#open-beta-discussion

19 messages · Page 12 of 1

stable mantle
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O… void?

muted brook
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3d oval

deep needle
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Yeah, I just noticed it happening with some swarias. The wings got all wobbly and completely tangled up.

muted brook
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like capsule but different radiuses

stable mantle
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Nah only capsule and sphere (and occasionally infinite plane)

muted brook
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dam

stable mantle
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I mean capsule does have rounded edges.

muted brook
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can you have different x and y lengths on the capsure collider

stable mantle
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So radius is its thickness and length is its height.

muted brook
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ya. would be useful to be able to change the width and length also tho

stable mantle
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But you can't, say, make it oblong.

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I think it's for performance reasons?

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But i don't know. It looks like they're adding more down the road, they just wanted to let people get started now.

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Kinda like they did with SDK3.

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So when it launches, a bunch of avatars will work "out of the box".

muted brook
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Dont exactly see the point in that

stable mantle
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So for instance my avatar will Just Work ™️ when AD goes live.

muted brook
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if they push it out now without adding things like inside colliders a lot of avis will be broken

stable mantle
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Yeah that's why it's not being pushed out to live now.

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It's in beta.

muted brook
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well hopefully they fix it before and not pull an osc

stable mantle
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lol yeah uh

muted brook
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where they just pushed it out on a friday and ignored the bugs

stable mantle
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OSC was broken on Quest the first release

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It put me many feet out of body, upside down, t-posing (assumedly to assert dominance), and locked all my controls until i mashed my buttons into safe mode.

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It's fine now with an update.

stiff acorn
muted brook
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they also left a bug in where if you have more than a couple inputs and switch avis it slows to a crawl

stable mantle
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But boy howdy. OSC was BAD first launch.

muted brook
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still havent fixed any of the actual osc bugs

stable mantle
stable mantle
molten cobalt
muted brook
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thats not a bug that is in osc. thats a bug from the update

stable mantle
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My left control has so bad stick drift i had to use the deadzone tool of the latest Quest firmware to turn it into a digital stick (0/1) as anything less than 99% deadzone and it goes haywire.

During these particular sessions, the drift was acting up (pre-deadzone adjustment) and it activated OSC while i was trying to change expressions.

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After a little more testing i confirmed it only caused the weird out of body issue when OSC was turned on.

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If i triggered safe mode, it'd disable OSC and restore everything to normal.

muted brook
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well then they fixed one bug. but none of the others

stable mantle
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😅

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But yeah, having PhysBones in beta and gathering feedback is really useful.

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I just wish it was live compatible.

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There's already changes they're tracking on the Canny.

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It's surprisingly performant on Quest too. Makes me wonder if long term VRChat will expand Avatar Dynamics into World Dynamics and add a world based physics system similar to a PhysBones.

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Seeing as they wouldn't even allow Dynamic Bones on Quest, but PhysBones they have no problem with.

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The quicker VRC gets away from Unity's default physics system the better.

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(Because on anything but NVidia hardware and iOS It's CPU bound.)

mossy python
stable mantle
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E.G. those pool prefabs aren't getting any more performant.

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A new physics system that's tuned for performance and stability would be appreciated.

warm cedar
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We can always pray to the developer gods

ember sphinx
cyan prawn
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I have a question: are parameters set by contacts broadcasted via OSC? If not, will that ever be a feature?

stable mantle
# ember sphinx Can someone explain how dead zone works? I have drift so do I put it at 99?

So deadzone is a software setting that says "inside this zone, ignore ALL input. Outside this zone, treat the inner edge as 0 and the outer edge as 1". Being analog, anything between the outer deadzone and full tilt will be picked up as a percentage.

It's a tool for calibration and drift correction, as any drift inside the "deadzone" gets ignored.

My Quest 2, however, has so bad drift on the left stick that I have to set it to 99, which means only full tilt is picked up.

To set a deadzone, go to Experimental Features on the latest Quest OS and scroll down. During calibration you'll be able to see how bad drift is, which can help you decide what size deadzone you create.

ionic jay
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Can you actually set the "Is Animated" Parameter in the states

stable mantle
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Out of context that sentence amuses me.

near grove
ionic jay
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Unless you can basically set that parameter to false during runtime

ember sphinx
stable mantle
shrewd estuary
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shoutouts to when my left quest controller started picking up heavy drift so i switched to using the right for movement and then THAT got drift too

stable mantle
# near grove What sentence

The one right above it. I read "in the states" as in "in the United States" and became mildly amused at the thought of asking if it's illegal to set "Is Animated" stateside.

near grove
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Lol

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I see.

stable mantle
shrewd estuary
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well yeah because games typically use that one for movement

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can't wait for the inevitable day my index controllers start to drift woohoo

small surge
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You can grab isanimated fine now

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no need to turn it off

stable mantle
shrewd estuary
stable mantle
# small surge

I keep seeing Unity themes that look like VRChat UI and I gotta ask how.

small surge
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I have a different color mode when im in play mode

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preferences

stable mantle
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So you just manually set that?

small surge
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yep

stable mantle
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Dang

small surge
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too many times i forgot i was in play mode and changed stuff only to go derp, that wont save

shrewd estuary
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looks cool

stable mantle
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I thought maybe there was a secret SDK option or something because one person even had the upload dialog themed that way and I was a bit lost.

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Would be easier on the eyes than the current Unity scheme.

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I take it it's only for play mode though.

ionic jay
# stable mantle I thought that was the point of "Is Animated"? To allow movement in animation st...

When someone grabs that animated component, I want it to stop doing that animation
something like this
https://www.youtube.com/watch?v=u3cQ21JQEGg&t=7m59s

SDK DOCUMENTATION: https://docs.vrchat.com/v2022.1.2/docs/avatar-dynamics

Just a basic rundown of the new PhysBones system and what the different options do to the bones, as well as how they could be used in an animator. I did forget to mention gravity but DO KNOW that POSITIVE values correspond to negative force on the gravity slider. For exam...

▶ Play video
stable mantle
ionic jay
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how would I approach doing that

small surge
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it will stop the animation when grabbed now, was a bug with isanimated , _IsGrabbed exsample >

stable mantle
# ionic jay how would I approach doing that

Apparently unnecessary if you see what @small surge just shared, but if you know how to work with animation controllers it's simple. If you're modifying an avatar which you yourself didn't set up than it's probably best not to touch my idea if unnecessary.

ionic jay
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the only logic I have right now is this

stable mantle
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If you wanted to be safe you could listen for the bone's _IsGrabbed parameter and transition from Tail_Wag to Wait if it = True.

But @small surge is saying that's completely unnecessary — The issue you're having is just a bug.

ionic jay
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Yeah, I am completely lost atm

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so, if the armature is grabbed now. It will stop the animation, is that correct?

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I am using a tool that simulates the behaviour of the avatar in unity, tho I am starting to think it doesnt work as it should

stable mantle
ionic jay
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Figured, well. I need to wait for a friend to test it in vrchat, not in unity to test this idea

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Although, thanks for the help

stable mantle
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Whilst i don't want PhysBones to immediately go live i do hope a following beta gets network compatibility.

scenic phoenix
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As you mentioned that ( this is my thoughts) that would possibly be hard considering only beta users could see the bones so it may make conflict

stable mantle
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I mean the bones themselves are still there it's just the physics wont be.

