#avatar-dynamics

1 messages · Page 1 of 1 (latest)

rugged steeple
#

You need a resting state for false in the same way you would do a contact driven toggle. So true moves cap to hand, and it goes to a state that does nothing on false. Then the next time you make the bool true, it goes back to your head, then rests again on false. Make sure you're not trying to do it all in one layer, because it probably isn't going to sync. Use the contact control layer to drive synced bool on another layer.

mellow hawk
#

Practical systems get a bit weird with trying to have them trigger asynchronously. Because the way it wants to work is it wants to be hard coded. When they are disabled they reset.
I would use 2-3 particle systems and some State Behaviors to keep track of whose turn it is to activate. That way the contact point can drive animation clips that drive parameters.

rugged steeple
#

Just use buffer properties.

#

I'm actually not seeing any issues toggling emission property via contact rn. Mayhaps it's a logic thing.

#

Somethings hiding from your ignores.

cyan geyser
#

I was curious

#

Do you think it's possible to make some sort of elastic type system using physbones

#

Let's say a bungee cord

#

Which while held is short

#

But when swung around becomes extended and stretchy

halcyon vault
#

Using the Head bone as a root and also ignoring the Head bone. Putting aside that we shouldn’t be using the Humanoid bones as roots anymore, wouldn’t this just cancel itself out?

viral jackal
#

I have a shark model I am trying to make a little dynamic... its rigged fine for what it is, however, I dont want the root and its direct children to be grabbable. everything else is fine. Is there a way to do that with one physbone on root, or do I need to do one on each tree under root?

mellow hawk
#

Bones need either a 3+ transform chain, or to have an endpoint transform in the script.

torn tendon
#

Anyone know if there's a way to disable avatar dynamics for a certain physbone? I have a scarf that moves using physbones but I want them to turn off when the scarf is toggled off, is it possible to do that?

#

I tried making an animation where the immobile slider goes up to 1, but that doesn't seem to do it

#

I also hide the object using a blendshape and hide it in the body

#

Instead of an actual separate object

viral jackal
# torn tendon I tried making an animation where the immobile slider goes up to 1, but that doe...

https://docs.vrchat.com/docs/physbones#important-notes-usage-tips-etc says you can't animate properties of physbones... but there might be a workaround listed there but they say it could break at any time because its not intended.

torn tendon
#

Thank you a ton
That kinda sucks, hopefully something gets implemented in the future
I'll look into it, dunno why I didn't think of even reading the documentation
Thanks a ton

torn tendon
#

I think I tried that
Clicking the little checkbox to turn it off, right?
Is that what you did? Does it work for you?

halcyon vault
#

yep, I have multiple hairs, ears and tails on my models. That's how I change between them

torn tendon
#

Okay I'll try that
I think I tried it, and it worked, but for some reason it wasn't applying on the right component
It was turning off like the tail physics and not the scatf

#

It was weird but I'll mess with it, knowing that it can work

rugged steeple
grim owl
#

What is the best way to have a skirt that bumps into the legs?

rugged steeple
#

"Best" in terms of looks is probably the combination of weighting the skirt partially to legs and having it be a separate mesh for using Unity cloth simulation. If you want to have a high-poly skirt, probably enough physbones with proper limits to keep the mesh tamed. Both have caveats.

modest crest
#

what is the best program or add-ons for putting physbones on an avatar. like a quest one. I want to get as much physbones on my avatars. I see other avatars with phys all over their avatar, I want to know what kind of physbones they use or HOW they put it on their avi

stable crag
crimson pebble
#

Why does my stretch bone not show anything in the _stretched variable? It's max stretch is at 0.75. _grabbed and _angle both show values.

sick geyser
#

Alright Soo possible bug or limitation

#

cant apply contact receiver or sender onto a object with parent constraint script

#

any work-arounds?

