#open-beta-discussion
19 messages · Page 17 of 1
I think they mean "that's a very vague and pointless line in a changelog. I hope VRC elaborates."
definitely more tracked than that
The standard given set of colliders are not counted
Can I ask if this is a shader + a texture, or just a texture. If so, did you use any special tools to make this texture?
You can DM if you wish too, to not clog up beta discussion.
Im just wondering how they made it.
color + normal textures, presumably
Just a texture. It's actually height and metalic map data being baked into just a color base.
I also use my normal map while texturing in substance, so that's also adding a bit to the overall look as well.
When is this beta coming out as a real update
When it's ready 
Players: When eez baytah come out live, yes?
VRChat & 1/2 of #open-beta-discussion:
For real though Im glad they're continually working and improving on it.
Im happy VRC is actually caring to make something versatile, performant, and functional.
🤔 naah its fine
real
avatar dynamics releases tomorrow
source: i made it up
Was the texture made in photoshop? Blender? Etc.? I'm just genuinely trying to figure out how I'd go about a similar thing.
Fur Brush is a really cool and fancy brush for Substance Painter 3D
Aaaaaaaah
you can do a lot of cool stuff with it ^^
Oof… its an Adobe product.
adobe, more like a doh be
substance painter more like substance pain
my copy of adobe animate 2021 is totally legitimate i swear
yar har fiddle tee dee
true
I hope I can press the keyboard with my feet

if not I'm disappointed
dancing on the keyboard
lmao
that's how you play ddr
that's how you play asnduboigujdsnfufbsnjsdbgnzdjf
if we are already talking about cats, where is my VRCat plush?
soon
reeeeee
starting to believe makeship is ran by cats as well
not to spam too much, but here's some examples of the fur brush being used in different styles and such.
It's a smart brush/material in Substance Painter, which is now attached to Adobe.
Put it in the microwave
why would you do that :c
Thank you. I'm wanting to improve my avi with a fur texture, but in a Quest compatible manner (aka texture). This sounds like it might work.
I'll borrow a copy of Substance sometime later today from a guy "i know".
I use these textures for my quest avatars and have had a ton of quest users tell me the textures on my avis are the best/most detailed that they've seen on avatars. I definitely recommend the fur brush for people who enjoy a more realistic look on furry avatars. It's like a $7 asset from someone named "Eslar" if I remember correctly (someone correct me please if that's wrong).
you are right. It can be found on gumroad for anyone interested
He even has a video explaining how to set it up (although it is a bit dated compared to the updated version).
How do I make physbones only active on toggle..?
Did they remove the ability to set a value on the Contact Receiver component?
Because now you cant bundle multiple contacts points into a group to save on bits, as you could in prior betas.
Wait what
Why would Discord embed the wrong URL?
(That explains a lot though)
Yes. At least for now. It's so the value would be compatible with Bool & Int as well as Float.
So you no longer have to use Floats, but you can't specify the value.
It does on desktop sometimes but not on mobile.
for me it always works fine
It's wildly inconsistent on what it'll embed.
It will embed MP4 but not M4V. But audio sometimes has to be M4A, which makes no sense.
weird
Does anyone else have a issue with the new SDK not working
I had to go to a older SDK
Weird, but I did see someone made a post about it and it got marked already. Hopefully, they let you pick the value type in later betas. As using more than 8 prams per contact point becomes less efficient than an int/float.
I read that as 8 grams per contact, and thought "Well at least its high in fiber."
I gotcha
Sucks because I was using just that one beta a go.
"Now my throw away avatar I don't care about doesn't work" ;p
I mean the SDK can still do it, right? Or is it broken clientside?
(I only ask because Ive learned newer is not always better with beta SDKs...)
It won’t let me upload any Avis on the new SDK
New SDK has a bug. Use older SDK.
Can only update avatars.
Not add new ones.
Yeah I went back I just wasn’t sure what was wrong thank you
To be specific, it can't attach/retrieve a blueprint ID for new avatars.
If you upload a "dummy" avatar with an older SDK, copy its blueprint ID, and put it on the new avatar, itll upload, because the SDK sees that as "updating" the avatar and doesn't need to change the blueprint.
Newest SDK is a bit... bunk.
It's just broken in the way of, the functionality dose not exist anymore in the newest beta patch. Because I was using the Constant Value to update in steps. I.e. for animation clip 1: "if ContactGroup < 0.1", 2: "if ContactGroup > 0.1 and < 0.2", 3: etc.
Now the value is just set to 0 or 1 unless you use Proximity, but that is not the right effect.
I've tried to get it from the oculus app but it wouldn't work
It wouldn't sync
Finally got it to work
How long do yall think it will be before the avatar dynamics update will leave the beta?
No guarantee when it comes come out, they are still actively fixing problems.
pog
🎉
oh heck, super pog o:
- Fixed an issue that caused OSC to stop working if you change avatars while sending a lot of OSC data
you can't just sneak that in there
i did, tho
- When uploading avatars, you cannot create a new avatar ID on upload-- you must update an existing ID. If you need a new ID to upload to, you can use a project with the Live SDK to create a placeholder avatar, and then write over that avatar with the Beta SDK. We found the cause like 2 minutes before we went to push the builds so we'll have a fix for you next time!
Add a bot command for this one
wait the sdk bug is still there?
quick- push a new one before anyone notices
- Added Per-User Avatar Dynamics permissions!
Yo, let's go
Damn sal can't believe vrcbot gotcha
Yes, we will potentially be able to release a new SDK bug build soon that fixes the issue
time to see if the antenna on my robot is still floppy with the dynbone conversion
but it's the weekend and everyone has been working really hard, so it might be next week
thank you for actualy adding a good feature to the avatar dynamics with the per user premissions
Yep still terrible. I should just update this thing in the sdk
🎂 Bappy Hirthday 🙂
ty!
If you're not happy with the exact auto conversion settings, then we haven't touched that in a while. I would recommend making a canny with a picture of the dynamic bone settings, a picture of the auto converted physbone settings, and then a picture of physbones after you have tweaked it to more closely match what you'd expect.
if we have uploaded content using the beta SDK that didn't use phys bones or contacts, does it still need a re-upload?
it's just broken phase lmao
I'll check what it's doing in-editor
could you elaborate?
Probably not, but like always you'll need to check to be sure
Sec
I genuinely haven't seen any other dynbones get this mangled
Live
Physbone
oh, looks like it just has no pull. What do the dynamic bone settings look like/
I should probably check how I actually have it configured in-editor
is it getting it's spring from negative gravity or force? Maybe that's not getting converted properly
Honestly I didn't feel like making a copy of my project and importing the new sdk and then seeing what the actual conversion was, and I was just hoping it'd magically fix itself before it went to live, so let me be useful and see what functionality I was actually using
nothing will be fixed magically if it's not reported with actionable information
yes but then how else will I complain that the dev team doesn't fix issues I haven't reported 😔
I think I might be using negative gravity iirc so that'd break it
Opening unity now
wow update
No this is a vrchat update not a world of warcraft update
Running in-editor convert...
ah, the issue is probably that your curves start at 0
that is an interesting case. Dynamic bones don't place as much emphasis on the first bone because they move other bones by position. But physbones move everything by rotation, so if the first bone's spring is zero that would indeed have that effect
Honestly I don't think that's going to change in any way. It is doing exactly what you're telling it to do
Yeah I can just tweak & re-upload. I was abusing that to make it springy in this way, but it's easy to fix
Needs changes anyways if I want it to be grabbable and not suck, as the bone chain ends really low down (I did some stupidity with the rigging)
just thought it was odd that it was so stiff in dynbone and then pure flop in physbones, but if physbones are moving by rot, that makes perfect sense
ahhh I know what this is. DB has a bug, and we fixed the bug lol.
DB ignores the first part of the curve. We don't.
DB is just a bug in general~
new procedural tail animation technique
I'm also a bug, hello.
the names bug, sal bug

