#open-beta-discussion

19 messages · Page 9 of 1

quaint geode
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but scaling the model this way may make it so the grab radius is more accurate

sonic wing
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Yea bc they were just moving like dynamic bones and it didn't react to my hands for others on my ears or tail

quaint geode
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you can test if bones can be moved/grabbed in Unity too

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Main Camera in scene (or a Camera tagged as Main Camera), enter *play mode, click on game view, click and drag with mouse

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and of course PhyBones with Radius larger than 0

jovial sedge
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I don't think it can really be helped sadly

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maybe making the parts you want to stretch a bit higher poly would help them look a bit better

unkempt finch
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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?

timber plinth
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the issue is that stretching is awful

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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

jovial sedge
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ooh

timber plinth
jovial sedge
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I never really noticed because I've only got physbones on stuff like hair and whatnot

timber plinth
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use Build & Test on desktop mode

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stretching also has an incredibly annoying bug

unkempt finch
timber plinth
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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

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for example the robot avatar on the hub

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if u stretch the antenna while theyre being blown up, it will be bugged out when they reset

timber plinth
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use a bool to control the directionality of the object

unkempt finch
# timber plinth why do u need a param driver

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

timber plinth
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and 2 animations, each changing the weight matrix of the parent constraint

unkempt finch
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I think thats how I have it setup

timber plinth
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jointhead?

unkempt finch
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The animation is it swapping the 1 and 0

timber plinth
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and yea that should work fine

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but u can do it in the expression menu with a param

unkempt finch
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I wanna do it with the senders though

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Thats been the whole challenge

timber plinth
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use param driver and test in game

unkempt finch
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Is doing it without a menu

unkempt finch
timber plinth
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if ContactVariable and FistGesture

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yea i think so i don’t think they ever fixed that

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which is funny because contacts and physbones work entirely in unity

quaint geode
final ferry
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How many weeks until the beta is over?

unkempt finch
karmic anvil
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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.

coarse cape
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i have the same problem too im sorry i cant help :((

karmic anvil
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Dang

coarse cape
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yeah now i cant play with the friends that don’t have open beta for some reason

karmic anvil
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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.

coarse cape
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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

quaint geode
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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)

karmic anvil
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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

quaint geode
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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

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but they would need to uninstall and reinstall after doing that part above

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and of course, on the primary account on the device if possible... or the account that installed VRChat

karmic anvil
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Ah ok, thanks for that info. Maybe they can finally play with everyone again here soon lol

quaint geode
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good luck :3 hope it goes well

karmic anvil
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thankies

ocean token
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When I join open beta all worlds are empty. this normal?

quaint geode
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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

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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)

timber plinth
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one problem also

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is there a way to prevent grabbing locally for certain physbones

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i made my limbs grabbable but that also makes me grab my own arms every time

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the only way im thinking is to set the collider size to 0 with an isLocal animation

quaint geode
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I was just about to mention something similar

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Local only animation affecting the PhyBone settings for grabbable and such

timber plinth
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ok looks like thats what i gots to do

quaint geode
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but I haven't tested it at all, I have no clue what can be changed with animations

timber plinth
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for Grabbable the issue there is idk if it would work for others still

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probably but i can test

quaint geode
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yeah will definitely have to do testing

timber plinth
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would be great though if i could disable it for the opposite hand using tags

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could still grab my opposite arm

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or just adjust the stupid grabbing bubble

quaint geode
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yeah somebody else was asking earlier if there was a way to scale the grabbing bubble

timber plinth
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i also had a bug where if i crouch down my entire avatar vanishes

quaint geode
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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

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but may lead to other oddities

timber plinth
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oh hell no

quaint geode
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XD

timber plinth
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scaling breaks physbones

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i had another issue the other day

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an avatar with a 0.001 scaled armature from bad export settings

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all physbones were bugged

jovial sedge
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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

timber plinth
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works fine on arms and legs

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but do NOT put them on the main chain

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make sure also to set them to IsAnimated

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and Immobile to 1

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if you dont they may be really weird

quaint geode
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I've been scared to put anything on IK bones, I've been having empty child bones as the root

timber plinth
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dont put them on IK driven bones ever

quaint geode
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but of course it means one extra bone on the avatar for each PhyBone script

timber plinth
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only if you want certain features

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like stretching limbs

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although i think this issue is actually fixed now

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if you enable IsAnimated

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or maybe it just depends on where

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big brain

quaint geode
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whatever works XD

timber plinth
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this is much easier to edit

quaint geode
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wait, does that mean they are all separate meshes?

timber plinth
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but i am still pissed that i needed those colliders

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no theyre empties

quaint geode
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oh, it's just for organization

timber plinth
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plus i can toggle them individually

quaint geode
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looks nice and tidy :3

timber plinth
quaint geode
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the scientific name

fallow rock
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Ah, I name my layers the same way for things that annoy me. It's always surprised people when they found it xD

inner kayak
# timber plinth

that only works on your game, others still will see you grab yourself

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physbones is run on all clients, no networking involved by default

quaint geode
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oh right D:

timber plinth
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when grabbing and posing bones

timber plinth
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i thought it networked what i grabbed

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it probably does so it might work

quaint geode
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this also makes me wonder how it works across PC/Quest hmmmm

timber plinth
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networking

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u grab and pose a bone and it sends an event

quaint geode
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but the PC/Quest PhyBones could be different

timber plinth
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im not sure how else it would work since you can see bones that have been posed on late join

