greater then 0 that paramter , disable less then something like 0.1 cant say 0
well I have my animator set up so it toggles on the object when it is greater than .5 which the trigger sets the parameter to 1 and less than .5 to turn it off which default is 0
idk what exactly is going on but it works when I have the vrc avatar descriptor on the object and asign the fx layer
ok update there doesn't need to be an fx on it
Ok. Later I’ll send a picture of mp4 of the bug I’m having.
Nice!
pog
oop, ik
still pog, but hecc I really want contacts to be able to drive ints/bools lol (https://feedback.vrchat.com/open-beta/p/1181-ints-bools-for-contact-receivers)
11711? When did we jump 10k versions?
the future is now
in the year 2082
Cyberpunk 2082.
xD
lmao
one day when we hit patch 11711 on live
I am going to come back and reply to that message
reminder set
none of us will be alive when this eventually happens
sticky note = stickied
We'll see.
unless theres some breakthrough in medicine or you manage to import your actual soul into vrchat to live forever in the virtual realm
i have already done this hello real world
If only.
WeeWChat
yeah so like uhhh im typing this message from a computer i found in a vrchat world and basically doing this removed the "exit vrchat" and "logout" buttons from the menu
so once you're in you cant get out
worth it
who needs escape when you have VRChat
Ah, so like Sword Art Online?
Guys question
What is the diffrents between pc vrchat and steam vrchat
Does it effect avatar dynamics?
it's the same thing?
I am unable to grab physbones in unity
make sure the camera is tagged as main camera
waow
Hey so question. I got my colliders for my hair working great in unity but on upload the colliders are completely ignored in game. Any tips, I bet I am just missing something super obvious
there's an issue with PhyBone Colliders on the head, since ingame the head is normally shrinked down for yourself to not get in the way of the camera, currently the PhyColliders on the head are affected as well
so they will function properly in Unity testing, but ingame they won't work
Even if I define a custom temp collider for now?
you can get around the issue by not having the PhyBone Collider on the head
on PC with some creative use of constraints, you can get around the issue, but for the Quest avatar version you won't be able to fix it
Oh its specifically any collider in the head section of the armature?
uhhhh we're on 11711 now what?
Head or a child of the head I think
on live
Gotcha thank you for making me not feel like a dumb dumb
I've been poking at it for days trying to avoid bugging ya'll
you can do something like make a child of the neck, a "FakeHead", and then use a constraint to match the position/rotation of the real head
and then slap the collider on the FakeHead
but this wouldn't work for your quest version
Is there a better way to make a Canny post that isn't the small dialog box on the left?
Naw its not a game breaker for me and I will just wait for it to be sorted out proper. Thank you though
npnp
btw is there a good list of current bugs in the beta?
usually bugs (as well as suggestions as well as other stuff), are posted on the feedback section
kinda like the bug tracker for the beta
Gotcha thank you. Also another question. Has anyone somewhat made a standardized lists of auxiliary collider names such as say EarR, EarL, Snout, TailEnd stuff like that for better avatar interaction?
Its something that came top mind while I was at work
I heard some people talking about some standardization here and there, but I am not sure if anything has really been settled
I think something like "Damage" was mentioned for PvP type stuff, instead of magic damage, spells, or swordhit
I haven't seen much else mentioned though
tbh it will never be "settled" xkcd made a good comic about it. But didnt know if someone had a running google doc somewhere or something
not to my knowledge at least xD
I relate to that so hard good lord
there are 16 competing standards 
Ok i don't know if this is just a me issue
If I open the main menu and walk a little bit away, I can see myself in third person
i fixed the arm issue
i set collision radius to 0 on client using islocal
if i set isgrabbable it has sync issues
but collision radius is fine and disables grabbing locally
So has anyone had an issue on a single account quest to where you cant switch back to the live version from the beta? I'm trying to Uninstall and re install but I've seen reviews of that not working
I'm already using this standard, but most people either don't use it for pvp and just use it for Boobs so i don't have much ground to test atm lol
Danmed bot, point is that there are low chances for anything standart coming
Does anyone have nice parameters for different Body Parts like Hair, Tail, Ears etc.?
I have "Claws" (with "damage")
My claws arent that long, very smoll 😄
The Claws of the cherub are very nice, they remind me of Wolverine but with Cat ears 😄
Please use a capital "D" in "Damage"
Still, the default ones are capital, so the custom one should too
And other people in here decided on it before as well
Any other flag I miss
Of course I did smartass xD
XD
Does that mean I can look high up while in VR when I sit down?
Uh so, I wanna make it so when someone boops my avis nose it smiles but idk how to
Did you read documentation?
Contacts are a new system that allows avatars to detect collisions with itself or other avatars. These collisions can then be used to drive the animation controller and perform all sorts of fun effects. These are separate from standard Unity colliders. Contacts are broken down into senders and recei...