this thing going on its own is amusing me way more than it has any right to
it do be goin' though
resists urge to make speeeeeen joke Sorry Narry 😅
honestly the behavior alone of how the gravity is causing it to hit the angle limit then rotate an axis around feels like it could be abusable
Do we know officially when it'll be fully released, like no more beta?
New ID issue. Not acceptable as an issue
y'all forgot to update the tooltip lol
When it's ready
Bruh I meant like a date, I'm not stupid
When it's ready
@wind talon May I request a DM with you? Seems someone on the documentation team might have accidentally leaked something
Not sure if it's fully released or anything but I don't want to share anything publicly if that's not the case
What is the way to correctly update physbones, as I made an avatar with the old system (before todays update) and just updating the SDK (adding the package over the other one) didn't work correctly, as the PhysBone scripts still look the same to me even if I delete and re-add them
and so because of that it won't compile because the scripts are wrong and I'm not sure how to fi them
I tried deleting all the physbones on the avatar and none of the errors went away
I really don't want to start all over with effects and such but if I have to I will
You haven't updated the Beta SDK for a while have you, read this message #open-beta-announcements message
I actually don't remember where I got the sdk from so thanks this is really helpful haha
Is it possible to send a picture via OSC?
OSC is out of beta, there is a channel for it #avatars-osc
Technically you could send a picture but it would be incredibly slow. I think someone has an example in that channel somewhere showing they could
OK thanks
My friend has changed to the open beta version and hasn't been able to switch back. I don't know if this is normal. Me and some\ others have been able to just switch the version, uninstall VRC, re-install it and it went back to normal. However, my friend unfortunately cannot switch back no matter what. Is there any solution to this?
Can I use avatars I've made with the new SDK on Live? (minus the bones working?
Quest or pc?
Quest
Bumping this post.
I'll update if it works or not :)
I feel like someone should pin the "how to get off beta on quest" because it gets asked a lot lol
for some reason cant upload anything new using the sdk, says error saving bluebrint, something about a null header
Read #open-beta-announcements under Known Issues
somehow missed that, thought it was related to the delete and reinstall of sdk. what a weird issue
well great, means i have to upload 3 times for a single avatar
This was a problem with the last version of the beta as well, and they have already fixed it. just not live-beta fixed it lol
and my idiot self updated the version i was forking off to make a p hysbone only one so im gonna have to find an old avatar and yank its blueprint off and make something with that
I'm getting compiler errors, how do I resolve them
You might be having this issue #open-beta-announcements message
Yeah that was exactly it, I guess I just never updated this specific avatar
kind of annoyed that all max-angle and freeze axis settings get totally wiped
guess I can’t really hold the devs to making things compatible between beta versions but I gotta like remember to take screenshots and record the curves and things before updating the sdk or it’s all just gone
I'm annoyed that small physbones don't move at all
guess that was the fix for having them not jitter uncontrollably?
yup and now my avatar's bell collar can't jingle because the data for it can't move
As @timber jewel has advised: Git. You can roll back that way if something breaks, rather than the whole copy-o-projecto dance.
I am using it now after an unfortunate incident.
I use git.
Oh well then you're already good there.
Still hoping this UX decision gets considered.
https://vrchat.canny.io/open-beta/p/1184-interaction-icon-feedback-dynamic-swap-to-handshake-icon-when-perms-is-gran
Sooooo the new SDK is still havin issues with my model. Other projects work, but in this project the avi's bones won't move (in the editor during play mode) unless either its disabled when play starts or the animator controllers are removed.
None of my controllers animate bones.
Or mess with them.
well, for me on update. 0 problem. i seen user that was having problem so i hope they can fix it 🙂
This project was also having a memory corruption issue so I wonder if theres a bad cached file.
man do i love reuploading like 10 avis 😔
Huh. Removing parameter names from my bones fixed my issue.
I guess if you define param names for bones but don't use them the SDK gets upset.
So those warnings were not red herrings after all.
Or maybe they were. It's back to not working after switch build targets. I even reimported all and rebuilt the base library.
What the heccy
OK so this is outright silly.
If I:
- Add the PhysBone Manager to my scene
- Disable Is SDK
- Enable Gizmos
- Play
- Stop
- Enable SDK
- Disable Gizmos
- Play
Then Physbones proceed to work emulated in the editor.
If I make any changes to any physbones and/or parameters on them, then the PhysBone emulation breaks again until I do the above song and dance.
what was the angle limit type for the old betas?
old beta was effectively either angle or hinge, but you could only control the Y axis rotation
this added the whole new polar and also added rotation options for x and z
read the #open-beta-announcements
you have an old sdk and the new update is a breaking change to the behavior of freeze axis
did they really just realesed this a few hours ago?
ye
my fear of beta bugs are always, that they may got never fixed like battlefield
this isn't a bug, it's a change. there is no migration process because it's still all beta. you need to update your sdk and redo it with the new hinge mode
my current version is: "AVATAR-2022.03.04.12.28_Public"
the latest version is 2022.04.08
What is a Polar? They made complettly other buttons for the VRC PhbysBone Limits.
"Added the Polar limit type which calculates limits using polar coordinates" What does this mean?
I understand a cone and a circle, but what is the Polar
just remove the pipeline manager. It'll give you a new blank one you can use
I also can not delete my older avatars. they always respawn again, after I restarted Unity
I removed the pipeline manager, still Error
great! maybe the phys bones are fixed (IDK, I can't test it) but now uploading is broken..
Ok, I deleted the pipe line manager and also the VRC avatar descripter and made a new one from scratch, but this also ends up in a "Error saving blueprint"
I can "Build & Test" it, but I can not build and publish it.
@vernal wedge The Known Issues section of the most recent open beta announcement will explain the issue there
thanks.
yay new beta :3
What is a live SDK?
When will the docs be updated with all the new stuff from the beta updates?
would be helpful when trying to figure out how the new stuff works😅
wow the new Limits are awesome!
sadly the curve is gone :/
no more different max angles per bone
whops I take that back I was just blind
😅
Anyone know when E is coming out
E?
Yea E
what do you mean with E?
I just want to know when E will come out, just E
I'm even more confused now
the letter is is already out since idk thousands of years
haha so funny....
Yep
im confused, does this mean rotation and parent constraints won't work anymore?
bit worried since i got alot of tank like avatars
that’s for physics bones
they added new angle limit settings so the freeze axis option was deprecated
ah ok
Made me giggle ngl
Yes, but do freeze axes carry over on runtime?
Hmm.. Idk what happened but updating SDK didn't work until I made a backup of my Beta avatar, deleted SDK, re-opened project then imported new one. -_-
got me worried I might need a fully new project.
Just to let anyone that has issues with updating know how to fix.
So, I keep getting this after dropping in the new SDK. I tried it on an older Live project I had, got the same problem. Scrolled up a bit, I don't have that "PhysboneMigration.cs" problem. It only gives me an option to "Reload SDK" under the VRChat SDK tab
if you press "Clear" in the console what errors are still there?
