#open-beta-discussion
19 messages · Page 18 of 1
anyone have an idea when av dynamics becomes live compatible?
why not?
there are still a lot of open canny posts, so bugs that haven't been fixed and features people would like them to add
Sippbox fix your game 
I see... thanks for the info
how about i break it more
Yes
So question
How do you make a phys bone that players can grab and move
But doesn’t actually jiggle
Set immobile to max
And spring down to 0
I want players to be able to turn this bone 90° to spin the slots
You can also leave pull at 0 if you don't want it to go back to it's original place
Definitely want it to go back to the original position once done
hmm. it seem i got error when i try upload beta on quest. maybe good 10min to find that error
This is amazing, hahah.
I love it!
How exactly should I rig the lever if I want people to be able to turn it at a 90 degree angle
Rig the bone pointing straight up then use hinge
and if the hinge is not at the right angle, use the rotation Y axis to change it
I ended up having to do it like this
That way there's a spherical collider at the actual point the player should grab
that sounds like it should work
you can use curves to make it so that the hinge only applies to the first bone
I tried it in test mode and it works perfectly
Just need to have colliders behind it to make sure it doesn't bend backwards
you can just use Limits for that
I have a hinge limit but I can't rotate it correctly
rotation x axis should do it
use a hinge limit with 90° and offset so it works correctly
Ohhh I see
with the x,y,z values below the hinge limit you can offset where the limit is positioned / rotated
nice, that looks great!
Textures are still incomplete
By the time I'm done all of his screens will be flashy ads and he'll be covered in stickers
Contact receivers don't need to be floats anymore right?
that is the best proto I've ever sseen
Thanks lol
I had this idea on a walk yesterday and literally ran home to start working on it
thats funny, never would have thought to do that
I love the fact that in most cases where you used to use colliders you can now just set limits.
yup, that's probably one of the coolest things about Phys Bones
So I'm having a contact sender issue
I have a sender on the tip of the lever
I have a receiver at the base
I have the correct transition in my FX Layer
What else could I be missing?
It's not functional in game or Unity
Don’t use offsets
Don’t use proximity on a capsule collider
Make sure the colliders have room to actually make contact
Make sure that they aren’t rotating away from each other
Trust me they’re definitely colliding in game
You collision tag custom , only whatever has the same name on their avatar can interact
I enabled debug view to view the contacts
I’m trying to make my avatar interact with itself, is that not something you can do?
Essentially once the handle is fully rotated, it updates a parameter
only time i used contact sender if to test in unity
this can let other people poke or interact
Man VRC discord really doesnt want me to call myself stupid in all caps
thats rest of it, that uses that parameter when someone interact
thats neat
you could technically just use the angle value of the Phys Bone for that
Anyone have any clue when it’s gonna actually come out? If not can someone tell me some good physbone avi worlds?
no ETA has been provided - it'll be out when it's ready, likely some time after a release candidate is announced in #open-beta-announcements
I’m having an issue where all my physbones seem to be reverting back to default values upon upload, but it looks as intended in Unity. Has anyone else come across this?
if you're talking about anything to do with freeze axis, it's probably because you have an outdated SDK. The new SDK made a change to how that works and it does not support previously-uploaded physbones
How many people actually play on the open beta? im wanting to switch over a few of my avis to the open beta
i expect mostly pc players
wast majority i run into are quest users
yeah same
pc ones tend to be privateish / testing avatars / updating, rare to see a quest one without one thats public av
if i upload a quest avatar to my account using one of the physbones sdks, will it automatically add physbones to the quest avatar or would i have to do it myself
of course you will have to manually put Phys Bones on your hair and so on
You need to add them wherever you want, theres nothing to convert on quest
the SDK cannot do magic xD
dynamic bone > phys bone is just a pc thing
Best way to do it is copying the component and replacing the bones
or well, you know, the root
I want more pc people to test my avatar but the world is only questies
could always make an invite link/Discord game invite here
Looks like somebody rolled a jackpot!
(It was me)
((I am both of the people in this picture))
that protogen looks like its seen some things
terrible things
He's seen too much of Vegas
Made a canny. I want to the option for proximity contacts to measure inverse to how they do now.
https://vrchat.canny.io/open-beta/p/request-option-to-flip-proximity-receivers-measured-inputs
Instead of proximity being measured from the center of the receiver to the sender, I want the distance between the receiver to the center of the sender.
I tried to come up with an easy to understand example of why it would be needed:
Scenario:
Avatar 1 has an apple and Avatar 2 has a knife. The apple will explode once proximity reaches 1.
The current system will only give me distance until the knifes blade has reached the center of the apple. I instead want to know the distance until the knife has completely entered the apple.
That would allow me to use any sized knife, entered at any point on the apple.
Can't you just set the sender to an empty object in the center of the knife instead of the blade tip?
That does not solve my request. In my example, I state that I want to know once a knife (of any size) had completely entered the apple.
The avatar with the knife could know when the blade had fully entered the apple if the apple has a contact sender and the knife has a proximity receiver, but I want to be able to get that distance from the apples side.
Having the ability to flip the way proximity is measured would accomplish that.
Okay I get that. Maybe a reciever that only goes off when a sender's sphere is 100% in the reciever
not possible with the current system 
so how does one mak oneself able to like grab your own phys bones. i got the self interact on, and the bones converted and they seem to function fine and marked as grabbable. i just cant get my hands to interact with them. is there something i need to add to the avatar to add that functionality? or may it be something else like an animation controller affecting things?
make sure the physbone radius is above 0
This is what you can do right now. You can measure the senders distance from the center of the receiver.
This is what I want to do instead. I want proximity to be measured from the receiver to the center of the contact sender.
Treat the sphere and the knife as different avatars. The knife knows how big it is, so a proximity receiver would work on that side.
The sphere does not, so if I wanted this gimmick with the current system, the knife would have to be scaled to match the proximity receiver.
It also would mean any sized knife could be used. My animation would still require the knifes blade to fully enter before activating.
did they do something to the grabbing? because before my pys bones were posable but now it only grabs but snaps into place
dumb question
never mind its working but super finnicky?
idk why
You have to grab them in the game view while in play made
i was directly in vrchart
after upload
seems when updating my sdk, i had to fix some bones
because some of them didnt have the "c" thing on
idk how to explian
it works now kinda?
what does "max stretch" do?
Hey guys, quick question.
I've seen a lot of people using a unity program to pull DB/AD bones around in the editor. Does anyone know what that is called?
when float greater than 0.99 or whatever do your animation?
again, does not solve my issue
look at the clips above, i show and explain why i would need to measure to the contact senders center
hmm I see.
A weird workaround would be having two contact receivers large enough to cover the whole thing ~ when they both equal near .5 you know the sender regardless of size has reached the middle point between the two?
Problem would be that it's limited to one direction of entry so AAA
Neat alright, I can very much see the use case
Well there's one way to do this
You just attach a receiver to the sender you wanna measure
And then put the Sender on the knife
But that would require 7 proximity contacts

