#open-beta-discussion
19 messages · Page 12 of 1
3d oval
Yeah, I just noticed it happening with some swarias. The wings got all wobbly and completely tangled up.
like capsule but different radiuses
Nah only capsule and sphere (and occasionally infinite plane)
dam
I mean capsule does have rounded edges.
can you have different x and y lengths on the capsure collider
You can have a radius and a length?
So radius is its thickness and length is its height.
ya. would be useful to be able to change the width and length also tho
But you can't, say, make it oblong.
I think it's for performance reasons?
But i don't know. It looks like they're adding more down the road, they just wanted to let people get started now.
Kinda like they did with SDK3.
So when it launches, a bunch of avatars will work "out of the box".
Dont exactly see the point in that
Beta avatars are backwards compatible.
So for instance my avatar will Just Work ™️ when AD goes live.
if they push it out now without adding things like inside colliders a lot of avis will be broken
well hopefully they fix it before and not pull an osc
lol yeah uh
where they just pushed it out on a friday and ignored the bugs
OSC was broken on Quest the first release
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.
It's fine now with an update.
To be fair, they didn't have that many people testing the beta on Quest.
they also left a bug in where if you have more than a couple inputs and switch avis it slows to a crawl
But boy howdy. OSC was BAD first launch.
still havent fixed any of the actual osc bugs
I have video of this too. It's pretty amusing, ngl
I mean I'm not astral projection t-posing anymore so they fixed that.
there wasn't much the average Quest user could actually do with open Sound control as that requires secondary Hardware do even do anything
thats not a bug that is in osc. thats a bug from the update
It only happened if i enabled OSC from the options menu.
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.
After a little more testing i confirmed it only caused the weird out of body issue when OSC was turned on.
If i triggered safe mode, it'd disable OSC and restore everything to normal.
well then they fixed one bug. but none of the others
It's cool that it's there though. Even though the documentation is even worse than the Quest Avatar documentation.
😅
But yeah, having PhysBones in beta and gathering feedback is really useful.
I just wish it was live compatible.
There's already changes they're tracking on the Canny.
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.
Seeing as they wouldn't even allow Dynamic Bones on Quest, but PhysBones they have no problem with.
The quicker VRC gets away from Unity's default physics system the better.
(Because on anything but NVidia hardware and iOS It's CPU bound.)
They already plan on incorporating Avatar Dynamics into worlds
I meant like fully replacing the current physics as well.
E.G. those pool prefabs aren't getting any more performant.
A new physics system that's tuned for performance and stability would be appreciated.
We can always pray to the developer gods
Can someone explain how dead zone works? I have drift so do I put it at 99?
I have a question: are parameters set by contacts broadcasted via OSC? If not, will that ever be a feature?
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.
Can you actually set the "Is Animated" Parameter in the states
Out of context that sentence amuses me.
What sentence
Cause atm, everything that was a dynamic bone and had animations. Cannot be grabbed while it is animated
Unless you can basically set that parameter to false during runtime
My drift goes all the way to the corners xD does a wiggle waggle lol
Same. Drifts hard right and waggles.
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
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.
It's always the left first innit?
well yeah because games typically use that one for movement
can't wait for the inevitable day my index controllers start to drift woohoo
I thought that was the point of "Is Animated"? To allow movement in animation states????
awesome
I keep seeing Unity themes that look like VRChat UI and I gotta ask how.
So you just manually set that?
yep
Dang
too many times i forgot i was in play mode and changed stuff only to go derp, that wont save
looks cool
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.
Would be easier on the eyes than the current Unity scheme.
I take it it's only for play mode though.
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...
OH i got you.
Why not instead just create an exit transition for the animation that's triggered by {param}_IsGrabbed?
how would I approach doing that
it will stop the animation when grabbed now, was a bug with isanimated , _IsGrabbed exsample >
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.
the only logic I have right now is this
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.
Yeah, I am completely lost atm
so, if the armature is grabbed now. It will stop the animation, is that correct?
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
It might not be fully functional with physbones.
Figured, well. I need to wait for a friend to test it in vrchat, not in unity to test this idea
Although, thanks for the help
Whilst i don't want PhysBones to immediately go live i do hope a following beta gets network compatibility.
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
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).
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.
But it'd allow for at least wider testing of physbone features in larger groups or with friends or clients on live editions.
I've seen people testing Contact features in Unity, does anyone know how they do this?
I just wanna grab a bone and test the _IsGrabbed
oh lol we're literally talking about that
I can't figure it out, how are you guys grabbing stuff on your avatars in Unity?
game mode, have camera tagged as MainCamera or you cant do it, custom cam does not have it set as default
oh GAME mode! Damn! Thank!