An error for the pen I use
your pen is creating a console error then
the VRChat SDK won't load with any console errors
Ok, I will remove it then and try again 👍
Thank you, it's back to normal
Damn when are they gonna add a stream camera option to vrchat on oculus
That's not really up to VRChat
Ohh ok
if Meta isn't providing a way to stream a different ingame camera there is nothing VRC can do
eh vrc can render to a render texture and stream internally but that'd put a lot of stress on the Quest, probably best to encourage people to get better hardware for streaming
shouldn't the tooltip just say "Pause interaction with user" ?
oh wait
that's in general
why is the button to stop all user interaction in the menu of a specific user?
why are the buttons to select how to interact with them so big btw?
it's 3 buttons wide, compared to only 2 buttons wide
shouldn't it be as big as this one?
it feels a bit inconsitant with everything else
It's the same style as the button to the right, how is it inconsistent?
if you compare it with all the other 3 selection buttons
Yeah but look at every other item in the menu with 2 buttons
I'm talking about the size of the button....
Yeah all the ones I circled are the same size
I feel like you don't understand what I am talking about
Explain
is there a way to make a Phys bone Drag?
like no rotations so it looks like it's flaoting behind you
every other 3 selection button is as big as two buttons next to each other, the new one is as big as 3 actual buttons
when i tried doing it the objects sjut jittered around like CRazy
@raw forge
Oh I see what you mean. Yes, I agree it should be 2 buttons big instead of 3
Probably because of the text under each override setting.
works fine here :p
Anyone know what the default angle limit type was before this new beta?
I gotta update my content and I used angle limits
The default was Angle no? unless you locked it to an axis then it was Hinge.
I kinda wanna try the new conversion system with these changes just to see what it does, I had to rework some parenting just in unity before these new changes showed up
Though I feel like having Hinge and Polar is kinda redundant considering using Polar with a Max Angle Z of 0 is literally the same as Hinge at least looking at it in unity.
Perhaps they function different in game with those settings?
kinda curious what's gonna happen, but I guess I'll check runtime first
I feel like we're getting really close to this be almost a match for DB
we really just need intertia now
Inertia is the only thing preventing me from a full conversion
My knife system is busted due to that
plus my hair was a bit wierd on one avatar but I'm the only one who would notice that
Because if you didn't see it before
any system that had an object free floating depending solely on external forces for movement is broken
Yeah it requires that
It's too bad, I really liked it
But I really feel like inertia is comming
I guess we'll find out next week
I honestly didn't think it would advance this soon though
Still I'm kind of expecting full release by the end of may
This is complete speculation on my part
But it's just based on analyzing vrchat beta release patterns in the past
As long as it's ready. We've seen over the past few years how things go releasing too early. Most game releases in the last 5 years
Even if they release a bit too early, they've fixed things in the past after release
But this is one where I think it's important to get right since it's kinda replacing DB
I really really hope they let us do it on a per user or avatar basis
the runtime conversion
In addition to a global option, because you know some avis will be broken
and newbies will not understand what's happening
and I'm gonna get tons of people asking "what's with your avatar?"
or "wtf is going on there"
and I'm be explaining this 235 times in a week
Luckily with dynamic bone limits almost everybody universally understood to turn it off though
prolly maths and intuitiveness
I was literally trying to understand the same thing when I read the change log
But I'm not fluent with polar coordinates by any means
I'm sure if I mess with it and end up using it for something I might understand it better
at this time I only need angle and hinge
what does none do, just ignore the angle limit?
just 2 sliders
Polar is awsome btw
I mean, I know it's obvious when you look I'm seeing Angle is 3 axis, Polar is 2 axis and Hinge is 1 axis.
so the functionality of each is very unique
yup
technically you could make polar just like hinge by just having Max Angle Z at 0 xD
and it set the child type to average
have you not read the #open-beta-announcements ?
me?
Yeah but it's not written well
It doesn't say a rework just a reupload
which makes it sound like I can just pop in the sdk and it will default to previous settings
and I just reupload
you have to put the limits back in
It doesn't make it clear I have to redo every script
problem is I didn't remember every single one
and it doesn't make that clear
it always aligns itself 
have you made a canny for it?
Do u guys think vrc will ever fix avatar audio for quest
tbh i dont really know what im looking at
is avatar audio on the whitelist for quest now?
what do you mean with "fix audio for quest"
It certainly wasn't in the past
It wasn’t but the fact it doesn’t work is a glitch it was supposed to work from the start
pff
That’s why u can toggle it in the safety
It wasn't, it's not on the whitelist for quest avis
Everything is in safety on quest
no, Audio was never meant to work on Quest Avatars
including shaders, and you guys don't have custom shaders either
it was allowed i think at the beginning, but removed because of the performance issues it caused
they just carried the Safety menu over from PC to Quest
That’s not true u can’t toggle shaders and stuff trust me I know what I’m talking about
before quest limits were enforced by the client you could bypass it, but its been patched
audio on quest avatars is not coming back
No it was never on the whitelist, there was an sdk glitch people used to get it to work
and custom shaders are also not allowed on quest so the shader safety button also does nothing too
even with an sdk glitch the client strips stuff too, thats why people with older sdks cant upload quest avatar audio
There was a short period where it didn't
But now it does
Final IK was also removed from the whitelist too which broke spider avis on quest
i saw
Is there a way to force usage of Dynamic Bones on the new update? :)
There's one component that regardless of settings I can't get to look right
in safety settings -> advanced i believe you can disable autoconversion, but its local only so others will still see physbone
ahw okay, well fingers crossed that for the final update they'll add the ability to still use dynamic bones on some components, since especially subtle movements look significantly more janky using the new system
The new system is still in beta so it may improve too
provide feedback on the canny to help it improve, its in open beta for a reason
Does anyone else have the issues of VRchat not reinstalling after switching it back to LIVE?
So that wasn't just me lol
also man after updating the SDK and reuploading my avatar ingame it just loads forever now and I'm not really sure what went wrong :^)
mine work fine
gotta love when that happens 
Does the team know that https://docs.vrchat.com/v2022.1.2/docs/latest-release shows build 1186 and not 1187?
https://docs.vrchat.com/v2022.1.2/docs/avatar-performance-ranking-system is out of date too.
The Avatar Performance Ranking System allows you to see how much a user's avatar is affecting performance via analysis of the components on that user's avatar. You can also use it on yourself to see how performant your avatar is. This system is provided to inform users what is likely the most perfor...
yeah, the docs have not been update for a while
the Phys Bone docs for example still say that Inside Colliders are still not a thing (which they acutally are)
please make ignore the default for multi child type again 
yeah ignore should really be the default xD
I had to change it to ignore for a friends Avatar to today
is there a canny
I don't think so

