#avatar-dynamics
1 messages · Page 25 of 1
@timber saddle I'm sorry if I misspoke. I was saying that the built-in (original or standart) Senders (Feet, Feet L/R, Hands, Head etc.) in the avatar aren't working with added reciever. This manifests itself in the lack of collision and the receiver transmitting 0 to the bool trigger when any of the standard senders cross it...
Has anyone checked this point?
Does the receiver have the proper senders allowed?
@timber saddle Yes, all the filters are listed.
hm. Do they have "allow self" checked?
for testing in unity I'm pretty sure you need allow self, cuz there's no remote player
colldier and contact are not the same thing
collider is for physbone.
contact is contact
Colliders are jsut a physical shape for physbones to bounce off of
Is that means Standard Senders (colliders) are working only for other players, not for self collision?
okay you're misunderstanding
the contacts they assign to your body are -also- colliders
but only those work a to collide with physbones
if yo uadd extra colliders yourself you have to add them to the physbone
In short, they are Sender but, not in the sense of added senders, but in the sense of Colliders for Physbones.
also what's that huge shape under the floor?
Is a floor
hm. like the old dynamic bone floor colliders.. i don't think you could do that without a giant ass sphere under you
But Recievers haven't floor collider
That's because I used capsule, for more space of detect.
so giant ass sphere that's set as contact reciever, for foot
jsut use foot, not foot L and foot R
it oughta, if it's a contact reciever set to foot
Let me give it a poke
should be pretty fast to whip up my own floor collider
how would I go about lowering my physbone transforms here?
I'll explain it another way. I thought they were built-in sender for avatar, maybe they work as a Sender to interact with other players, but they don't work for me, in terms of self-collision. @timber saddle
naw they should
But I must have misunderstood the documentation or there is an understatement. That these colliders are created either only for interaction with other players, or they are only needed for PhysBone collision and interaction with bones.
i use the senders all the time.
heck most of us use these senders to trigger stuff on our avatar
give me a moment
Huh...
So... that's interesting.
as far as i can tell this SHOULD be reporting true
the foot sender is inside the floor test reciever...
but it's not giving a result of true.
Seph, i think you found a bug.
Foot sender is inside receiver set to foot, but receiver is not reporting that it is
wait a tick. It's not giving a response for any contact i set it to..
uhm.... this is odd.
uh. hey anyone else got a word to add here?
The body default senders are not sending to a reciever... no matter what i set it to
hi could someone help me figure out why my animation for a contact is stuck active after the receiver was touched once?
i was making a boop contact and after hitting the receiver once with a sender, the animation was stuck while in idle state
Do you use Write Defaults on or off?
i figured out how to get it working, but now have a issue with an audio source not working when i get booped
animation for the sound works but theres no audio
in play mode
your max distance is pretty tiny
these are settings i got from a friend, they work pretty well
sounds are n't too loud and don't go too far
my distance is small bc my avatar is small
still means they gotta be real close
its a boop
to the nose
so you have to be within my avatars face
but i gave up on it due to unity not playing any audio sources
check your camera position also, if your main camera is too far it won't hear it
right now confused about one of my particle systems staying active after a contact is done getting touched
and the animation goes back to a default face
before
during
then after, the heart wont go away
nvm fixed it
haii :3 is there a way to make recievers react only with non friends? i'm thinking of doing a reciever at the boobs area and make an expression and maybe a sound that says "hey" but it should be for "strangers" only. for example like isFriend true/false. are there parameters like that? thanks for an answer :3
I'm not aware of any parameter you can access that distinguishes friends. The only idea I have is to have your friends add a contact sender on their avatar's wrists that you avatar would check for - so I would know if it's a normal boop or a "friend " boop.
You coooould base it off people not having your avatar fully shown and have it only be on by default for if custom animations haven't been shown for your avatar.
¯_(ツ)_/¯
I don't think you could actually use cameras in any way that would affect an animator, but that was the only other idea.
