#avatar-general

351 messages · Page 49 of 1

hasty hemlock
#

no

rigid comet
#

Lol what is the point of making an avatar if nobody can see it

winter anvil
#

It’s only 70mbs I figured out the problem

mint dagger
#

Who here makes avatars?

rigid comet
#

70 aint that good either

rigid comet
rigid comet
#

This is one of the channels related to avatar creation

mint dagger
#

Oh

#

I thought there'd be an actual channel

karmic totem
#

If you are looking for someone to commission for an avatar, that isn't on the VRChat server. You need to look for VRCTraders in the #community-servers-old channel

mint dagger
#

Yea well idk what there speaking

karmic totem
#

What does that mean

rigid comet
#

Lol

mint dagger
#

Click on that link it's not English

rigid comet
#

Scroll up??

mint dagger
#

Nope I tried

#

That hole thing is in a different language

#

I tried the other channels it had on there too

rigid comet
#

You're not supposed to join the spanish server mate

mint dagger
#

That's what it took me to

karmic totem
#

You know there is a whole list of servers, not just the last message. They are all different, that is why I say, and others say, look for VRC Traders and join it

rigid comet
#

I give up, he joins the first server he sees lmaoo

mint dagger
#

No I seen what yall were talking about it just had to load 1st tho

#

But I'm not looking to trade I want a avatar that looks like me and I'll pay for it

#

I'll send the outfit I want front and back

#

I already have a hole list for this

harsh hull
#

It’s a server that offers a place to easily commission custom work and more.

#

If you’re willing to pay, that’s the place you’ll want to be.

tidal cypress
#

some people can't join it

#

Because the bot wont work

#

And then the mods don't help people

left arch
lyric ledge
#

maybe it depends. After the server maintenance, feels like it's much more performant. Or perhaps it's just placebo effect.

left arch
#

Look into avatar stations.
I have a seat on my avatar that avatars can sit on.

lyric lion
#

anyone had some experience with polycam models to vrchat avatar

#

?

tidal cypress
#

And if I keep joining and keep trying to get in I'll be banned

left arch
#

From what I understand, the issue is that there's a handful of very dedicated scammers that have repeatedly tried entering.

#

And while most people don't fall for them (they're dumb AF scams, for real) it's a concern for the...lower knowledge users. If I'm being polite.

fluid grotto
#

Well from the start all models are made in a program like blender from scratch. if not by the VRC player then by someone else.

#

But someone, somewhere, made every model

late tartan
#

to clarify: this website is just a glorified search bar, because gumroad's search bar is awful

earnest willow
#

I have a question, is it possible to make visemes with material swaps in 3.0? I have a friend that wants to learn how to make an avatar with 2D Visemes without having to swap materials

merry swan
#

texture offset can be used instead of swaps

neon finch
#

how do I get someone banned for ripping my avatar

worn burrow
#

need evidence though

neon finch
#

It won't matter if it's already on a site, though...

weary orchid
#

Quick question. I want to add a little creature following my avatar on the ground :3 but I don't know where to start :c I have the file for the follower

hybrid ibex
weary orchid
#

Like, walking around, following me :3 staring at people

#

I could code it, but you can't add custom script for avatar :c

hybrid ibex
#

I'm not sure about looking at people, but you could get away with placing your follower behind you or beside you as a game object in your avatar object, then rotational constraining their legs to follow yours whenever you move. It will always be where you put it when you rotate though.

#

I'm sure someone can come up with a better idea

weary orchid
#

ohh , I kinda want to make it feel like a pet, and not a prop >,<' but I guess it's almost impossible

loud cape
#

you can have it follow you, and it can have an idle animation/walking animation

#

making it look at people automatically is not really possible, but what you could do is make it look where you're pointing using either constraints or AimIK

weary orchid
#

ohhhh, gotcha :3 I'm going to try it then <3

tall lark
#

Anyone have a good sanji avatar

dense smelt
#

I'm not really sure where would be best to ask this but I'd really like some help; I'm currently making an avatar and would like to add the Persona 4 Heaven dance animation as an emote. For the life of me though I can't find this anim anywhere online. I do know it's out there somewhere though, as the world 'Dancing VR Night 3' has it available to preview. Does anyone know where I could get the animation itself, or if anyone could give it to me? I'd really appreciate the help!

neon finch
#

It might be out there as an mmd motion.

young wind
#

Any ETA on when physbones come out of beta?

vague raft
young wind
#

Darnit.

#

By the way I love the username. I read Braille

agile marlin
#

Anyone else have problems with their knees buckling on the ikbeta test?

merry swan
#

Likely bones arent straight

hollow heron
#

"The signed in account does not have access to the blueprint associated with your VRC_Avatar descriptor." Welp, I chose a bad time to update my avatar.

twin heath
#

Hey!, hope you are well. I am a quest playing and I have been looking for avatars for a long time now, but I can't seem to find the perfect one, I was wondering I'd someone could design and make one for me to have, of course I know this is a big ask and I Completely understand If you do not want to do it, but I thought to ask :)

rigid comet
twin heath
#

Thank you

unborn forge
#

had to ask, but is there a way to record an arkit session (lipsync) to then convert to an animation file thats usable in unity? Im wanting to make multiple face animations, but having to adjust for each one is very tedious....

novel pasture
#

when building an avi, does anyone know what with an avatar can make frames drop 20 or more fps compared to another very poor rated avatar that does not do that?

loud cape
novel pasture
#

ok one second, thank you

novel pasture
loud cape
tribal ridge
#

What is it called when avatars let you do things to other players? Like sit on them or pick them up

orchid trench
#

It's the seat/chair mechanic

#

You add a chair somewhere in the avatar and people and interact with it, as far as I know the other person has to actually click it.

#

If you're asking about picking up other players and holding or throwing them, I believe that is done using a paid script for custom worlds. There is supposedly a public world or two that use this script, but don't know the names as I've never been to them

harsh hull
#

i miss the slow crouch/prone transition on desktop sometimes ck_UniCry

zinc cosmos
#

can someone help please?, it's saying "the following component types are found on the avatar and will be removed by the client", and in the list it includes "Transform, Animator, VRC_AvatarDescriptor, etc..."

lyric ledge
zinc cosmos
toxic forge
#

guys whats your favorite shader?

#

mines hidden internal error shader

dreamy harness
#

anyone know where i can find the vrchat plugin for unity i got a new pc and forgot to transfer it over from my old one (nvm found it)

outer fossil
#

you mean the sdk?

#

in their website

vast jetty
#

Is there still male and female animations for walking like in SDK2?

subtle lichen
#

So I cannot use any shaders outside the limited ones for the Quest 2?

#

Even like, the performant vertex-lit shaders?

loud cape
#

Standard Lite has quite a few features for being a mobile shader

subtle lichen
loud cape
#

supports PBR textures and emission

subtle lichen
loud cape
#

keep in mind that when playing VRChat, your quest has to render

  • the world
  • your avatar
  • everyone else's avatars
    all while still trying to hit a high framerate at a high resolution
subtle lichen
#

I find it odd that no Vertex-Lit shaders are there, when in testing, then run better than most of the standard shaders

loud cape
#

oh, and it has to do it twice. once per eye

subtle lichen
loud cape
#

the SDK limitations are a hard limitation. all I can really say is that you can make a Canny post to request more shader options for quest

loud cape
#

could either ask in "Quest creators" or "Feature requests"

#

you could maybe improve your chances by profiling the mobile shaders vs the ones you want to use

subtle lichen
#

oh, the vertex lit ones are not mine

#

they are in Legacy Shaders -> Vertex Lit

loud cape
#

ah

#

just as an FYI, the mobile shaders do use Vertex colors

#

there are no visible options for it, but they are used

subtle lichen
#

So they use per-vertex lighting?