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?
Hey, is somone online in PCVR who I could test out something real quick?
Still need help with this, if this is even fixable
Use the ignore transforms option on your physbone(s), or delete the excess bones in Blender/etc
I'll try that, thanks
Hope this can be fixed / implemented cause other wise stuff will get out of sync for different people.
https://feedback.vrchat.com/open-beta/p/1184-late-joiners-wont-see-if-phys-bones-were-grabbed-posed-stretched
It is not synched at all to my knowledge. It will fall out of sync on it’s own unless you snap to posted states with networked params.
It will desync without late joiners
Wait isn't there a note on PhysBones about adding them to the parameter list not being necessary?
still not so great
syncing potentialy hundreds of bones position for each player in the instance, not so great either i would say
alright, i did that, but it still says it's not andriod compatible. do I really have to literally have no phys bone transforms and components to have this be quest compatible?? I don't want to delete ALL the transforms and components because then what's the point of having physbones open beta in the first place
It's not android compatible because you haven't uploaded it for Android yet
im confused, im new to this stuff
read the windows/android support fields as
"Is this avatar uploaded for Windows?: Yes"
"Is this avatar uploaded for Android?: No"
switch to android build. upload on same blueprint id, it will say yes
^ build and publish the avatar to the same blueprint ID, and it'll be Quest-compatible
oh
Realistically you shouldn't have hundreds of PhysBones lmao.
realistically it will be the case ^^
This is true.
Perhaps have a synced bone limit then?
tbh doing one sync at join would still be fine
I mean if you are in the same lobby it shouldn't really get out of sync, at least not by a big degree
biggest problem really are late joiners
60+ rooms easy 2000 bones
Perhaps there should be "intelligent sync" then?
Keep a manifest of which bones are currently being grabbed or manipulated, and sync those and only those.
That way only a small handful are synced and the rest are left alone.
Purportedly the camera has to be tagged "main camera" in the tags box.
👆
You grab them from the game view not the scene view.
Wish you could tint the UI normally :|
No emotes button?
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?
The point is that you can interact with others, and they can interact with you 
Colliders specifically though? On my own avatar, I noticed PhysBone Colliders do nothing unless I specifically mark them as colliding with a bone.
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
You're looking for contacts
Contacts will trigger interaction but won't "move" bones, when testing in Unity.
Is player to player interaction limited to grab/contact is basically what Im asking.
Or is there a way to have player to player collision on bones as well?
Can you make it so colliders other than hands are affected by a physbone?
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
Ah that is, well, a really big shame.
In bitter irony, it nullifies my need for a finite plane, lmao.
Also: Who has something against thumbs?
anything other my hands won't seem to interact with other's avis
ok I might be wrong about the torso, head, and feet then. I just assumed
I noticed thumbs are not a default, which means my definition of them is pointless as well.
I wish I could make them active for my avatar
That kinda limits physical interaction if you can only use 4 fingers for actual physics with players.
(Again though: Why are thumbs not present?)
Is there a known reason why receivers can only change floats or/and if that gets extended to boolean and int later?
LMAO I thought your icon was familiar, and...
Under the Settings tab of the Quick Menu, you can adjust who can and cannot interact with your avatar. For someone to be able to interact with your avatar, both parties must explicitly allow interactions with each other. Mode - Specifies who you want to allow to interact with you. You can choose bet...
(I thought I was going crazy a second)
that is threatening lmao
oh ok ty!
It does solve the issue of someone just teleporting in with an enormous collider and making everyone’s physbones go crazy
that has happened randomly before to me, twice and it wasn't anyones collider. Perhaps a bug, couldn't reproduce it so I haven't added it on the feedback thing
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
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.
E
A
Sports
It’s in the game
Can’t you just reparent the bones in blender anyway
Yea but it's preferable that the cape moves with the shoulders as well since they're connected to shoulderpads.
It works how it is, it just uses 3 physbones instead of one.
Capes can be weighted to more than one bone
Maybe you could just have a soft gradient blend
Gonna be honest Im still learning some things, and my brain is a bit fried from staring at unity all day.
Just curious, how long till avatar dynamic become live?
there is no ETA, it will come when its ready
maybe 2 weeks, maybe 2 months
Sometimes constraints really are the best solution to a problem. Weight painting can only do so much.