Best case scenario, synced parameters and bones would be visible but anything marked as local would not, and there'd be slight delay or degradation (as it'd be syncing bone positions from the avatar host as opposed to processing locally).

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So in theory Live users could see the bones move but not if they're local and they wouldn't be able to do anything beyond grab bones.

Likewise, live users would probably default to no-interactivity to prevent interaction on avatars from beta users.

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But it'd allow for at least wider testing of physbone features in larger groups or with friends or clients on live editions.

cursive bridge
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I've seen people testing Contact features in Unity, does anyone know how they do this?

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I just wanna grab a bone and test the _IsGrabbed

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oh lol we're literally talking about that

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I can't figure it out, how are you guys grabbing stuff on your avatars in Unity?

small surge
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game mode, have camera tagged as MainCamera or you cant do it, custom cam does not have it set as default

cursive bridge
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oh GAME mode! Damn! Thank!

ivory turtle
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So, I’m brainstorming possible ideas for when avatar dynamics goes live. One thing I’m wondering is: would it be possible to have particles attach to either other avatars bones or meshes on contact via the new system?

timber jewel
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Hey, is somone online in PCVR who I could test out something real quick?

upbeat obsidian
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Still need help with this, if this is even fixable

bright jungle
upbeat obsidian
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I'll try that, thanks

timber jewel
muted bloom
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It will desync without late joiners

stable mantle
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Wait isn't there a note on PhysBones about adding them to the parameter list not being necessary?

vivid hatch
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syncing potentialy hundreds of bones position for each player in the instance, not so great either i would say

upbeat obsidian
bright jungle
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It's not android compatible because you haven't uploaded it for Android yet

upbeat obsidian
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im confused, im new to this stuff

bright jungle
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read the windows/android support fields as
"Is this avatar uploaded for Windows?: Yes"
"Is this avatar uploaded for Android?: No"

small surge
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switch to android build. upload on same blueprint id, it will say yes

bright jungle
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^ build and publish the avatar to the same blueprint ID, and it'll be Quest-compatible

upbeat obsidian
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oh

stable mantle
vivid hatch
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realistically it will be the case ^^

stable mantle
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Perhaps have a synced bone limit then?

timber jewel
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tbh doing one sync at join would still be fine

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I mean if you are in the same lobby it shouldn't really get out of sync, at least not by a big degree

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biggest problem really are late joiners

small surge
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60+ rooms easy 2000 bones

stable mantle
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Perhaps there should be "intelligent sync" then?

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Keep a manifest of which bones are currently being grabbed or manipulated, and sync those and only those.

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That way only a small handful are synced and the rest are left alone.

timber jewel
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/ sync bones which are in pose mode

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(at least when they are put in to pose mode)

wheat fjord
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I can't get grab my bones in unity for some reason

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anyone else run into this?

stable mantle
stable mantle
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You grab them from the game view not the scene view.

stable mantle
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Wish you could tint the UI normally :|

nova viper
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No emotes button?

stable mantle
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Is there any point to adding physbone coliders to props? Like, will the colliders interact with other avatars, or is it just for your own avatar?

floral flint
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The point is that you can interact with others, and they can interact with you sweat

stable mantle
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Colliders specifically though? On my own avatar, I noticed PhysBone Colliders do nothing unless I specifically mark them as colliding with a bone.

floral flint
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Although your colliders will be looking for specific interaction parameters name, so that has to be setup with other people, or follow whatever trend is going on

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You're looking for contacts

stable mantle
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Contacts will trigger interaction but won't "move" bones, when testing in Unity.

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Is player to player interaction limited to grab/contact is basically what Im asking.

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Or is there a way to have player to player collision on bones as well?

wheat fjord
sour epoch
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the built in colliders on the hands, torso, head, and feet will collide with other player's bones but you cannot create new colliders to do the same, no

stable mantle
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In bitter irony, it nullifies my need for a finite plane, lmao.

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Also: Who has something against thumbs?

wheat fjord
sour epoch
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ok I might be wrong about the torso, head, and feet then. I just assumed

stable mantle
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I noticed thumbs are not a default, which means my definition of them is pointless as well.

wheat fjord
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I wish I could make them active for my avatar

stable mantle
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That kinda limits physical interaction if you can only use 4 fingers for actual physics with players.

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(Again though: Why are thumbs not present?)

ancient egret
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Is there a known reason why receivers can only change floats or/and if that gets extended to boolean and int later?

stable mantle
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(I thought I was going crazy a second)

floral flint
bright jungle
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that is threatening lmao

stable mantle
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High key threatening

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🙇

muted bloom
wheat fjord
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Also there's definitely a 3d bug affecting all worlds. Went through and tested in 4 different worlds to see if it would persist outside the avatar dynamic hub and it did. It's reported at least twice in the feedback area tho

stable mantle
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TBH constraints would be nice because the avatar base I have has a cape, but the left, right, and center are all children of different bones.

If I could use constraints, I could put them all in a "cape" object and use a single PhysBone, just with each child parented to their respective parent.

mental marsh
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E

stable mantle
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A

mental marsh
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Sports

supple bloom
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It’s in the game

muted bloom
stable mantle
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It works how it is, it just uses 3 physbones instead of one.

muted bloom
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Maybe you could just have a soft gradient blend

stable mantle
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Gonna be honest Im still learning some things, and my brain is a bit fried from staring at unity all day.

charred palm
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Just curious, how long till avatar dynamic become live?

timber jewel
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maybe 2 weeks, maybe 2 months

cursive bridge
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Sometimes constraints really are the best solution to a problem. Weight painting can only do so much.

young stream
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Is there any gizmo UI for adding physbones? I see theres gizmos for default colliders but cant seem to find one for adding physbones/new colliders

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nvm i found them, my scale was just totally off

upbeat obsidian
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K, so I finally got it to be quest compatible but idk how to make it windows compatible again so I could add the quest compatible ID in and make it both pc and quest

either I'm very dumb or unity hates me

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I already got a seperate project of the same avatar that's on the android built but this project just refuses to have windows support

stable mantle
upbeat obsidian
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yup

stable mantle
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"Windows Support: No" means "This model has not been uploaded to VRChat on this platform"

mortal plume
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you can copy the ID for the avatar from the Content manager tab of the SDK, and plug it into the Pipeline manager component of your avatar

upbeat obsidian
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that's what I did

stable mantle
upbeat obsidian
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well it says that it published but it still doesn't show as both pc and quest compatible

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either I missed a step or idk

stable mantle
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"Windows Support: No" means you never built & published the avatar for that blueprint ID.

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Changing blueprint IDs still requires you to build and upload the Avatar. You can't "merge" two existing avatars. They have to be built and uploaded using the same ID.

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If you're in the right project just build and publish, and as long as its successful, it should show as "Windows Support: Yes"

upbeat obsidian
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hm alr, let me try that again then

stable mantle
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Also make sure to restart Unity — Sometimes the beta SDK gets confused.

upbeat obsidian
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aight, thanks

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it worked!!

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thanks a lot

stable mantle
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NP.