Since camera components are friends only.
Does anyone know how to sync movement of phys bones across pc to quest and vice versa. All the settings are identical for both version but it just doesn’t show cross platform in game
Hello, just leaving this here if anyone else is having the same issue with the "Standard Colliders" for physbones not showing up in the avatar, make sure your Armature name is EXACTLY "Armature", otherwise the VRCSDK won't apply the torso, head, fingers etc standard colliders to your avatar
In my case my armature was named "Armature.002", hence why it didn't work
Where is the physbone script? I can't seem to be able to find it in the search.
"cross platform" nope.
It's a VRC update that needs to sync them with the other platform.
But how is it some avatars work fine and some don’t?
Do you mean like grabbing and posing?
if that, they don't sync, if just settings, they work the same from what I see.
Yes and the settings are exactly the same
But it doesn’t for my avatar
Worse yet is I have another avatar that works fine with the same settings
Interesting, maybe has some other tricks to sync them.
I wish I knew what it was
colliding syncs fine for both, but grabbing and posing doesn't
I have colliding off
And posing off
But the grabbing works on the same platform, just not across
yep.
So I’m guessing there is no way for it to work then?
Currently, it's on VRChat to sync it, not ours to make it work.
Physbones should sync across platforms as long as you're uploading the same physbones to each
I'm not sure how it defines "same" physbones. It may be by path, or by gameobject instance ID. But it's not gonna be by magic. So if it's two completely different avatars where you just put the same physbone settings on bones that look the same but have a totally different hierarchy, then yeah that's not ever going to work
It’s literally the same avatar even so far as I just changed the shaders to make it quest compatible
Must be something breaking it because that's something that we've tested on every release
try uploading just the basic example avatar robot with the ears and tails
see if that works, then see what's different between yours and that
I already have something like that, an earlier avatar I did works fine with near similar settings and it works fine
So I duplicated the component, pasted it on the new one and duplicated that to the quest side and it doesn’t work
So something as simple as duplicating makes it go weird?
well if you duplicate the component then it's completely different, there is no link
duplicating the entire avatar might be fine, I'm not sure
but duplicating the component from one avatar onto a completely different avatar with a different armature is defnitely never going to work. As I said, it's not magic
Does it being in 2 different projects also make a difference, cause it didnt with the other avatar i have?
probably
if it's a copied project it might be fine
but if it's not identical it will definitely have problems
or if it was recreated from scratch to be technically the same but with completely different object IDs it would probably also have problems
you should really just upload both versions from the same project, same scene, same avatar. Just swap the materials and you're good
It takes hours to switch from pc to quest
then clean up your project
I know
But its still weird that one worked fine and the other didnt and i ended up doing it the same way
for a world, sure, I get it. You can have some very big worlds. But an avatar project... you really shouldn't be dealing with hours to switch. You can fix that
I have a lot of avatars with many things
Didnt really want to do multiple projects for individual avatars
But im gonna try exporting the individual avatar to a single project and try that
What dose experimental immoble do?
No, but you could do a combination of the is grabbed and angle parameters possibly
I also have been struggling with some of my avatars syncing bone grabbing/posing and some not (between pc and quest). If someone could find out what the actual technical requirements are to make this work that would be really useful.
I have one avatar that it literraly just an exported scene from a pc project with just shaders changed and it doesn't sync, then I have an avatar that is literally a different fbx (optimised for quest) and it's phys bones sync fine. In both examples the hierarchy paths to the phys bones are the same as the pc version.
These are just 2 example scenarios - I've not been able to find any pattern as to what makes it work.
Collision always works, it just grabbing / posing that does not sync across platforms.