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
nvm i found them, my scale was just totally off
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
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
Did you build and upload for Windows using the same Blueprint ID?
yup
"Windows Support: No" means "This model has not been uploaded to VRChat on this platform"
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
that's what I did
What happens when you click build and publish?
well it says that it published but it still doesn't show as both pc and quest compatible
either I missed a step or idk
It's published for android.
"Windows Support: No" means you never built & published the avatar for that blueprint ID.
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.
If you're in the right project just build and publish, and as long as its successful, it should show as "Windows Support: Yes"
hm alr, let me try that again then
Also make sure to restart Unity — Sometimes the beta SDK gets confused.
NP.
Just in case anyone needs it, I made an optimized avatar test world; The only other one I could find was pretty badly optimized and lagged out Quest when the mirror was on, so I made something a little more performant: https://vrchat.com/home/launch?worldId=wrld_7454e0ef-0dcc-469b-bf2f-dcdd65cc7766
Has 2 mirrors & four chairs, for testing with other avatars.
Might be useful for testing dynamics on Quest?
Its hard going back to live version of VRChat so hype for this update
Kinda wish you could do side-by-side installs on Quest
someone was talking about people trying to make a universal for damage type things with avatars does anyone know what that parameter would be?
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
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)
If you only wanted it on one of them, you would only need to update that build.
First of all, #avatar-help
oh, i thought it would be different since im on the open beta sdk
It's not, updating an avatar is the same whether you are on the beta or not
ah, right, thanks
i am just curious as to why i cannot see the gyzmo stuff for physbones
any thoughts?
i have it selected to show the scripts ion the gyzmo tab
do you have the Gizmos enabled on the script itself?
do you see any gizmos in the scene like lights or cameras?
I imagine your Gizmos are not enabled
that would help
shit mouse keeps double clicking when i dont want it to
thanks
-.- i love it when unity crash when i building and testing my beta avatar. o.O
How do I do beta?
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
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?
you need to check isanimated
still does the same thing
what exactly are you animating?
tongue scale starts at 0,0,0 from the parent
are you animating the scale/rotation of the bones or are you animating the max angle?
only scale
well
im not animating the physbone at all
i am animating the scale of the bones
instead of just appearing it appears to fall out
is the intented purpose
in dynamicbone it works fine
is the problem the twitching?
yeah show how it works in dynamic bone, I'm not understanding what your goal is
it... seems to be working just fine
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
sheesh the amount of colliders and bones on the tongue...
also wondering if that qualifies as not-safe-for-work the avatar
It seems animating the scale to 0 completely zero breaks the simulation, but 0.1 works fine!
well a large portion of avatars in vrchat are for pc vr users that are NSFW for use in private worlds and such, the physbone update really really really hurts the people who have created thousands of avatars that people already use in their day to day experience on the game
yeah physbones is great maybe for avatars that have like 50 bones max
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
its just very inconsiderate considering that the main reason for physbones is so quest users can see things move
more than 60% of vrchat playerbase is quest platform so obviously they have to cater
but i think a better option was to make physbone portion of this update only for quest use
and dynamic bone remains the same for pcvr
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
alright thank you
but that wasn't even my point at all
i mean you can believe what you want, im just giving you the statistical reason that makes sense to me
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
i just really do not like this update, yeah the physbones are cool i guess
but it undermines years of work by avatar creators that keep this game alive
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
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
has anyone made a canny for this already?
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.
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
The solution is to scale all your toggles to 0.0001 instead of 0. You should never scale anything to 0 in a game as it can cause major issues in scripting. Crashes can occur in actual games that aren't Unity
I see, I’ll edit my animations then
when the scale set to 0 hits
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?
make sure your pull is set to a decent value
and i'd recommend also doing max angle that's about the size of the whole eye
oh that worked! thanks!
anyone know how to make a contacts tracker?
Explain
basically an object e.g a cube sticks on another person
constraints 👍
keyword: another person
World constraints I suppose
You can't simply put your gameobject on another person, or you'd have to do some shady networking
Well then you've found your solution
where someone was able to do it contacts
it's not released yet
0 client involved
wonder if someone else made the same discovery
when will the update finally be live ?
Poiyomi v8 is now compatible with Single Pass Instanced Stereo
wasn't Poiyomi V7 that as well?
Not fully apparently
Sounds more like they just went over everything, looked if it worked and fixed a few small things
btw when is V8 coming out?
so we wear the tracker right between the shoulder and elbow instead of just over the elbow then?
Approximately this month
Trackers don't have to be exactly on the position of the joint or body part, they can be offset as long as you calibrate with them in the corresponding position on your avi. Some people wear their feet tracker's on their ankles, this makes you lose ankle articulation but some dancers prefer it
hmm i see
what is the stereo rendering thingy?