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plus u can grab bones while people are moving

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ive had times where i see people grab my bones despite me moving out the way

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and idk maybe it only works if the physbones is the same on both platforms

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if theyre not it probably wont work cross platform

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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

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i had a funny moment when i went through a teleporter and someone grabbed my hand after ive already teleported

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so if it was not networked on my screen they would have missed my hand

quaint geode
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I see xD I really don't know without running out and testing with somebody

timber plinth
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but the only things that are networked are grab and pose events i think

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not the bones themselves

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contacts and collisions are purely local tho

quaint geode
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I guess you'll test out your grabby arms at some point too, we'll see how it goes xD

inner kayak
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good to know

quaint geode
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cool :3

timber plinth
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yea thats what i was thinking from my experience

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ive been on beta exclusively for the entirety of its release

quaint geode
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I have way too many avatars to update, it's hard to find the time

timber plinth
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im going to be working on quest compatible props like beer bottles and such

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im also going to do a funny and make bones that are 500 meters long

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so i can use the Gravity option of physbones and make props that fall onto the ground

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physics doesnt exist on quest so its really my only choice

inner kayak
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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

timber plinth
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so it wont network anything

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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

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as long as u can interact with the avatar and its visible for you you can do things

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except for collision

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contacts are also funny because theyre fully local

inner kayak
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i thought it wasnt networked cause my knife pull is based on physbone being grabbed

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had it fail a lot with quick motions on remote

quaint geode
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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?)

timber plinth
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in order for that to work properly, you actually need a synced parameter for when the sword is fully pulled out

rain root
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🧀

inner kayak
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it was just physbone IsGrabbed

timber plinth
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exactly

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u would need a parameter driver there

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SwordOut -> true and false
based on the conditions of the physbone

inner kayak
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if physbone grab is networked, it shouldnt have failed

quaint geode
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I thought the synced parameters for PhyBone stuff was only for late joiners?

timber plinth
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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

flat patrol
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You can have the object with the component off by default then enable it with isLocal

timber plinth
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if you have say contacts that control clothing menu items

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or physbones that let you pull out a sword

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you want to make sure that everyone can see the same thing you do

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so you sync it via a synced param

quaint geode
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ah right right

timber plinth
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or save it too, as u can save stuff

inner kayak
timber plinth
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because the main issue with physbones and contacts is network speed

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if you have like 200 ping

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faster things wont register for other people

quaint geode
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I mean everything will play locally, but if they are distant from you, it's not likely to trigger on them too

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or ping too

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I see

inner kayak
timber plinth
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nice

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i wonder what step is for

inner kayak
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works locally with physbone pull, expression menu, and remote

inner kayak
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just a little buffer state so i dont immediately put the knife back

timber plinth
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oh btw u can also use contacts

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although i did use physbones for other things like

quaint geode
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I assume the contact spot is the same for the knife I guess

inner kayak
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i only use contacts to guess which hand to place the knife in at the beginning

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i'd prefer if i could use entirely physbone though

timber plinth
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pulling a samurai sword out of its sheath using 0 LimitAngle

timber plinth
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and a Stretch value

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i attached the sword to the end bone

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and another friend of mine made a crossbow using a similar system for bolting

quaint geode
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stop, you all are making me want to work on more avatar stuff XD

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I saw the crossbow!

queen sky
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Hey so the automatic in-game conversion doesnt seem to work that well 🤷‍♀️

timber plinth
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no it does not

quaint geode
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I think I saw them the 1st or 2nd day of the beta with the crossbow

timber plinth
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its already been reported a couple of times on the canny

queen sky
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Cool

timber plinth
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if you want the full physbone experience use the new SDK and set up an avatar

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autoconvert is probably gonna be weird for a long while

queen sky
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Why would 1 ear be weird

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The dynamic bones are identical except for root bone

timber plinth
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settings

queen sky
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(except transform rotations ofc)

timber plinth
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might be animation related

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also if using Scale

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physbones is bugged as hell when using Scale

quaint geode
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wait, on the topic of stuff being disabled by default, but locally on

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does that work for unsheathing weapons and stuff, and other players won't be able to unsheath it?

inner kayak
quaint geode
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ah ;_;

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but the sliding grab is the coolest part ._.

quaint geode
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yeah I was just searching for workarounds to that

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but I guess it doesn't really... workaround

inner kayak
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I'm using a contact that only I can interact with to enable the PhysBone once my hand is near.