You'll want the "VRCContactReceiver"
Yeah I have it set up but it doesn't work
How do you have it set up?
Did you add the collision tags for fingers/hands?
Did you set up the parameter name?
Did you set up the animation to make the avatar smile in your animator using that parameter from the receiver?
Did you make sure you made the parameter a "float" in your animator?
Receivers only use floats so you have to make any parameter relating to a receiver a float.
Ok now I got it
Pog
I actually just came here to ask this question about contacts!
Do the string comparisons for contact tags work between separate avatar interactions too?
As in, could someone light a torch on their own avatar with a “put out fire” receiver, while someone else with a bucket of water has a “put out fire” sender and can essentially douse the other’s fire if they have the animations set up that way?
Pls @ me or reply if you respond!
VRChat #AvatarDynamics enables Avatar-to-Avatar Interactions.
Have you tried the spray can in the Avatar Dynamics Hub world?
This is a Contact Receiver. It reacts to a Contact Sender from @Yash884's avatar lighter!
VRCContactReceiver / VRCContactSender: https://t.co/QNAfEriHQI https://t.co/ss2ut2ZACT
267
111
Check the thread.
Oh my god that’s beautiful
Thank you!!
Has there ever been any talk about being able to use avatar contacts in worlds?
Given that avatar dynamics is planned for worlds, it'll probably work in the same manner.
I’m one of many working on an RPG, and it would really help if we could make our swords trigger gashes directly on avatars using contacts
There was a canny post which was replied to that it will happen but not in this release
Well I have some awesome shit to look forward to then, thank you!
so i presume you cant do any toggles or stuff like that because my model keeps messing up whenever i add a menu
Better question, how do you set up a grabbable object on quest
Ok I got a question, I had a avatar that used dynamic bones at first. Converted them and now the neck is kinda pc moving when I walk/run and more stiff compared to my other uploads without Phybones
Do you have a Phyw Bone on your neck / head?
Yeah, On the dynamic bones it was normal but on physbones it has the broken neck
Remove it
Oh, the reason it does it creates the hair physics
Is it possible to have both DB and AvatarDynamics on an avatar at the same time? As a transition phase, so it will work on both live and open-beta
hey, i saw this and felt i should reply because i was literally just watching a super helpful video someone has made regarding phys bones. i personally recommend watching all of it, but for just you issue definitely refer to the points starting at 2:05 and then 15:35, hopefully that helps. https://youtu.be/B4MTUG9KhVA
Part 2: https://www.youtube.com/watch?v=G8m_RN4Qa6k
In this tutorial I will go over how Physicists bones differ from Dynamic bones, what settings you have to customize your physics and how to set them up. When making this video physics bones had only been live for less than 24 hours so things may change.
You can follow me on twitter https://twi...
i rlly hope its ok to post link if not i delete, sorry!
c: oh ok good
What you should do in this case is to create an empty object on your head / neck (where ever the dynamic bone was) an put all of your hair etc (all the stuff that should be moved) in it, then put the Phys Bone script on the empty object
Oh ok
this is also talked about in the video
Thank you and I’ll try it soon as I can
good luck
I would still recomend to watch this video, they talk about a few things that are different from Phys Bones compared to Dynamic Bones
What's a good world to meet other creators for the beta
I really want to test my player interaction stuff, but I only play in PC VR
The Avatar Dynamics Hub would be a good world to do that tbh
Ive just lightly skimmed the OSC resources, there is input into VRC for rigging and movement, but i havent seen a 'colider to OSC' topic. Would that be a client/avatar specific thing to script and implement or is that not suported (at all or for other reasons)
Yeah Metas Update System doesn't switch back to the live version, even if you have it selected
Wack
It thinks the beta is just a newer version the game which is technically is
that is true, but that will take some more time
it will take some time for them to polish it up etc
So far performance is better
But that's because less full body trusted in packed lobby
What happened to the numbering? Did we go from 1183 to 11711?
yes
1183 is the Open Beta with Avatar Dynamics, 11711 is the IK 2.0 Beta
The last message in #open-beta-announcements was for the IK Beta and not the Avatar Dynamics Beta
So i think I found why my whole avatar had broken locomation and a not working expressions menu
as the first sentence in that anouncment already mentions...