#

like gouraud

loud cape
#

not sure about per-vertex lighting, but definitely per vertex colors. might need to do some more testing for that

#

I'm not much of a shader expert sorry

subtle lichen
#

when i try logging into canny it just does nothing

#

nvm

#

If I made a avatar with the shader and published it, would it be usable

loud cape
#

you wouldn't even be able to publish it in the first place

#

the SDK stops you

subtle lichen
#

wait

#

are there not even any unlit

#

Also, Seeing that you can use vertex colors, I could just make a script to calculate the vertex shading, though it would take a performance hit.

#

wait

#

what unity ver do i use, i use 2020.3.21f1

loud cape
#

you need to use the same engine version as the game

#

2019.4.31f1

subtle lichen
#

oh

rigid comet
#

imagine reading the docs

#

couldn't be me

harsh hull
#

the documentation feels messy so i dont use it ck_nekopout

#

i cant ever find what im looking for from the main page, am much better off googling it to find the relevant documentation

quartz shuttle
#

is there a specific place i can go to get price points for specific models?

#

sorry if im in the wrong place

left arch
left arch
left arch
quartz shuttle
#

one downside to that spreadsheet is it uses a lot of terminology that only someone who makes avatars would understand LOL

left arch
#

Fair. It can be a bit daunting.

quartz shuttle
#

ngl my avatar could probibly be made in like 30 mins i just have no experience in it

neon finch
#

'this avatar was too large in the latest build'

#

What

quartz shuttle
#

sounds like your avatar was to large in the latest build

neon finch
#

What does that exactly mean? Never had this issue.

quartz shuttle
# neon finch What

do you mean "This avatar was to large to load into this current platform?

quartz shuttle
neon finch
neon finch
#

Still having issues, tried everything.

#

Is 'SUPPORT ANDROID: YES' supposed to be on??

#

I don't remember that saying yes.

neon finch
#

It seems that was somehow toggled, and had to use a different version of the SDK

small trellis
#

My avi is stuck on the animation pose

#

Is there any fix

subtle lichen
#

can i sill have custom code in my avatar?

#

on quest

hasty hemlock
#

avatars can't have custom scripting on them.

#

but if you're referring to animationcontroller stuff yes you can use that on Quest

subtle lichen
#

damn

#

cant i modify the vrchat shaders then export with the modified ones?

#

I just wish to modify the diffuse shader to use vertex lighting

hasty hemlock
#

you can load custom shaders on PC but not on Quest

subtle lichen
#

I just want vertex lighting

#

its faster than lambert anyway

hasty hemlock
#

you can see if you can find a Vertex lighting Shader for your PC Avatar but not the quest version

subtle lichen
#

Unity comes with Vertex lit shaders.

hasty hemlock
#

then try that on your PC Avatar

subtle lichen
#

im targeting quest

#

Does the game apply the shaders from the avatars code/model or does it use the games internal stuff

hasty hemlock
#

games internal stuff
so you cannot use custom shaders in the slightest on Quest avatars at all

#

so no vertex lighting for you

subtle lichen
#

I find it weird how they want the stuff to run good, but they dont even offer the most efficient stuff

hasty hemlock
#

Because unless you're going PS1 style avatars it's going to look at ass and several the Shader is literally have like just change the Avatar entire color for the lighting which is even faster

subtle lichen
#

Old CGI in general for me

hasty hemlock
#

maybe try a matcap for trying to replicate like pre-rendered CGI look

subtle lichen
#

For reflections thats good

#

for anything else no

#

minus toon

#

can i have semi-transparent matcaps tho

hasty hemlock
#

no

subtle lichen
#

damn

hasty hemlock
#

transparencies are too expensive for the mobile Hardware

subtle lichen
#

:v

#

The N64 is ashamed

#

fr tho

#

I find that hard to believe, how can pcs and consoles from the late 90s early 2000s (super high end ones) do transparency in real time but a quest cant, when it can run said programs faster

hasty hemlock
#

let me rephrase that technically the quest Hardware can run transparencies it just can't run it at a fast enough framerate for vrchat to be comfortable with folks having transparencies on their avatars

#

because it's very easy to induce lots of overdraw if all the avatars have transparency

subtle lichen
#

i mean, the sphere demo i made didnt tank and it had a bunch of stuff going on, now granted it was like, 30 fps, but i think thats the minimum

#

as said, each sphere had like, 10k tris

hasty hemlock
#

30fps is too low

subtle lichen
#

minimum

worn burrow
#

30fps would make a lot of people sick/throw up

subtle lichen
#

There are over 100 spheres moving around that each have 10k tris

#

its reasonable to drop lmao

hasty hemlock
#

not in VR

subtle lichen
#

By that i mean its expected to drop down

hasty hemlock
#

yes and it's not a useable VR product

subtle lichen
#

i dont expect as much stuff to go on in vrc tho.

#

yet i still get 40ish fps in some maps

#

yet again said maps have alot of highly detailed models that im surprised could be used

hasty hemlock
#

like Oculus themselves says don't do a lot of transparency it's expensive

subtle lichen
#

yeah i wasnt gonna do a bunch

#

just a couple of smaller objects

hasty hemlock
#

so yeah there's a good reason why there's no transparency allowed on avatars

#

basically none of us are trustworthy enough not to melt people's headsets with it

subtle lichen
#

still surprised they dont have any per-vertex shaders tbh

hasty hemlock
#

because that would look kind of ass outside of retro models

subtle lichen
#

If the model is already dark itd look fine

#

i dont mean specular anyway, that always is trash unless the models are super high res

hasty hemlock
#

that still wouldn't help it being dark

subtle lichen
#

they should still supply both

#

normal models look like ass with vertex and old school models look like ass with lambert

hasty hemlock
#

vrchat hasn't added any new shaders for the quest in a while so I doubt they're going to add that to appeal to your retro niche

subtle lichen
#

still more performant.

#

most of the models ive seen are retro anyway, either unlit or lambert, the unlit ones looking better since, as said, lambert looks like ass

rigid comet
#

"most", e-people avatar are the most these days lol

hasty hemlock
#

vrchat isn't going to be making their Shader decisions based off of illegal game rips

subtle lichen
#

"Illegal game rips"

rigid comet
#

That but without quotes

subtle lichen
hasty hemlock
#

yes any avatars from old games would be illegal

subtle lichen
hasty hemlock
subtle lichen
#

I didnt see any that looked ripped from any games except a kronk one

hasty hemlock
#

because a good chunk of avatars on vrchat in general are illegal

subtle lichen
#

I guess my avatar from my own game is illegal then

hasty hemlock
#

I wasn't referring to your avatar in particular now that you've clarified

#

and you would need to give a canary feedback post for vrchat to even be able to observe your request for a vertex lit Shader

subtle lichen
#

Already posted there

#

waiting for replies

hasty hemlock
#

but yeah I wouldn't hold your breath on vrchat adding that

subtle lichen
#

they sorta got code that could work

#

in the matcap shader

#

hell, if they just made that per-vertex that would satisfy me.