And also depending on how many contacts you want to be able to stab on another person's Avatar the logic can get... intense
You could do a janky setup and attach the receiver to the tip of the knife, when it comes in contact with an Avatars sender it gets world constrained
But obviously this would only work if the other person isn't gonna move during the stab
You're essentially just wanting the sender to be able to give the player data to use if they want it is what it seems like.
Sounds like a really solid idea and could be extremely useful to be honest.
But tbh the double receiver setup should work on the knife
Since direction doesn't matter in this case
You could use your sender to trigger a blood animation and such depending on how far it is into someone, without also needed a receiver on it to interact with someone else's senders.
^ Since it would know how far it is in a receiver.
The problem is that senders can vary in size
Right, but that's on the creator lol.
So there's no consistent way to tell how far from the center your receiver is
What?
And thats what they want to achieve
It's literally the same thing as a proximity receiver.
They want to be able to tell how far from the center of the Sender their receiver is
No
Because the sender size can vary a lot
You're thinking the wrong way around
No, it quite literally is just like a proximity receiver being packed into a sender.
And it isn't hard to do.
You can scale a proximity receiver and do it
It's the same premise.
But you would have to scale the receiver at runtime
I don't think you understand 😭
How would you be able to tell how close a Receiver is to the center of a Sender on both a really big and really small avatar
You can't
You need 2 Receivers to do that
I don't think you understand that he's asking for receiver-like data on a sender.
You're thinking about measuring how close the Sender is to the center of the Proximity
Which works just fine
But the other way around is different
It's essentially the same.
That's the functionality that they are asking for.
I agree that this can be more easily accomplished with two receivers and senders, but it could be incorporated into senders so that they can give the creator data to work with from someone else's receiver as well.
Yeah but you can't in this instance
We're talking about the standard senders on Avatars
Those can vary in size a lot
So the only way to know how close you are to the center of those senders is with 2 proximities or a tracker
And also some other creative solutions probably
Are those senders not built at runtime?
Also missed the part of the conversation where you guys meant the built in ones instead of user defined senders.
If they're built at runtime, why not just have their size stored on the avatar and use that information for people then?
Same thing if it's not built at runtime, then the data could at least be there from the build on each avatar I'd imagine.
Actually it'd have to be at runtime for a lot of avatars that won't ever be updated to a new SDK.
So that data for their size should be there.
And the avatars that are updated in unity should just have their size info on them regardless.
Yus but I can't see a way to actually get that data consistently without a tracker
And even that would be limited to only 2 digits
With the new beta can u see people who are not in beta?
you can't, only those in open beta but ik beta works with live version
If you upload a avatar with PhysBones now will you have to upload it again when the full release comes out, or will it still work and be there?
Nobody can give you a clear answer to this, it depends on how much is going to change from now, compared to when it releases
do physics bones have an option to exclude bones?
or do I just need to limit the 2nd to 0 deg
I just limted the angle to 0 on the second
i’m not asking for anything to do with senders 
just the way receivers measure
it is as if they were flipped yes, which is why i asked for that option
idk the canny explains it better
https://feedback.vrchat.com/open-beta/p/request-option-for-proximity-contacts-to-measure-inverse-to-how-they-do-now
The simplest I can put it:
Current system measures how close a sender enters inside a proximity receivers radius.
(that radius is fixed by the receiver)
I want to measure how far the receiver has entered the currently colliding senders radius.
(radius depends on the colliding sender, so it is not fixed by the receiver)
The receiver still handles the proximity parameter.
Yeah I'm gonna just chalk this up to being "use a receiver inside the sender you're using" to get the ability you're looking for. This is already doable with what we have as it is.
i’m pretty sure it is not
This is my desired effect, which is possible if the receiver and sender exist on the same avatar using your method.
But this is all you can do on seperate avatars.
Using your method, the receiver on the knife can’t communicate it’s proximity value to the avatar with the sphere.
I want the proximity value on the avatar with the sphere, not the knife.
If you believe you can come up with a solution that works with the existing logic, feel free to share.
Quick demo of the TnT for my Kart System 😄

Note that the TNT will attach and follow any players head that touches it with either hand or feet
how that work 
Contact magic!
You can attach Gameobjects to any standard Contact on an Avatar on another player and have those objects follow the Contact
kaboom