Dynamic bones is being deprecated . The current version of the vrchat sdk comes with Phys Bones components that basically do what dynamic bones did but in a more performance way for vrchat
Don't buy dynamic bones, those were replaced with physbones, which are included in the vrcsdk for free
And they have more fancy things you can do with them, like grabbing and posing
click a gameobject, go to the inspector, add a new component, and search for "vrcphysbone"
yw! You can read more about physbones here: https://docs.vrchat.com/docs/physbones
Hey, So i've been trying to do this for around 2 hours now, And i still dont understand why it isnt working. So i have an object with a ring. And I want to. when i put my hand inside change the material and keep it like that after i remove my hand. But then i want it to swap material again when my hand goes back in the ring.. And again. To stay as that material.
Sorry, I didnt see this until now. But whatcha mean, use a copy driver on a sender? Like, what I meant with decay, is that I have a bool being triggered WHEREVER, and when it is true, a float slowly goes from 0 to 1. But if I say, let go while its at 0.5, it should start decaying back down to 0 from that point.
I just don't get how I'd have something decay from whatever state it was in before a trigger was let go or whatever
Yeah, you can make a sender start moving toward the proximity contact's center on bool true and have the float of the proximity contact drive your synced decay float with Copy and then on bool false it can move away from center and the speed of the decay can be controlled in the transitions of the layers. Exit Time off, of course.
Worst case is some int looper that would work just as well, but we have proximity contacts now, so that feels like it'd be easier.
If you want it all handled in the animator, the int looper would be the way to go right now and just use the copy with ranges for converting the int value into the synced float.
Nevermind, forgot about transitioning states to themselves, so you could just transition to self with an add Driver on your local float and then make it transition to another state that transitions to self on a -add Driver on bool change. And then have a layer that just has the Copy Driver copying that to your synced float. My bad.
I'll make a controller real quick as an example.
Unity just slow to open.
Aside from what PhaseDragon has written, you should try using Unity Accelerator. It can massively decrease time of switching between platforms: https://docs.unity3d.com/2019.3/Documentation/Manual/UnityAccelerator.html
https://unity3d.com/unity/whats-new/2019.4.31
Take this apart. *Also, since I did this quickly, the transition on Decay - doesn't need Exit Time on. My bad.
Probably add some safety state somewhere since I know you can drive beyond a float's typical min/max range.
As in, it can keep going above 1 or below 0. Drivers do that for some reason.
That's why the decay states with the drivers have a condition of greater/less on them.
This file is empty, lol <3
But I think I understand what yer saying. I'll have a go at it later. See if I can get the "-add" to work
Shouldn't be if you have the right version of Unity and SDK.
Yee, I just deleted mine and downloaded that and put it into my project and it's there. I can make a vidya instead.
Try this instead.
im currently working on a bow for my avatar. i have a phys bone on the bowstring and i can pull it ingame. however, now i need a system that fires up a particle system as soon as i let go of the bowstring. i thought about doing that with contact senders and recievers but i dont exactly know how. what i want to achive is that a signal is sent once touched but stays active unless i touch again. is there a way to do that?
perhaps when you pull it back (using {parameter}_Stretch) it enables an empty gameobject containing the particle system to then fire once you let go? not sure but worth a shot
or maybe a custom contact sender on the string that will touch a reciever behind the bow?
e.g. the string has a sender with the tag "String", and it comes into contact with a reciever behind the bow with the recieving tag "String" as well, that could enable an empty gameobject with the particle, as for firing it, im not quite sure
Check if the string bone is stretched to whatever your fully extended state is like Rice says (Using the {parameter}_Stretch variable) , then check for when it is no longer grabbed using the {Parameter}_IsGrabbed Bool to see when you let go of the string.
Basically have your transistion to your fire animation that will spawn the particle be:
{parameter}_Stretch > .5 (or whatever makes sense for how far back it should get pulled)
AND
{Parameter}_IsGrabbed = false
Hi, i think there isn't a way to set a Max Velocity for a Contact Receiver with On Enter type, onle Min Velocity right?