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its just makes everything more complex and easier to break though

quaint geode
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I see :O

queen sky
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Is there a demo avatar for physbones?

quaint geode
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there's one inside the Beta SDK, and some demo avatars in the Avatar Dynamics Hub (search "dynamics" in the world search)

queen sky
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👍

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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

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(its a gesture that changes the rotation transform of all of my ear bones)

quaint geode
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the first step would be to convert your previous DynamicBone scripts to PhyBones

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there's an auto converter, or you can do it yourself manually

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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

wicked karma
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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

quaint geode
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the autoconvert option is in the Build Menu, it will be one of the AutoFix notifications there

queen sky
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Yep done that

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Gonna publish it and see if it fixes it in case the in-game converter is different

quaint geode
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yeah the autoconvert probably doesn't put IsAnimated enabled by default, so that might alone fix it

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it might be a good idea to adjust the converted PhyBone values to more closely match what you want

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Radius for example must be larger than 0 for it to be interactable

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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

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or by dragging the avatar around in the Scene to see how the PhyBones respond to movement (while in play mode)

wicked karma
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where to findthe beta sdk O.o

quaint geode
wicked karma
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ouh okay, thank you and i am sorry ❤️ i get lost very easily

queen sky
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Yep setting Is Animated = true fixes it

quaint geode
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nice :3

queen sky
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Not identical to before but idc if it means we get crazy better performance

quaint geode
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you may be able to get to more closely match what you had before, by tweaking the values on the PhyBones

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you can test it relatively fast by messing with the values in Play mode

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but it's up to you, it's extra work XD

queen sky
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👍

quaint geode
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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

queen sky
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Why is Is Animated not enabled by default? Is there a performance hit?

quaint geode
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I think during the previous beta it wasn't functioning properly (the recent update 4 days ago got it functioning more)

inner kayak
quaint geode
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but I honestly don't know if there's a performance hit

inner kayak
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much easier

inner kayak
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little settings cog on the component -> copy component

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then outside of playmode click the cog -> pase component values

quaint geode
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I will definitely keep that in mind for future testing :3

inner kayak
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theres this too

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its a script that allows saving physbone settings from playmode

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think i had errors with it though when attempting to upload avatars

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oh its taken down

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:<

quaint geode
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rip

fallow rock
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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

queen sky
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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?

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(the only difference is the max angle is smaller and IsAnimated = false)

dire cipher
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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?

quaint geode
quaint geode
dire cipher
quaint geode
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good luck :3

dire cipher
# quaint geode 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.

mortal plume
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you should be doing that in blender

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so many extra bones for no reason

dire cipher
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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.

sour epoch
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there are also tools to change the armature of a skinned mesh 100% in unity

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it's very common on booth

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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

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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

dire cipher
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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.

sour epoch
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yeah but how long does it take to reparent all those bones?

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switching armatures in blender is probably faster, and the auto dressing tools in unity are definitely faster

dire cipher
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are... are we using the same program? it takes like two seconds to drag the bones out of the prefab into their places.

sour epoch
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but there are dozens of bones

dire cipher
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more like five...

sour epoch
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huh?

dire cipher
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you only need the bones that have weight data

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the rest can be deleted

sour epoch
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I guess

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I mean if you're doing shoes sure

dire cipher
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shoes don't even need an armature...

sour epoch
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but like a whole jacket?

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and if you're only counting individual pieces of clothing, well you're gonna have multiple different pieces of clothing right?

fallow rock
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A shirt is what? Hips, Spine, Chest, Shoulders, Arms maybe Neck. that's only 8 including the neck

mortal plume
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that still doesn't take long to do at all in blender

sour epoch
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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

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done

mortal plume
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if your workflow is fairly optimized, it doesn't take long at all to add accessories/clothing in blender, especially using CATS

sour epoch
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anyway, you do you, just trying to tell you that there are options

fallow rock
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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.

muted brook
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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?

fallow rock
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ain't that always the current debate

mortal plume
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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

sour epoch
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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

fallow rock
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up until recently I ran a combination of mesh isActive and blendshape toggles

muted brook
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Is there a way to have it look good and not have everything all enabled at once for people who have safety settings on?

fallow rock
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Since then I've swapped blendshapes out for bone scaling and gained a whole lot of fps

mortal plume
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yea, just have the meshes disabled by default in your hierarchy

muted brook
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Ah ok

sour epoch
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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

muted brook
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Combining it all on one mesh means you need to use blendshapes which means it's more of a performance impact

sour epoch
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only if you want to toggle clothing

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I have all my clothing in one blend file, but I remove the components and upload each clothing set to a different avatar ID

mortal plume
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there's also other options using shaders

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like having cutout textures

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and Poiyomi's UDIM discard feature

muted brook
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Well ya. The most performant thing is just to have one clothing per avi

mortal plume
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but that won't work without custom shaders enabled, which will make it look like a mess for people with shaders disabled

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well, depending on what you use it for ig

wheat fjord
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I just do something special if people don't have custom animations enabled

mortal plume
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yea suppose you could also have a system for that lol

wheat fjord
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Usually if they're disabling shaders they disable that too

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So it annoys them and if they don't wanna be annoyed they'll have to show my avatar

fallow rock
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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.

muted brook
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I use face tracking also so I just got a sign that says to enable my avi for face tracking

sour epoch
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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

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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

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you don't need a toggle for everything

mortal plume
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parameter drivers are the solution

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enable one thing, turns off other conflicting things

dire cipher
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State machines go brrr

fallow rock
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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

sour epoch
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ok so if you're toggling entire outfits at once why are they separate bools

muted brook
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I just have different toggles for different outfit combos

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For outfit combos, you just need a single int

mortal plume
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I have like 10 pieces of clothing on my avi, and the total poly count for everything is still <90k lol

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only like 4 are visible at a time max

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because of parameter drivers

muted brook
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Ya mine sits at 100k ish lol. But I got all my materials atlased so I only use 3

fallow rock
mortal plume
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having menu items being able to control local animator parameters would be wonderful for this

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because for example, you could have outfit "presets" that are local only, but that use parameter drivers to enable/disable specific items of clothing

fallow rock
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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

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or I could use a jacket or shoes from some other outfit set

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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.

dire cipher
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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.

muted brook
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My guess is because of blendshapes and they don't feel like creating an avatar benchmark

sour epoch
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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

carmine moat
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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 ?