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Might be useful for testing dynamics on Quest?

unkempt finch
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Its hard going back to live version of VRChat so hype for this update

stable mantle
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Kinda wish you could do side-by-side installs on Quest

obsidian wagon
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someone was talking about people trying to make a universal for damage type things with avatars does anyone know what that parameter would be?

vapid jay
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I'm so excited for avatar dynamics, although when testing I've been having issues with only the end bones being dynamic when using physbones

upbeat obsidian
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if I wanted to edit something to an avatar that was already uploaded as quest and pc, would I have to apply those changes to both projects? (like the main project and the android build project that was used for the ID)

hollow hatch
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If you only wanted it on one of them, you would only need to update that build.

upbeat obsidian
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oh, i thought it would be different since im on the open beta sdk

hollow hatch
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It's not, updating an avatar is the same whether you are on the beta or not

upbeat obsidian
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ah, right, thanks

shrewd estuary
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aaAAAh

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oh neat its for the other beta

midnight turret
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i am just curious as to why i cannot see the gyzmo stuff for physbones

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any thoughts?

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i have it selected to show the scripts ion the gyzmo tab

fallow rock
midnight turret
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yes

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i see it in the game window

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but not scene windows

fallow rock
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do you see any gizmos in the scene like lights or cameras?

midnight turret
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no but they are all enabled

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i am unsure what the issue is

fallow rock
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I imagine your Gizmos are not enabled

midnight turret
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that would help

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shit mouse keeps double clicking when i dont want it to

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thanks

stable wagon
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-.- i love it when unity crash when i building and testing my beta avatar. o.O

paper shuttle
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How do I do beta?

shy plover
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first post

stable wagon
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i have notice something in beta. i have AFK setup to spawn a crystal over my avatar. it don't work no more. i feel this maybe a bug within beta avatar

midnight turret
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this my only problem left on the avatar for physbones, this tongue is size 0 and is animated to scale 1 over 10 frames as you can see it is kinda broken and nothing rlly seems to fix it. any thoughts?

midnight turret
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still does the same thing

sour epoch
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what exactly are you animating?

midnight turret
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tongue scale starts at 0,0,0 from the parent

sour epoch
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are you animating the scale/rotation of the bones or are you animating the max angle?

midnight turret
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only scale

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well

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im not animating the physbone at all

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i am animating the scale of the bones

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instead of just appearing it appears to fall out

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is the intented purpose

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in dynamicbone it works fine

sour epoch
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is the problem the twitching?

midnight turret
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but it just seems to be killing itself

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uhh

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no lemme take another vbideo

sour epoch
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yeah show how it works in dynamic bone, I'm not understanding what your goal is

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it... seems to be working just fine

midnight turret
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i just need to finish this so its ready for everyone who bought the avtar previously and this the only thing that is a hang up

mortal plume
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sheesh the amount of colliders and bones on the tongue...

molten cobalt
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also wondering if that qualifies as not-safe-for-work the avatar

sour epoch
midnight turret
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yeah physbones is great maybe for avatars that have like 50 bones max

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but everything else is just a pain in the ass because either the people who have sold avatars have to say "im not converting this" or they have to go throughe very single one of their avatars and re do them

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its just very inconsiderate considering that the main reason for physbones is so quest users can see things move

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more than 60% of vrchat playerbase is quest platform so obviously they have to cater

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but i think a better option was to make physbone portion of this update only for quest use

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and dynamic bone remains the same for pcvr

mortal plume
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no? I don't think that was ever the reason at all. I think the main reason was to improve performance, which has been a really long standing issue. that, and to make something that also offered more features than Dynamic bone, which was a 3rd party asset

mortal plume
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but that wasn't even my point at all

midnight turret
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i mean you can believe what you want, im just giving you the statistical reason that makes sense to me

mortal plume
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I was just commenting on the fact that the tongue had wayy too many bones, and that your avatar overall had a ton of colliders and phys bones that probably didn't contribute a whole lot to the avatar in general

midnight turret
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i just really do not like this update, yeah the physbones are cool i guess

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but it undermines years of work by avatar creators that keep this game alive

sour epoch
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the reason this is a beta is so that you can find issues like that. This is a super clear and easy to reproduce issue anyway, so it should probably be fixed before release. If you find any other issues, please report them so they can be fixed as well

sullen elk
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It would be good to discuss/find a solution to the scale 0 phys bone breaking thing, as tons of props I'm using bone scale 0 toggles.
Oh hush with that lol

sour epoch
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has anyone made a canny for this already?

midnight turret
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no i have not

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but i will

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i just making sur ei wasnt doing anything wrong

sullen elk
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Most likely it does exist, I remember conversations about it before.
But I didn't connect it to my floppy ears breaking until just recently.

lavish pendant
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does anyone know how to only make one bone in a chain grabbable? i tried setting the other one to have 0 radius using a curve but that one can still be grabbed

raw forge
sullen elk
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I see, I’ll edit my animations then

shrewd estuary
upbeat obsidian
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i want to add eye wiggles to my avatar since it's a worm on a string with googly eyes so it's basically 2 white holes in the head with two pupils inside them so you could like move and pose the pupils around. But one problem, every time I move the model forward, the eyes go all the way back and stay there until i move the model backwards. any ideas on how I could fix this?

lavish pendant
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make sure your pull is set to a decent value

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and i'd recommend also doing max angle that's about the size of the whole eye

final ferry
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anyone know how to make a contacts tracker?

warm cedar
final ferry
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basically an object e.g a cube sticks on another person

warm cedar
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constraints 👍

final ferry
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keyword: another person

warm cedar
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World constraints I suppose

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You can't simply put your gameobject on another person, or you'd have to do some shady networking

final ferry
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actually you can

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ive seen a video

warm cedar
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Well then you've found your solution

final ferry
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where someone was able to do it contacts

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it's not released yet

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0 client involved

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wonder if someone else made the same discovery

ember thorn
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when will the update finally be live ?

strange spoke
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no given time yet

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could be a month

wraith island
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Poiyomi v8 is now compatible with Single Pass Instanced Stereo

timber jewel
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wasn't Poiyomi V7 that as well?

wraith island
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Not fully apparently

timber jewel
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oh, interesting

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I thought they were

wraith island
timber jewel
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Sounds more like they just went over everything, looked if it worked and fixed a few small things

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btw when is V8 coming out?

simple quartz
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so we wear the tracker right between the shoulder and elbow instead of just over the elbow then?

wraith island
wheat fjord
simple quartz
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hmm i see

nova gulch
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what is the stereo rendering thingy?

old rock
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Be aware that if you wear the trackers where the most amount of movement occurs you generally get better tracking , in particular for smaller / finer movement, as the elbow articulates the most, especially directly opposite the forearm, it's a decent option for positioning them.

simple quartz
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makes sense as well

rough pumice
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I can’t wait for PhysBones to release

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I’m tired of turning on Dynamic Bones and losing 10 FPS 😂

robust hearth
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how intense will the physbones be on quest? like will the hair move and stuff?

warm cedar
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Hair will move and can be set to interact with

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people can make certain animations play depening on if you're grabbing, pulling or setting it at an angle.

latent wave
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yOOO does anyone know if there's a workaround to grabbable physbones when your chracter has no fingers?

latent wave
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I have this little wooden snake dude and I noticed that with the little hand nubs, it can't grab anything! I can only add colliders

warm cedar
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Sorry, contact

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Setting a contact sender as "Hand" maybe?