too complicated
How do I download the beta on quest? I changed the version on the oculus app and restarted my headset but i still can't update it
but how?
Dunno, if this is the correct place to talk about it, but is there a plan to add support for multiple root bones per physbone component? (Only thing changing my avatar to poor instead of medium)
ima guess proximity contacts surrounding the sender that align it
at least that’s what makes sense to me
probably wrong though as i’ve never seen that kind of system
There's a lot of things that go into the system to make it work
Gonna release it as a package as soon as we're out of beta
nice ^^
But that's what I was suggesting for your knife thingy @inner kayak
You could simply have a Receiver that automatically attaches to the closest Sender in a certain radius of the knife
And then put a Sender on the knife
I feel a great evil from this. Beware the future that may lie ahead
That way no matter how big the Contact is, the Receiver will always stay the same size
Meaning the distance to the center will always be the same
i dont want it to be the same 
i want the knife to be able to work at any size
Exactly
Put a scale constraint on the Receiver that scales with the knife
So it will work the same no matter how big the Knife is
but if the knife and sphere are on separate avatars, how can i scale to it?
And no matter how big the Contact on the Avatar, the Knife will always have to slide all the way in to activate the animation, which is what I assume you want to do
pretty much yeah
The tracker that you attach to the Contact can measure the size of the Contact
And then use that number in a blendtree to adjust the Receiver that's constrained to the Contact you're tracking
then yeah that would work, but sadly complicates the logic
Oooooor you could just go with the 2 Receiver method lmao
To figure out how close the center of a Contact is to the knife
Since the Knife can only enter with the tip first, using 2 Receivers should work
ah yes
man stabbing people... Handle first
braille username
Well yeah he wants blind people to he able to read his name as well
id have to see an example setup to understand i think
not able to piece together how two receivers would work for my use
See, he gets it. It's 2022, gotta be inclusive
Why is this not possible if the sphere on the other avatar is set up identically to the one on the same avatar? Provided this would require coordination between the two creators, but it should still be doable? I do however see what you mean a little more clearly about how the knife functions.
Ah I see this now
I had a suggestion, but I immediately found a problem with it with scaling so it wouldn't work haha. I definitely see the use case for what you're asking for. It seems a bit in my eyes niche at the moment, but I can see uses for it and I did give your canny an upvote as having more options wouldn't be a bad thing.

The goal is that the sender could be any size, so it can account for different prop sizes. In my example, no matter if it was a small knife or a long sword, I want my logic to accommodate it.
I am sure there are plenty more uses for it than something simple like my knife. Having the ability for proximity to measure to the sender's center seems like a very useful feature.
Wouldn't you need to set the contact at the puncture point and make it react instantly? Only issue is coordinating the sizes.
we were talking about a feature request canny, and the knife was my example as of why it would be useful
there would be no need to coordinate sizes if we could measure to the center of the contact sender, which is exactly what i want
Yeah, but you were kind of aggressively pushing for a solution in a way that didn't necessarily make this clear, and technically speaking you could use the open beta section for the said feature request. I'll hit the vote on that.
Because this does sound massively useful.
i did use the open beta section 
Yeah, I was halfway through typing that when you posted the link...

Since the sdk is being updated again, can someone take a look at this please, I'm tired of seeing this issue being asked about like 30 times a day everyday
https://vrchat.canny.io/feature-requests/p/sdk-components-with-missing-scripts-should-prevent-avatar-build-simple-autofix
Autofix code in comments
Networking beta update tomorrow? 👀
what do you mean with "Networking beta"?
??
The current beta doesn't support the network, I was hoping to see a stage of the beta support networking so I can test it
Not going to happen. Lot of networking differences between this and live for that to not be possible.
lol I am actually looking on youtube trying to find some stuff not much
making tutorial now when everything changes is meh idea
they probably gonna drop when it gonna get live
guess I might stick with dynamic till then
I'm considering recording tutorials for these things
is there a way to stop the root bone from moving with everything else in phy bone?
hair looks whack atm
set the multi child type to ignore
Ill probably have to fiddle with it more to stop clipping and such. Ignore helped thanks.
i dont mind if anyone dms me if they need help
Definitely excited to get more movement onto quest avatars and such
so I'm looking at my avatar- usually I can inst-convert dynamic to phys but it's not showing (for android, not windows) - if I hit auto fix or try to manually put the physbones into the avatar, the skeletal proportion (inner bones) of the breast region freezes and no amount of physbone or work will fix it. When I go to check everything within the mapped skeletal part the chest is not green- yet the breasts move?? I'm very confused about it
and I just want to have these avatars work (I bought them and I really want them to look good)
Did the menu sounds get changed? Interacting with menu options gives no sound anymore to indicate you have clicked it. That silence is really off putting. This is not an issue in the ik beta.
I figured it out- I used the old one not new one
An avatar I got free yesterday has issues in the beta has parts of her hair sticking up and not going down like it does with the stable build of VRC. Is there a chance this will correct itself or should I look into fixing it?
Quick question, can people without the Open Beta update play with people that do have the Open Beta update? It might be a stpuid question, but I need to know.
No, it is not live compatible. You can use the IK beta to play with Live players, but not the Open Beta which is for the Avatar Dynamics
Gotcha.
Where did the beta go
Nowhere
There is no announcement of the beta ending, and it's still available on Steam for me.
On standalone it's gone
And also y can't vrchat tame merge open beta and live beta ik it's not compatible but it's worth worth working on
Probably because as you said it's not compatible.
And it'll make it harder to diagnose what side of things is causing the issues.
Maybe, maybe not, we don't know
It seems like auto conversion of Dynamic Bones failed
They've been improving Phys Bones and auto conversion a lot, but it's far from perfect still. In your performance options you can choose to see Dynamic Bones instead of Phys Bones for now
But that feature will be removed in the future
cant get physbones to work and my arms are inside me. while idle
what game build are you on?
like the unity build?
The vrchat build so we can see if it's launched into beta or not.
I'm on live so my build is 1174
AD is 1187 I believe
You need to change the properties of the game in steam assuming you use steam.
You can find access to the betas in there
there's full information in #open-beta-info too for joining on all platforms
thank you ill test that
I cahnged it to opt into the beta, it updated and launched with the new build number but the physbones arent functioning still
Now that you're in the beta, now you can troubleshoot and actually get results. Are your phys bones running in unity when you simulate?
yeah, they work just fine in unity
Any news or teasers for the release of beta to live or is it still not for a long time. They made alot of amazing progress ♡
No ETA at this pont.
Ah okie thank u ♡
I really hope they go live soon, I checked out the physbones and they're very well done, running very smoothly and for me there wasn't any performance issues. It's like im on pc almost... almost.
is there any way quest users can interact with avatar dynamic stuff. Or is it pc only for now?
afaik, avatar dynamics and interactions works with quest users as well
all of it should work
alright cool, about to port my first physbone one
Is there any way to make it so that a bone being grabbed follows the rotation of the hand grabbing it?
I have an avatar with a hat that people can take off, but because it's connected to the head by bones, the hat rotates to face its origin
Is it true that the actual update is coming this or next week? I heard someone say it was
No, it's not.
Nobody knows when it will go live.
The devs them self probably aren't even sure when it will come out.
So, it comes when it comes.
Usually a "Release Candidate" is announced and put into Open Beta, if no significant issues are found it's quickly pushed as the Release build.
Currently there is no Release Candidate, so very likely not any time soon.
I heard something about not using the armature with physbones
does that include colliders?
I've been creating an emptyobject for the root
will ik 2.0 and avatar dynamics be in the same update or will they be separate updates?
my guess, seperate - both same time sounds messy
Yes, best bet is that these will be released in separate release waves.
when will the dynamic bones be released as a live update instead of open beta
+1 week whenever someone ask , no one knows
also whenever i try to join a world on open beta it puts me in a world with no one else
alright
they most likely meant the humanoid armature. for example, adding a phys bone component to the first bone of the tail is fine, but adding one to the hip bone is not
even if said tail is part of the model's main armature
good to know
anyone know what’s going on?
dynamic world - mostly where ive seen people
alright
Will be in separate updates. AD will be pushed to live first then IK 2.0 shortly after.
it'll take a long time for the new IK to be fine tuned enough to the point where most people are happy with it
But I'd suspect that AD will be merged into the IK 2.0 branch if they want to maintain live compatibility when AD launches.
Because the ik-beta is network compatible with live, work on that will be done more thoroughly until Kung feels that it's ready to be pushed to the live branch. And yes, AD and IK 2.0 will be merged shortly after AD gets pushed to live.
Awh :(
when i switched to open beta i re started my headset but vr chat didnt need to update so im confused on how to get it to work. (sorry if this doesnt make sense)
uninstall vrchat and reinstall it
make sure the verison is still on open beta
It's actually possible that they will pull IK from live and merge it with AD in an Open Beta (not live compatible) and test them along side each other and then release them together. However, none of us really know for sure if it will be an AD release than IK, or a merged full release.
they said they would release ad first, then see how ik works with that, then push it
Avatar Dynamics will almost certainly be released to live first. When it does, the IK beta will get updated with Avatar Dynamics, and remain live-compatable, so you'll have both even before IK-Beta is over.
Assuming Av Dyn finishes first... but it probably will. That's the whole reason IK-beta has it's own branch
this symbol used to hold power over me, but then I realized it was nothing but a wall to stop progress
💥
hello!! is there where I can ask a question on an issue i'm having with avatar dynamics? :0
correct
alright cool :D So i'm relatively new to porting characters to vrchat and now with the new physics im learning this too! As you can see in the engine I have some limiters on the physics restricting the movement (you can see the front of her skirt not moving/the side pieces of her hair) but in game it doesn't seem to follow that, is there something i did wrong or missed? Any help is appreciated and I can send any info if need be !!
ingame you do an animation when you move, unity dont
you are probably using an old sdk
limits got a rework in the latest beta, so uploads with an older SDK wont work correctly anymore ingame
ohh this is the current one I have
you can get latest SDK in #open-beta-announcements
mess with the multi child type & Limit type those changed
yup, that's an older one
I see, alright thank you!! I'll try what both of you sent, thanks BlackRat and Thulen!