#

nvm I was being dumb c:

thorn tendon
#

having a weird issue where i cannot change the radius of the other side of the feathers

#

it's the one that was mirrored in blender

#

there a way to fix this?

thorn tendon
#

is there anyone free to gimme an advice?

#

still waitin

naive leaf
#

You're gonna be waitin a while considering everyone is heated in gen 1 and 2, sorry guy

#

I'd help you if I could, but I don't know how to do that either

thorn tendon
#

i appreciate the reply tho

native nebula
#

I was wondering if the avatars in the avatars dynamic world are available for download? I'm trying to copy the chip eating avatar dynamic but I can't get my object to move away from the origin bone. when I check the debug the bone on my avatar turns red and the functionality stops. While the debug in the chip eating avatar turns green when grabbed.

dire gate
#

Is there a way to make grabbable props without constraints

halcyon vault
#

If you're asking for Quest I don't believe so. You would have to fake it by having the grabbable be in both places, disabling one and enabling the other to fake movement

dire gate
#

lemme find a way

onyx vapor
thorn tendon
#

also the feathers don't have tiny scale values

#

it's identical to the other side

#

i tried making the radius incredibly huge but it didn't change

onyx vapor
#

Try making them really small instead (maybe they are super huge for some reason)
Can you show the phys bone component for them?

onyx vapor
thorn tendon
#

and here

#

if u don't know the fix for this then don't bother, i'll probs be moving anyways

near rain
#

how do I do hair physics?

halcyon vault
# thorn tendon and here

I’d update the sdk. The phys bones you have here and the ones in game are different. Won’t fix this initial issue but it’ll help if you see a change in game.

thorn tendon
#

idk what about you

#

i'm positive it's an issue from blender after duplicating and mirroring the feathers

halcyon vault
thorn tendon
#

are you sure you didn't just change this to advanced?

halcyon vault
#

Yeah because that gives the momentum and stiffness

thorn tendon
#

yeah i know

#

you can enable or disable it

#

2022.04.26.15.46

halcyon vault
#

Mhmm, current is 2022.06.03

thorn tendon
#

so from last month?

halcyon vault
#

Yeah, it’s a bit old but there are some settings changes

thorn tendon
#

i see

#

but i won't bother for now, prolly wont be using vrchat for a while

halcyon vault
#

Yeah new sdk will be out within the next 24hrs

near rain
#

nvm about the hair physics, this model doesn't have a hair root bone

#

I can't do the skirt either without breaking her fucking spine

onyx vapor
#

I dont know the fix for sure, best I can do is offer some troubleshooting suggestions. If you still want to try to fix the phys bone thing, perhaps: try hitting the X next to the radius to apply that same radius across the whole chain. If you make a duplicate of your avatar (so you can test this change and delete it after) then delete the phys bone component and just re-create it with default setting + a radius - does the radius then show?

For the hair and skirt (im assuming your spine issue is that all of the skirt bones are direct children of the spine) you could create a whole copy/paste of all the skirt bone object (so they'd be empty game objects but in the same hierarchy as the original), then create your own skirt root object and move the copies into that. Then, apply your phys bone component and then constrain each copied skirt bone to its original bone. (the performant way to do this would be to open the fbx up in blender and re-jig the armature)

near rain
#

i think I'll just try rerigging the skirt, it's got at least 5 bones

#

that's too many

#

don't think I can dp physbones on both the hair and the skirt vrcThinking

rugged steeple
#

Wrong channel friend. They don't have Physbones.

#

Yeah, so the performance would be bad and it would have much less features. It's not physbones.

#

Sorry.

#

¯_(ツ)_/¯

#

No, sorry! Dynamics bones, at it's core, is unoptimized spaghetti code!

#

Which is why it was replaced.

#

Nope! That's called user error and misinformation. Have a good day!

quaint geode
#

I can't play VRC anymore
Seeya

full crypt
#

hello so how can I tell you that I am in no way delighted and I am completely frustrated I will in no case install something that is not part of your games which first requires you to make changes to your pc hard drive thank you well and goodbye

hard sleet
#

Not sure if it's a world or avatar question, but, does anyone know what influences the proximity your hands/finger need to be for a button in a world that uses physical contact rather than trigger press to actually be pressed?