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.
makes sense as well
I can’t wait for PhysBones to release
I’m tired of turning on Dynamic Bones and losing 10 FPS 😂
how intense will the physbones be on quest? like will the hair move and stuff?
Hair will move and can be set to interact with
people can make certain animations play depening on if you're grabbing, pulling or setting it at an angle.
yOOO does anyone know if there's a workaround to grabbable physbones when your chracter has no fingers?
Custom finger trigger?
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
🤔 oh? I actually haven't worked with the trigger system yet I'm actually a little scared to lmao but I need to learn
Contacts are easy
my other though was modeling "fingers" with transparent shaders
just set the position, scale and tag, For a sender it's what you will send out, and a receiver to receivet
I used physbone colliders for this dude but if course it can only push thhe neck and tail bones around
oh not bad at all!
you would want a contact sender at your handpalms with the tag either "Hand" or "finger"
Not exactly sure which one to use, but I'm sure you'll find it
yeah yeah! can the reciever just be tagged as the physbone itself? instead of like a single bone or point
It has to be added as a component
wherever you wish it to be
Physbones would need to have it on all points manually, I don't think an automatic version exists just yet
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"
since I wouldnt be able to use it with friends then
Is there any way you can change your reaction depending on weather a friend or stranger touches your contact sender?
not easy, if they have a custom contact/recive you can make it friends only
(unless someone make the excact same parameter/trigger , good luck with that)
excuse me
i cant seem to find where i can enable it on my rift s
im sorry if im a pain
you don't need fingers, you only need hands.
you should be able to grab phys bones even if your avatar has no arms - you will just grab with invisible hands
same as you can pick things up in a world without arms
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
Win !
i suck at modelling you are lucky to have talent
😭 I just made some cubes with an invisible shader
did u model that lol
Yes! It's a wooden snake toy, the kind that pinch your fingers
Figured it would work well for physbones
that's heckin' awesome lmao
Select the gameobject you want to add a collider to, click Add Component, search for "phys", and click the "VRC Phys Bone Collider" component
very cool
one question anybody can tell me why physics bones prevent my tail wag animation from working properly?
enable IsAnimated
bruh... thx
Might be worth making a Canary post about this if you haven't already
that was a realll fast solution xD
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???
gx layer?
*fx sry
why would you need to do that?
I mean it should just work
(unless they do some big changes before it goes live)
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)
I have no idea what you mean
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
yup
params from fx layeer like grab ear, streach and so on.... that what i meant
As I said everything you do in beta should work fine on relase
and what is with those?
Tweaking of the new physbones should be done anyway, default are not really good
nwm
posable is enabled by default, you likely dont want that
it works fairly well
Theres 1 radius on them, youd want a curve
you can use a curve
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
That was an issue with Dynamic Bones too, you can fix it without adding bones by just adding end length to the hand bones if I’m understanding the issue correctly
OH damn haha
well I ended up just doing this. they're hidden with a poiyomi shader on 0% alpha so they're invisible
Could you just remove the renderer from the fingers entirely? or does it not work with just the collider, mesh and transform?
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
invisible, but still rendered
they don't need to be weightpainted to anything, the bones just need to be there
Poiyomi 🤮
oh yeah you don't have to have actual modeled fingers, it's possible to have empty bones (bones not weighted to any mesh at all) ^^
(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)
if they are their own skinned mesh renderer then you can easily just remove the skinned mesh renderer.
(after you assign the humanoid rig)
don't be rude it works for my art style lol
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"
I don't personally use poiyomi but I have seen really great shading with it.
is..the hand it's own mesh renderer? 
?
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.
Yeah all the Very Poor avatar users with 200k+ polys thought a shader was their problem...
I mean since Poiyomi is no locked when uploading it should be wayyyy more performant
Is it true open beta won’t release until September ? 🥲🥲🥲
No ETA
A person told me it was releasing in September lol
no one knows, my guess would still be april 🔨
Don't believe everything you hear.
I didn’t that’s why I asked discord 😃
I can now pull the cap of my hoodie above my head :p
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
very cool
_Angle is also sometimes a bit wonky
it basically never stands still
unless I fully pull it or put it fully down
that is pretty sick
Do contacts work on particles? I'm guessing they don't but I'd love to test this out
nope
Good, If I were to see you in the beta get ready for an ass-blast, god I love my gun
you could always put a contact where the particles end up if they arent that random, like at the tip of the flame on a lighter
Already had this idea, but my avatar is already very poor enough 😅
@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.
Stupid question, but are performance ranks increased for quest on beta?