#

I will say

#

I dont like the idea of a material limit, my avatars would be fucked over

hasty hemlock
#

there is a limit on the amount of material slots on the Avatar ranking system

subtle lichen
#

how many

#

My models have around 10 textures/materials

#

since I aim for maximum compatibility with 3DS, N64, and PC.

hasty hemlock
#

put them in a texture Atlas

rigid comet
#

2 materials is too many

#

Ahem

subtle lichen
hasty hemlock
#

because the texture size limitations that led to that many materials no longer applies and has no effect on the aesthetic

subtle lichen
#

compatability

hasty hemlock
#

just do a separate version for vrchat

subtle lichen
#

Nah

hasty hemlock
#

because you're literally making it more expensive by having it be 10 materials

subtle lichen
#

with textures that are 32x32 max

rigid comet
#

Literally a you problem

#

Atlas it for vrchat

hasty hemlock
#

yes because each new material incurs a new draw call

subtle lichen
#

k

#

wont

rigid comet
#

vrcPerfVeryPoor avatar ranking

hasty hemlock
#

texture size has a lot less impact on performance for vrchat then then material count on vrchat

subtle lichen
#

Wont be that big of a performance hit

hasty hemlock
subtle lichen
#

what

hasty hemlock
#

you're talking about a mobile phone so they're very draw call Starved

subtle lichen
#

it would be less than 1%

#

Ive used the model i showed in several projects in vr and got no hit

#

if i get a massive hit with em, ill merge

#

if not, ill keep seperated

rigid comet
#

👍

subtle lichen
#

yet again the shaders used were per-vertex and unlit matcap

rigid comet
#

Pcs do happen to be stronger than quests on average

subtle lichen
rigid comet
#

So they have different limits for rankings

subtle lichen
#

isnt that per material

hasty hemlock
#

literally the documentation on how expensive swapping a material is for the quest

subtle lichen
#

if so then my model will only have like, 10 draw calls

#

better than how many it will have on the n64.

hasty hemlock
#

that's still way too many for vrchat

#

considering the budget is only like 200 draw calls

subtle lichen
#

its not rendering that much to begin with

hasty hemlock
#

so if you had 20 avatars in a room with your draw call amount you run out of budget before the world

subtle lichen
#

so it would crash

hasty hemlock
#

the problem is it's a CPU cost to do a new material so being a literal N64 model has nothing to do with the cost of it

subtle lichen
#

N64 model + n64 materials

hasty hemlock
#

it being a N64 model would only be relevant to the GPU

subtle lichen
#

The n64 can only handle 1 material per object.

hasty hemlock
#

and I don't care because we're talkin about vrchat model making not running on a literal N64

subtle lichen
#

I find it amusing the N64 can run it better than a Quest 2

hasty hemlock
#

no it doesn't

subtle lichen
#

Because it sure is sounding superior in this case lmao

old escarp
#

because the shaders are the same mhm yes

subtle lichen
#

10 calls aint that bad for a model

worn burrow
#

for quest? yeah

#

not good

subtle lichen
#

As said

hasty hemlock
#

I would point out that the quest has to run at a very high resolution and refresh rate

worn burrow
#

the quest is a cellphone in a box

rigid comet
#

Go play vrchat on the n64 then lol

hasty hemlock
#

so basically your frame budget is small

rigid comet
#

Mobile vr needs compromises

subtle lichen
#

I will test it on the quest in the actual game

#

if it lags

#

I will change it.

hasty hemlock
#

nobody will be your avatar at very poor

#

literally just put it on a texture Atlas and everybody will be able to see it

old escarp
old escarp
hasty hemlock
rigid comet
#

😂

subtle lichen
#

plus you are not accounting for the matcaps and color shifing bits

#

*shifting

hasty hemlock
#

oh no I just noticed it's also separate objects for each body part

worn burrow
#

1 call for each part

#

right?

subtle lichen
#

there would be 7 materials if i combined all the bits that are color changing

hasty hemlock
subtle lichen
#

The segmentation is editor only

worn burrow
rigid comet
#

🤔

subtle lichen
#

Idk if thats something unity 5 does that 2019 does not

hasty hemlock
#

you cannot use Unity 5 for vrchat

#

and what is the harm anyway for making a texture Atlas

subtle lichen
#

broken uvs

hasty hemlock
#

like that would make your performance better on PC in your actual game

subtle lichen
#

and i would need to reset a few of em

worn burrow
#

broken uvs is because of the atlas addon you're using lol

subtle lichen
#

plus some bits would need to be their own atlas anyways for the ability to shift its color

#

the pants and undershirt of my model for instance would have to use its own materials

worn burrow
#

just make a mask for those parts?

#

god i keep forgetting its on quest damnit

hasty hemlock
#

like honestly you probably shouldn't bother with the color shifting on Quest

worn burrow
#

dont you sort of have to "fake" color shift on quest too?

#

i can't remember but its not exactly the same on pc

subtle lichen
#

aka, it will look shitty

#

even more shitty than it already is

#

I would use vertex colors, but idk how to export those

hasty hemlock
#

just put them as vertex colors or put it onto the texture

hasty hemlock
hasty hemlock
subtle lichen
#

that

#

has nothing to do with anythingg

#

*thing

#

plus 2 materials for the matcap anyway

#

4 materials about

#

since i use 3 matcaps for better reflections

hasty hemlock
#

you're going for an N64 style model so you shouldn't need any reflections

subtle lichen
#

erm

#

I hate to break it to you

#

but the N64 uses matcaps

#

in a shit ton of games

#

every game almost uses them

hasty hemlock
#

can you literally demonstrate a example

subtle lichen
#

look at the windows in goldeneye

#

the reflection examples in zelda

#

the metal cap from sm64

#

look at those

hasty hemlock
#

Fair

subtle lichen
#

those use matcaps

#

weapon reflections in perfect dark

#

sorry just

subtle lichen
#

actually, kinda is an understatement

hasty hemlock
#

okay I was mistaken

subtle lichen
#

Have you even seen any N64 games?

hasty hemlock
#

still should Atlas the model

subtle lichen
#

or played any?
or developed any?

hasty hemlock
#

you're not going to help by hammering that

subtle lichen
#

Legit matcaps are used everywhere since there are hardware registers to do it lmao

#

Im just

#

dumbfounded

#

anyways

#

my statement still stands

hasty hemlock
#

I don't particularly care for authentic to n64 at the expensive of performance

subtle lichen
#

If the model is too heavy, it will be simplified

hasty hemlock
#

it is at the moment

#

if you're showing up as very poor in the sdk it's too heavy

#

& Mirrors exist in vrchat which basically would double the draw called cost of your avatar

subtle lichen
#

I keep getting errors from the sdk anywas

#

*anyways

#

"Error CS0103: The name 'visioncontrolsettings' does not exist in the current context

worn burrow
#

dont cherry pick errors if theres more than one

subtle lichen
#

Oy

#

I was just looking at the error that pops up on the bottom tab.