Yes but why a jump by almost 10,000 in numbering?
the auto conversion put 2 physbones on my hips
they didn't it's like 1171-1
1171 is live and 11711 (which is like 1171 1) is the IK beta
your peobably had 2 dynamic bones on your hip which it converted to phys bones
probably*
yes was for the outercolliders
are you sure?
yeah booth avatars sometimes do have Dynamic Bones on the hip
guess neither of you looked at the version of VRChat, IK beta is 2022.1.1p2 and PhysBones is 2022.1.2
so build numbers didnt matter anyway xd
He was talking about the build number though and not the version
https://www.youtube.com/watch?v=0_eLAtX61-k i seen everything
I wonder if cloth also can collide with these physbones colliders
or still needs the unity ones, could be interesting as an option
just a question so its bassically a virtual skeleton right?
no
i am honestly surprised physbones doesnt even have a cloth designed implementation
maybe they can add that as PhysCloth
which would really be the same thing except each bone can offer Pull on nearby bones
allowing you to bring up the rest of the skirt when grabbing only one portion for example
for what it worth i will help support this even knowing i been staying away from this cloth problem
I've been wondering, why dont physbones like some bones I have set up? I wanted to put some in my avatar's hair but, for some reason physbones doesn't seem to recognize it
set a endpoint and radius to see em easier
For some reason it ignores the last bone if i dont have one
hey is it normal that the robot have such a massive chest bone ?
Wait, avatar dynamics sends osc messages in the beta now?
Ah, guess I missed it in the update log. Was on known bugs for a while.
@small surge no he asks that because before the last beta update, osc werent sent with contacts, that was a bug
It won't let me leave the beta. I can't install the normal version on quest 2
Wellp, now I gotta start building my dumb avatar ideas, now that I know osc and dynamics work together. Lol
yeh i wouldnt know if thats a thing, osc ive never used, likely never will
I believe that the contacts still do not send the OSC messages in that example. From the console logging it looks like they are driving changes of a synced Bool that then is triggering an osc ouput. Cause the Synced vrchat parameters always send OSC if it is on and they change.
I haven't done much with osc, I have set up an akai midi controller to control my avatar, but that is about it. Not to fancy tbh
Hello
What do you mean by synced bool, how is that different from dynamics contact module updating a parameter.
Synced bool being a bool parameter in the avatars parameter list. They are probably setting it with a VRCAvatarParameterDriver in their animator after detecting the float value from a contact.
Interesting, I'll have to read up on those and mess about with it.
To try out the pys bones is it recommended to create a whole new project for an avatar?
I personally made a new project for the beta. I don't have a new project per avatar but a few avatars per scene
At the very least, worth making a backup of the avatar before testing it out.
Would also recommend changing the id
Yea. Reminds me when a favorited avatar I had completely changed to a whole different av.
reinstall a few timss
times*
For some reason I cant get proximity receivers to work. They just flash really fast in debug mode
I connected the float to a blendtree
Nvm got it to work, checked the canny and there is currently a bug with proximity receivers using capsules
Use spheres instead
Until it is fixed
Pretty sure im using capsule contacts & proximity
yep works fine , guess it depends on what you are trying to do , only made a headscaler when someone poke my back (capsule) it will make my head big
I would get a haptic but I think I’ll do that if they actually get to the point where they made like a full body one or something
That’s pretty cool though!
I really want to get a tenz unit and do touch that way. But i need to look into it more
Tenz unit?
Their gloves is a big step, I wonder if they’ll do like pants next to cover your legs
Never heard of that, who’s making it?
tenz units are muscle stimulators that basically shock you
Can’t seem to find it
Is there any good way of interacting with PhysBones in Unity other than simply moving the avatar? I think I saw a GIF of someone interracting with them with their mouse?
Can't get it to work
They move around when I move the entire avatar in Scene view, but nothing is interractable in Game view
Your camera must have correct tag or it wont do much, custom one dont have it ( MainCamera)
It's tagged as MainCamera
You want gizmos on to see its radius, if it doesnt have any they are hard to interact with
2 sec
Thank you! When I redid everything I had forgotten to set radius, works now, thanks!
In regards to the height, if I’m wearing shoes during VRChat testing do I have to adjust my height like to 6’5 instead of 6’4? (that’s my real height)
is there a way to get dynamic bone-like "inert" with physbones? i know "immobile" is meant to be the same thing, but there's a fundamental difference. "immobile" reduces how much translation and rotation affect the system, but in dynamic bone, inert only affected translation, meaning that you could set inert to 1, and then do stuff like move in fbt with your joystick and not get your hair/dress/whatever sucked behind you like you're in a wind tunnel, but still rotate your head or spin in a dress and have it be flowy
if not, i'd really appreciate a checkbox or something (it's ok if it's enabled by default for anyone already working with physbones) thats like "immobile rotation". unchecked it'd still let immobile affect the bone based on translation, but not reduce the mobility on rotation
i see there's a canny post on it. i'll support it there
Is there any reason why physbones won’t work on this? TwT it’s confuzzlin me.
what do you mean with "won't work"
Oh like, there’s no physics
when you touch it?
Yee
you need to increase collision radius
Yeah, you need to have a collision radius higher then 0
how many bones are there in the chain