Just checked and my
avatar is
on quest, but it's only
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
This is a bug and will be fixed before release
thank god
Imagine the quest casualties if it didn't
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.
their radius cannot be 0
Oooh. Thank you!
why will my butt bone not stop jiggling?
lmao
Why damn it, it's you
why damn it, if it aint mr cord pull
lmaooo
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
🔨 bump
This needs a SDK warning to be honest
Sickk
Yeah that would be nice, i feel like i'm going to forget to do that a few times for certain
someone go make a canny about it if it hasnt been made already gogogo
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
dont use 0 radius
use 0.0001 or something
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
They're talking about making an end bone grabbable but not the root bone that defines it, without making the end bone a root bone.
aa
By an inch or a mile, I always say.
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 ...
you have Sound enabled in your scene view?
I tried clicking the button and it will not turn on while in play mode
in play mode you may need an Audio Listener inside the audio source's range
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
i made a canny for the issue i'm having, upvote it if you would: https://feedback.vrchat.com/open-beta/p/1184-physbones-set-to-have-0-radius-using-a-curve-are-still-grabbable
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
Can you please send a full size screenshot? That one isn't helpful
What cause avatar to jitter?
Because I add physbone and it's making body/head jitter
Nvm
Is this where we talk about issues we have with the beta?
yes
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.
how hard would it be to integrate this to work with a vrc avatar in real time? https://www.nvidia.com/en-us/omniverse/apps/audio2face/
Hey so are there any predictions as to when the beta will be a normal part of the game?
a day, a week, a month. It'll release when it's ready.
Yeah no I know, just curious if there was ever an estimate put out
only in dream. date when come out, unknown. give them time and when it do come out. i almost sure you be alive to see it 🙂
Lmao alrighty
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
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 map
(nvm i think world physbones are coming in a later update)
(nvm again i think thats something else)
What are your expression parameters
Uh....the correct ones? Im unsure what you mean. They currently look like this
You might be using a reserved VRC param
Or a duplicate
I think that broke avatars, as least when I tried the open beta
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?
Post a screenshot of the parameter file, I don’t remember all of the vrc params
This?
Why would this help
lol idk, you ask for the actual files XD
The inspector
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
they aren't red so ur good
Yea, no red warnings luckily
then u should be fine
oh hm..yeah sorry about that im not sure what it is..
Have you updated to the latest open beta SDK
Unlucky. Try opening the debug panel from the action menu. Options>config>debug or something
You can also try removing layers one by one, rebuild and test
I’d remove the menu and param first, keeping the layers
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
I have no idea if any of those params are reserved. What about the menu? Setting any params not in the params file?
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
In an animator controller? Or the expression menu?
in the...parameter file.
Particle system
very poor on quest
I can basically eyeball performance ranks now, which is pretty sad when you think about it
I know I'll have to come up with a different visual for Quest just was doing quick testing
and actually it's poor having one particle effect not very poor https://i.gyazo.com/f259c9d73eb27570da6a4c35c803f7c1.png
Alright, good job with that
Facial visemes, works the best
good to know and yeah I already have the pleasant facial expression so I can just skip the particles on Quest
https://i.gyazo.com/bac89b5e81b326170df6df9301011666.mp4 also got headpats to control tailwag speed
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
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?
I just updated to beta. I need people to hang out with. 38 female
By popular demand xD
I am in love with this
https://i.gyazo.com/f2327f60ef2e1af53b984f446ec47517.mp4 ears perk up a little now
can I ask, do I need to add a Collider to my hands?
nope
Colliders in your hands and fingers are added automatically
k just checking
Do only certain avatars work for the beta on quest?
Because I went though all of my avis and none have worked
do i have to import dynamic bones for the physbone to be added?
there is no Auto conversion to physics bones with Quest avatars because there are no Dynamic bones to convert
so basically Quest avatars been need to be manually upgraded to use physics bones
Ok ok
so not a whole lot to do on Quest if you don't upload your own avatars
Coolio, got it! Ty!
Is there any info on when it will be released? 
I’m sick of switching to the beta but it’s also worth it too 
can you share the configuration? how do you trigger the animations?
no current ETA on release
Damn 
it's the [Parameter]_streched variable which gets created when you give the new bone system a parameter name I think. Used the same to let my avi make an angry face when someone pulls on the hair
This one here. Since it is a float you can do blended animations so the more you pull, the more the ears, etc. move
Did you make the hood scrunch around your face yet?