And is it possible to adjust that for an avatar?
There is a sort of dead zone on my avatar's fingers that would not activate a button in physical contact until the tip of my finger clips through it a bit, and I was wondering if that can be adjusted or not

torn tendon
#

They are in the avatar descriptor btw

hard sleet
#

So a meticulously adjusted physbone collider would be able to more or less solve my issue?

torn tendon
#

More than likely. I've noticed the actual proximity to be very accurate when adjusted properly.

hard sleet
#

excellent

torn tendon
#

I've seen people using things like smartphones in VRC with buttons

#

It's pretty cool

hard sleet
#

much obliged for the help

torn tendon
#

♥️

winter stream
#

i have the bones script added, to the ears and hair tho nothing shows up on the model in unity

winter stream
#

every avatar creator ive talked to says they never seen anything like it

halcyon vault
#

Do you have gizmos on in the Scene toolbar?

tawdry tusk
#

im having issues where not all of my dynamic bones are uploading to vrchat

#

it all works in unity, but its not all working in vrcaht

onyx vapor
#

do you have the option enabled in game to convert dynamic bones to physbones? maybe that is killing off your dynamic bones

tawdry tusk
#

no

#

hair works

#

tail doesnt

onyx vapor
#

the option is on by default , so you turned it off, right?

tawdry tusk
#

yes, that is not the issue

onyx vapor
#

gotcha

#

thought it might be that simple 😦

tawdry tusk
#

there is something that is is stopping the tail from having db uploaded with it

onyx vapor
#

might be worth making a duplicate of the avatar and just testing removing the entire DB component for the tail, adding a brand new one to it (leaving all the settings as default) and see if that at least effects it. Might help narrow down if the component in unity was just being spazzy or something

tawdry tusk
#

jsut tried it, nope

#

i dont understand

tawdry tusk
#

doesnt work with physbones either

raven isle
#

does anybody know if gravity on dynamic bones works in chilloutvr

#

because it didn't in vrchat

halcyon vault
quasi blade
#

Someone ping me if ya can vc to help or sumt

tawny valve
potent knoll
#

The funny

rugged steeple
# tawny valve

Being a nuisance honestly isn't the right way to push positive change, friend! Try a proper channel! vrcHappy

hidden acorn
#

BALLS

calm owl
#

Are contact receivers working at the moment on live? Trying to troubleshoot a friends avatar and just want a confirm

calm owl
#

ohh they dont work in desktop? Maybe? Guess not

vestal finch
#

Are physbone transforms different from bone count?
Cause the amount of physbone-affected bones should be less than 64 yet the build panel says I have 76 transforms
Is there a way to count transforms ahead of time?

#

Oh! Does it count “joints” instead of “bones” ??

#

Ahh that number still doesn’t add up.
I got rid of the leaf bones
And as it stands I’m stuck at 77 joints, 59 phys-affected bones in blender (what should be at least)

Transform count in unity is at 66

#

Trying to get below 64

mellow hawk
#

Transforms are Start > Joint > Joint > ... > End
If you add end point to the scripts, it will add +1 for each end point

#

So a two bone chain will end up being three transforms. Start > Joint > End

vestal finch
#

I haven’t added end points. Is that something that’s needed?
I have a root bone but all of its children have grandchildren and the documentation says to use if there’s children but no grandchildren?

mellow hawk
#

Yeah, you only need end points in the scripts if you have a bone chain of length 1

#

So you are correct

calm owl
#

If you wanna save a buncha bones, dont have end bones and instead use endpoint position instead. They were counted in dynabones but dont seem to be counted in physbones

vestal finch
#

Yeah I got rid of the end bones since I figured they added to the count.
But wouldn’t using the end points increase the transform count?