#

legit just importing it from the website gives errors, the VRCSDK2 package did not do that

#

is 2019 not the right ver

hasty hemlock
#

SDK 2 is deprecated so you shouldn't be using that

subtle lichen
#

no im not

#

SDK 3 has always errored for me

#

wait

twin dragon
#

Does anyone know where to access the phys bone script

agile solar
twin dragon
#

Okok

agile solar
#

Physbones aren't available to the public yet.

twin dragon
#

bruh.

past rover
#

It is available to the public. Just on the open beta branch.

spiral mango
#

does unity still use 2019 4.31f for avatar uploads?

hasty hemlock
#

yes

outer fossil
graceful nest
#

Still in beta so yes but also no

gloomy marsh
#

Using lindesu’s world constraints, is it possible to have multiple on one avatar?

solemn ice
gloomy marsh
#

I think I use both?
In that case, good… very good…

merry swan
#

using the vrlabs one , have a jukebox that can drop 6 stations in world (dance thing on em)

gloomy marsh
#

Gotcha
I’m thinking of having advertisements for a group I’m in around the world

solemn ice
gloomy marsh
#

So I’ll need to reset the avatar and drop the constraints again

glass cargo
#

Anybody knows of a good tutorial for avatar creation?

#

Also, does anyone know what issues you would encounter as an avatar creator?

#

I’d like to know beforehand

loud cape
#

but that's assuming that you already have a model

glass cargo
loud cape
#

you can either start from a base model you can find on websites such as Booth.pm or Gumroad, or you can make your own from scratch in a 3D modeling program like Blender. note that making an avatar from scratch takes a lot of work, and will easily take you days or weeks. you can also use https://readyplayer.me/vrchat to create a humanoid avatar based on your likeness or customized. there is also VRoid to make anime avatars.

for base models, you can also browse this list https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Avatar-Models for mainly anime avatars and a few random ones, or this one https://www.vrcarena.com/category/avatar for furry avatars

cinder urchin
#

I still have a few Avatars in my Unity project, that uses The VRC SDK for Unity 2017...
It is called SDK2, but what is the SDK1 ?

#

VRCSDK1

outer fossil
#

it was the old one

#

really old

#

deprecated

west nest
#

sdk 2 became deprecated too

outer fossil
#

not yet

#

but yeah don't use it

west nest
#

read about sdk2

#
SDK2 is considered deprecated and legacy. It will only receive occasional maintenance updates, and will no longer be available or permitted for use in the future. Please migrate to the latest VRChat SDK as soon as you can.```
#

so it's a rip

outer fossil
#

i mean you can still use it they haven't removed it like the sdk1

#

it's not recommended to use it

left arch
#

Today we're actually doing some rigging, visemes, texture stuff, and maybe even unity stuff.

glass cargo
#

Is it on twitch? Am I able to rewatch in case I miss the stream?

#

Or even better do you upload videos to YouTube? That would be useful too

left arch
stuck granite
#

whats the unity used right now? i got a new laptop and im curious to know

stuck granite
#

Ty

cinder urchin
hasty hemlock
#

well it was before my time in 2017 so I don't know

cinder urchin
# hasty hemlock well it was before my time in 2017 so I don't know

I remember back then, where official "Hub Worlds" was a thing back then that are filled up with players 24/7...
My favorite was the Hub world from 2018 but after Quest joined into VRChat they no longer made any new Hubs. The closest we have is a Avatar3 World from Tupper but he limited the Slots down to only 8 players after 20-30 players loitering around in this world every day... 😦

left arch
#

I mean, Black Cat is basically a hubworld.

cinder urchin
left arch
#

Ah. Well, tbh, I'd rather them focus on giving us nerds the tools to make worlds.

cinder urchin
#

Community made worlds mostly die out sooner or later... as example, the Open mic night was a good played world, today its rarely filled. But a VRChat made Hub screams indirectly for visitors of every kind as a assembly point. I heard it have to do with quest, but I am not sure why this should be the reason, why no longer new Hubs are made from VRChat Team...

hasty hemlock
#

because it's not really worth the development time for vrchat considering how many folks are like on black cats

coarse minnow
#

It's time

#

It's time...

hasty hemlock
#

yes I'm very excited

lethal wren
#

Give it to me

#

Let me show off my power level to the masses

left arch
#

BASED.

lethal wren
#

Incredible patch notes

weak jetty
#

Lets goooo

dreamy tangle
#

so i have a quick question about the dynamics and contacts

lethal wren
#

If my avatar doesn’t pop off again like AV3 I’m gonna cry

dreamy tangle
#

i dont have unity on me right now so sorry if its an obv answer

#

but with collisions and contacts: say me and a homie both have swords we can toggle. is there any way we can have them both classified as a sword, to where a spark plays when the two collide with each other, and then a blood or marker particle spawns on any other contact area?

lethal wren
#

Yeah

#

Easily lol.

dreamy tangle
#

so theres conditional contacts that can be seperated by tags?

lethal wren
#

You can tag your contacts however you want

cobalt ore
#

quite a few of my avatars are broken, do i just import the sdk3 over the sdk2?

lethal wren
#

Call it Sword, SwordBuffMan, Sword99

cobalt ore
#

or do i delete sdk 2 and import sdk 3

#

oops, the new updat ei mean.

lethal wren
#

Oh you’re still on SDK2. You’re in for a helluva upgrade time…

cobalt ore
#

nono.

#

not sdk 2

dreamy tangle
#

and as long as my homie's sword has the same tag it works?

cobalt ore
#

the non upgraded bones version

#

bc some of my avatars bones are dead and i need to fix it

lethal wren
dreamy tangle
#

lets gooooo

cobalt ore
#

so do i just delete the old sdk and import a new one?

#

to be able to work on the new bones?

lethal wren
#

So. You’re not supposed to do the delete whole sdk updates anymore. They give instructions in the link for SDK upgrades

cobalt ore
#

so just import over the old one?

lethal wren
#

Yyyyep

cobalt ore
#

damn, then i'll be able to work on the new bones?

#

even if my project uses dyn bones?

#

confusion

lethal wren
#

There’s a converter

cobalt ore
#

where?

#

new sdk?

lethal wren
#

Yeah, it’s built in. Converts your dynamics to phys

cobalt ore
#

bc some of my avis are rather broken and i'd lvoe to fix it

#

importing something over the old thing doesn't feel right

torn matrix
#

for the new dynamic bones do i need to update mine?

hasty hemlock
#

if your PC Avatar has Dynamic bones vrchat can convert them at runtime

#

Quest avatars will need to be manually updated to have any physics bones

cobalt ore
#

yes but it broke some stuff

#

like this

#

my god i can't upload pictures

#

but one of the hairs is dumb

#

one of my avatars arms is now wobbly

rustic prawn
#

seems like the ability to preview eye-look rotation is gone o:

muted comet
#

where can i get the new sdk with physbones or do i need to use a beta version? the one on the website does not have it

fickle vessel
#

mhm did the unity.mathematics auto install work for anyone?