soon
(hopefully)
Avatar dynamic needs the beta installed right?
yes
Oof I guess doing bones with it now would just be for me then as most wont be able to see them
:o
Let's go
Awesome.
🎉
- The default PhysBone multi-child behavior has been reverted back to "Ignore" for new components as well as DB conversions
pog!
Tupper pls 
Fascinating updates
The integration modes seem exactly what was needed.
Gravity impacts is also top tier
no, you still need to add it to the parameters list for now
lol
This is build 1188. It isn't exactly a release candidate, but........... :slight_smile:
👀
what is that "but" supposed to tell us? :o
Probably soon™️
It's getting there (tm)
YES
Im just hoping, what else am I supposed to look forward too?
Hey mods if you are seeing this 2 days from now is my birthday. You know what to do 💻 🙂
Stupid Q but why is Phase not yellow name
He's literally mentioned in the patch notes
I used to have it but people kept DMing me about random stuff too much and I didn't want to close off all DMs
i c
makes sense
we don't put most people on the vrchat team list in discord nowadays
because it's a huge pain

sad
you're hired
anyone online in beta right now?
that sounds terrifying
Just hire someone who has no clue what's going on to take all the DMs. Has to be someone random though, and watch as they struggle to get the answers from everyone.
its not even just team just being a nitro booster you will get messaged by random people alot
but the DMs aren't even about anything that matters, it was like "can I be your friend" *checks mutual servers* *never said anything anywhere ever*
exactly
Big oof
its even worse when your a girl
True that.
I do miss those sweet custom emote privileges though
i had to stop boosting the server cause of it it was every day 1-3 random people would message me some really creepy or inappropriate to.
this is sooooo much better than just putting the Allow/Pause button there
great work ^^
dam just checked small bones still don't move
set end bone lengths
even if i define a length it will still not move
already made a report and it got marked need more info
thats some nice text
lods be like
👀
Again, with the new SDK, model isn't uploading, anyone have any ideas?
stop being 2 foot tall 😏
i refuse
Well, I was gonna sleep, but I guess I have a little time to play with the advanced mode 🤔
The Advanced Forces seems to be working extremely well from the bit of playing I've been doing. Looks like another top Canny post might be Complete