How do i add it then without importing db?
dynamic bone aren't needed at all to add physics bone components
Oh
But then what do i do so it has physbones? I have the sdk imported but idk what to after that
you add phys bone component on something like a tail, hairstrand, whatever you want to move, edit the settings / radius
So i have to add it myself?
yes
There are defaults for the hands, head, etc. but for anything more fancy: Yes you have to add them yourself
i have a question about the physbones/ open beta on quest. we can only play with other people who have the update. right?
yes
ahh alralr i’ll just wait then
yeah good idea to wait if you're not in the mood to be a beta tester
Nope, I'm not good at blender at all xD
Don’t need to and shouldn’t: use the ones on your avatar descriptor if you want to move or resize them
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
Constraints on Quest when?
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
They are, there is a canny to make constant a bool
You normally don't need them to be a synced parameter, unelss you want to do toggles with them
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
Any idea when the beta will be ready to go live? I tried it today and it's great but heckin lonely
No news on that front yet.
Imma cry lol
SERIOUSLY constraints on Quest when tho
I do SO much cool shit and it's like. All. constraintbased
I didn't notice any constraints
Or am I misunderstanding
it's a thing you can add that lets you make one transform "behave LIKE" another transform, like in position, rotation, or both.
Hmmm ok
It's the best way to eg unsheathe a sword from your back
I hate the segregation of pc and quest
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
unfortunately nothing can be done about that technologically
just with one thing.
Yeah constraints are just the BEST way to do it?
yes
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
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
any estimates on when live version will have dynamics? one of my friends asked and they dont have discord
there is no ETA at the moment
woah funny buttons
vrcat bot need beta eta faq
You can do this with a particle system
That’s how I get around stuff like that on Quest
For example, that’s how I made the health bars like this
They could be whitelisted; I don’t think we’ve ever had an official statement why they aren’t
The workarounds too deal with not having a parent constraint just makes even laggier set ups that are allowed
Wait actually? or was that just a question
It’s a question
ohh
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
That’s not mine lol
@mossy python posted that
Or rather @molten aspen
Sorry for the pings lol
oh
oooo, nice.
I guess you can't really do this with contacts ln a particle though.
You can, you’d just need a particle system with some sub emitters
And add contact receivers to the sub emitters
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
Most are only two weeks, but due to the large scale of avatar dynamics, it's going to take longer to make sure that everyone is happy
maybe like before summer?
late spring I assume
or do you think it would be earlier
oh alright thats fine then if its less than 2 months lol
my guess is sometime towards the late middle of april
E
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
Demonstrate in front of a mirror.
Is there already a canny
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
Anyone have an idea why a sender and receiver collider would work in unity but not once uploaded to vrchat?
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?
Codes are only used for closed/private betas. Open betas just use the drop down then close the window
Okay thx that worked
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.
keep trying to make make a system to make noises when is step but keep finding bugs inverting the left and right feet. https://feedback.vrchat.com/open-beta/p/1184-bug-foot-detection-inverted
they claim to have fixed that in the latest beta patch, make sure you're using the newest beta sdk
i am, they fixed this issue https://feedback.vrchat.com/open-beta/p/1181-bug-foot-colliders-not-assigned-to-correct-foot which I made as well.
the avatar descriptor seams to show it being put on the correct foot but when im in game and using a receiver to detect the left and right foot its switched.
the video i posted in the canny. https://www.youtube.com/watch?v=Df-Dnv2ZvyA
updated the new canny to say the sdk version.
Oh no. Lol.
thats funny thats actually one of the first things i wanted to try when the new system released, i didnt know that it was gonna be that complicated though XD Boy am i glad you're the one working on it though
other thing i wanted to do was make my bell collar make jingle noises, hoping that isnt too hard to set up
Shouldnt be too hard to do
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
I can confirm that thing is working but i didnt test IT with volocity and volume, bc idk how yet.
notedddd
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
A simple methed I could think of to do velocity and volume would be to have different contact receivers and in the transitions have the highest velocity first, next the second and so on. The animations would just be for the different volumes
I think to rec animations on different volumes whitch activate if the velocyty is higher than some bimber yep.
I'm having the same issue but I haven't checked my sdk version yet! I'll check again later then find your canny post if it's still doing it for me. I made light up shoes! I also had to anchor the contacts to the world because they move way too much on my avatar
Did they add sounds for quest on open beta?
no
Ok I was curious because some random dude on quest was able to hear it
Probably just accidentally glitched the quest icon

you can have the quest tag set if you upload an avatar for quest while in game on pc
it sometimes just appears i guess also
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
is this a place to ask for help with physbones?
yes
Im trying to make grabbable bones but idk how
snip your inspector
what
use snipping tool to take a screenshot of your inspector which you can then post into this channel
try unchecking allow collision
ok
ok
That radius is very small , can you see them, if not its going to be hard to grab
Try to use the C (curve) to make the radius the shape and size of whatever you want grabbed
whats a good value for a tie?
or is the radius mean that its only grabbable if someone is in the radius
Q; So i have animated tail and just wondering how to make it stop animating when someon grabs my tail??