#

for me the sdk is broken bc that package is missing

#

and different from what the patch notes say it's not auto installing 😢

torn matrix
#

my avatrs are broken

#

all of them

west nest
#

auto conversion of dynamic bones probably

torn matrix
#

how do i fix it

west nest
#

remake avatar

compact fern
#

do i need to update my avatar if i don't plan to add dynamics or phys bones?

torn matrix
#

200 of them...

west nest
#

yup

torn matrix
#

i wish there a button to have old bones

west nest
#

there is

#

go to performance options

#

dynamic bones

#

and you will see old ones

torn matrix
#

thank u

west nest
#

you need to unmark there option

#

but i think it's only local

loud cape
weak jetty
#

Yo where's everyone going to test out their new avis now?

torn matrix
#

things that arent meant to be lifting are

coarse minnow
#

I'm ready to help out with avatar dynamics :)

ivory viper
#

I'm going to update one of my tutorials tonight

west nest
#

tutorials are probably being made already

rustic prawn
ivory viper
#

I already released a tutorial when AD first released

#

Just need to be updated

hasty hemlock
restive frigate
#

How do I add contacts and the fun stuff?

primal estuary
#

so kinda dumb question prrobably but ima ask anyway! if i wana use the physbones do i just replace the old dynamic bones one by one?

restive frigate
#

And become squishy

elfin panther
#

if i wanted to make like a tie move with physbones how would i do that

coarse minnow
coarse minnow
ivory viper
coarse minnow
#

Select grabable, to make it interactable by you and other players

elfin panther
#

thanks homie

cobalt chasm
#

wheres the new sdk?

neon finch
#

Just downloaded the SDK from the website, doesn't seem to have physbones in it?

jagged holly
#

If anyone is having the "reload SDK" bug or the mathematics issue, delete your pumkin folder if you have it. Pumkin is not compatible with this new version.

neon finch
#

Ohh

#

Ok

ivory viper
distant turret
#

Apparently for some of my quest friends, they're Physbones stuff wont work. even with the new update, unless they activate the beta

west nest
#

it should be gone from list

#

only ik should remain

balmy schooner
#

Is there a way to disable root rotation? I know original dynamic bones didn't have them and some of my set ups were based around that.

merry swan
#

multi child type - ignore

autumn wren
#

For Avatar Dynamics: is there a way to constrict a bone to 2 axis? My legs push the dress to the side instead of outward

merry swan
#

eh nm thats root rotation

distant turret
harsh hull
mystic relic
#

Where can I get the sdk with physbones? the one from the website doesn't have them

blazing trench
#

Is there a way to offset the PB's Collider Capsules so i can make em not stick out of even mold them closer to the Model proportions?

torn matrix
#

how do i reset the bones they get stuck

neon finch
#

anyone got any avatar worlds for quest with dynamic bones

weary socket
#

This is fun getting ignored when you ask for help

coarse minnow
#

This is like the start of the beta allover again

viral coyote
#

Fuck you omega bot

#

Can we release updates THAT DONT FUCKING BREAK EVERYTHING

weary socket
#

im guessing avatars are going into pc mode while you are on quest as well

viral coyote
#

Me and my friends have HUNDREDS of models between all of us we need to fix. What the actual FUCK VRCHAT

mild bane
#

physbone grabbing not working rn?

cloud lagoon
#

so for making a new project, should I have dynamic bones still imported so that things with dynamic bones get converted to physbones?

neon finch
#

everything is running perfect for me

harsh hull
cloud lagoon
harsh hull
violet path
#

Desktop users became the new quest

viral coyote
#

Backing up my project because Im pretty sure this new SDK is gonna brick my project

jade nimbus
waxen hearth
#

Anyone know any worlds where there's avatars at?

agile solar
split root
#

the new sdk is not supposed to convert my dynamic bones?

karmic totem
#

It will, it gives you the option to in the SDK control panel, the place where you click the build button

split root
#

woops wrong chan sorry

hushed turtle
#

my locomotion is super broken in fbt. anyone else? When i move my hip in certain directions my entire avatar's torso bends up and so does my head

west dust
#

it may be an avatar problem, but if ur totally sure it’s a physbones problem, try either 1, removing any physbones on hips or setting them to isAnimated

#

hips, spine, etc

halcyon ember
#

So now that the avatar dynamics are there, is it possible to make a prop for an avatar that everyone can grab et al? And if yes, how? Because I was thinking that maybe I could make a bottle I have a grabbable item that spawns near me if it was possible for example, just because. Or is it impossible?

west dust
hushed turtle
#

wait

#

no

#

nono

west dust
#

no physbones on any armature bones correct?

hushed turtle
#

yes

thorn turtle
#

i assume the unity dynamic bones package is now irrelevant ?

hushed turtle
#

is chest part of the armature?

west dust
#

then it’s a problem with rigging or the animation of the avatar

west dust
hushed turtle
#

ok it isnt labelled in the fbx inspector so i wasnt sure

#

ill try uploading without physbones in the chest

#

its not like wiggly however, it snaps into places and does really weird shit

#

not in the "oops i put a dynamic bone on my hip" kind of way

hushed turtle
#

huh

west dust
#

my avatar movement gets really jittery if i have a physbone in the wrong spot

hushed turtle
#

hm

west dust
#

if it’s not the physbone then it’s the rigging

hushed turtle
#

its the physbone

#

thats so weird wtf

#

ive never had that problem before

modern zealot
#

How do i add phys bones? I only find dynamic bones when i search for add component "bones"

#

hmm i should see it maybe it didnt install. prob best to make a new project

polar patrol
#

So when implementing the physbone chain, it isnt applying to the last bone in the chain. Do I need to have a dummy end bone in this case, or is there something Im missing?

cloud lagoon
#

do physbone colliders or something need to be on my hands in order for me to touch things?

neon finch
#

please give us standard shader for quest

#

pls pls pls

#

instead of these toe bone hair

hasty hemlock
cloud lagoon
hasty hemlock
#

does your bones have a collision radius above zero

cloud lagoon
#

oh heck they don't, thank you 🤍

hasty hemlock
#

glad to be of help

rigid gazelle
#

When I search for the phys bone component nothing shows up :/ I have a new project open in unity with the vrcsdk3 :S

polar patrol
#

You using the correct version of unity?

rigid gazelle
#

I think so? It hasn't been very long since I mad an avatar, unless the version I'm supposed to use updated again :S and the menu where I can upload the model doesn't say anything about it

#

i looked it up and i should be on the correct version

elder phoenix
#

So with this new Avatar Dynamics and such, is self-interaction via points on the body possible now?

#

Like, i can press a button on my wrist and it does something?

elder phoenix
#

Wild

neon finch
#

is there no counterpart to friction in physbones?

plain flicker
#

im curious too

agile flume
#

Tried clearing the log file, closing and reopening Unity but no changes.

polar patrol
#

OOo I just realized we can make physical pouches to activate pulling out togglable objects using the self interaction!

fading haven
#

are all dynamic bones on previous models uploaded been converted to physbones ?

hasty hemlock
#

yes it'll converts all Dynamic bones at runtime

snow arrow
#

I'm having an issue where any other phys bones component I add for bones that have the same root transform won't perform their independent physics settings.
(Sometimes you want components with different exclusions, cause some bones from the same root you might want to behave differently)

The settings in the components are clearly different, but in play mode, it's like all phys bone settings are locked to the highest priority phys bone component's values highest in the hierarchy if it shares the same root transform.

With Dynamic Bones, doing this would work just fine.

severe glen
#

wait this is not the channel i thought it was

fading haven
rigid comet
#

I've been wanting to crate a slider to allow me to move my hand up/down on a polearm prop, anyone know how to go about doing this?
I am not really sure how to control the animation like that, i already have the thing mapped to a bone, so i imagine i just need a way to drag the bone up and down

neon finch
#

When they when you when your mom when me when you me when your mom when I does and also doing what

eternal edge
#

hi, I'm trying really hard to convert my avi to use physbones, but something with gravity doesn't seem to work

#

specifically:

#

and the issue is, her skirt is rolling up

#

despite gravity set to positive (0.0012) and gravity falloff to 1

#

trying to increase gravity have no effect -it still curves up

neon herald
eternal edge
#

uh, it also looks like there's actually ~12 different vrc phys bones going on in there -it duped the dynamic bones

#

is there a way to mass-edit all the phys bones scripts, instead of changing them one-by-one ?

neon herald
#

I don't think so, no.

swift anvil
#

it'll multi-select and you can edit them all together

neon herald
#

Oh yeah, that's true.