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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

fallow rock
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I was just thinking about this for some of my models that have objects you can spin around your fingers.

carmine moat
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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

near grove
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any one know how to leave beta?

carmine moat
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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

fallow rock
fallow rock
near grove
#

yes

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i heard to uninstall it but will it sign me in through oculus account

fallow rock
#

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

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I don't have the Quest so I can't help with the specifics

fallow rock
# carmine moat ?

Your Canny post for adding Inertia. Wondering if you'd posted it while people were discussing things in here.

carmine moat
#

no i joined the vrchat discord just recently

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so yeah sorry for redundancy, i just wanted to know if it will be fixed before the release

sour epoch
#

I don't think it'll be considered a "bug" to be "fixed before release" but it is a valid feature request

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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

carmine moat
#

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

hazy linden
#

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

carmine moat
#

yes

hazy linden
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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

carmine moat
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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 :/

fallow rock
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It's Olskor's post

carmine moat
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oh it would be nice thanks

hazy linden
carmine moat
#

for my avatar it was really funny, my wings, fins and tail all collapsed in a big mess behind my back 😂

hazy linden
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Wtf lol

carmine moat
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like this

hazy linden
#

Oh God, I haven't seen it that bad before.
but yeah, the auto converter definitely needs some work

wheat fjord
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I've seen even worse

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It breaks 90% of my 100 avatars

carmine moat
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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

hazy linden
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Ah, that would do it

carmine moat
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deactivating the script before scalling made it though

hazy linden
#

Huh

muted brook
#

The autoconvert makes my stuff way to wiggly on my simplified avi so I'm scared what it would do to my main one

strange spoke
#

9090

warm cedar
#

9090, like a true poet

strange spoke
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oh now i know what that noise was sorry

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cat did it

warm cedar
#

noise?

lime yarrow
#

Do contact senders and receivers get scaled on the head bone too? I'm assuming they do

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only reason I ask is because physbones (the bone themselves) do not

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so that you can interact with them

near grove
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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

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Nvm it fixed itself

hearty ore
#

Hey, How can I create a boop function? what should I use for it to make boop?

winged scarab
#

Boop function? Like a trigger?

hearty ore
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Yeah

timber jewel
#

you put a contact reciver on your nose, add the tags hand and finger and put in the parameter it should change

hearty ore
#

Oh thank you!

nova gulch
#

is there a prefab i can use to test physics bones interactions in unity?

elder cairn
#

Every time i try to open the new avatars it brings me to the unity hub, how do i fix this?

elder cairn
#

Nvm, fixed it

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I tried to use the Sdk like a project file

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Im dumb

iron apex
#

Whenever I join a world there is nobody there

molten cobalt
#

you can only see other people in the open Beta as it's not live compatible

winged scarab
#

Nvm

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Is announcements 💀

timber jewel
winged scarab
#

Oh

cyan pawn
#

Is anyone else getting stuck in open beta mode on quest 2

elder cairn
#

Just change the version, then re install

gloomy bramble
#

the repository is there I just moved the file

elder cairn
#

I just made a phys bone protogen avatar and i just KNOW people are going to start begging for my avatar

marble egret
#

Is there any way to make a Contact Receiver shape anything but a sphere or capsule?

Like a cylinder, for instance?

warm cedar
#

Nope, not yet

near grove
#

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

near grove
#

It happens to me sometimes

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But then it starts working again after a while

#

can someone help me make my avatar compatible for quest

near grove
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But not right at this very moment

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I can also help you with physbones

#

i have the entire week lol

#

Alright

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Currently restarting the WiFi

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ive never put my oc into game so this is pretty cool

lime yarrow
#

Avatar Dynamics go Brrrrrrrr

dreamy barn
#

oooh how did you get it so you could take them off like that?

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been trying to figure out how to do it for my own avatar

small surge
#

parent constraint on collision is one way and some other ways

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Would not work on quest

dreamy barn
#

that's what I thought, but I'm not sure how to go about it, 'specially making it specify if it's being grabbed

lime yarrow
#

Yeah it's parent constraints, and animations to swap weights

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set up using contact senders and receivers

dreamy barn
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Yeah I've seen some tutorials about setting values when the sender comes into contact, is that what you mean?

lime yarrow
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yep

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combined with gestures

dreamy barn
#

ah okay.. I think I get it? might poke you for some clarity if needed 😛

dreamy barn
#

like if they grabbed the glasses

lime yarrow
#

just me

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it's not using physbones at all

dreamy barn
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ah

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but if I wanted others to be able to grab them, I guess I'd have to use physbones..?

lime yarrow
#

yeah but it won't look great

dreamy barn
#

yet physbones don't feel right for that

lime yarrow
#

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

dreamy barn
#

although aren't the default colliders for hands, etc also senders?

lime yarrow
#

yeah

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I'm using my index finger as the sender in the initial pickup animation

upbeat mulch
#

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?