latent wave
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🤔 oh? I actually haven't worked with the trigger system yet I'm actually a little scared to lmao but I need to learn

warm cedar
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Contacts are easy

latent wave
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my other though was modeling "fingers" with transparent shaders

warm cedar
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just set the position, scale and tag, For a sender it's what you will send out, and a receiver to receivet

latent wave
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I used physbone colliders for this dude but if course it can only push thhe neck and tail bones around

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oh not bad at all!

warm cedar
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you would want a contact sender at your handpalms with the tag either "Hand" or "finger"

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Not exactly sure which one to use, but I'm sure you'll find it

latent wave
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yeah yeah! can the reciever just be tagged as the physbone itself? instead of like a single bone or point

warm cedar
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It has to be added as a component

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wherever you wish it to be

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Physbones would need to have it on all points manually, I don't think an automatic version exists just yet

latent wave
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omg that's such a bummer
i wish I could just put palm/finger markers in and it's like "yeah okay you can interact with everything now"

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since I wouldnt be able to use it with friends then

mossy python
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Is there any way you can change your reaction depending on weather a friend or stranger touches your contact sender?

small surge
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not easy, if they have a custom contact/recive you can make it friends only

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(unless someone make the excact same parameter/trigger , good luck with that)

muted venture
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excuse me

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i cant seem to find where i can enable it on my rift s

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im sorry if im a pain

muted bloom
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you should be able to grab phys bones even if your avatar has no arms - you will just grab with invisible hands

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same as you can pick things up in a world without arms

latent wave
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Yeah I weirdly couldn't do it with only having hand bones? Either way I modeled quick invisible fingers and now it works but I could've been doing something wrong before lol

muted venture
latent wave
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😭 I just made some cubes with an invisible shader

muted venture
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i wish i could model tho

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i have to setup my headset again

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panik

muted venture
latent wave
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Yes! It's a wooden snake toy, the kind that pinch your fingers
Figured it would work well for physbones

muted venture
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ur good lol

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i cant model

bright jungle
muted venture
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hello

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how can i add colliders

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its very confusing for me lol

bright jungle
#

Select the gameobject you want to add a collider to, click Add Component, search for "phys", and click the "VRC Phys Bone Collider" component

rustic shoal
#

very cool

sweet dragon
#

one question anybody can tell me why physics bones prevent my tail wag animation from working properly?

small surge
#

enable IsAnimated

sweet dragon
#

bruh... thx

proud vault
timber jewel
#

that was a realll fast solution xD

sweet dragon
#

btw if i wanna to make the physics bones work when the physics bones go live do i need recreate txe fx parameters in my gx layer???

sweet dragon
#

*fx sry

timber jewel
#

why would you need to do that?

#

I mean it should just work

#

(unless they do some big changes before it goes live)

sweet dragon
#

i just wondering if all of the parameters will be build it the vrc engine or i will need to set it up (i just dont know how exactly it will be set up)

timber jewel
#

I have no idea what you mean

small surge
#

Nothing should change, the biggest one is auto convert wich if the bones dont have radius are going to be hard for anyone to interact with

timber jewel
#

yup

sweet dragon
#

params from fx layeer like grab ear, streach and so on.... that what i meant

timber jewel
#

As I said everything you do in beta should work fine on relase

small surge
#

Tweaking of the new physbones should be done anyway, default are not really good

sweet dragon
#

nwm

small surge
#

posable is enabled by default, you likely dont want that

small surge
#

Theres 1 radius on them, youd want a curve

timber jewel
#

you can use a curve

cyan pawn
#

From my beta testing it seems everything looks good in dis patch probably a few my fixes might need to come here and there then soo before we know it it will be live

mossy python
latent wave
#

OH damn haha
well I ended up just doing this. they're hidden with a poiyomi shader on 0% alpha so they're invisible

proud vault
#

Could you just remove the renderer from the fingers entirely? or does it not work with just the collider, mesh and transform?

wintry scroll
#

I don't see why it would need a renderer if its part of the humanoid armature. Its wouldn't automatically assign which is a pita

bright jungle
#

they don't need to be weightpainted to anything, the bones just need to be there

stray flicker
#

(and you can get by, by making at least 3 bones for the fingers, i believe, aka pointer finger + middle finger + thumb, you don't need 3 bones for each finger)

wintry scroll
#

if they are their own skinned mesh renderer then you can easily just remove the skinned mesh renderer.

#

(after you assign the humanoid rig)

latent wave
#

and haha thats fine I can just hide the hand mesh, ty for letting me know! I noticed that my fingers in vrc had the contact points were vaguely matching the mesh shape so i was like "wtf it's not only the bones but the mesh too? I guess I"ll make fingers then"

wintry scroll
#

I don't personally use poiyomi but I have seen really great shading with it.

bright jungle
#

is..the hand it's own mesh renderer? vrpill

timber jewel
wintry scroll
#

Its not as popular as it has been, but there was a trend to hate on poiyomi. Especially since a few years ago it wasn't the most performant. Its a lot better now.

raw forge
timber jewel
near grove
#

Is it true open beta won’t release until September ? 🥲🥲🥲

near grove
#

A person told me it was releasing in September lol

small surge
#

no one knows, my guess would still be april 🔨

raven laurel
#

September is too far

#

it's probably april if everything works out

limber quartz
near grove
timber jewel
#

this is the weird setup I use for it xD

#

(yes I use plane colliders instead of max angle)

#

Max angle seems a bit wonky

molten cobalt
#

very cool

timber jewel
#

_Angle is also sometimes a bit wonky

#

it basically never stands still

#

unless I fully pull it or put it fully down

wintry scroll
#

that is pretty sick

warm cedar
#

Do contacts work on particles? I'm guessing they don't but I'd love to test this out

warm cedar
#

Good, If I were to see you in the beta get ready for an ass-blast, god I love my gun

granite trail
warm cedar
cursive bridge
#

@latent wave btw it's good to have weighted mesh for your fingerbones since the Humanoid rig import autopopulates based on bone hierarchy + weighted mesh and nothing else (i.e. not by name). ALSO, there's a lot of Udon stuff that expects/requires fingers with fingertips to operate correctly! Like quality sliders and buttons in a lot of worlds won't work unless you have fingertips.

#

I haven't gotten around to making a weighted stick figure to make my rig import step easier ): but definitely keep those invisible hands in case you ever need to import the avatar again

#

I also think that like the robot avatar that explodes, the demo one? I swear it USED to work based JUST on Contacts (I have Senders on my forepaws that send Hand, Hand L/R, Finger, Finger L/R, Index Finger, Index Finger L/R, same on the primary feathers in my wings) and I USED to be able to explode the robot avatar by pressing the button in its back. Now, I can get the button to depress, but I can't get the explosion to trigger just on Contact...

#

I wonder if the avatar creator updated it :<

#

To like, only work with your actual Humanoid hands.

warm cedar
#

Stupid question, but are performance ranks increased for quest on beta?