#

I always forget that works for things other than disabling write defaults in animators

tropic skiff
#

with this new update i am so happy. i can be pet

molten thunder
#

I really didn’t think I’d see the day that avatar dynamics would be added to quest. It felt like one of those things that they wouldn’t get to until the game was optimized in its entirety. Yet here we are and I absolutely love it

neat cairn
#

essentially every ones avatar performance level got a shade greener XD

molten thunder
#

Lol yeah. I can’t wait for my rex avatars to have dynamics. That would be a dream. But rn I’m stuck with wickerbeasts. Not bad by any means. Just not my all time favorite

latent gorge
#

Does anyone know why physbones just doesn't affect every child of the root sometimes? Getting very annoyed with the bone chain not having physics applied halfway through for no reason

#

nvm, figured it out! I forgot to mess with the multichild type

cyan lake
cyan lake
latent gorge
dreamy tangle
#

so how exactly do booleans work with the colliders? the "on enter" says it sets it to 1 for a single frame, proximity is weird, and constant is "while in contact"

lethal wren
#

I have now fully decided depending on phys bone parameters is pointless and that I should just use them locally to drive synced paremeters like bools.

quiet blaze
dreamy tangle
#

i know

#

but how do you get it to where like

#

you tap a button and a toggle activates until you tap it again

#

is that not possible?

stuck girder
#

why are phys bones freezsing in place when I toggle them off rather than resetting to their normal rotation state, is this some kind of feature? I just need to know how to disable this

safe junco
#

I have to delete my entire locomotion layer to be able to use my model in game now. Also interactable phys bones arent working on my models. The update hasnt been nice to me

pale cedar
#

Is there any world that have phys bones avis for quest

ancient turtle
#

I'm gonna say it, the PhysBone hard cap has been exceedingly helpful for me. It has forced me to rely less on collision checks and actually learn the components better so I can make great PhysBones without relying on cheese essentially.

neon finch
agile solar
#

Headpat.

neon finch
#

Is there any better way for a wildcard check?

lethal wren
#

What exactly are you trying to have happen here?

#

Looks like you only want it when your left hand is at 0 or 1 and your right hand is at 0

At this point I’d just use the Less than 0 or Less than 1 if you don’t want any of the other parameters to be considered

lyric ledge
#

That looks like something yandere dev would do.
Shouldn't it be easier to have Parameter equals [number]
instead of Parameter NotEqual [everything existed in the coding]

lethal wren
#

Equals would be the most efficient if there is only one way you want the effect to go off

obsidian ferry
# ancient turtle I'm gonna say it, the PhysBone hard cap has been exceedingly helpful for me. It ...

Also, the fact that you can use bone twist/bend limits makes it even fucking better, because you wont need 500 bone collision checks if you don't want things clipping into your avatar. Like tails, long ears, hair, clothing stuff like strings or chains. I'm excited for the performance boost that'll happen in public worlds. It'll take some time, like possibly months, for a majority of avatars to convert, but man. Hype.

teal path
agile solar
#

Heyo Paci.

obsidian ferry
#

Shame there aren't descriptor leg colliders users

teal path
silver mango
#

might help

#

can post it in the canny

teal path
#

ty

silver mango
#

just realized

#

probably a bug but it has to do with scaling somehow

#

had the same issue with a tongue

#

convert units was set to 1 cm (file) to 0.01m (unity)

#

now changed it to 1m (file) to 1m (unity) such that it's 1:1 units

#

and now it works

teal path
#

physbones seem to not like being small

#

like

#

scale any avatar with physbones to .1

#

boom phybones broke

neon finch
#

whys it make hair look weird too

silver mango
#

nah nevermind yea

#

its actually fucked

teal path
#

I dont think working with physbones will be possible unless you scale your avatar to like 10

silver mango
#

thought i had found something but its broken

thorny jolt
#

Its stupid that I cant disable physbones with animation how I did it with dynamic bones

acoustic gust
#

sorry this was probably asked a few times before me but i cant find any posts. are there any tools which auto convert dynamic bones to phys bones?

silver mango
#

commented with gif @teal path

brave heart
#

However, it won’t change animations affecting dynamic bones

acoustic gust
obsidian ferry
#

VRChat SDK > Utilities > Convert DynamicBones to Physbones

acoustic gust
#

sexy! Ty!

zealous geyser
neon finch
#

Hyy vrcTupHi

obsidian ferry
#

The values will be very dramatic compared to normal. Like mine were very elastic so play with the values as per usual.
https://docs.vrchat.com/docs/physbones
Seek this if you don't know what value does what

brave heart
#

Are/will there be any tutorials on how to allow others to hold an unrestrained object from your avatar? Like the chips from one of the example avatars?

obsidian ferry
#

Most likely, there will be a tutorial for everything and some people even selling pre-made stuff on gumroad/booth

acoustic gust
#

i want a PVP System with a life bar going down when hit by a weapon HYPED

obsidian ferry
#

lmao think someone got too excited

candid forum
#

yes it was meeeeee

obsidian ferry
#

kek

#

It most likely can't do the math when bones are too small

candid forum
#

i've been troubleshooting me and a friends avi for a while and we absolutely cannot figure out why her hair wont move and mine does, despite both of ours being the exact same model, and i now i'm thinking its because my avatar is scaled larger?

#

but i'm also having an issue with my toungue where it wont animate at all anymore and jitters and glitches around too

obsidian ferry
#

It's usually enabled by default, when you convert, but double check Is Animated is enabled

teal path
#

In general the phybones just

#

They move way too agressively when locomoting

obsidian ferry
#

If you uploaded the model, tweak the values. I noticed that being an issue too, just lowered the value for Momentum and that fixed the issue

candid forum
#

yeah there used to be the inertia scale on dyn bones that changed the amount of influence that your thumbstick movement would have on the bones, and i'd always set it to about 0.8 so that the bones didnt freak out when i walked around the map

#

it looks like now you're supposed to use the Immobile option

obsidian ferry
#

Tweaking Immobile value should help as well, according to the docs Reduces the effect movement has on bones. A value of one means the bones will always stay in their rest position unless moved by collision or grabbed.

candid forum
#

but that seems to affect the bones movement overall as well

#

i'll keep messing with it tomorrow i've literally only had like 2 hours to mess with stuff

obsidian ferry
#

Sweet dreams, stranger 💙

#

Don't forget, clicking the C allows for value ramps

teal path
#

Immobile is 1 for me

#

Gets affect by movement still

obsidian ferry
#

odd, I haven't tried everything in-game yet. Too busy updating all of my avatars to physbones

candid forum
#

right now my absolute biggest issue is with my avatars tail, i have used a floor collider in the past to let my tail lay on the ground when i'm sitting down, so if i sat down the tail would rest on the floor. But now as far as i can tell, i still have a lot more adjustments i can try, but it seems like that once i have the tail touch the floor, the whole tail like aims upwards to the sky instead of setting itself down XD

#

i'm thinking i just need to adjust gravity

#

i did a super awesome thing with my hair that i'm sure lots of people found out already but thought i'd share anyway, but by adjusting the rotation limits on a few axis' and setting curves for said rotations, i've made it so i dont even need a collider in my head for hair collision anymore, and it even looks better than before since now it doesnt have to slide alone a colliders surface