I wanted to make something where you had to touch the receiver slowly for it to work, and if you're too fast it wont do anything
Search in here and on canny didnt give me any results at all so i created a new canny for that right now... thoughts? Maybe there's another way to do this i'm not aware of? https://feedback.vrchat.com/avatar-dynamics-reports-and-feedback/p/request-contact-receiver-max-velocity
is there any way to make constrains or something to have an object follow only the relative position (not rotation) of another object without parenting? i want that something follows a physbone but doesnt rotate with it, i also cant parent because it breaks the physbone
There are Position constraints. Unless I'm misunderstanding.
I assume you're not trying to make it for Quest anyway.
no, while my avatar is quest compatible, i have some weapon toggles that are only pc. do you have any resources that explain position constrains?
They're just like Parent constraints but will only lock the position, not the rotation. You can do stuff like add a rotation constraint on the same object and make it track the rotation of one object and the position of a different object. Very useful.
Ideally, you have a gameobject outside of your armature with the constraint components on those so you don't have to worry about them being influenced by any other position/rotation within the armature.
[which shouldn't happen anyway, but just to be safe]
like this right? strangely enough, it doesnt work in game tho (it works in unity editor tho)
What are you trying to do? The bow?
what im trying to do is to have the particle sender, arrow trigger and arrow game object follow the Bone.003 of the bow armature.
There's a lot a variables that'd be unknown to me about your setup, but constraints do work, so there's probably something going on in-game that'd be preventing it from working.
You used Lyuma's emulator to test it in Unity?
As that tries to emulate how the avatar would function in-game and account for all the different variables that simply previewing animation in play mode wouldn't be able to account for.
ill try
im currently a bit confused. lyuma emulator says that the newest version of it is only compatible with the sdk3 2022.06.03 but when using the creator companion the naming is either sdk 3.0.9 or if you check in unity 2022.1.1
How do I make it to where when a part of the avatar is touched a sound effect is played?
Any May or June sdk but the later the better.
any ideas why i cant grab physbones in playmode via the game view?
Having any additional cameras aside from the one with MainCamera tag might break it.
Supposedly it is caused by having render textures on these.
I feel kinda dumb asking this, but I'm still fairly new to all of this and I can't really find what I'm looking for on YT (I think), but I'm working on an avatar that I want to simply add a light source to, similar to headlights on a car and also underglow. Am I missing something incredibly obvious right in front of me?
How do I make it so my eye-orb can be grabbed farther than this?
Question, a friend has a avatar with a physbone chain with a candy ring on the end, and he wants to move the ring to his mouth, without removing the chain. Parent constraining the ring to mouth doesn't seem to work, any ideas how he should do this?
basically
Hey, is it possible to move the player with avatar parameters?
I know you can move the player up and down, and lock them in place,
But is it possible to move them forward/backward/left/right and/or rotate them?
And/or with that would it be possible to make an avatar that when used others could grab the user and move using Avatar dynamics?
I'd prefer to not use OSC
https://kamyu1537.booth.pm/items/3910550
this lets you grab another person via their hip and move them around, but keep it mind that for the person being grabbed their view point will not move as it just moves the model around, and not the actual player
Probably a final IK script.
Does anyone know how to do weapon physbone?
Can you be more specific?
That one should be using physbones with stretching, limit angle 0 degree,
i have sawn people doing this but i dont know how
Do i need to put anything on root transform?
The root transform is defaulted to the bone you added the physbone component to
does anyone know why my physbones would be jittering? theyre on an object that has a parent constraint, moves fine in unity but in game has constant jitters (both on my back and in my hand) heres the settings
Enable IsAnimated
still does it ><
Probably execution order stuff.