I don't really get why the Allow/Pause Interactions button is the User profile of a person you selected, since it isn't specifc to that user and just does the same as the one in the Launch Pad.
So I made a canny to remove it out of there: https://feedback.vrchat.com/open-beta/p/1187-allowpause-buttin-in-a-user-profile-doesnt-make-sense-should-be-removed
Would it not just be more just a redundancy thing to make life easy in case we want to toggle all while swapping those interactions?
Misread a tiny bit but fixed
Don't know if its common, but i just had a bug that made all of PsychBones scripts dissaper from avatar in Unity project while doing upload/reloging to diffrent account/or detaching blueprint. Don't know what moment exactly done it, but it kinda sucks. To be exact, some of them are still there, but like 90% are gone kinda randomly, kinda like their never existed
It's already in the Launch Pad and in the Quick Menu settings. It also doesn't make sense in the Profile of a User since it isn't specific to them. I my self found that confusing especially since the settings to change it for that specific User are right next to it.
I really don't see any point of putting it there other than to confuse people
especially new people
Oh yeah also, please make this more consistent with the rest of the UI.
https://feedback.vrchat.com/open-beta/p/1187-avatar-interaction-override-in-a-user-profile-it-to-big-compared-to-other-u
make one lol
I'm sure polar can be used to replicate the behavior of hinge, but the calculation for polar will be more expensive. If you can achieve a desired result with hinge instead of polar, you'll be saving some unnecessary calculations
Audio sources are incredibly expensive for perf, so allowing them freely on Quest isn't really an option. It's not impossible to come back in the future, but would need a lot of work to do correctly
do many other people agree though? maybe i just do physbones weird
what average is doing is making the root bone a physbone as well, and since the root bone in my case is a HairBase bone, its applying physics to the entire hair mesh :p
should probably make a canny ye, would imagine there's a lot of avatars like that
yeah you should probably make one
I have to say that it looks really funny though xD
it makes me sad
the hair or that I said it looks funny?
jelly hair
it shows my receding hairline
jelly hair :]
BIG ISSUE
Updating any project with the newest SDK removes current parameter drivers!!
Do be cautious with updating!!
didnt do that for me 
Myself and 2 others had it happen. So mayhaps it has to do with how you update?
estimated time or physbones live yet?
I usually delete my entire SDK and reapply it with the update in order to update
Maybe that is what caused it
i recommend just updating it by dropping the new sdk unitypackage into unity without deleting anything in the future
Thing is, I dont think its due to that, personally. My friend did not do the same procedure and the same occurred to him. So I have no clue.