#

Just checked and my vrcPerfPoor avatar is vrcPerfGood on quest, but it's only vrcPerfGood when the quest version is uploaded to pc

#

I suppose this would be done to make testing easier, but everyone is doing fine too

#

this is odd

sour epoch
warm cedar
#

Imagine the quest casualties if it didn't

shrewd estuary
#

disclaimer: not my image

azure beacon
#

Do I have to do anything special to make bones grabbable and posable besides toggling them on in the phys bone settings? In game, they aren't and I have them turned on in the settings.

signal condor
#

hey so uhhhhh

#

quick question

azure beacon
signal condor
#

why will my butt bone not stop jiggling?

azure beacon
#

lmao

warm cedar
#

I managed to do it

#

Juuuust right

#

Living on the edge :troll:

signal condor
#

k nvm fixed it

#

was editing the wrong cheek :P

warm cedar
signal condor
#

why damn it, if it aint mr cord pull

warm cedar
signal condor
#

lmaooo

small surge
#

Have similar anim (mixamo) , to stand up again you can just play it in reverse

#

mine is randomized tho, so not sure wich one its going to play when someone poke the back

muted bloom
azure beacon
#

Yeah, it does

#

Else that'd gonna be a recurring issue

strange spoke
#

someone go make a canny about it if it hasnt been made already gogogo

lavish pendant
#

btw speaking of radius, does anyone know how to only make one bone in a chain grabbable? i already tried making the other ones have 0 radius using a curve but somehow you can still grab them

shrewd estuary
shrewd estuary
#

use 0.0001 or something

lavish pendant
#

is there a way to do that with a curve because it just uses the widest radius at the other end of the bone i don't want to be grabbable

stable mantle
shrewd estuary
#

aa

mortal surge
molten cobalt
#

have follow this tutorial and got a nose Boop except for some reason the sound is not playing in the editor https://www.youtube.com/watch?v=t4mMA3gZlSs&t=1359s

SDK DOCUMENTATION: https://docs.vrchat.com/v2022.1.2/docs/avatar-dynamics

WRITE DEFAULTS OFF: https://www.youtube.com/watch?v=Eiu7jMC7mgg

Cam's video is a good starting point for converting your avatar to write defaults off, however, I will likely be making a video in the future showing how to do this and explaining why you should do this.

A ...

▶ Play video
jade magnet
molten cobalt
#

I tried clicking the button and it will not turn on while in play mode

jade magnet
#

in play mode you may need an Audio Listener inside the audio source's range

molten cobalt
#

okay testing in vrchat the Sound works

#

tested and nose Boop works on Quest

wintry girder
#

Aaaaah I have ideas for stuff I want to make but nowhere near the skill to do it lol... Oh well.. time to try anyways, I'll make a proof of concept of sorts as that's about the most I can manage XD

lavish pendant
rustic citrus
#

I imported the latest version of the beta avatar SDK and am now getting this error in the editor which is keeping the SDK from loading and the editor from entering play mode

azure beacon
#

Can you please send a full size screenshot? That one isn't helpful

rustic citrus
charred palm
#

What cause avatar to jitter?

#

Because I add physbone and it's making body/head jitter

charred palm
#

Nvm

inner drift
#

Is this where we talk about issues we have with the beta?

molten cobalt
#

yes

pallid rock
#

So how are the new avatars coming along? Also, has anyone tried a high elasticity physbones avatar? If so, what do you think about that? I heard it would be great for snaketaurs/nagas/lamias/gorgons/I'm running out of half snake, half human terms.

scarlet girder
heady onyx
#

Hey so are there any predictions as to when the beta will be a normal part of the game?

austere quail
fallow rock
heady onyx
#

Yeah no I know, just curious if there was ever an estimate put out

stable wagon
heady onyx
#

Lmao alrighty

true ice
#

Would anyone know why this would be happening to an avatar while on the..phys bones beta? The Expressions menu is like greyed out, the fx is connected properly to the avatar as far as i can tell so im not sure why its happening. Body is also stuck in like...a crouching pose like it does when going into playmode on unity

river wing
#

has anybody done a physbone ragdoll yet? and how would it be affected by world colliders? or.. not just swing my avatar around under the mapvrcCrying
(nvm i think world physbones are coming in a later update)
(nvm again i think thats something else)

umbral apex
true ice
#

Uh....the correct ones? Im unsure what you mean. They currently look like this

umbral apex
#

You might be using a reserved VRC param

#

Or a duplicate

#

I think that broke avatars, as least when I tried the open beta

true ice
#

I checked to make sure they were not the example basic robots params if thats what youre sugesting. Or are you suggesting something else?

#

would renaming them fix it?

umbral apex
#

Post a screenshot of the parameter file, I don’t remember all of the vrc params

true ice
umbral apex
#

Why would this help

true ice
#

lol idk, you ask for the actual files XD

umbral apex
#

The inspector

true ice
#

Yea one sec

umbral apex
#

Does the sdk give you any warnings?

#

Try deleting the empty ones

true ice
#

Alright ill give that a shot. But no, no warnings beyond the standard Overall performance thing saying its not good, and then that it recoments one skinned mesh render over the 4 currently there.

#

no luck sadly with deleting them

#

There are these warnings in the console

iron stratus
#

they aren't red so ur good

true ice
#

Yea, no red warnings luckily

iron stratus
#

then u should be fine

true ice
#

Sadly nope, it still doesnt work

#

Expressions menu is still greyed out

iron stratus
#

oh hm..yeah sorry about that im not sure what it is..

umbral apex
#

Have you updated to the latest open beta SDK

true ice
#

Yup

#

It functions fine on the live build. Just not the beta, even with the updated SDK

umbral apex
#

Unlucky. Try opening the debug panel from the action menu. Options>config>debug or something

true ice
#

Alright, ill give that a shot

#

"No information available"

umbral apex
#

You can also try removing layers one by one, rebuild and test

#

I’d remove the menu and param first, keeping the layers

true ice
#

Alright ill give that a shot, but yea it says no info available

#

deffinently not an sdk2 so

#

ill give what you suggest a shot

#

oh hey!

#

Removing the para and menu fixed it!

#

so that means something with them is messing with stuff

umbral apex
#

I have no idea if any of those params are reserved. What about the menu? Setting any params not in the params file?

true ice
#

I shall check that now

#

Found it!

#

Apparently, there was a duplicate one in the parameters which was doing it?

#

like one of them was doubled

#

which doesnt do anything on live, but does mess it up in beta i guess

umbral apex
#

In an animator controller? Or the expression menu?

true ice
#

in the...parameter file.

warm cedar
#

very poor on quest

#

I can basically eyeball performance ranks now, which is pretty sad when you think about it

molten cobalt
#

I know I'll have to come up with a different visual for Quest just was doing quick testing

molten cobalt
warm cedar
#

Alright, good job with that

molten cobalt
#

good to know and yeah I already have the pleasant facial expression so I can just skip the particles on Quest

warm cedar
#

That is one stiff tail

#

What do I know, all I did was convert a cord ¯_(ツ)_/¯

molten cobalt
#

I was testing with physics bones off

#

and I also probably need to make a better tail wag animation as I had a tool spit out that wag

vast sorrel
#

Is there the avatar has phys bone be like generic Avater? Beeeeeen T pose and no Tracking in beta ver. not all ways but sometaimes and never fix until you close the VRC.

#

sometime I try ViveProEye and Facial tracker use OSC signals. In that case my PC sometime says error the USB resorce is almost full !! So I try reduce USB conection.