pretty sure it’s the same as this #avatar-dynamics message
i’m probably sol for now my knowledge about stuff is pretty limited and i’d need direct help if there’s a more complicated solution
hey so
im setting up a system on my avatar that keeps the glasses mostly in place until an outside force hits them
i had it mostly working here but i kinda lost the progress i made on this and now i cant get it to work anymore
it was using the gravity falloff to keep it in place until it rotated away from its root position and the gravity force would increase
but the gravity falloff isnt actually working anymore nad is just decreasing the gravity value regardless of where the bone is rotated
these are my values
can anyone explain whats going on here
nvm i figured it out, it was the pull value
turning it down made the gravity falloff work again
has anyone ever made a fishing pole of which the line could actually be cast into the distance by swinging? Just as a pretending to be fishing thing
or even with a seat on the end, hehe
I have an animated physbone and
for some reason the translating animation isn't working after a certain bone on the chain
when physbones are on vs
when physbones are off
what’re your settings?
on the physbones?
yes
default, just toggled isAnimated on and amped the radius a bit
i fixed that problem by adjusting some stuff in the animation itself
right now i'm trying to blend between a short and a long version of that and
well, that's where my problems are now
Maybe with some crazy chain that's always on and has a plane collider and using constraint weight when you release to to move the line to match the invisible chain.
It'd take some messing around to make it look good.
it's not really blending as much as it's toggling
if anyone could give me a hand with this, this is the one problem i haven't figured out how to fix before
worthy to note, when physbones are off it works as intended
try setting both values in the blend tree to 1 maybe? im not entirely sure
hello!
i have a question, how do i shrink that physbone a little?
cause it's way too big for my twin tail
You can't do that. It looks like you used a shapekey to shrink those twintails, but that doesn't affect the bones. You would want to put your model in Blender and actually shrink those twintail bones in Pose mode, which will also shrink twintails.
I saw one recently, just did a quick google for "VRchat fishing rod" and got some hits, so yes, absolutely 🙂
Parameter is not an Or setter, two parameters as boob will only respect the last one set for that frame.
yeah, have two unique parameters and in the animator use or transitions
what exactly does transferring mean in this case
phys bones is a nice pile of 7 ways to do one thing but only one will work consistently
Would be a good idea to simply drive a parameter instead of using multiple, as you can't animate the same property simultaneously anyway.
I don’t have a unity screen shot atm but the skirt is about 12 chains of bones. It seems that even if the colliders are activating the bones just slip past them. Would putting colliders in a cage/cross around the legs work so that way it catches a bone chain.
what's with the fucked up scalings again i forgot
you should add angle limits to your physbones
12 chains is also quite a bit
12 of 4 if it changes anything. How many do people typically use?
And should i just accept crouching to will lead to clipping
More specifically very bad clipping
Guessing it’s probably worth giving the legs themselves influence over the skirt for that thing
Yo! Anyone have any good settings for hair? I have a character with two braids and I’d like them to fall upon her shoulders
@normal urchin check this reply, two images are linked. Base settings start from and what each of the settings does.
cool stuff, thx a lot
they worked perfectly for me 💪
Nice
Is there any way to get a reading from a physbone when it collides with a collider? specifically a plane collider set at floor level
like maybe angle?
trying to have an effect happen when a bone is on the floor
could always use a contact point on the tip
but contacts don't detect colliders, just other contacts..
Depends on how much effort you wanna put in.
I think maybe the easiest and most dynamic would be just having a particle on the bone that dies on collision with a stop-action setting that disables it. That particle would have both the sender and receiver on it so that it's true so long as the particle is enabled and when the collision kills it and causes the stop-action to disable its gameobject, it'll set the parameter to false.
If it's for your fishing rod idea, I'd probably use CCD IK for the chain once it's collided and it's supposed to be locked in place. The lure drops in world and the chain stretches to stay attached without it really distorting the line.
Thought about it a bit after reading your question the other day and that's what I came up with.
¯_(ツ)_/¯
Can physbone be used on world?
Hello, im trying to add a physbone to a root so i can grab my glasses but when i add it it connects to the floor first then back to the glasses,
what did i do wrong?
This was about a brush not a fishing pole xD
Then this is fine.
If you used a triplanar shader for the "paint" on some box particles, it'd be top brush.