too used to XYZ labels that pitch, roll, and yaw confuse me at first glance 
same xD
Just popping in to say that Physbones has gone from being mediocre to far, far better than Dbones over the course of this beta - seriously, well done to the whole team
I'm messing with the newer features now: this has to be the best fake soft bodies tool in Unity now comfortably
Maybe they should add a dialogue showing what it is in technical detail when you hover over the labels xP
Gravity Falloff makes bones a bit jittery
I agree with this. A lot of hard work poured into this update and they made a lot of additions, improvements, and changes from the countless Canny posts. Well done to the entire VRChat Team. This is going to change the face of the game forever.
Odd, I can't repro with a similar tail locally. Might want to try to find any other requirements for the jitter
I mean, I can't repro in editor
hmmm
When I don't have the avatar selected in play mode it only jitters from time to time
but when I do have it selected it behaves like shown here
it looks a bit like Gravity is fighting against Gravity Falloff
and only in cases where a bit of gravity is applied
is it being animated?
yeah it is, but even with IsAnimated disabled it sill occurs
it only seems to jitter so much in scene view, but not as much in game view
it still jitters a bit, don't get me wrong, but not as much
Got a burning question: When will the Beta Documentation reflect the latest Open Beta patches?
probably before an actual live release
The page describing the components for PhysBones is still old.
@ionic bison Any recommendations on a clean install of the VRCSDK to a unity package?
I've tried updating over the old one, importing to a new package (Which works when uplaoding), then taking that import to my main project, and I've tried removing and installing the latest SDK
it probably won't get updated while they are still working on Phys Bones
Is what causes this known because that's been my expression menu for years now on my main avatar, I must be causing it.
any other ideas / things I should try out?
same idk cause
okay, so ingame it jitters as much as it does in unity in the game view
here are the Phys Bone settings, if anyone has any other ideas why it might jitter, please let me know
btw, this is the difference between not having the Avatar selected, having the Avatar selected and having the Tail itself selected (with gravity at max for better visualisation)
Try a version without the emulator and no Animator set.
That'll let you know if the animator controllers are causing issues.
did that, still happens
even ingame
without my FX controller
okay, without Lyumas 3.0 Emulator it works fine in Untiy (at least it looks like it does) but it still jitters a bit in VRChat it self
The issue seems to be one of your controllers specifically then.
Since the emulator combines all your assigned animators into the one VRChat would use.

it has to then yeah, if I build & test my avatar without any controllers the jitter is gone
I can control the tail with this 2 axis pupped, so maybe it is cause issues?
Are you using a WD On workflow or WD Off?
Or mixed?
WD On workflow. 
Makes sense why the tail would keep resetting whenever the state resets/re-enters then with the WD On setup.
I haven't touched it
but why only with Gravity Falloff 
It could be that the rest position of your tail doesn't match the rest position of the Blend tree's animation perhaps.
oh it does, it only jitters when crouching and so on
so when I'm not in a position where Gravity Falloff would take effect
There's no way to pull the velocity of a send->receive trigger in dynamics, right?
Actually I guess I could have multiple triggers at different velocity levels 🤔
But ideally I'd want to be able to go "oh this sender collided with this trigger at this velocity, so I'll set this float to N that is related to that velocity"
Ideally a lerp between min possible trigger being 0 and some max velocity that would be 1
so yeah it basically comes down to this
still weird
Combined it down in to a canny post: https://feedback.vrchat.com/open-beta/p/1188-using-gravity-falloff-on-an-phys-bone-which-is-animated-causes-it-to-jitter
and now, I need sleep. it's 6:43 am....
haha....5.55 for me...
where tf is the newest physbones SDK? with gravity falloff?
in the announcement post
https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2022.04.14.17.35_Public.unitypackage
ahh thank you ❤️
always on #open-beta-announcements FYI next time.
i've not yet slept, i'm dopey af rn lol
Theoretically, with the new avatar dynamics, could it be possible to have a small amogus that can be launched with ragdoll physics with the smack of your hand and or blunt weapon and explode after launching far enough?
i must see this now
E
How many avatars with physics are released?
don't think that's something any of us'd know lol
Behold, the Quest compatible (and somehow not Very Poor) slots machine avatar is done
Now with some RGB accents to make playing even MORE enticing
Just wanted to add from reading these patch notes, i think it's incredible that you guys are able to add entirely new features and function to the new physics bones
that new gravity falloff sounds like fun to mess with, if i'm thinking of it the right way, i think means i no longer need a collider in my head for my hair? that would be awesome!
just a heads up
if contacts no longer require the use of a float
the documentation hasn't been updated to reflect that change
Thanks for the heads up, we've been making a bunch of iterative changes so we'll need to do another pass on the documentation once everything is settled
The update so far is fantastic, and you can clearly see its very close to being a release candidate. I’m super exited and ready now. Great job to VRChat team. You guys are legends
They said it isn’t exactly a release candidate which means it’s not quite there yet. However, it does mean that it is close to release
Unless I’m wrong and just release the update today lol
that was a offline test , lemme actually upload 🔨
err could be cause i never actually updated my vrchat, i just use a bat file to skip that
(didnt start steam yet)
yep that was it 🤦
ooof xD
for some reason i cant grab any of the physbones did i forget to enable something in my wrist collider?
Do they have radius / allow grabbing on
allow grabbing is on i am unsure why it is doing this
do i have to set up contact send and receives?
radius on wrist or the psybone i am grabbing?
physbone need radius, or its thin as a hair
yea its the bones they have a thin deal thank you
none of them are showing up blue at all lol
the radius on the bones was set to 0 XD
Is it possible to animate Gravity?
Love the update, the falloff gravity is perfect for what I need. The jitters when using gravity falloff and animations is a bit of a pain, but hopefully that will get ironed out soon. Awesome work ❤️
Release candidate candidate