Could very well be we just so happened to be two niche occurrences in the same day xD
deletion reinstalls are a guaranteed decimation of your state behaviors, that is why yours are gone
it says that in the docs
sdk3 updates are drop in
That doesnt make sense entirely, though. Considering thats the norm for me.
Ive updated the SDK the same way since the start of 3.0 and never had that happen
feels like this is SDK 3.5
sdk4 

could depend on whats changed in the SDK
still though, now you know, don't do that anymore :)
For sure XD
Still, figured a discussion was at least warrented
so others dont have to labor for 2 hours fixing their drivers like I did. . .

deleting stuff breaks stuff
yeouch
Still find it odd that this is the first time it's happened
at least it happened on my temp beta project and not my main
dear lord that would hurt
We don't know yet but being in the update yesterday it said it should be the last "breaking" update before it goes live I'd say soon
My guess is a month or 2
ah ok ty! ^^
reminder to make backups of your stuff
Git can be good for that, too
Oh I have backups
This beta project is super temp
I have a 30gb unity folder, I'm not gonna let that burn xD
Note that in the 2018->2019 upgrade instructions, there was a specific warning not to delete the VRCSDK as that can destroy parameter drivers
mans making vrchat 2
thats a beeg folder
I understand that now, but I'm curious how mine have survived with zero issues despite me doing it for so long xD
black magic
probably depends on if you have unsaved animator assets
Dunno! Either way, it's a mystery
For now tho, I sleep. Spent 8 hours on the beta today figuring out some stuffs.
have a good rest
sleemp!
Lol, just found a weird bug where occasionally on joining a world or switching avatars, you'll just leave your hand colliders behind. Gonna write up a canny for that now.
I think @lyric ocean has made a canny about that, but I can't seem to find it
That doesn't seem to be fixed. they still jitter on my small Avatar
You mean this bug? I don't think I've seen such a canny from them that describes this type of behavior.
https://files.catbox.moe/b870yz.mp4
does anyone know when the beta coming to the full version?
when its ready ™️
k
thats literally the release date. vrchat updates never really have "release dates", they just come out when they feel its ready
so it could be tomorrow, it could be next week, could be next month :p
what happens when you upload an AD version of an existing avatar, and then switch back to Live? does it load the previous version?
No, it just loads the one you uploaded with the beta SDK
but without Phys Bones / contacts fo course
urgh cat box, that one is always so slow for me, like it plays, then loads for a few seconds, plays again and so on
just give me a sec to look at it
yeah now it won't load at all...
Love it...
can you send me the video on discord or so?
@limber quartz
yeah idk why catbox is so terrible for me....
what about streamable?
that one works a bit better
question, is there a way to make the grabbing able to override the max angle? maybe a seperate max angle for when the bone is grabbed?
you could technically use the Is_grabbed parameter to change the max angle with an animation
but idk if you can actively animate that
thanks ^^
ooooh embeds, nice.
yup that exact bug
I've seen it before on the canny
but I cant find it for some reason
if I remember correctly @lyric ocean posted it
wording probably different or more vague?
ah nvm
its weird to like it worls like half the time
I searched for, detach, index, hand and everything else but I couldn't find that god dam canny post xD
the you reset your avatar breaks reset again might work might not
ya i could worded mine better but to late
can't edit it anymore?
o i can alot of times you cant
I think if your post has to many upvotes you can't
o i cant actually
Is this a converted DB avatar or one set up with Physbones?
converted, but it happened with ones set up with physbones as well
@tender dome Can you please take a few pictures of the bones as you have them set up in Blender?
For the head, hair root, etc.
1 sec
Don't do this, the documentation specifically says not to do this. https://docs.vrchat.com/docs/updating-the-sdk#sdk3---avatars Although it seems others have already told you this, so sorry about repeating info 😄
If you need to update your SDK, it is important that you follow these steps to ensure the update proceeds properly and you don't have any old/conflicting files. Version Control If you know how to use it, you may find it beneficial to use version control software like Git to manage your project. You ...
Also, never ever use Beta SDKs on "production" projects. Make a copy first. (If you want to go Big Brain route, make your project a git repo and branch off for beta SDKs)
Okay, I see. You can fix this by raising up the head of the HairBase bone to more closely match the top of the head bone, maybe?
Remember that Unity doesn't care about bone ends, they don't exist
Either that or setting the mode to "ignore." Of course, that won't work for DB conversions, so we'll have to figure out which setting breaks stuff the least. Probably Ignore.
thats what i've done for my beta avatar, setting the mode to ignore
works as intended, but that wont fix my older uploads 
oh for conversions? yeah. we'll probably swap back to ignore for conversions
that's my guess