It's what others have done.
I don't know where to get one of those
It's a decal shader.
Can someone make this character
I've no idea where to get a working decal shader
no
Question, is it possible to make a rotating cylinder with phys bones?
I have this revolver cylinder i want to grab and spin around, but i'm not sure how to go about that
probably an animation, innit?
hmmm
i guess i'll just make a collider that plays a spin animation on touch...
physbone that sticks out at an angle, like a lever?
otherwise yeah contact probably would work better, could even work proximity into it for more control of the spin
like a revolver cylinder, i've been trying to make the thing spin
but oh hmm
a lever would work too i guess but it'd only spin as far as the hand goes, it wouldnt have any momentum right?
What's the proper way to have a physbone that 100% does not move except for when it's grabbed?
I tried to set up an angle thing where part of a mesh vanishes when it's grabbed and moved, but the default value constantly swaps between 0.00 and 0.16-0.22 or so
I had to do some messed up stuff with the blend tree values just to make it flicker less when it's not being interacted with
use _IsGrabbed as well maybe?
very simple, just set it to immobile type all motion and crank immobile to 100%
does _IsGrabbed also work when the bone is "locked" into place?
only when being held by a player, there’s no “IsPosed” parameter 
what dragon said should get you there though, but I also utilize IsGrabbed to make sure my logic is sound
I guess the one downside to immobile is that it moves if you touch it, not just when you grab it. Unclear if you're ok with that
What I'm doing it for, the avatar has goggles that have the 'real eyes' with pupils on them and 'fake eyes' underneath, and i thought it'd be cute if you could grab them and put them on your forehead while also hiding the pupils in the goggles?
I set the pull to 1 and spring to 0
and turned off collision
have you tried immobile?
so what is it about immobile that didn't work for you?
By default, the float value rapidly fluctuates?
what float value?
huh, that's a bug. Never noticed that before
is it that noticable with your blendtree setup?
oh, it fluctuates even when nothing is moving? well then that's just floating point precision
I thought you meant that it fluctuated significantly while the parent was moved
Not really but I have to set up the blendtree in a very awkward way to make it functional, it kind of looks like crap
oop i see it on mine now
Because of the angle constraints, the 'max' i can move it only sets the float value to .33, and it fluctuates between 0.00 and 0.28
so the pupils just kind of float infront of the face until I put it at its max position lol
hm, very strange
The goggles are weighted to the bone, it doesn't move, but the float value fluctuates
I thought it was initially because I had the eye bones on it, but parenting those to the head (like you're supposed to ^^;) didn't change the fluctuations
guess ill need to switch to a blendtree and set a little deadzone instead of using motion time
my corrective shapekeys dont need to be too sensitive at the start so that works for me, not sure about your setup
I have 4 motions despite only needing two animations
huh it still does it when being grabbed/posed, not just at idle
possibly
i finally try to do physbone parameter stuff for the first time and i find bugs lol
cough in my case in-editor it was av3emulator cough
in game I did not have the issue
whoops
I can't even get it to work in editor, idk how to properly set it up in there
just build and test and then fun little surprises
Dunno if this would be in help or here but is there a way to make a toggle that disables physbones or make them immobile, but only for certain bones?
Add a separate object for another receiver and use different unsynced parameters on another layer to drive the intended parameter.
Does anyone know how to set the value of the physbone like this for a string of so many bones?
No matter how I set the values, the final wobble always looks pretty unnatural
Hello!~ Anyone experienced with multiple camera views in Unity?
I tried finding more about this but the info section for debugging lacks camera details. https://docs.vrchat.com/docs/debugging-avatar-dynamics
I use multiple camera's stitched together to set the Physbones so I can dial in the correct responses I like. The problem lays in Unity seemingly deciding to use a random camera to control the bones when testing the pull movement in scene.
Is there a way to either have all the camera's as active controls?
Or more realistically, Setting one camera as the control camera?