lime yarrow
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yes

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precisely

dreamy barn
upbeat mulch
upbeat mulch
small surge
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Only worlds could be able to do that, but they dont have physbones yet

upbeat mulch
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So they can activate the contact receiver but they can't have the glasses in their hand

dreamy barn
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ah dang

small surge
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(well udon can lock it do someones bone but that sounds like work)

lime yarrow
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I could add a thing where if they touch my glasses they swap to my eyes

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but that's not as fun/cool

upbeat mulch
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Yeah sadly you can't exactly make people grab your props

lime yarrow
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but yeah, they can't grab them properly

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maybe someday

dreamy barn
lime yarrow
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here's hoping 🙏

upbeat mulch
#

Exactly yes, would add a lot of immersion

lime yarrow
#

Just having a props inventory and separate IDs for them would be pretty awesome

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like how Neos does it

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so you'd be able to upload Avatars, Worlds, and Props

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and share them with people

upbeat mulch
#

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

lime yarrow
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They said a long time ago they wanted to do that. Guess we'll see if they ever do

upbeat mulch
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Every day I cry that I can't actually code for VR chat

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At least for Avatars

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(It makes sense why it's the case, buttt still unfortunate)

lime yarrow
#

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.

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I like using the current restrictions and working around them

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its a lot of fun, like a puzzle

upbeat mulch
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I'm only a programmer, and I'm so freaking lost having to go through hoops and jumps to simply toggle an item >.>

lime yarrow
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Fair haha

dreamy barn
lime yarrow
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They've expressed that they want to do a sort of "Udon Lite" for avatars at some point

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Though I don't know if their direction has changed since then or not

upbeat mulch
#

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);

lime yarrow
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Lmaoo

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but it's more involved than simply toggling things

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and there are helper plugins for unity that make toggles easier

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But I see what you mean

dreamy barn
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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

upbeat mulch
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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

lime yarrow
dreamy barn
#

yeah, I know, but I'm a bit lost

upbeat mulch
lime yarrow
#

Make two different paths to different states

upbeat mulch
#

And I believe you either have to make a receiver for each hand...

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Or always grab with the same hand

lime yarrow
#

with transition conditions that are hand dependent

upbeat mulch
#

Yeah

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Essentially have to do it twice

lime yarrow
#

and yeah a receiver for each hand is how you'd do that

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and have two different parameters. One called something like RightHandGrab and LeftHandGrab

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so that you can use them in the animator transitions

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or have one parameter and have one receiver set it to a different value

upbeat mulch
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Things could be a little more intuitive

lime yarrow
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which is smarter but harder to keep track of I guess

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I don't know, it all seems pretty intuitive to me personally

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but I guess our minds kind of work differently

#

it be like that

upbeat mulch
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Wait what if

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What if you put a Receiver on the glasses and a receiver on the hands

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The hands listen for the glasses and the glasses listen for either hand

lime yarrow
#

Why would you need that though

upbeat mulch
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That way you could even swap your glasses from hand to hand

lime yarrow
#

two receivers on the glasses is all you need because the hands already have senders

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ah

upbeat mulch
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Right?

lime yarrow
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well if there are already receivers on the glasses you wouldn't need that

upbeat mulch
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I guess so yes

lime yarrow
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because you can hold the glasses in one hand and touch the receiver on the other side with the other hand

upbeat mulch
#

Mhmh you're right

lime yarrow
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and then transition to that hand

upbeat mulch
#

though if both hands are grabbing and are in the receiver's range

#

I expect your glasses to start a reparenting race

lime yarrow
#

Parent constraint with dual weights

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the ability to hold the glasses with BOTH hands

dreamy barn
#

mmm ok, I have this set up in the animator, but animation-wise, how am I setting the parent constraint to the sender?

lime yarrow
#

aim constraint set up to look between your hands, and a rotation constraint on the glasses to that aim constraint

upbeat mulch
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Just move the object in the hierarchy?

lime yarrow
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now you have the ability to hold the glasses with two hands and rotate it properly in space with both

upbeat mulch
lime yarrow
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Nope

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I've done it with just constraints

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and it works well

upbeat mulch
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uh, not familiar with constraints yet

lime yarrow
#

they're secretly the best thing that has ever existed

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(in terms of vrchat)

rugged dirge
#

so what type of collider would I use to prevent hair from going into the body

upbeat mulch
#

Literally just reading through the documentation now

upbeat mulch
rugged dirge
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well no not really

lime yarrow
#

otherwise you're looking at setting up a bunch of capsules on the limbs and torso

rugged dirge
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how do I use the plane

small surge
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Have a fun bug with plane, it shows up on preview for one of my av, other one it doesnt

lime yarrow
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huh lol

upbeat mulch
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Can't you just tweak the standard colliders?

rugged dirge
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the model im working on doesn't have the standard colliders??

lime yarrow
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Yeah that would work to some degree but there arent any on the arms

#

just torso, head, and hands

upbeat mulch
#

A set of "Standard Colliders" are defined in the Avatar Descriptor, in a new section called “Colliders”

small surge
#

You want to tweak em, my head was tiny on default

rugged dirge
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yeah im looking at them but I don't see em ingame

upbeat mulch
#

That's... Unexpected

small surge
#

They are called 'contacts' in debug

#

hard to see on some avs

rugged dirge
#

i guess it kinda works?