Depends on how the model was imported
radius ia a value what tells you how big is he area of grab
Just pay attention to the gizmo in the editor and try to match up the collision size with the shape of the tie
You tail should instantly stop animating when someone grab it already, can add a float IsGrabbed and turn off IsAnimated, but not really needed
I did that
Should be good to go then
ok
You can test by clicking and dragging the tie around in the Game window while the scene is playing
i testeg it once and i think tail was still animated (or meaby my tail could be still to floopy?)
Try messing with values while the animation is off
if you have the slightly older sdk, it will behave wierd on IsAnimated
can you be a little more specific pls bc Idk what im doing tbh
Press the ▶️ button at the top of the editor, it should automatically put you in the Game window
You need to add a camera to the scene then
Do note any edits you make while the scene is playing will be reverted when you stop playing
👍
so i need to check the sdk and if needed import the new again to overridr old one?
Quick question, when you grab a bone can you spin it or only move it around?
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
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
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
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 ._.
If physbones affect the root bone why don't you just go down one on the chain, would it not behave the same as a dynamic bone would?
oh, they each affect multiple children bones (but different ones)
Im seeing the opposite of that, it doesnt affect root (guess cause its root of a bunch of other bones)
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
PhysBones is a set of components that lets you add secondary motion to avatars. Secondary motion lets parts of your avatar move given some physical parameters, making avatars feel much more real and dynamic with little effort. PhysBones can be used to animate hair, tails, ears, clothing, and much, m...
Unless it doesn't actually mean the script itself will rotate the root? It's hard to tell
dynamic bone would make some like my hair root flail all over, physbone dont
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?
can avoid it with radius stuff so it dont
hmmm
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?
i have a katana and two recivers (first shows the sword and put it on my hip and second feciver slightly higher puts sword in my hand) first reciver have allow self interact as well as the second one but left hand is to show the sword and the right is to take it from hip to hand) I usr parent costrain as well
Can i call you to have the whole picture?
Yes, but it will have to be in a bit though since I'm needing to keep an ear out
i will at least show you my set up
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 ?
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
Thanks a lot. Precise anwser
oh yeah the ik beta is network compatible though so if you want a beta that tests new stuff while also being compatible with live you can go test that
the ik beta will still remain active after avatar dynamics comes out if i remember correctly
but it is posible to see another open beta user bc i kinda wanna test the things i set up... right?
yes, that is correct, you can find a lot of players on the OpenBeta in the Avatar Dynamics Hub (search on "dynamics" in the world search), or use the portal from the default home
Pictures with an explanation would probably be better
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?
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?
in game you have 3 optioln nobady, frends and everyone
you tell me
the new system is much more optimized but you probably shouldnt have like 20 thousand bones
i know but what if i dont want to disable it for everyone
im sure everyone seen my avatar lucy that randomly popped off xD
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?
is the new beta sdk broken for anyone else?
it might be possible, but it might be very difficult to get the avatar to move properly if it's humanoid
might have to recreate all the default moving animations
if you updated from the very first PhyBones OpenBeta SDK, to one of the more recent versions, you might have to delete the file mentioned in the #open-beta-announcements, mentioned here
#open-beta-announcements message
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.
alright ty
yep
I love the hud
What about fifty thousand?
rookie numbers
10mil
thats more like it
for legal reasons im jokin
Imagine imagining how to imagine
I need help I want to get out of beta but it’s not letting me
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.
you're gunna need to give more info for that to be answered
it keeps going.
what kind of info?
Physbones info, unity error, sdk build
ah. i see i will when im not busy
This is why I don’t hang out with other furries
everytime I join someone I cant see them
if your on the beta you can't see people who are on the live version.
Solution made
i remember you instead from in game
is the beta sdk required for physbones?
yes
knew it
thank you!
See mine is just a massive fuck off sword from Kirby that has every PvP parameter I have come across
Lookin' sharp
Gonna actually make some animations for toggling it on and off
In the game you drop the Ability as a star that dissolves shortly after so I’m gonna try to incorporate that
Example
I love apple sometimes
when the accidentally clicking on a chair hits
And by that I mean I hate it
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?
just keep kinda sorta doing it ig
no other fixes are known other than factory resetting iirc
Okay thanks
blame facebook for being shitty at managing betas
Try switching to the beta on the store again, waiting 10 minutes or so, then switching back to the base channel, via the Oculus Store website (not the mobile app).