Having a hard time making sense of "camera" to "physbone" relation, if anyone has some details on this please :3
As Avatar Dynamics is a complex system, it’s understandably easy to make a mistake while building your avatar. To help with both testing and debugging problems, we’ve provided users with a few tools to help make the process easier. In Game Debugging Using the Action Menu you can now use the Avatar O...
sounds complicated, use a FreeCam script
https://github.com/NotAKidOnSteam/FreeCam
Thank you!
I'll give it a try, think this would still work with multiple camera's in the scene?
the freecam script only affects the camera object it is attached to, but not sure how the vrchat sdk will decide which camera to allow grabbing physbones from
Yea.. The exact issue I'm dealing with..
It worked great before but after re-importing the FBX it's decided a camera I've attached to the tail is now the active Physbone camera.
I could swap its positions with the camera I intend to test with but if it become's a hassle like that I'm gonna have to go back to a simpler view method
*Correction: "similiar issue"
Sometimes I'll get the issue above.
But right now I'm just trying to set any camera but the one attached to my avatar as the active Physbone camera..
nevermind i do have the issue in game 
is there a way to copy all physbones from one model to another with the same layout? A friend gave me a model that has a Prefab with all the bones, and a FBX, i'd rather use the fbx if possible, but i want the bone scripts...
plus i can't edit the fbx of a prefab to make MMD shapekeys work
(named wrong)
oh, pumkin does it, neeeevermind
Hi! trying to add a hat to my avatar with parent constraints for grabbing it, but in-game it just in front of the camera, the view point of the character is in the red dot so i don't know how can be in front of it!, pls help! D:
did vrchat modify something with the point of view? because i have another avatar with a hat and it happens the same thing, but i have it for weeks working well :/
Anything on the head bone gets disabled at runtime for the local view. So if the hat is not parented directly to the head it will stay in view.
Parent constraints only grab the relevant transforms and average them together. So it does not get disabled.
Maybe able to use IsLocal to disable it from view. Unless it's grabbed. Do some shader magic to have it show up on the mirror clone
A nicer solution to being able to grab your hat but keep it on your head without obstructing vision:
Have the hat not located under the head bone
Add a scale constraint to the hat bone, scaling to your head bone. When the hat is grabbed, temporarily turn off the scale constraints. (this will have it scale to nothing like your head bone in 1st person, but in all other perspectives be 100% scaled)
You might need to create a dummy neck/head bone out of game components and rotationally constrain them to the neck/head bone - then parent constrain your hat to those dummy game objects (I needed to do that sometimes as the scaling of the head can screw up attempts to use parent constraints on head children)
Alright is this the channel to be asking about avatar dynamics help?
don't ask just to ask. ASk what you need help with and someone might answer
Sorry I just wanted to know if this is the right channel
But how do I make a gun not able to shoot when it hasn't been reloaded
several states for each bullet at end must reload before you can do anything [ state ] > [ state2] > [state3] ect > [ out of bullets? time to reload ] > [ exit ] , any state on all of them to interrupt to reload
So i seem to be misunderstanding how to do what people keep telling me, i'm being told that for a contact weapon parent-constraint shift i should make it local and push a parameter? THat's what I did i thought? The contact on the avatar is set self and local only, then it triggers a state on the avatar with just a parameter driver saying "grabbedweapon = 1", and then a second layer where grabbedweapon = 1 makes the parent constraint move
but people don't see the weapon moving to my hand
Can someone help me im trying to convert my dynamic bones to physsbonees for this sfw chica avatar.First i try converting by pressing the utility it didnt work,i tried using the fluff tool it didnt work so i just gave up
For anyone that has messed with Contact Receiver
i was wondering if it's possible to grab a prop and constantly hold it unless i touch a certain part of my body and it'll return back to where it normally was.
For example: I'll be grabbing my cap. I was able to grab my cap but it goes back to my head when it goes out of the contact receiver radius (i've tested this on receiver type on "constant")