It’s not exactly a release candidate candidate but it’s a candidate for the release candidate candidate
Deep panic sets in
just pls no push until next week
Not sure if this is reported, but has anyone else noticed certain angle sloped angles such as railing cause IsGrounded to be spammed and Y velocity to spam between -0.08 to 0.08. This is happening what appears nearly every other frame on the beta version
https://cdn.lewd.host/05oiwnzD.mp4 Note: this video is lower fps and so its not matching up perfectly how fast this is actually spamming
In the video the left side being the stable branch and the right side being the beta.
As closely as possible i matched the location of both client to showcase the incline in the beta is performing differently the the live.
I assume this is not intended behavior
I noticed this because my locomotion layer is constantly entering a falling state due to IsGrounded turning false so quickly
I have not noticed this yet, I'm also not really able to reproduce it
not seeing either, id check your base controller
I bet there are just a few things left they still want to add, so maybe next week we will get a release candidate
https://feedback.vrchat.com/open-beta/p/1188-stiffness-converts-to-max-angle-and-not-stiffness-improperly
heres a post i mad stiffness is still converted to max angle witch causes some issues now that actual stiffness it in Physbones it should be converted to that instead.
like if you do a stiffness fall off it will just make your max angle 0 so your bones are immobile
@timber jewel i made the post found what was broken with my hair
lol my stiffness falloff just gets put on max angle and it set it to 0 and thats what the ingame converter does to
as far as i can tell its the only big setting that doesn't convert properly.
good, upvoted it
ya im pretty sure thay converted it that way before cause stiffness dident exist in Phys bones at the time now it does so hopefully this gets updated in the converter
probably yeah
seems like a easier fix as its a setting now its the reason some avatars have stiff bones in the conversion is thay use stiffness like this
Did they just hint that it’s gonna be releasing soon??
Also good to know there’s an angle limit.I’ve been having troubles with my bones going everywhere
and yes usually once we get a to release candidate its released within a week if no major bugs pop up
That’s awesome!!
my guess is Tuesday
thats there preferred release date
but in the end only thay know
but its close
Ack I can’t wait!
cant wait for so many people asking why they cant grab the hair when its autoconverted with 0 radius 🐇
most never set one
o ya
Heheh not like that never happened to me
that one cant be helped as much
Ok yeah i did but in my defence I’m new to avatar making
It was funny when I found it out
Seen a few av thats auto converted at the avatar dynamics hub, people kept trying to grab things and flail, enable debug mode see if it has any visible
Ah good to know
sometimes even on the same day :p
ya though thay tend to prefer to do major releases on Tuesdays so its not over weekend
Interesting they chose Tuesday
yup, so they have a bit of time to fix things
ya gives them monday to prepair then thay got the whole week to fix issues instead of losing there weekend on it
it's probably the best date tbh
Ah that’s fair!
This has happened since VRC started, it's even more noticeable when walking on uneven terrain meshes.
You really notice it when it eats your jump on slopes
https://vrchat.com/home/launch?worldId=wrld_e0d31671-093b-4a15-9057-ef14673511f4 Stand on the railing in front of the glass. I may make a test world if need be.
I showing two clients in the same location one on beta one on live
So no
This is a newer issue
@timber jewel You can use this avi to show your exact location and can match it to mine https://vrchat.com/home/avatar/avtr_2fbd5892-883e-4b14-a22e-9b2dadb54399
hype
hey i know you

Hello, I downloaded the Open beta from the oculus app and I don't know how to go back to the old version, even if I select it from the oculus app it doesn't work, someone helps me 😢
You have to reinstall VRC after you revert the version
the more i pull, the stiffer the bag gets 
stretch only applies to the root bone or something?
oh nvm i figured it out 
root bone and next child bone were in the exact same spot, and i guess it creates that effect
I feel if I had a bag like that on my avatar, I'd just end up flailing my hand around really fast occasionally
It isn't exactly a release candidate, but...
Does this imply that a release candidate (if not the release) is near?
The conversion from Dynamic Bone gravity to PhysBone gravity, at least on the Y axis, needs to be inverted.
my avatat once converted has the strings going upward
when will the features in the current open beta (physbones, avatar interactions, etc) be added into the live version?
dynamic bone used negative gravity as downward gravity
you just reminded me on how unorganised the Dynamic Bone script was / is xD
We don't know yet but soon being the latest updates post
okay, thank you
have you made a canny about that yet?
is it possible that the whole chain moves when touching the end of it instead of just the bottom part?
Anyone got some good avatars for cuddling in or worlds with physics bone avatars?
(Quest version)
Who needs cuddles when you can be a cherub bot
Has anyone here tested the open beta using an old oculus rift cv1? Trying to work out if an issue im experiencing is hardware related
Well you could explain the issue
would def help to describe the issue you're having, don't want to fall into the XY problem lol
This is quite difficult to explain, but essentially, something is being done to the refresh rate or the fps of the VR display which results in the game looking "laggy" even though I'm at a very clear and solid 90fps
This does not happen in the live vrchat branch, nor does it happen in other vr apps
and since it also happens in vrchat's very own loading screen, im assuming its not an avatar/world related issue
try reinstalling the game? If the issue is reproduceable, I'd recommend making a canny post about the issue, with your system specs and headset listed: https://feedback.vrchat.com/open-beta
a video of the issue could be vv helpful as well, if possible
This isn't something that can be recorded on video as it closely relates to refresh rate/fps, the issue would not be visible at all on a 30 frames per second rendered out video. (I tried)
But yes, I think I will make a canny post
if video doesn't pick it up then indeed it could be headset related issue
haven’t had time, today became throw everything in a big dumpster day 
i can later, otherwise feel free
I'm way too tired to do anything right now xD
Since the devs are making it obvious the beta won't take that much longer, here's your friendly reminder to use "Damage" for global PVP contacts.
That's __D__amage with a Capital D!
If anyone wants to upvote or read more details
Anyone else having an issue where the finger colliders are way too long? Is there something wrong with my armature that might cause this? I cant fix it in the avatar descriptor, the changes dont work in game
its been an issue since the beginning, but the canny i made never got much attention so im starting to think its something im doing wrong
With. a Capital D.
Just saw you already said so XD
I'll repeat it as many times as I have to! XD
in the avatar descriptor, there's a dropdown for colliders. are fingers set to anything other than automatic by chance?
well thats the problem, on automatic they are too long, and on custom they cant be made any shorter
what does the armature look like in blender?
Def a chimera- big ouch
I usually use leaf bones, but have tried both ways, and it makes no difference
I think you should contact the o.g creator for this, this is pretty important
ive got bad news for you...
Oh dear wait
hm, the medium, long, then short finger bones may be confusing the collider generator
usually it's a safe assumption that all finger bones are roughly the same as the ones before them
ok, I can try that
Thanks for making that avatar by the way it’s awesome :p
Might be better to go with positional from front to back?
Hehe, didn't realize it
Y'know if I had the money I'd be telling people chimera's were superior instead of cherubs
but meh, cherub was free so ¯_(ツ)_/¯
hey that was the issue! thanks so much, I've been banging my head against that for weeks
woo!
🎉
Hmmm wonder what that could mean
How do you make the contact receivers parameter a bool? I know it used to be required to be a float, and they changed it. But if I try to use it like a bool, it doesn’t work. Only works as a float?
I keep asking this in here and no one answers me 😕
wait are pysbones in live now?
No
read the docs
I am, trying to find it in here
Remember kids, when you think an update will come out "soon", don't say "soon", say "soon™️"
xD
What's the difference?
"soon" means that it will release anytime now
"Soon™️" means it will release When we get pinged, smartass.
in this case, we could remove the "tm" 👀
Phys Bones as an Easter present? :o
lol
You know what I meant.*
*If you know that is
It would really surprise me if they were to release it today, And I'd be fucjed
cherub physbones do not return to their original position properly anymore :,)
?
Their rotation stays a certain way, I'll fix it later
id be fucked if they release it today also. cause i need to tune it all
the bombshell that was 1187 hit us hard
but I would give my left kidney to the devs if they made osc and contacts able to be used with local parameters
Canny it
pretty sure it already is
found one from 5 hours ago
https://feedback.vrchat.com/feature-requests/p/allow-osc-to-manipulate-local-only-parameters
So anyone want to help suggest the right settings for my avatar’s jacket bone physics?
lol avatars like this are why dynamic bones kill your game