it breaks some edge cases but is more compatible with how people used to build stuff. the new method is more flexible but can produce unintended behavior if you auto-convert too zealously
I dont see the option to change between angle limit types?
ah, I had complier errors due to a component copier tool
I just tried updating from the first AD unitypackage to the latest, and now my cnsole is full of compiler errors like
Error: Could not load signature of VRC.Dynamics.MathUtil:DistancePointToPlane due to: Could not load file or assembly 'Unity.Mathematics, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. assembly:Unity.Mathematics, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null type:<unknown type> member:(null) signature:<none>
actually the rest of them are more like
Assets\VRCSDK\SDK3A\Editor\AvatarDynamicsSetup.cs(130,62): error CS0426: The type name 'DynamicBoneColliderData' does not exist in the type 'PhysBoneMigration'
worked around it by uninstalling the old one first...
how do the parameters for "limit type: angle" work?
are the "rotation" values maximums, or offsets?
also why does it say "max angle X" but it seems to affect all three axes
(seems like they're offsets)
Having an upload issue, when building and publishing to an existing avatar, it updates the name, icon and description; though doesn't actually update the avatar, got no meaningful console errors or SDK issues. Using the latest in #open-beta-announcements
What does Min Velocity actually equate to? Meters per second? I mostly just want a way to be able to guesstimate/visualize how fast the value I'm setting is without having to go in-game and test it with my VR controllers
When will "Open Beta" merge with the normal version?
Sorry for late ping.
Deletion reinstalls break when you remove the sdk while the Unity project is closed and then open the project with no sdk present. If you keep unity open from start to finish, deleting and adding the next sdk, it works fine.
Another late ping for you too, sorry.
I spoke in VrLabs about it and the issue, in my eyes, turned out to be their unity closed/crashed while updating. If this happened to you too then that’s the cause. From Unity’s pov you removed the sdk and didn’t add a new one before closing and reopening the project, thus the behaviours broke.
If you’re ever doing a deletion reinstall and it closes/crashes then you need to grab a vrcsdk folder from another project and transfer it in the File Explorer. This way when you open the project it’ll have a working sdk to save those Behaviours.
No confirmed date yet.
Hopefully it’s soon
Does this mean now on desktop pc I can now interact with other people’s Avatars with out the need of a oculus or reft
Uhh... maybe? I dunno.
'yes' but you need a way to move arm , can be set up in unity
E
Not really no
You can't grab and pose bones in desktop for example
Even if your hand is touching the bone
But contacts do work!
I've opened a couple cannies describing issues I've encountered
other than that the recent changes have been interesting, been able to make use of them already and I don't seem to have other issues with them
in particular it's been nice to be able to describe the motion of this bag
but I wonder if the angle limit system was meant to be flexible enough to describe complex mechanical systems where different joints have different liberties/ranges of motion
at points I feel like I'm using the curve system of the angle limit section as a twisted way to describe mechanical systems that I want to apply to specific joints, not just as an abstraction of a chain of jiggly bones
That works surprisingly well damn
hey, im trying to set up physbone colliders for my model, but they dont show up in preview? it also seems to be reading my avatar as non-humanoid when its already been set up as humanoid
could i get some pointers? using latest beta, updated from last beta release
ok it seems to be related to an import error with the model, unity/vrchat sdk is somehow reading the model as non-humanoid when i have properly set everything up for a humanoid rig with proper bone placement and heirarchy. i will do a fresh install of the sdk in a new instance to see if this solves it.
i updated the previous open beta sdk to the newest one and i think it may have something to do with that, we will see. bummer though, i already set up all my menus and expressions parameters...
i.. dont suppose theres a way to move avatar expressions parameters and expressions menus to a new unity file? 😬
just to be sure, you've done this right?
Yes of course, that's the first thing I do with any humanoid model
just wanted to be sure, sometimes people miss it
I really hope for this getting looked in to cause it's a bit anyoing if I want to test out my changes with people but I can't see what they are doing :/
https://feedback.vrchat.com/open-beta/p/1183-grabbing-physbones-not-visible-cross-platform
That's really odd, I've had quest users grab and pose my bones before cross-platform.
Gave ya an upvote, but i'd be curious if y'all could find the cause of it.
Or at least give a bit more info on it. Like checking if they're animated, and such.
I see it when they do it on my head, but not anywhere else, so not my tail and so on
Odd, i've had them grab and manipulate my tail before. It fires the angry face animation and is posable. Even keeps playing my tailwag animation like it should.
Both are the exact same avatar, the Quest version just has a few accessories removed
hm weird
Did you use the same expressions parameters list?
yup
yeah Idk why the hell it happens
I had that since the first beta
huh
(I think)
I am honestly not sure. I haven't been on the open beta as much as I'm waiting for some of the bugs/features people have requested to get added/smoothed out a bit, but I might hop back on soon and double check this one to make sure.
Just tested it out again. I can see them grabbing / posing bones on my head but not anywhere else
Every avatar you've tested, or just yours?
I have only played with Phys Bones on my own Avatar
I could test it with the public ones in the hub real quick
Might be worth checking out
it works on the public test Avatars
I'm so confused right now
for some reason it just don't wanna work on mine
Do you have any animations running on the physbones?
yes and no
it doesn't work on the ones with animation and on the ones without
If you have time @dim cloak would you mind to look over my Phys Bones to see if you can find the problem?
You likely have your "IsAnimated" turned off on quest or PC and on for the other.
I.e. Quest has "IsAnimated" unchecked, but PC has it checked.
That caused issues for me earlier on
nope, they are the exact same
the Quest version is literally just a prefab of the PC version
without some extra stuff of course
Tail Quest:
Tail PC:
When you say it's a prefab on the PC version, are you meaning you drag the PC version out into the assets folder, make a prefab, and then drop it back in and use that? Or are you just ctrl+d the pc version and stripping it down a bit for quest?
I dragged the PC Avatar in my Assets folder, exported that prefab (deselected everything but the Prefab in the export window) and then imported it in to the Quest Project
The Quest Project was just a copy of the PC project from the second AD beta.
So I just ported the prefab of the PC over to update all the Phys Bones settings and so on
Hmm.. I never create a secondary project for my Quest versions. I always create a duplicate in the same project and use a stripped down version of that for Quest.
That's the only difference I can think of between ours since your bones look fine.
That's what I did in the first place (also didn't work when I did that), I just now exported my Avatar as a prefab so i don't have to manually put in all the new Limit settings and so on.
So the Quest Project is a copy from the PC project, just one from idk 1 week ago
Have you tried redoing the bones from scratch on both?
just save the settings and then put new components?
You mean copy component, put in a new Phys Bone script, and paste it in as values?
Yeah
But why would it work on my head then, but not anywhere else?
Rexouium
Have you talked to any other rex players and seen if they've had a similar issue with the tail and such?
Idk every time I go in to the Avatar Dynamics Hub all I find are just Quest players xD
ah yeah it is mostly quest players now
first week it was filled with avatar creators constantly though
I've seen Rexos yeah, but I haven't seen a creator of a Rexo there
i personally don't own the rex so I won't be of much help here unfortunately. I'm using the hobkin and haven't had issues with it. I haven't heard other players complaining about the public rex's i've seen being used in avi dynamics, but it's possible the issue was there and they just didn't know it.
If you have friends who work on rex's then you could possibly ask one of them to make an avi dynamics rex with physbones to test it out with ya and see if they have the issue as well. If not, then potentially look in your animator for issues causing it and maybe the project itself. It's hard to say what exactly could be causing it.
I've asked on the Rexouria discord if anyone one else has experimented around with Phys Bones yet.
No repones so far
I have a lot of friends with Rexos, but they all don't wanna do beta stuff.
Ah yeah that would be a conundrum haha
setting up an avi with just physbones isn't very hard though, nor would it take long.
yeah ik, they all are just like "I don't wanna do that yet, I wait for it to be out of beta"
Yeah I understand that for sure
I guess if you wanted to try a new project, that could potentially work. Just to see if it's project related.
I've updated the Avatar of on friend to Phys Bones, but he is one of the few out of our group who doesn't use a Rex xD
urgh I can't upload new Avatars, only override older ones
lol that is tragic..
and yeah that's kind of why i've been waiting to mess with stuff on the beta again for just a bit. A working SDK with some of the other issues (contact receivers values not being settable now) are kind of what I'm waiting for atm.
They are only 0 or 1, meaning we can't have a float value set to like .2 or .4 with a receiver, nor can we use ints.
Unless they fixed that and I missed it.
We can
but ints are kind of useless if you can't set the value lol
receivers can only fire 0 (default) or 1 since we can't set them ourselves.
oh but we cant select what value the float / int should go to up on activation
Exactly
Bools will work fine
and 0 / 1 floats too
but at that point.. just use a bool.
so it's like we only have bools now.
I did
it's internally tracked
Suggested adding in a ui that changes based on parameter type chosen for the receiver.
lol, I even upvoted it xD
Much appreciated hahah
I just forgot I did xD
Lol I feel that, has happened to me a few times.
someone made one day one and handed it out to everyone
I just noticed that the size of the bone indicator does not get scaled down with the size of the Avatar xD
so the bone visualization of my whiskers is bigger than the actual collision radius
That's hilarious yet awesome
Still cant seem to get this working, anyone mind spending some time with me to get it to work?
well, my favorites just vanished
@dim cloak I just gave Quest players my Avatar and I still can't see when they manipulate it. :/ I really have no clue why I don't see it.
That is extremely odd.. I'm not entirely sure. I'd probably just fiddle with things in my animator and different projects and narrow down what could be causing it.
All the other Quest players could see it though
just the sync between Quest and PC does not seem to work for some reason
When will it come out of beta
When it's finished
When would that be
That's impossible to predict.
Depends on how much more work needs to be done to make it finished, but we don't really know that since we don't work at VRChat.
It said early 2022 I just thought there was a specific release date if they'd said that
And that they're working on some last things in the #open-beta-announcements
"Coming to Beta early 2022"
Ohh ok
I'm pretty sure it'll be released soon since they said last breaking change before release
Also, where does it say this?
they said no promises, only probably
Ik I read it lmao
They answered your question.
Yes they did
Nobody knows when it's coming out except the devs, and even they probably aren't 100% sure.
Because you were rude to DrBlackRat for very specifically answering your question
Wait where was I being rude
They were pretty helpful.
They helped answer a question about something else yeah
But not the thing I originally came here for
Scroll up
Also, this doesn't answer how I was being rude
Idk about you but I'm not trying to start up an argument or a debate about questions I already have the answers to, sorry
If you wanna go back and fourth with me at least take it to the dms, I don't wanna blow up this server
If you're really insistent on being so dense:
You said "It said early 2022 I just thought there was a specific release date if they'd said that"
DrBlackRat quoted the devs as saying "Coming to Beta early 2022"
You asked "Also, where does it say this?"
They answered with a screenshot and link.
And then you told them they were unhelpful