#

really awesome stuff

teal path
#

I cant get anything to move the way it used to

#

I give up and hope theyll just somehow figure it out

candid forum
#

they've said from the start that things will simply move differently unfortunately, we'll just have to adjust things til they're close or better

teal path
#

Imma wait

#

I just hope theyll do something to fix the big issues soon

#

I wish theyd just let dynbones coexist and just fix their threading issue (update to new dynbones or something)

latent gorge
#

hmm... I thought I fixed an issue from before but it isn't working. I have a bone with physbones applied, but all of the children are not being affected. I tried messing with the multichild type, which fixed my previous issue, but it doesn't seem to be working now. Any other ideas?

teal path
alpine plover
#

i am concerned with this new avatars thing tho , i can imagine gonna use it for certain things 😳

latent gorge
#

good thing people can toggle it on and off

alpine plover
#

yea

rigid comet
#

Can't you add the chain as an exclusion to the tail root, then add another component in the chain with it's own settings? 🤔

#

Just guessing

orchid copper
#

I SEE IT

#

"Ignore transforms"?

#

Is that it

#

Found it

peak wagon
#

hello, i found an avatar that i like, though there are some problems with it that i wanted to fix. is there any way to export and edit an avatar from vrchat?

brave steeple
#

I noticed something interesting about this update since PhysBone is live.
Since some of my friends have slow internet(WiFi and not cable) I noticed that every interaction with PhysBone, me or anyone kinda fluctuates their ping like they get high ping. Is it cuz every Interaction with PhysBone are being sent to the server vice versa?

twilit cipher
#

a question I use physic bones with a tongue no matter how I use it tongue stays stiff why?

#

even when converting

halcyon ember
silver mango
orchid copper
#

Had the same issue

#

It's still a little scuffed but it works

coarse minnow
#

Canny to stop people from uploading avatars with too many physbones is complete

#

just received a mail about it

rigid comet
peak wagon
#

ah ok

#

thanks for letting me know

rigid comet
peak wagon
#

i will try to get in touch with the author

rigid comet
#

Yup :)

coarse minnow
#

the canny was opened before the beta was released, but it didn't make it into the full sdk

rigid comet
#

I don't recall dynamic bones having much of a limit or did it

#

I forgor

#

I havent even checked how's the limit, i assume its plenty high on pc

mossy epoch
#

I feel like the Update Checker of the SDK is a bit outdated xD

#

it says there is an Update..... from 2020

west nest
#

it is outdated for long time

#

like they gave up on it

mossy epoch
#

they should just remove

boreal spire
#

What's the most popular shader people use nowadays?

rigid comet
#

poiyomi, standard, toon lit (for quest) lol

boreal spire
#

Oh, Poiyomi is still the most widely used? Thanks

rigid comet
#

that's what i see at least

opaque mulch
#

hey guys sup

#

im testing something with the new update

#

sometimes when i pull my own hair it goes back to his position, but other times the hair just stay floating.

#

anyone know a fix or is normal?

cloud lagoon
#

ayyo anybody got some ideal physbone settings for hair they've been using and wanna share? 🤍

willow birch
#

I'd say liltoon and poiyomi are actually fairly on par these days

lethal wren
willow birch
#

Or just don't pose it with trigger, yeah

rigid comet
#

how to unpose them?

#

i am thinking of adding a bone to a sword sheath i have at my waist, sounds interesting being able to handle it around and freeze it in different rotations

opaque mulch
rigid comet
#

if i want to move a single bone, do i need a root bone separate of the bone i want to move?

#

i.e. a root bone somewhere at the hip bone, or just putting the component in there is fine

vague shale
#

also can others really only interact with my physbones through only hands and fingers? is there no way around this?

rigid comet
#

can't you add your own colliders?

#

i think the hand ones are just auto assiged.

vague shale
#

apparently you can but they dont seem to work with anyone else's physbones

#

from my testing

rigid comet
#

i see

crude willow
#

phys bones autoconvert is big oof

#

i am helicopter now

tulip mountain
#

anyone else's phys script not working on butt/chest bones?

primal heath
#

what unity do i need

quartz quail
#

Does anyone have an Arceus Avatar

sweet charm
#

Can PC users see all Quest avatars automatically, or do they have to choose to enable them, too?

foggy pelican
rotund swallow
#

How can I touch/interact with phys bones in unity?

merry swan
#

play mode / game tab , click'n drag

rotund swallow
#

everything there is 2D and my avi is way above

twilit cipher
rotund swallow
neon finch
#

how would I get my hands on the new VRCSDK with physbones?

rotund swallow
#

vrc website

neon finch
#

same as the old sdk's?

#

SDK3?

rotund swallow
#

yea

#

it is still sdk3

neon finch
#

ohh okay

#

so just download it and im good?

rotund swallow
#

if u know ur stuff in unity

#

yea

#

always backup ur project though

neon finch
#

mhm

twilit cipher
neon finch
#

?

orchid copper
#

If I have a toggle that disables the bones for, example, hair. Do I need to enable isAnimated? Or can I leave it off. I'm not animating the bones, I'm just turning them off

orchid copper
#

BRUH; is that why my fking tounge won't move

silver mango
#

probably yes

#

test it by scaling ur tongue up

#

if it moves then yea

#

then its that bug

orchid copper
#

BRUH

#

gg vrc

#

yep, it moves when i scale

#

Why the fuck isn't this fixed

silver mango
#

its been a known bug since april 9th

#

but was marked as "needs more information"

orchid copper
#

I don't wanna update my avatars with broken tongue for my customers. That's just stupid

silver mango
#

its fixable by manually resetting the position of the bones

#

but that's something that wasn't needed with dynamic bones

orchid copper
#

yeah, I noticed that on my hoodie toggle lmao

silver mango
#

and such would be great to transfer over to physbones

orchid copper
weak vessel
#

It there any possible way of safely switching over a project that has 2.0 over to 3.0 without it braking the entire project?

merry swan
#

descriptors will not survive, totally different, other things shouldnt change

weak vessel
#

Like if I just delete all of the 2.0 SDK stuff and just import 3.0, that would work?

merry swan
#

Been awhile since i converted mine , i would strongly recommend a backup 💾 before changing

weak vessel
#

Alright

modern zealot
#

I tried copying it over and had no phys bones installed. had to remake a project to make it work.

void swift
#

anybody tried using the action menu to toggle physbones posable/grabbable?

merry swan
#

yes, the posable dont reset em

#

grab is handy to disable , works

quiet stream
#

not sure which chat to put this in but trying to convert an avatar for quest but no idea how to reduce phys bone transform count anyone know how to by any chance?

rotund swallow
#

my unity game tab where I want to grab test my phys bones only shows me a view from way beneath the avi in the void

#

tried playing around but cannot seem to change it
any idea?

quiet stream
#

try moving the camera

rotund swallow
#

did that

orchid copper
#

I'm sorry for tagging but I need to know if the issue with small bones not moving at all will be updated soon or not. I need to update my avatars but I don't want to update them twice if it's getting fixed soon @tough epoch

tough epoch
#

Depends what you mean by soon

elfin panther
#

for some reason every avatar thats generic rig never loads

orchid copper
tough epoch
#

Ah, no that issue won't likely get fixed for a while

tough epoch
orchid copper
tulip mountain
#

any quick explanation how i go on about getting a face gesture to pop up when hair being pulled? all I did so far is put 'Hair' in the paramter slot of all physbones scripts

woeful ruin
deft wave
#

hey people! i just got done redoing stuff for physbones. these are the settings im using for my rusk avatar. pull: .22 momentum: .225 stiffness: .42 immobile: .34 gravity: 0