For some reason VRC betas in particular have trouble.
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.
Would make it easier.
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.
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.
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
When will physbones be able so we can see people without having to change back and forth
It seems grabbing any of my hair bones locks up my head bone rotation
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
Is your phys bone root your head? Because once you pose that you’ll also pose your head so it’ll stay in place (that’s actually an interesting note to consider and add to canny)
Oh right it is
O wow yea i didnt think about that, that it would actually grab my head
That probably is behaviour creators might need to get control over of what is considered poseable and not…
that would honestly be great if we could
i can make a root hair bone and not use my head as the root as a workaround i guess
thanks!
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.
yay finally got my POC for pulling a sword out of thin air trick to work.
Hey, I was wondering if you could teach me how to make what you had in the video? If you are able to of course.
Also, very cool!
quick q, can people with the beta be in non beta servers
you can only see other people in the beta
I need to go and thin up my cross sections so I can make the "portal" a lot thinner... It will look so much snazzier
ye
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.
Update going live when? 👀
there is no ETA on when it's going live
2030 (joke)
20200
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.
Because it's being used as either a bool or a percentage, AFAIK.
So 0 is 0% (no contact), 1 is 100% (full contact), and the values in-between are % distance within range.
For modes that set this only to 1 or 0 you can also use an integer (at least in testing), and I've heard of bools being used on the animator controller as well. But I can't confirm this.
Fair enough, guess I'll just have to use math to convert to int/8 bools lol.
April 1st, 2022, as the biggest joke to go down in history
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
a mild amount of trollin
I think they're gunna start a riot if they did that
when the general 1 hits

I'm not advanced enough in the discord lore to understand the joke lol
alright so basically, every time vrchat releases a slightly major update, at least someone in #vrchat-general-1 is gonna complain about it
i am very caught up in my vrchat discord lore
This time it will be the dynamic bone conversion
or quest players lagging in their 1249 Collision check physbone avatars lol
"why my game lagging"
"yeah i have the two trillion poly catgirl avatar shown so what"
I get mini aneurisms talking to people using that avatar
Not their fault it's unoptimised but I'm still shaming the laughable performance
(517 mats, no props is ridiculous.)
when the fishnets that are actually 3d modelled hit
When the 3 meter long wedding dress hits
how many collision checks in that dress
vrchat users somehow making avatars that pass the 32 bit integer limit in polygons when that isn't even supposed to be possible:
Mesh read/write disabled
Don't know why people don't just enable it
because it's for NERDS!!!
/j
I'm a NERD So I will ENABLE
impossible
possible
He enabled mesh read/write
(H)e en(a)bled (m)esh read/write
I just found the worst joke for a quest user
Laugh.mp3
Oh shit, The quest users couldn't hear me.
Man, mini floats are annoying to convert lol
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.
I think you meant 13 (minimum age for VRC is 13)
Hey I was wondering if anyone knows how to add physbones to avatars?
Above 12 as an int, excluding 12
Ensure you’re using the beta sdk and then add the component to a game object.
I’m assuming that’s a separate download?
Separate to what? Vrchat?
Grab the sdk from here and throw it in your project.
#open-beta-announcements message
Don’t mix sdks and you should be good.
Okay, thank you!
Ah okay for me above 12 sounds like everything after your 12th birthday so, 12 Years and 1 day would be included in that
sorry for not being english native then I guess?
Then there’s me, the enigma. Owner of a PC with an RTX 3070 that chooses to play standalone Quest
I'm not native English myself, we all make mistakes
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.
Adding them in the osc config file doesn't seem to work for some reason
I believe this was a known issue mentioned in the first beta anncouncement. Looks likr for now we'll have to use synced parameters until it's fixed
I could be misinterperting it though
Depends if they're over 13 or not
Nvm didn't notice the thing under it
like a geometry shader or like passing two int32 and casting them to a int64?
guys anyone knows when the new update is coming?
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
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.
My unity is still quite a bit more prone to crashing than usual (but is less than last beta sdk)
Tonight? Bahaha what a joje
joke*
(Please don't I have 3 unfinished avis)
even if they were to release it today.. I mean.. no parentconstraints for contacts, a bummer
Not live release, a beta update. I was clear about that
They've always released the beta updates thursday or friday of every week since the 4th
Pretty much, yes