Why are you getting so upset about this :,)
It doesn't really matter anymore I know the answers to what I said already
I'm not trying to argue about this pointlessly sorry
With that being said is there anything else you wanna say
Yes this is why I here btw
Was wondering when open beta would end
But ykyk
its been asked hundreds of times all over this discord, which is why people get defensive about it
Oh sorry about that
since this beta isn't perfect i doubt in next 2 weeks it will release maybe later
Tyty
It’ll be released when it’s ready, yes.
Maybe even over a month or even longer tbh
Avatar Dynamics is such a huge Update so it will take it's time
avatar dynamics will be real in 5 seconds 

i wonder if they'll add a physbone limiter option like for dynamic bones
i know they're more optimized but an ungodly amount of them could still cause issues
presumably ye, is there a canny for that yet? o:
found one, worded verbosely though https://feedback.vrchat.com/open-beta/p/phys-bone-display-limit-setting-doesnt-exist-in-safty-setting-especially-in-meta
@dim cloak btw Quest players also don't see when I, or other PC players grab my tail.
Btw it also doesn't seem to be specific to the Rexouium, I've just meet someone else with a Rex and they could see when I grab their tail.
I'm honestly clueless why it won't work....
L
Yeah I'm not entirely sure what to tell ya. I would just try a fresh animator that is empty and see if it's interactable with them cross-platform and just narrow things down.
Hey I got two questions, 1 is it possible to make a anchor in vrc for quest and 2 how can I put lights on my avatars since I seen many quest avatars with lights
⚓ ? world object? quest > no & no , those who has it are older models when there was some sdk that was broken or something
Huh, I did see a what looks like a recent avatar of ben with lights and particals
I guess with "anchor" you mean something that stays in the world even if you move?
Yeah
yeah that won't work on quest
you would need constrains for that which aren't allowed on Quest
I was kinda being a goof and thinkin of how physbones can help do that but welp
I need a little help I reverted back to the live version but the game dosent update yet it prompts me to
uninstall and reinstall
:) 👍
will we be warned before dynamics comes out? Ive been waiting to convert my stuff until all the features get finalized
imma just sit here until @tender dome releases those sweet tuts on this dynamics system
sort of, they'll probably label a future beta update as "release candidate"
at that point you'll know everything is finalized
is there a way to make it so the grabbing can override the max angle? i can't seem to animate the max angle so i can't use tht
Sorry quick question does anybody know why my vrchat avatar hair keeps clipping through the body and head I added in colliders but they don’t seem to do anything does anybody know what the problem could be i’m making it for quest 2 and I’m using the sdk that comes with phys bones
I know with the old dynamic bones you have to declare what colliders interact with them.
in the dynamic bone script on the part in question
on each physbone/dynamic bone component, you need to specify which colliders should interact with them
only specify the ones that make sense
for example, if you have feet colliders, it does not make sense to add those to the hair physbones/dynbones
Yet people still chuck every collider on every dynamic bone script and wonder why everyone sees fallbacks for their Very Poor xP
Ok I will give it a try
Try setting the max angle instead of colliders as i believe thats more optimised
Hey guys. I thought there was a change to allow contact receivers to act as parameter bools instead of needing to be floats?
Because when my contact sender interacts with the receiver it won’t work when it is all setup as a bool, only works if it’s setup as a float?
This post literally says they changed that: https://feedback.vrchat.com/open-beta/p/1181-ints-bools-for-contact-receivers
Is there something I’m missing here?
And before asked, the SDK is up to date
i keep getting this error with physbones
Imagine imagining how to imagine
idk if if its doing this because i messed up a animation or something
Update:Might be something with the ears because the errors happen when i click on the ears
if anyone can help then msg
anyone else having some issues with the newest beta sdk?
In what way?
Why do so many people join the avatar dynamics test world without opting in?
I'd understand if it just came out and people didn't know, but it tells you right at the spawn and it's been weeks
I'd imagine they just forget they aren't opted in or it's their first time seeing it and they're out of the loop still somehow
I think the majority of players are not on this disord and don't follow the news much, especially quest users
I’m on quest and I’m looking through the app stores vrc page and can’t find the open beta button
You can find information on how to get in to the beta in #open-beta-info.
Because most of them have no idea what it is they’re just joining a popular world
VRChat could make it just unlisted on live so it’s easier to find beta users?
Or somehow flag newly created instances with a build number and only show instances if yours matches
So I just thought of the avatars with 2 sets of arms.
Could vrchat make it to where a pair of physbones can attach themselves to act like other bones without being held and it would make them stiff like arms so quest users would be able to see both sets of arms like on the angel dust avatars for pc users they see both sets while quest see 1 set
So you want constraints on quest without having constraints on quest?
Yes
Yeah open-beta-only world tag would be useful I guess, but maybe it's not worth it for them now
Im seeing a bunch of avatars I can't find anywhere, does anyone know how/where to find them? They have the PhsyBones on them.
likely private avatars that people made for themselves, or public avatars that the author's only shared via cloning
could search for "physbone" in the worlds menu o:
my issue isn't finding beta users it's finding pc users in that world lmao
My issue was I didnt even know pc users could go into the beta until yesterday
most phys bone content isn't public, since they won't work for most people
Ah
will there ever be more vrchat badges like a content creator one ect
Do we know when it will be out of beta
nope
It will be out when it’s out ^^
when its ready ™️
I like to think every time someone asks they push it back just a bit further
Ya I agree like someone asks when it will be out and the devs are like k let's push it back 3 more days