#

you can use this as a base if u want

obtuse reef
#

Yall know a good Custom avatar creator?

orchid copper
merry swan
#

How many bones is that tounge, cause all mine still work (3 bones)

orchid copper
merry swan
#

yeeh thats alot

#

its gonna be small

#

merge to 3-4 should make em work

orchid copper
#

They're assets. and If you want a smooth tongue movement that's what you gotta go with

merry swan
#

Not true at all but you can belive that, im not trying to change peoples mind, your tounge is not that floppy at all

lethal wren
#

Not a VRChat or system issue, it's a creator issue.
Wait for creators to update their assets.

worn burrow
#

yeah i was about to say

#

it seems like the tongue issue is a thing on rexo avatars, i dont even think the creator has updated the package with physbones

orchid copper
#

I'm going to try and merge bones myself in blender and if it doesn't work I'm just gonna remove the tongue from my avatars for now

merry swan
#

Rex one i fixed earlier had 3 tongue bone, only need 2 + endlenght to work (av scaled to his height at 6'1)

orchid copper
old sleet
#

so theres a newer sdk on the vrchat website than the one tupper linked for the avatar dynamics beta, which one should i use?

lethal wren
#

The newest SDK because we're live now.
Don't need the beta one anymore.

old sleet
#

thanks

crystal crag
#

Yep yep new one from website is current.

#

We no longer in beta Yash_Cheer at least for AD

tulip mountain
#

just curious if someone 'poses' your phys bones, how do you reset it so it's not annoying or anything

merry swan
#

Last time i tried to reset them with a button or something , nothing, grab & release or reset av , why i dont have anything poseable

tulip mountain
#

yeah that's what i thought, i should probably disable it if that's the case

merry swan
#

its not synched either for others that arrive late , 🔨 i think

fluid grotto
#

Trigger while grabbing sets it as a pose, grab and release without trigger resets

harsh hull
#

Desktop does not currently have the ability to reset or pose physbones. ^

merry swan
#

Made some shorts ago with a zipper thats contacts, and it could be posed, but when zipper goes up its ment to reset posed stuff (not gonna work since animation cant tell it to reset 🔨 )

silver mango
#

Can someone describe in a nutshell all the three different multi-child types to me please?

#

the docs don't seem to mention the difference

stark plank
#

It's pretty neat, actually.

#

If you have a root with multiple child bones, you can observe how the root is included by flipping through them.

merry swan
#

ignore is handy it will never move the root

stark plank
#

Still... what would be a good way of setting up a contact receiver to receive particle damage and tick a float up to 1 in intervals of .05, or would that be a little complex?

merry swan
#

dynbones had to use radius to avoid that

silver mango
#

Okay so ignore will ignore the root bone which is nice
but what does first / average do?
im guessing first will move the root, as opposite of ignore?

merry swan
#

average moves the root too, first is.. odd it will move one of the strand of bones thats first in order or something

#

think i have a small vid of it somewhere showing it

#

you can just flick it in vrchat and see yourself

silver mango
#

Average seems to just make everything move a lot more, I'm not really sure what it's doing or what it's supposed to do

#

I can see first taking effect though

#

It makes the first strand of bones move a lot more like u mentioned

#

so i just need to understand what average does

patent idol
#

I'm not really sure where else to ask this, but is there a specific reason why only one hand can grab a physbone at a time? Or is this a setting I'm just not aware of? I'd set up a bunch of root bones to reduce the number of physbone scripts needed to have my model in working order, but at the end of the day I basically have to set it up just the same as dynamic bones.

weary pendant
# woeful ruin Ruuubick is correct, it's a lower priority bug. The "small bones" are... really,...

I got some bones with bone length 0.006 - 0.008 m, meaning 0.6 - 0.8 cm, so multiple millimeter. I export with FBX units scale, so Root, Armature and Mesh have scale 1 and not 0.01.
From testing and scaling the headbone, it looks like everything smaller than 0.01m stops working, which would mean less than a centimeter, not millimeter.

I could totally understand if bones less than a millimeter would not be considered, but less than 10 millimeters?

silver mango
silver mango
brave heart
#

Is there any way to have an animation cause a chain of physbones to return to the bones' original positions?

merry swan
#

if posed?

brave heart
#

After being affected by gravity

merry swan
#

eeh disable their gravity i guess

brave heart
#

I guess my next question would be is it possible to have an animation adjust a curve graph for one of the phys bone properties?

thick dove
# silver mango Someone please?

it's usually pretty scuffed, it takes in account all the bones in the chain and uses the average as the end of the parent bone

lime haven
#

Damn I just checked this new feature of physBones, and I dunno what you think about it, but to me out of the box it really do suck. When I use it, i loose all the softness in the animation of my tail, and ears when I move my body and head around (like they do not move at all). I can grabb, but even that is quite bugged. Maybe i'm using it wrong and havn't seen some setting ?
If I reactivate the dynamic bones then I can see them moving fluently again.
Did you have a different experience ?

thick dove
#

Yes, physbones don't do a great job converted from dynamic bones

#

the model has to be re adjusted quite heavily in unity to get the same/similar results

silver mango
#

that makes sense from what I see visually

#

thanks !

fluid grotto
woeful ruin
worn burrow
#

yike

mild charm
#

Idk which avatar channel to put this so imma just say it here

So i plan on trying to make my first avatar being a rex. And i want to know which one of the website is the real one so i don't pay for something and i get nothing out of it.

rigid comet
merry swan
#

id be sceptic about buying one right now unless they fixed it to physbones, you would end up having to do it

#

auto convert is...eeeee.h.. well

worn burrow
#

that ^

mild charm
merry swan
#

Right now it has dynamic bones (wich you dont need anymore and cost) , physbone can do it better & free, but you would need to set them up

#

Ive changed one of those to phys, its not too hard if you know how to move sliders around

mild charm
#

Yeah idk anything on avatar making or anything on it really. But hey i'm willing to give it a shot

worn burrow
#

if you dont know you probably should just wait a bit

rotund swallow
#

Hey
Does anyone know I could play a sound from a toggle for its full duration? Mine is only playing for a short time while the value is true

merry swan
#

exit time 1 , duration in seconds how long the audio is

#

math!

sweet matrix
#

Hello does anyone know if VRCLENS works for quest user to see the camera? not to use it?

odd nymph
#

Hey so... I've been having an issue with particles on quest avatars and I just found this thing on the canny that seems to be my exact issue. It's also quite new, coming from this month. Would anyone mind upvoting it so it could get fixed?

rigid comet
#

somehow i managed to blindly stumble my way through making one of those hand sliders for spear props 😄

#

small victories

raw crow
#

how can i set up the new avatar dynamics? if i update the sdk to the last version and in my project i delete old dynamic bones, the new avatar dynamics will wok?

hasty hemlock
#

you would still need Dynamic bones in the project to use the auto converter

raw crow
#

is there a guide for the auto converter?

#

i couldn't find it

blazing trench
#

What does the 'Is Animated' option even do to the Physbone?

hasty hemlock
#

basically it keeps changing the rest pose for the bones to match your bones animation