#

but not fully

small surge
#

Think i figured out why i can see the plane in preview, cause i have Physbones always on testing 🔨

upbeat mulch
#

You can tweak those colliders to perfectly fit your avatar

small surge
rugged dirge
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ok

shrewd estuary
#

right now is no biggie as i currently have no intentions to do cool dynamics stuff on my avatar

small surge
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I have 120~ ish i need to do, wouldnt take that long tho

shrewd estuary
#

that's a handful

small surge
#

The contacts dont really like fast worlds either ,they will lag behind

elder cairn
#

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

small surge
#

bit behind (worldspeed x5)

shrewd estuary
upbeat mulch
shrewd estuary
#

ok yeah you can do them in unity

upbeat mulch
#

Though you'll have to look at 3rd party addons

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Or find code online

shrewd estuary
#

thanks for the quick correction norivee

small surge
#

cant run blender but vrchat & unity? -does-not-compute-

shrewd estuary
upbeat mulch
#

Blender has been shredded

elder cairn
upbeat mulch
#

Makes sense. Well your best luck is to find some scripts that allow you to reduce poly count

#

Or ask someone to do it

small surge
#

Would need one if you want to upload

#

99% of my avs are 1-4 materials

shrewd estuary
#

dynamics + osc = possible native support for haptic suits

seen a post about it on the vrchat subreddit

small surge
#

You can do fingertracking + movement on a dancemat with osc

elder cairn
#

But how do i reduce material slots?

small surge
#

Blender

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Not something you do in unity

elder cairn
#

Cuz i have 7 and am having a few problems

upbeat mulch
small surge
#

Good luck atlasing when it has differnt uv's

upbeat mulch
#

You could extend the texture and remap the UV's in a new section of the texture

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I'm not saying it's easy to do without coding knowledge ahah, but technically doable I believe

rugged dirge
#

why can you only move the hand collider but not the fingers-

#

seems a bit weird

upbeat mulch
#

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

elder cairn
#

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

upbeat mulch
#

Nice~ Honestly that's the easiest way

elder cairn
#

They are unable to do it

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Can anyone help me? (The model was free idc if it gets stolen) i just want to use my avatar on quest

leaden cairn
elder cairn
#

I have a Aspire from 8 years ago (no gpu)

leaden cairn
#

Hmm… I have an (acer) aspire from 2011 with igpu and that can run blender

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Even cycles, just not well

marble egret
#

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?

elder cairn
leaden cairn
#

Generally people install nvidia and amd drivers, but intel needs em too

#

Also, what is the error

elder cairn
#

It gives me an error that says that i dont have a gpu

marble egret
leaden cairn
marble egret
elder cairn
marble egret
leaden cairn
#

If your friend had problems importing, that is something you attend to after getting the program working

elder cairn
#

Well i am using the beta SDK

leaden cairn
naive wasp
#

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)

near grove
#

why did they reset it?

naive wasp
#

because when they unistalled Vrchat and tried to re-install Vrchat, It wouldnt re-install

stable wagon
#

?

thorn solstice
#

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?

simple stratus
#

what version of unity does the new sdk use?

mortal plume
#

same version

simple stratus
#

thanks

mortal plume
#

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

simple stratus
#

I'm asking what version of unity the sdk uses

#

but thanks anyways

mortal plume
hearty ore
#

are the contacts toggle or buttons

thorn solstice
#

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.

small surge
#

with paramter driver contacts can be toggle or a button, ive used them as both

hearty ore
#

Oh

#

So On enter is like a button but constant is a toggle am I wrong?

simple stratus
#

I still have an avatar file, do I still need to import dynamicbones for physbones to work properly?

restive tapir
#

If you upload an avatar with dynamic bones in the beta sdk, does it convert it automatically anyway in game?

simple stratus
#

^^^

mortal plume
#

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

small surge
#

On Enter uses velocity speed and it will go back to 0 pretty fast, Proximity acts like a button

restive tapir
#

Should the SDK have a warning or something like "you are usign dynamic bones would you like to convert them to physbones?" Autofix

thorn solstice
#

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.

restive tapir
#

Im talking more in a general user friendly warning or something like that

small surge
#

Dont think you HAVE To but highly recommended, it will convert their setting to it (or try)

restive tapir
#

For people that dont know or are new etc

thorn solstice
#

I don't think there is any special values I corrected, it just didn't load that system in until I made an edit.

simple stratus
#

do I still need to download dynamic bones for physbones to work?

small surge
#

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

hearty ore
#

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

restive tapir
restive tapir
hearty ore
#

Yeah But for vr the idea of a unmoving phybone being grabbed enabling a head toggle would probably work.

unkempt sentinel
#

Are there any tutorials for this stuff? I feel like they would be real useful

near grove
#

Has the beta released yet ?

muted brook
#

is it announced that it is released?

#

if so. it is out. if not, then it is not out

near grove
#

Idk that’s why I’m asking discord

hearty ore
#

I want to have a contact reciever enable a toggle when touched will constant work for this?

wintry scroll
#

When you say toggle, do you mean something on when the receiver is touched and off when no longer touched?

muted brook
near grove
#

Ok

wintry scroll
#

or by toggle do you mean the state switches whenever the receiver is touched.

wintry scroll
# unkempt sentinel Are there any tutorials for this stuff? I feel like they would be real useful

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...