every time someone asks please just say "we're now pushing the update back ten minutes"
Shield works now between avatars!
Anyone know how to get Beta on pc?
hey does anyone know if in unity it's possible to grab one specific root bone of a physbone component to test it's movements etc when being grabbed?
Very carefully
Oh, I missed the "in unity" bit
is that possible then?
#open-beta-info all instructions are there
THANK YOU OMG your my savior
it says it's possible in lyuma emulator but idk how to do it
@lyric ocean There we go.
its on any load if you reset your avatar its like 50/50 if it will work or not and its just the coliders that detach not the like trigger contacts those still stay for some reason
like if you go to view contacts mode they never detach but the colliders do its weird
and it seems to happen to every avatar i tested witch wasent alot but havent found one yet that dosent have the bug so its as far as i can tell nothing to do with the avatar
The contacts are the capsules in your fingers and hands.
Those were detaching, and only those for me
The collider (used to grab physbones) was fine for me.
i call them coliders as in the ones that can interact with the physbones collision
I did at first, but is more correct to refer to them as contacts as that's their actual term.
ya normally there basically the same but for some reason only one half fails
it seems like a initialization issue idk
likly to be fixed next update hopefully as its like the biggest bug this update
yay sdk fix
pog
sdk pog

Woo, thanks for the upload fix.
also sipp chat mod pog!
im thanos roleplaying
chat alive
Nice!
snaps da sippbox
Is there any general timeframe for how long the updates stay in beta for? I have an avatar that I set up with avatar dynamics and friends who refuse to go into the beta so I'm waiting for it to release lol
ow
no
vrchat updates generally never have release dates
lmao missclick
they just come out when theyre ready

certified ⭐ moment
yo sippbox is mod
I wasn't really asking when tho, just IF there was a timeframe 😔
That's okay though
no
I'm just gonna suffer

there's no eta
And keep nagging them periodically
type frame is when it comes out 😄
I troll the chat too much to be a mod
Me not nagging anyone 😎
It's honestly good that this beta is taking a while. Far too many vrc betas in the past ended prematurely without fixing issues
I meant my friends lol
I don't want people thinking I'm saying "WHEN UPDATE???? GONNA NAG DEVS :))))"
I was purely just asking whether a timeframe existed so yes or no, and I was just joking about nagging my friends to install the beta periodically
Which I'm confused about them not doing but oh well
easy make new friends in da beta 😄
God I wish
because of how many people have asked devs for release dates on the beta it has now been pushed back to 2023
no it's been pushed back to 2077
I'm really happy with it being in beta at all I'm just confused why they won't get it even though we only play in our circle of 3 people lol
It could stay like that for as long as it wants for all I'm bothered if they'd just install it
I'm gonna go back to the beta and wander around random empty worlds like that one meme of the guy waiting in 3 different places
that’s gotta be a lie in there most recent update they state that the most recent update will probably be the last
(its a joke lul)
imma be honest i was getting kinda fired up was on the verge of uninstalling
It’ll most likely be the last wha?
this update is not the last update lol
When is live build release
when its ready ™️
I see
as of about a half hour ago


niceu 👌
Hey congrats sippbox! I enjoy watching your stuff on YouTube as well ^^
congratulations on the promotion

Still having issues with publishing an avatar. No errors at all, using the new SDK, and imported the model to a new project to test.
TL;DR:
When uploading -
The image, name and description is updated,
But the published model doesn't change.
I've opened a new project and imported the SDK, then replaced the one in my main project, still to no avail.
Hi, just wondering if the new avatar SDK is just for the beta, or will avatars I make now, work when the dynamics update publicly releases?
stuff with dynamics stuff like physics bones only work in the beta as of now
(as the live branch literally doesnt have it lol)
u should be able to use ur stuff on the live branch it just wont have the dynamics stuff
but do we have confirmation that beta content will work outside the beta when the update releases for public physics bones?
this is the beta for avatar dynamics, so yes, avatar dynamics content will work when avatar dynamics goes out.
alright thanks, just wasnt sure if I should full send my personal avatar yet.
I would make a copy of it
if you convert all of your dynamic bones to phys bones, that won't work in Live
Im aware, and thanks for for any advice. I tend to keep backups in case I break the model during new revisions.
thanks for the info! was wondering the same thing
Its probably coming out in 2022