remove pumpkin tools if you have it
it doesn't like the new SDK and creates console errors
then just delete the folder for it ^^
- Jacket
- Yozora icon
Are you making a Yozora Avatar? I'd love to see that
Mhm!
I modified pumkin to work with this beta if anyone wants it
Actually never mind
I got it kinda working
Contacts will now accept a parameter and send an according value instead of requiring the use of a float
So how does this work? It's still just a text field, what happens if you have one animator were that name is a bool, and other where it is an int? How does it know?
oh my gosh it does work
thats neat
I’m trying to open beta and it won’t work. It won’t say that VRchat needs an update, I’m stuck on live
So is the live version coming soon because people are saying so and other people are saying to not get your hopes up
Using Steam? Restart Steam. Using the Oculus App? Restart it. Using a Quest? Restart the Quest
we don't know when it will be released
i made a canny and attempted to make a clip to demonstrate, but on an identical prefab made from my hoodie string bones i cannot replicate it
i think dynamic bones gravity is just super broken
lmao best bug report on the world xD

weird, tbh I fell like a lot of things about Dynamic Bones are broken ngl xD
on my avatar i set -0.003 for gravity on the strings, but on another i had to use 1500 for gravity to have any effect
and its inverted
i am happy physbones just works compared to whatever this is
maybe it depends on the bone rotation? 
possibly, but i duplicated my strings and that was enough to break gravity so
i think its a bit more than that
check armature scale, depending on your import settings (or rather blender export settings) your armature may have 100x scale, requiring 100x smaller values to have the same effect in some conditions
I use CATS export, so armature is always 1,1,1. I did scale the root to 0.6 though.
beats the avatar that just turnt my entire screen yellow when i turned on debug
@lyric ocean ik what you mean xD

so i finally learned how dynamic bone gravity works and yeah conversion is really scuffed
It's awful, it's why many just did a force and hope
hi everyone so i need help connecting my steam account to sdk so i can upload my avatar now ive played vr chat alot and i dont know how to connect my steam account to sdk as thats what i use to play vr chat
eh im working on unity
doing ??? this isnt helping me guys
this shit
This channel is for discussion about ongoing open betas, if you need help wit connecting your Steam and VRChat account please use #user-support-old.
okay thanks
it did what gravity falloff is doing now tho 
Gravity Falloff at 0 = Force from DB
Gravity Falloff at 1 = Gravity from DB
everything in between is a mixture out of both
physbones is a lot more user friendly
dynamic bones was a magic black box for me anytime i touched it
same xD
I think for auto conversion they should make it so when Force is used, they should put Gravity Falloff at 0 and when Gravity was used they should put Gravity Falloff at 1.
if both were used, they should do something in between 0 and 1
they are doing that
guess so 
anyway, I have to go to bed it's 4:20 am for me