#

And that sometime. OSC's error or something.... accecing VRC server is oftenly miss. some Avatar pedestal says No Image, and move to other world fail and infinite loading.

#

I need repot it? or known issue?

pulsar kiln
#

I just updated to beta. I need people to hang out with. 38 female

timber jewel
lean socket
molten cobalt
tender flower
#

can I ask, do I need to add a Collider to my hands?

timber jewel
#

Colliders in your hands and fingers are added automatically

tender flower
#

k just checking

dusk obsidian
#

Do only certain avatars work for the beta on quest?

#

Because I went though all of my avis and none have worked

gritty moat
#

do i have to import dynamic bones for the physbone to be added?

small surge
#

no

#

its just a 'VRC Phys Bone' Component"

molten cobalt
#

so basically Quest avatars been need to be manually upgraded to use physics bones

dusk obsidian
#

Ok ok

molten cobalt
#

so not a whole lot to do on Quest if you don't upload your own avatars

dusk obsidian
#

Coolio, got it! Ty!

gilded tundra
#

Is there any info on when it will be released? vrcTupCry

#

I’m sick of switching to the beta but it’s also worth it too vrcTupCry

restive tapir
gilded tundra
#

Damn vrcTupCry

arctic flare
#

This one here. Since it is a float you can do blended animations so the more you pull, the more the ears, etc. move

urban salmon
gritty moat
molten cobalt
#

dynamic bone aren't needed at all to add physics bone components

gritty moat
#

Oh

#

But then what do i do so it has physbones? I have the sdk imported but idk what to after that

small surge
#

you add phys bone component on something like a tail, hairstrand, whatever you want to move, edit the settings / radius

gritty moat
#

So i have to add it myself?

molten cobalt
#

yes

arctic flare
#

There are defaults for the hands, head, etc. but for anything more fancy: Yes you have to add them yourself

robust hearth
#

i have a question about the physbones/ open beta on quest. we can only play with other people who have the update. right?

robust hearth
#

ahh alralr i’ll just wait then

molten cobalt
#

yeah good idea to wait if you're not in the mood to be a beta tester

timber jewel
muted bloom
#

These are both contacts and global physbone colliders, the only way to interact with other people’s.

#

Ones that you add manually will not do that

molten aspen
#

Dunno if it's as simple as whitelisting the component, but they're really nice for moving stuff.

#

anyway back on topic

contacts are all floats, what

timber jewel
#

You normally don't need them to be a synced parameter, unelss you want to do toggles with them

cursive bridge
#

I DO kind of like how easy it is to upgrade them to a different kind of Contact when they're all just FLOATS* anyway though.

#

I hope if they make a bool option they preserve somehow idk how the ability to just leave them all floats.

#

Like maybe I wanna mess around without having to go revise a bunch of stuff in my animation controller every time yknow.

#

sorry FLOATS anyway LMAO

pulsar kiln
#

Any idea when the beta will be ready to go live? I tried it today and it's great but heckin lonely

cursive bridge
#

No news on that front yet.

pulsar kiln
#

Imma cry lol

cursive bridge
#

SERIOUSLY constraints on Quest when tho

#

I do SO much cool shit and it's like. All. constraintbased

pulsar kiln
#

I didn't notice any constraints

cursive bridge
#

A constraint is a special Unity thing

#

Quest users can't see them,

pulsar kiln
#

Or am I misunderstanding

cursive bridge
#

it's a thing you can add that lets you make one transform "behave LIKE" another transform, like in position, rotation, or both.

pulsar kiln
#

Hmmm ok

cursive bridge
#

It's the best way to eg unsheathe a sword from your back

pulsar kiln
#

I hate the segregation of pc and quest

cursive bridge
#

you have a parent constraint or whatever on the sword that can make it behave as if it's parent is the sheathe... OR change to acting like its parent is ur hand

molten cobalt
cursive bridge
#

just with one thing.

pulsar kiln
#

Wait I can unsheath a put put putter

#

Lol

cursive bridge
#

Yeah constraints are just the BEST way to do it?

molten cobalt
cursive bridge
#

There are other ways but they're like, hacky, like, turning the whole thing on and off to make it look like it's moved

#

like you'd have a copy in your hand and a copy on your back

pulsar kiln
#

Sounds like it's gonna hurt my brain. Just got up from a nap now getting soniclol

#

Yah that's how it works in secondlife

#

An invisible version in your habd

glass cloud
#

any estimates on when live version will have dynamics? one of my friends asked and they dont have discord

molten cobalt
#

there is no ETA at the moment

shrewd estuary
inner kayak
#

vrcat bot need beta eta faq

mossy python
#

That’s how I get around stuff like that on Quest

muted bloom
#

The workarounds too deal with not having a parent constraint just makes even laggier set ups that are allowed

quasi bramble
muted bloom
#

It’s a question

quasi bramble
#

ohh

muted bloom
#

Constraints are not coming to quest, at least there’s been no announcement of it if you want them vote up the feature request for it

quasi bramble
#

hmm ok

#

but what you showed on the video was pretty cool

muted bloom
#

That’s not mine lol

#

@mossy python posted that

#

Or rather @molten aspen

#

Sorry for the pings lol

quasi bramble
#

oh

molten aspen
mossy python
#

You can, you’d just need a particle system with some sub emitters

#

And add contact receivers to the sub emitters

meager fiber
#

how long do open beta's usually take before they're put on the live version? does anyone know a good estimate? just curious lol

sour epoch
meager fiber
#

maybe like before summer?

#

late spring I assume

#

or do you think it would be earlier

sour epoch
#

definitely less than 3 months

#

probably less than 2 months

#

maybe less than 1 month

meager fiber
#

oh alright thats fine then if its less than 2 months lol

#

my guess is sometime towards the late middle of april

mental marsh
#

E

slender ocean
#

hmmm physbones seem to totally ignore colliders when it comes to player movement

#

if you do it in the editor its fine it hits the collider, if you grab it its fine, but if you walk around like on desktop it goes straight through

#

how the heck am i gonna collect evidence to make a canny tho lol

turbid saffron
#

Demonstrate in front of a mirror.

umbral apex
#

Is there already a canny

slender ocean
#

ok i think i pinned it down,

#

if you use the root transform slot on the collider component, it doesnt work in game

#

hmm, no something else going on here

#

it only doesnt work on my avatar lol, in an abstract test its fine

sick badger
#

Anyone have an idea why a sender and receiver collider would work in unity but not once uploaded to vrchat?

sacred zealot
#

Made a whoopee cushion that I can set any where in the world lol

vital badger
#

okay so I’m wanting to access the open betas of vrchat through steam but when I select a beta I want to try it asks for a code
Where would I find this code because it won’t let me access it without it?

frosty river
#

Codes are only used for closed/private betas. Open betas just use the drop down then close the window

vital badger
#

Okay thx that worked

ebon marlin
#

about to make a avatar to show the issue but was curious if anyone else has had issues with receivers not detecting the correct foot, and cant upload to a avatar set to public.

ebon marlin
warm cedar
#

Anyone else remember the day 1 chaos in this chat?