calm owl
#

Expected behavior, but nope

vestal finch
#

Interesting

#

Would it help decrease the transform count in any way?
I’m mostly just trying to figure out the relationship between joint count and transform count, cause the numbers between blender and unity aren’t adding up

#

Like if anything I somehow have more would-be affected joints in blender than in unity

#

lmao I know I’m really skating the line with trying to get the good rank here

calm owl
#

Hmm it seems to be 1:1 here. The root transform + every bone in each chain

#

Problem might be exporting with end bones, check that

#

but without end bones you'd have to dial in a good endpoint position

vestal finch
#

Yeah I made sure that option was disabled upon export. (As in export with leaf bones turned off)

#

Alrighty I’ll try messing with that real quick-

calm owl
#

6 extra bones somewhere is concerning.. 4 dynamic bone scripts

vestal finch
#

Yeah I’m not at all sure where those are coming from
But putting in an endpoint number made the medium rank go away!
Is there a way to check the transform count in unity in a place other than when the build panel tells me I’m over?

#

I always try to be super conscious abt my performance rank. This is def on the more extreme end of the stuff I usually make.

uncut axle
# vestal finch

I know this is a sort of help channel but I love your avi! Land of the Lustrous is a great anime/manga ❤️

vestal finch
#

The lower skirt has an opacity mask in unity so it’s a bit see through. Didnt bother applying it in blender though.

flat sigil
#

how do I see the standard colliders on my avatar?

#

Also, when I try making a custom collider in the avatar descriptor, I can't see it in the scene at all

random apex
#

Can u use scripts in vrchat?

neat elk
#

No.

#

There is a limited set of whitelisted components.

random apex
#

Am trying to make a demon effect that shoots flaming arrows

neat elk
#

Stuff like that can usually just be done with particle systems and animations.

#

Don't need custom scripts.

random apex
#

K i have a demon figure and a ghost shader on it but how can i get it to shoot the flamin arrow i have a prefab on?

flat sigil
#

I figured it out. Had to collapse eye look for some reason

neat elk
#

I'd read up on how animators work in VRChat, it's a bit different from a standard Unity project. https://docs.vrchat.com/docs/playable-layers

random apex
#

But my demon already have animation that act like its shooting but nothing comes out of the bow

neat elk
random apex
#

K thx for ur help have a great day

neat elk
#

I'm not awake enough to properly explain lol.

random apex
#

K

#

Btw are u familiar with gumroad?

#

@neat elk

#

When i search my profile name up it dosent show my profile or my products do u know why?

neat elk
#

No idea.

random apex
#

I dont have any ratings yet can that impact?

night crest
#

Is it possible to make a toggle using avatar dynamics?

#

been trying to research it for the past couple hours to no avail

fair sundial
#

Im pretty sure theres an "is_Grabbed" parameter you can enable on the physbone

#

that can be linked to a fx controller

night crest
fair sundial
#

i saw something that helped me a whole lot with contact toggles, lemme see if i can find it

timber saddle
#

Can anyone help me with this? 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, It's layer when contacted triggers a paremeter driver "grabbedweapon = 1", and then a second layer has grabbedweapon = 1 that makes the parent constraint move...but it's NOT. Most of the time people are like "i don't see it in your hand.."

timber saddle
fair sundial
night crest
#

thank you very much!

onyx vapor
#

Is there any creative solution to allow other people to interact with your Cloth components? The only thing i can think of is some kind of system where you have a bunch of empty game objects around where the cloth is, and then set them up as grabbable phys bones. Then enable colliders on them that collide with the cloth component - so others can sorta drag the colliders around. (its not great)

quick pollen
#

That's how I'd do it at least.

finite roost
#

I have a phisbone on my hand. Is there a way I can fully stop physbones from moving when walking but still work when moving my arm?

#

Immobile stops it entirely. Is that what immobile world is for?

halcyon vault
#

I believe so

finite roost
#

thanks

#

contact senders and recievers are part of dynamics so I'll ask here too

#

What is the value of minimum speed with recievers?