good night ^^
they dont seem to account for mixing, gravity takes over and its set to 1, but gravity conversion is still really broken
??
no, it's as easy as opting in!
i have no idea... i just did the same thing i tested earlier and it converts fine 
Weird
but my hoodie strings in game are inverted after conversion, so there is something
Hmmmm
but, u know how ppl on quest have troible? well., if it like that, then i don wanna risk it
Yeah but desktop isn't quest 👀
That's because of how dumb the Quest store is and not because of VRChat it self
Nothing they can really do about it
its just difficulties on their side and users
I kinda want to put gravity on everything since we now have gravity falloff ngl xD
ty
and ty too'
Why is the beta not network compatible?
Because it's a bad idea to mix Live people with people who're playing a build that introduces game changing and avatar breaking changes?
short n sweet
because you have to network the Avatar Dynamics stuff
in and out
^ this
it would most likely break the game
its like
trying to put a test thats possibly bugged out to be used, ruining the experience for some others. this way, people can try it. instead of being forced to do it
and pretty much like the majority of open betas are not at work compatible
We're just lucky that AD uploaded avatars are able to be used on Live without issue.
I'm very happy I can keep updating my model with AD and not have anything bad happen to my Live appearance.
Is this the place to ask for help with AD? I'm trying to wire up a collider to, on entry, toggle between two states in my FX animator. The collider for the contact receiver changes color when entered by the desired colliders, but it does not appear that any state transition is made, and I am unsure how to debug this further.
Have you set your parameters and transitions?
Yes, but I am unsure if I have set them up correctly. I have two states that each play an animation with one keyframe that swaps out a material, with the transition set to be when a parameter is >0, and I have that same parameter name in the Parameter field in the Receiver; does it need to be namespaced to the animator or something?
If parameter is the same name, you're using a contact reciever, your have the correct collision check for that contact.
What type did your set your parameter to?
And what velocity?
Customary question of is your layer weight 1 as well.
It's set to be a float and the layer is layer weight is 1. The min velocity is set to be 0.05; I have no feel for how fast that is; is it in a particular unit, like m/s?
That's all good.
Did you check the debug menu in VRC to see if your Float was changing on enter?
You can also do the same test in Unity Play Mode but needs a contact setup for it
The variable is changing in the debug menu, but it is marked as being a bool there, for some reason
Might be the issue, check your animators and their parameter names and types
I swapped out the existing float parameter in the animator controller with a bool of the same name and, after uploading, the behavior did not change
careful when swapping out parameters, I know there is a unity bug where if you delete a parameter that is still in use by one or more transitions, without removing them from each transition first, those transitions will be forever broken until you delete the entire transition and make it again
I recreated the transitions to doublecheck, and there is still no change, unfortunately. The animation graph behaves like this in play mode; I don't know if this is correct or a sign I've screwed up the transitions
Has anyone experienced an issue where synched parameters suddenly refuse to sync?
I've been having that suddenly and there seems to be NOTHING causing it in the FX or Parameters list
I've tried just about everything with a team of people to fix it, and found nothing.
Oddly enough, removing the parameter that activates these (a button tied to a bool) let's the animation activate automatically when the conditions are met and apparently syncs it again?.
If anyone knows anything, PLEASE, don't hesitate to get in touch
how do i check in unity if the bones are actually moving?
dumb question!
nevermind, figured it out
how do I get phys bones on unity?
You update your SDK to the beta
Be careful tho, if you update it, you can't really revert it
Best to make a separate project for it
Thank you, one more question. How does one update to the beta SDK
Simply download the Sdk and unpack the package into your asset folder over the current one
I need you to understand that I am sleep deprived and stupid before I say it only shows the 3.0 world and avatar sdk's and not the beta one
Grab the beta in the Announcements channel above
Thank you
yeah idk why tf it puts gravity at -14, just experimented with it as well right now, gravity is way to high after conversion
Just a thought, gravity and force in dynamic bones are dependent on the armature scale. If phys bones gravity is not affected by the armature scale, does the converter account for the armature scale in its conversion?
it somehow comes up with -14 for gravity so i assume it does
am I supposed to be able to see physbone colliders in the editor?
I've turned the collision radius up above zero, and "show gizmos" is checked, but I don't see anything in the scene view indicating what the collision volume is like
oops. I just had gizmos disabled in my scene view altogether....
I don't suppose there's any way to have the hemispheres on the ends of a physbone collider capsule recede into the bone's specified length
i.e. can I turn up a bone's collision radius without the collider getting LONGER
the bone's already the correct length, why are the ends of the capsule collider being put beyond that
The collision raidus applies to all sides of the bone, so also to the end of it
right, I get why it's happening; I'm saying it would be convenient if there was a toggle to offset the bone's start by whatever the radius is set to, and shorten it by twice that
hm idk if that's really needed tbh
normally the bone shouldn't end right where the mesh ends but a bit before that
why?
so that things like this work correctly xD
I honestly don't know (not someone who does 3D Models / rigging), I just know that's how you would normally do it
If i use these do i need to setup senders? or does this work automatically?
i haven't added anything to the feet
The senders / colliders are automatically added to your Avatar
You can find them at the bottom of your Avatar Descriptor
ah i see, thanks!
another question
is there a way to preview the contact working in play mode?, it doesn't seem to change the parameter in the fx controller
Not really, the contact senders are on your feet idk how you would put them to the receiver in unity xD
You make a custom one that has the Toot L Tag though
Ah, alright, so if I make a custom one with the same tag it works in unity?
It should
But forget to put your FX controller in the Animatior of the Avatar when you want to test it in play mode
You can use a bool
I've got a phys bone that allows stretching, and I'm testing it in editor, and I see the bone's gizmo stretching properly, but the vertices weighted to the bone are only responding to the bone's rotation, NOT its new length
That's weird, could you show it with a video?
could you show me the Phys Bone script (a screenshot is enough)
I have an idea why it's looking like that
meaning the component values in the inspector?
yup
nothing
okay, yeah ik why it isn't working
basically you hair is just one bone, the Hair_end is just the end point of that bone so it isn't actually weight painted
so when you go and grab it, it doesn't drag anything with it
so do I make a base bone with nothing weighted to it to define the center of rotation, and then a tip bone that actually has the weights assigned?
This is basically what's happening, all of the hair is attached to the first bone, so nothing changes when you stretch it
Do you have access to Blender?
Yes
are able to weight paint the bone etc. ?
yes
hi im new to making avatars and i was wondering what to use to make them
okay, so then basically give the hair two bones, weight paint the first part of it to the first bone and the second part of it to the second bone
So like this
You should remove the _end bone then tough
wouldn't I have to break the link to the fbx asset to do that?
what is it?
give me a sec
I personally haven't had issues adding bones when updating the fbx, but removing them breaks it
You can always just make a backup or the blender file and fbx just in case too
we would need to add new bones, that might break it
I've added bones no problem
Same
it's needing to delete the _end gameobject
okay then you could try it
You could just subdivide the bone and leave the _end
But again I would back up everything first
To be safe
nvm, found it out
is there any way to force a child bone not to have physics like its parent?
I swear I saw something like that in the docs but now I'm not sure where
I've tried overriding the root with a Phys Bone component on the child with everything set to 0 (except Immobile, set to 1) but it still jiggles independently from the parent
add it as an exclusion
where?
There
hovering on it says it automatically includes its own children
Wait so you want it like b1 > b2 >b3 but you don't want b2 to have physics?
Why do you want b3 btw?
I don't, it makes it automatically
Just delete it
The end bones don't need to be there
They are just there to mark the end of a bone
I would have to unpack the prefab to do that
so any further changes to the model wouldn't show up automatically any more
Or just put b3 in the ignore transform
oh wild -- putting b2 in the ignore transform made it stop working
but putting b3 makes it act how I want
I don't understand, but that'll do, thank you
because Unity has no concept of bone "length"
for a bone to have physics, you need at least 2 bones in a chain. one to determine where it starts, and another on the end of the first so that unity knows where the first one ends
So if your setup is like:
Hair_1
Hair_2
Hair_2_end
And you put Hair_2 in ignore transform Hair_2_end will also be ignored since it's a child of it
and if you put hair_2 in there, now hair_1 has no length