▶ Play video

Aw shit, here we go again... Sorry it's been a year since my last life signal...

▶ Play video

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...

▶ Play video
unkempt sentinel
#

Pog, thanks

wintry scroll
#

👍 there are more, just linked a few

hearty ore
#

Thank you

hearty ore
#

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

knotty gulch
#

anyone have a recommended collider size?

leaden cairn
knotty gulch
#

fair enough. i found one that works for me

nocturne sierra
#

So is it possible to see PC beta users in quest beta users in the same server

timber jewel
#

yes

unkempt finch
#

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

bright pewter
#

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.

small surge
#

dissolve ect should behave , none of mine changed (poi 7+)

unkempt finch
wind breach
#

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

small surge
#

your reciver only works on a contact that is called "Channel1" , you can test it in unity

dim cloak
small surge
#

hand / finger is handy unless you want a custom object

wind breach
dim cloak
#

No

#

It requires the animator component

#

if you're testing it in unity

wind breach
#

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.

dim cloak
#

Ah if you're using Lyuma's emulator then you will need the avatar descriptor.

wind breach
#

I'm not using an emulator

#

it triggers in the script but not on the animator

small surge
#

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

wind breach
#

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

hearty ore
#

Ok. Later I’ll send a picture of mp4 of the bug I’m having.

open blade
#

Nice!

bright jungle
#

pog

#

oop, ik

sudden hull
full forge
#

11711? When did we jump 10k versions?

shrewd estuary
bright jungle
open blade
full forge
#

xD

bright jungle
#

lmao

sudden basalt
#

one day when we hit patch 11711 on live

#

I am going to come back and reply to that message

#

reminder set

shrewd estuary
bright jungle
#

sticky note = stickied

shrewd estuary
#

i have already done this hello real world

humble pulsar
#

That patch will allow you to live inside VRChat

#

xD

bright jungle
shrewd estuary
# full forge If only.

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

bright jungle
#

who needs escape when you have VRChat

shrewd estuary
#

yea

#

but yeah avatar dynamics + osc + ik2
mental

paper plover
#

Guys question

#

What is the diffrents between pc vrchat and steam vrchat
Does it effect avatar dynamics?

mortal plume
#

it's the same thing?

wheat fjord
#

I am unable to grab physbones in unity

bright pewter
#

make sure the camera is tagged as main camera

shrewd estuary
dusk grove
#

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

quaint geode
#

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

dusk grove
#

Even if I define a custom temp collider for now?

quaint geode
#

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

dusk grove
#

Oh its specifically any collider in the head section of the armature?

strange spoke
quaint geode
#

Head or a child of the head I think

worn roost
dusk grove
#

Gotcha thank you for making me not feel like a dumb dumb

strange spoke
#

oh oh oh oh oh

#

i am fool

dusk grove
#

I've been poking at it for days trying to avoid bugging ya'll

quaint geode
#

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

fallow rock
#

Is there a better way to make a Canny post that isn't the small dialog box on the left?

dusk grove
#

Naw its not a game breaker for me and I will just wait for it to be sorted out proper. Thank you though

quaint geode
#

npnp

dusk grove
#

btw is there a good list of current bugs in the beta?

quaint geode
#

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

dusk grove
#

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

quaint geode
#

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

dusk grove
#

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

quaint geode
#

not to my knowledge at least xD

dusk grove
#

There it is

fallow rock
#

I relate to that so hard good lord

quaint geode
#

there are 16 competing standards vrcTupSmug

verbal geyser
#

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

timber plinth
#

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

dull quiver
#

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

warm cedar
#

Danmed bot, point is that there are low chances for anything standart coming

neon cypress
#

Does anyone have nice parameters for different Body Parts like Hair, Tail, Ears etc.?

neon cypress
warm cedar
#

I have a cherub, claw good

#

claw beeg

neon cypress
#

The Claws of the cherub are very nice, they remind me of Wolverine but with Cat ears 😄

timber jewel
flat patrol
#

The receiver could always have both

#

Up to 16 flag I think

timber jewel
#

Still, the default ones are capital, so the custom one should too

#

And other people in here decided on it before as well

flat patrol
#

Any other flag I miss

warm cedar
timber jewel
#

XD

gloomy dagger
#

Does that mean I can look high up while in VR when I sit down?

gloomy dagger
#

Wait, the Ik-beta channel.

#

x)

visual path
#

Uh so, I wanna make it so when someone boops my avis nose it smiles but idk how to

short jasper
#
#

You'll want the "VRCContactReceiver"

visual path
#

Yeah I have it set up but it doesn't work

short jasper
#

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.

visual path
#

Ok now I got it

short jasper
#

Pog

dense musk
#

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!

short jasper
# dense musk I actually just came here to ask this question about contacts! Do the string co...

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

Likes

267

Retweets

111

▶ Play video
#

Check the thread.

dense musk
#

Oh my god that’s beautiful

#

Thank you!!

#

Has there ever been any talk about being able to use avatar contacts in worlds?

short jasper
#

Given that avatar dynamics is planned for worlds, it'll probably work in the same manner.

dense musk
#

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

gusty forge
dense musk
open hedge
#

so i presume you cant do any toggles or stuff like that because my model keeps messing up whenever i add a menu

fossil mist
visual path
#

Better question, how do you set up a grabbable object on quest

hearty ore
#

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

timber jewel
hearty ore
#

Yes.