#

For AD

slender ocean
ebon marlin
#

updated the new canny to say the sdk version.

strange spoke
#

other thing i wanted to do was make my bell collar make jingle noises, hoping that isnt too hard to set up

muted brook
#

Shouldnt be too hard to do

strange spoke
#

nah i think a contact and reciever should be the basis and then just have a sound with it, i'd also try to see if i could change volume based on velocity it collides at too

#

i havent even taken a look at that stuff yet though, i've been far too busy

sweet dragon
strange spoke
#

notedddd

near grove
#

Is the phys bones sdk the sdk there showing in the open beta announcements

#

I was going to try out the phys bones beta but wanted to make sure I do it right and not mess up something

gusty forge
sweet dragon
#

I think to rec animations on different volumes whitch activate if the velocyty is higher than some bimber yep.

sacred zealot
languid basin
#

Did they add sounds for quest on open beta?

inner kayak
#

no

languid basin
#

Ok I was curious because some random dude on quest was able to hear it

#

Probably just accidentally glitched the quest icon

inner kayak
inner kayak
#

it sometimes just appears i guess also

quaint geode
#

not sure if this is a good bug to talk about though, since it just encourages people to try to spam upload content to try to get it to work

#

it rarely happens, and more recently it lasts less than a few minutes

#

it used to last much much longer, and have much buggier side-effects

slow pendant
#

is this a place to ask for help with physbones?

wintry scroll
#

yes

slow pendant
#

Im trying to make grabbable bones but idk how

wintry scroll
#

snip your inspector

slow pendant
#

what

wintry scroll
#

use snipping tool to take a screenshot of your inspector which you can then post into this channel

slow pendant
#

oh ok

wintry scroll
#

try unchecking allow collision

slow pendant
#

ok

mossy python
#

That literally makes it ungrabbable

#

You need to increase your collision radius

slow pendant
#

ok

small surge
#

That radius is very small , can you see them, if not its going to be hard to grab

mossy python
#

Try to use the C (curve) to make the radius the shape and size of whatever you want grabbed

slow pendant
#

whats a good value for a tie?

#

or is the radius mean that its only grabbable if someone is in the radius

sweet dragon
#

Q; So i have animated tail and just wondering how to make it stop animating when someon grabs my tail??

mossy python
#

Depends on how the model was imported

sweet dragon
mossy python
small surge
#

You tail should instantly stop animating when someone grab it already, can add a float IsGrabbed and turn off IsAnimated, but not really needed

mossy python
#

Should be good to go then

slow pendant
#

ok

mossy python
#

You can test by clicking and dragging the tie around in the Game window while the scene is playing

sweet dragon
mossy python
small surge
#

if you have the slightly older sdk, it will behave wierd on IsAnimated

slow pendant
mossy python
slow pendant
#

oh ok

#

it says no cameras rendering

mossy python
#

You need to add a camera to the scene then

slow pendant
#

ok

#

it works thank you

mossy python
#

Do note any edits you make while the scene is playing will be reverted when you stop playing

mossy python
sweet dragon
fluid peak
#

Quick question, when you grab a bone can you spin it or only move it around?

sweet dragon
#

You grab the bone and you can move with whole chain ex grab tail and make it vloser to you or someone else but if you wanna Rotate it.... hm

quaint geode
#

so originally with DynamicBone, it worked properly to have two scripts with the same root bone (but each script functioning on different children bones), since DynamicBone did not translate/rotate the root bone

#

now with PhysBones, it seems to rotate the root bone, so I assume the same setup doesn't work anymore?

#

I guess I can just create some empty bones to separate the two bone groups just to be safe... another avatar sending me back to blender xD

bright jungle
#

you should have a physbone per base of a chain, instead of having one physbone on a root bone (like the head or etc)

#

having multiple physbones also makes it easier to spread the work across multiple threads

quaint geode
#

technically both setups use the same amount of scripts, it's just one setup needs a few extra bones simply to organize them

#

assuming exclusions don't hurt performance at all, creating extra placeholder bones to organize groups is worse for performance

#

but it's just a matter if having two scripts with the same root bone messes up the setup or not

#

I guess a few extra bones is worth making sure it isn't broken for now ._.

inner creek
quaint geode
#

oh, they each affect multiple children bones (but different ones)

small surge
#

Im seeing the opposite of that, it doesnt affect root (guess cause its root of a bunch of other bones)

quaint geode
#

so it would turn like 2 scripts into like 6

#

I haven't seen any root movement myself from testing too, but it DOES* mention it in the documentation

#

Unlike Dynamic Bones, the root bone of a PhysBone chain is permitted to rotate. It can't translate, though. This can have some consequences with certain setups-- try things out on your own to see how it behaves.
https://docs.vrchat.com/v2022.1.2/docs/physbones

#

Unless it doesn't actually mean the script itself will rotate the root? It's hard to tell

small surge
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dynamic bone would make some like my hair root flail all over, physbone dont

quaint geode
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but wait, people use the head bone all the time for dynamic bone root, so if it was true dynamic bone moved the root, wouldn't it be really obvious?

small surge
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can avoid it with radius stuff so it dont

quaint geode
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hmmm

dreamy skiff
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Been trying to get the motion of a sword being unsheathed when the handle is grabbed and pulled but I haven't been able to get it working. Am I missing something?

sweet dragon
sweet dragon
dreamy skiff
sweet dragon
meager sedge
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Dumb question but did'nt find any anwser

Can I play with people "normal version" when I play with the "Open beta version" on steam ?

quaint geode
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The current PhysBones* OpenBeta is not Network Compatible, so you will not be able to see players on live while on the beta client, and vice versa

shrewd estuary
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the ik beta will still remain active after avatar dynamics comes out if i remember correctly

sweet dragon
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but it is posible to see another open beta user bc i kinda wanna test the things i set up... right?

quaint geode
dreamy skiff
drowsy reef
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are they going to add a way to disable avatar interactions per person. to stop that one annoying player who keeps grabbing your bones and pushing your buttons. but still allow others do to so?

twin musk
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Should I hold back on the insane number of bones I have on my avatar, if I want them to be long physics bone chains? Is the new system fit to handle it?

sweet dragon
shrewd estuary
drowsy reef
drowsy reef
bronze void
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Hi hi! This is a curious question but do you think its possible to have psybones on all bones of my tiny avatar so it can be picked up by other players?

hazy fable
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is the new beta sdk broken for anyone else?

quaint geode
quaint geode
inner creek
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You can't drive the physbone parameters with animations right? Did a cursory check by changing the gravity in an looping animation and nothing happened. Just asking here to sanity check.

glass cloud
warm cedar
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Mistakes were made.

sweet dragon
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yep

mental marsh
shrewd estuary
mental marsh
shrewd estuary
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thats more like it

mental marsh
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Alright I will see what I can do

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Unity time

shrewd estuary
mental marsh
near grove
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I need help I want to get out of beta but it’s not letting me

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So I have a quick question about phys bones If anyone knows, I’ve so far set them up on the avatar colliders and all, however it won’t let me upload the avatar.

warm cedar
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it keeps going.

near grove
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what kind of info?

warm cedar
near grove
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ah. i see i will when im not busy

mossy python
severe meteor
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everytime I join someone I cant see them

strange silo
stable rivet
outer wolf
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is the beta sdk required for physbones?

molten cobalt
outer wolf
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knew it

outer wolf
mossy python
mossy python
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Gonna actually make some animations for toggling it on and off

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In the game you drop the Ability as a star that dissolves shortly after so I’m gonna try to incorporate that

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I love apple sometimes

shrewd estuary
mossy python
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And by that I mean I hate it

tired hill
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Hey I don't know if anyone can answer this but are there any other fixes for quest users who are stuck in the open beta? My friend has already tried the uninstall and reinstall fix that has been suggested but it doesn't work for them, are there any other things they can try?

shrewd estuary
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no other fixes are known other than factory resetting iirc

shrewd estuary
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blame facebook for being shitty at managing betas

stable mantle
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For some reason VRC betas in particular have trouble.