#

The Prefab I used does

hearty ore
hearty ore
#

Oh, the reason it does it creates the hair physics

fast siren
#

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

near grove
# hearty ore Oh, the reason it does it creates the hair physics

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...

▶ Play video
#

i rlly hope its ok to post link if not i delete, sorry!

warm cedar
#

Nah links are fine

#

as long as it isn't against the #rules

near grove
#

c: oh ok good

timber jewel
hearty ore
#

Oh ok

timber jewel
hearty ore
near grove
#

good luck

timber jewel
#

I would still recomend to watch this video, they talk about a few things that are different from Phys Bones compared to Dynamic Bones

final ferry
#

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

timber jewel
#

The Avatar Dynamics Hub would be a good world to do that tbh

quiet tundra
#

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)

final ferry
#

It's like a quest concentration camp

#

Most of them apparently can't switch back

timber jewel
#

Yeah Metas Update System doesn't switch back to the live version, even if you have it selected

final ferry
#

Wack

timber jewel
#

It thinks the beta is just a newer version the game which is technically is

final ferry
#

Wouldn't be a problem if Update just comes out vrpill

#

Officially

timber jewel
#

that is true, but that will take some more time

#

it will take some time for them to polish it up etc

final ferry
#

So far performance is better

#

But that's because less full body trusted in packed lobby

slate mortar
#

colliders are allowed on humanoid bones right

#

its just the physbones that are not

fast siren
#

What happened to the numbering? Did we go from 1183 to 11711?

timber jewel
timber jewel
slate mortar
#

So i think I found why my whole avatar had broken locomation and a not working expressions menu

timber jewel
fast siren
#

Yes but why a jump by almost 10,000 in numbering?

slate mortar
#

the auto conversion put 2 physbones on my hips

timber jewel
#

they didn't it's like 1171-1

#

1171 is live and 11711 (which is like 1171 1) is the IK beta

timber jewel
#

probably*

slate mortar
#

yes was for the outercolliders

timber jewel
#

are you sure?

slate mortar
#

but it was from booth xd

#

like that

#

Also

timber jewel
#

yeah booth avatars sometimes do have Dynamic Bones on the hip

slate mortar
#

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

timber jewel
#

He was talking about the build number though and not the version

fossil mist
slate mortar
#

I wonder if cloth also can collide with these physbones colliders

#

or still needs the unity ones, could be interesting as an option

queen berry
#

just a question so its bassically a virtual skeleton right?

timber plinth
#

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

stable wagon
#

for what it worth i will help support this even knowing i been staying away from this cloth problem

ashen aspen
#

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

small surge
#

set a endpoint and radius to see em easier

#

For some reason it ignores the last bone if i dont have one

silent stone
#

hey is it normal that the robot have such a massive chest bone ?

small surge
#

Think thats the 'button' bone

#

importing fbx does odd things to that one

keen nova
small surge
#

Been in for awhile

keen nova
#

Ah, guess I missed it in the update log. Was on known bugs for a while.

vivid hatch
#

@small surge no he asks that because before the last beta update, osc werent sent with contacts, that was a bug

lusty bronze
#

It won't let me leave the beta. I can't install the normal version on quest 2

keen nova
#

Wellp, now I gotta start building my dumb avatar ideas, now that I know osc and dynamics work together. Lol

small surge
#

yeh i wouldnt know if thats a thing, osc ive never used, likely never will

dusky raft
#

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.

wintry scroll
#

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

harsh sleet
#

Hello

keen nova
dusky raft
#

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.

keen nova
#

Interesting, I'll have to read up on those and mess about with it.

halcyon zealot
#

To try out the pys bones is it recommended to create a whole new project for an avatar?

wintry scroll
keen nova
#

At the very least, worth making a backup of the avatar before testing it out.
Would also recommend changing the id

halcyon zealot
#

Yea. Reminds me when a favorited avatar I had completely changed to a whole different av.

shrewd estuary
#

times*

torpid reef
#

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

torpid reef
#

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

small surge
#

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

reef vault
#

That’s pretty cool though!

muted brook
#

I really want to get a tenz unit and do touch that way. But i need to look into it more

reef vault
#

Tenz unit?

#

Their gloves is a big step, I wonder if they’ll do like pants next to cover your legs

reef vault
muted brook
#

tenz units are muscle stimulators that basically shock you

reef vault
#

That sounds dangerous if it’s a shock

#

I’m no pro at this type of stuff btw

muted brook
#

it just contracts your muscles

#

owovest and teslasuits use the same tech

reef vault
#

Can’t seem to find it

fast siren
#

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?

sour epoch
#

in the game view, yeah

#

click and drag

fast siren
#

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

small surge
#

Your camera must have correct tag or it wont do much, custom one dont have it ( MainCamera)

small surge
#

You want gizmos on to see its radius, if it doesnt have any they are hard to interact with

fast siren
#

cps_thonk 2 sec

small surge
fast siren
reef vault
#

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)

near grove
#

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.

timber jewel
near grove
#

Oh like, there’s no physics

timber jewel
#

when you touch it?

near grove
#

Yee

tender dome
#

you need to increase collision radius

timber jewel
#

Yeah, you need to have a collision radius higher then 0

mortal plume
#

how many bones are there in the chain