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I'd honestly recommend VRChat publishing betas as a separate listing, so we can also test betas without having to wipe our data or use ADB to downgrade.

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Would make it easier.

formal breach
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To swap back to live on Quest, swap back to the live channel in Oculus, then wait 5-10 minutes, then reinstall VRChat on the Quest.
It's funky because technically since this has a higher version number than live, Oculus won't install it. Keep in mind though, doing this may wipe photos.

nova crescent
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Might anyone have any experience trying to animate any of the phys bones values? I'm working on something with phys bones that has a toggle that changes the values of the phys bone component, and whenever played it seems to either do nothing, or the results are very much not the values.

ashen fulcrum
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Has anyone run into an issue where posing any bone on a model locks up the head bone? It unlocks the head bone when I reset the pose

tardy mason
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When will physbones be able so we can see people without having to change back and forth

ashen fulcrum
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It seems grabbing any of my hair bones locks up my head bone rotation

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wondering if that's a bug or something is going on or my avatar has an issue. I made sure to default my playable layers so i dont think any of my animations could've messed with it

sullen elk
ashen fulcrum
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Oh right it is

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O wow yea i didnt think about that, that it would actually grab my head

sullen elk
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That probably is behaviour creators might need to get control over of what is considered poseable and not…

ashen fulcrum
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that would honestly be great if we could

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i can make a root hair bone and not use my head as the root as a workaround i guess

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thanks!

sullen vigil
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I really wish contacts had a larger max radius.. so i could just use proximity contacts with a FinalIK Raytracer prefab to make a functional Range finder.

shadow chasm
quasi bramble
pallid rock
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quick q, can people with the beta be in non beta servers

molten cobalt
shadow chasm
quasi bramble
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ye

near grove
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Can anyone explain how to put physbones into an avi, or have a video on how? I got a file from an avi creator/editor- (their name is bwmp) And my friend wants to know if there's anything he could possibly be missing before he does it, He's uploaded many avis before and is a pc user, he knows all the basics on how to upload and everything and does editing as well. I just wanna make sure he's not miss anything or make any mistakes.

tidal crag
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Update going live when? 👀

molten cobalt
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there is no ETA on when it's going live

shrewd estuary
violet iron
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20200

keen nova
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Hey guys, weird question, does anyone know why the contact Sender/Receiver pram has to be a float?
I mean, It can manually be converted to get 256 data points out of, just seems weird that it's the only option.

stable mantle
keen nova
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Fair enough, guess I'll just have to use math to convert to int/8 bools lol.

warm cedar
sullen elk
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In the canny they’re looking into possibly adding bools and ints so we don’t need to convert, so it might be something that changes in time or not

shrewd estuary
warm cedar
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I think they're gunna start a riot if they did that

shrewd estuary
warm cedar
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I'm not advanced enough in the discord lore to understand the joke lol

shrewd estuary
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i am very caught up in my vrchat discord lore

warm cedar
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This time it will be the dynamic bone conversion

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or quest players lagging in their 1249 Collision check physbone avatars lol

shrewd estuary
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"why my game lagging"

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"yeah i have the two trillion poly catgirl avatar shown so what"

warm cedar
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I get mini aneurisms talking to people using that avatar

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Not their fault it's unoptimised but I'm still shaming the laughable performance

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(517 mats, no props is ridiculous.)

shrewd estuary
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when the fishnets that are actually 3d modelled hit

warm cedar
shrewd estuary
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how many collision checks in that dress

warm cedar
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Idk the 32-bit integer limit

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the sky's the limit when you don't give a damn

shrewd estuary
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vrchat users somehow making avatars that pass the 32 bit integer limit in polygons when that isn't even supposed to be possible:

warm cedar
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Mesh read/write disabled

shrewd estuary
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no mesh read/write??

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[insert that megamind meme pic]

warm cedar
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Don't know why people don't just enable it

shrewd estuary
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/j

warm cedar
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I'm a NERD So I will ENABLE

shrewd estuary
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impossible

warm cedar
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possible

shrewd estuary
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REAL

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ok im going to bed i might test beta tmr idk

warm cedar
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He enabled mesh read/write
(H)e en(a)bled (m)esh read/write

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I just found the worst joke for a quest user

Laugh.mp3

Oh shit, The quest users couldn't hear me.

mortal plume
warm cedar
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Pc elitism, such a mood

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Not mine though, Quest users are cool.
Above the age of 12.

keen nova
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Man, mini floats are annoying to convert lol

lime yarrow
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Random feature idea, tell me what you think about it: Having Avatar Tags (when you upload an avatar, or even in the avatar descriptor itself though being able to do it on upload could maybe make it work with 2.0 avatars as well(?)) that automatically set your avatar's automatic senders to send those tags, so that you can have things that discriminate between types of avatars without having to manually add a sender to your avatar with a bunch of tags (which people won't really do on their own most times, but a tagging system that automatically prompts you to add tags when you go to upload would make this more of a common thing)
And before anybody points out how this could be used in a toxic way, I know. But so can most things.

timber jewel
jovial thorn
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Hey I was wondering if anyone knows how to add physbones to avatars?

warm cedar
fallow rock
jovial thorn
fallow rock
jovial thorn
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Okay, thank you!

timber jewel
warm cedar
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I may be an idiot

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But I'm not that stupid

timber jewel
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sorry for not being english native then I guess?

mossy python
warm cedar
shadow chasm
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Is it possible to have the physbone angle parameters get exported by osc with our making them avatar parameters? Its such a waste of the 128MB adding them as synced parameters, but osc won't seem to export them if they aren't synced.

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Adding them in the osc config file doesn't seem to work for some reason

gusty forge
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I could be misinterperting it though

wraith island
restive charm
sterile aspen
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guys anyone knows when the new update is coming?

hazy linden
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When it's ready. It could be 2 weeks, it could be 2 months. They havent given a date.
You're like the 20th person to ask so far

wheat fjord
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Judging by past updates... They've always added beta updates on thursdays or fridays. If the trend continues, there'll be a update to the beta sometime tonight.

wintry scroll
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My unity is still quite a bit more prone to crashing than usual (but is less than last beta sdk)

warm cedar
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joke*

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(Please don't I have 3 unfinished avis)

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even if they were to release it today.. I mean.. no parentconstraints for contacts, a bummer

wheat fjord
warm cedar
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I am fucking blind holy shit

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I am so sorry

wheat fjord
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They've always released the beta updates thursday or friday of every week since the 4th

warm cedar
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Pretty much, yes

wheat fjord
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The 4th was a friday was well

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Friday, the 4th, Thurday the 10th, Friday the 18. See the pattern?