#

Like, what's the translation from irl movement speed to the number values it requests

steel thistle
finite roost
#

cool. I'm looking for a value around that, so that's a perfect example, thanks

steel thistle
finite roost
#

I have a floating detector next to the hand which I want to be ignored with regular hand movement but detected with a firm flick, to open a gun's drum. I was using 5 a moment ago but I've upped it to 6

#

Ok last question of the day then lunch.
Is there a way I can un-pose a phisbone with a toggle?
Set the pose tick box to off? Or is there a better way?

steel thistle
finite roost
#

I have a jacket which I zip up using the stretch value of an invisible bone. I want it to reset to 0 when I toggle off the jacket

finite roost
#

I considered a Parameter Driver but it's a phisbone_stretch, not a regular parameter

steel thistle
finite roost
#

ok. My issue is I shrink the body under the jacket so it doesn't clip. And if I toggle it off while half zipped up the body remains squished

#

I'll do a temporary work around for now and make it so it just can't be toggled off when zipped up

potent relic
#

If I could suggest anything is to have something for hard of hearing when listening to a person or and have something for physically disabled people

potent relic
#

Thank you 😊

patent gull
#

How do you put a collision source in unity so I can test without launching vrchat (example a fake body I can hit to test something)

kindred fiber
#

Im trying to place plane collider on my avi. does it matter which side of the plane is facing?

simple elk
#

Remember that plane has infinite size, it just looks small

kindred fiber
#

oh

#

but does it matter which side the plane is facing?

simple elk
#

yes , i forgot wich side it is, the line maybe

kindred fiber
#

oooo

#

ty ty

simple elk
#

other side doesnt stop anything

kindred fiber
errant notch
kindred fiber
fair sundial
# night crest i'd really appreciate that!

Hi!! I'm not sure if you've already done what you were looking to do, but check this out!! https://www.youtube.com/watch?v=Cp0ysawmizM&t=37s

Avatar Contacts can be used in a variety of ways, including using them to toggle objects by grabbing them off of your avatar. This video will show you how to do exactly that, in the form of grabbing a prop off of an avatars hips.

Toggles Tutorial: https://youtu.be/XqtSg6_W07Y

Join my discord for avatar help and free assets! https://discord.gg/...

▶ Play video
#

new sippbox video 🙏

night crest
halcyon vault
civic spade
#

How would I be able to make a tail collide with the floor using phys bones?

granite crater
civic spade
granite crater
#

yea!!! some colliders placed near the floor (possibly parented to the hips? im not sure on that front) and some limits on the physbones themselves can reduce clipping a lot, not all of it tho (thats just kinda the nature of vrchat tbh)

timber saddle
#

basically eliminates people's giant sphere colliders

granite crater
#

OH FR?!! i didnt know abt a plane collider thats super helpful,,,

timber saddle
#

yup!

#

physbones plane collider

#

it literally acts as the floor, so be careful and put it under your feet

#

I've even seen a model use it as the chest, so the breasts collided with it

granite crater
#

OH HUH!!! tysm!!!

timber saddle
#

welcome ^^

timber saddle
#

which is why i made the contact parameter local, and made it push a second parameter through Avatar parameter driver, that ALSO makes people not see me grabbing the weapon

scarlet nymph
#

anyone know how to fix this? theres 2 chains on the arm but they're not weighted to it and idk how its affecting the entire arm

fading adder
#

hey if anyone here knows how to set up grabbable props on an avatar for quest (think putting your hand to your face and grabbing a mask to take it off, or taking a weapon from its holster on the side of your leg)
can you please teach me how to do it

fair sundial
# fading adder hey if anyone here knows how to set up grabbable props on an avatar for quest (t...

Here's a good turorial video! https://youtu.be/Cp0ysawmizM

Avatar Contacts can be used in a variety of ways, including using them to toggle objects by grabbing them off of your avatar. This video will show you how to do exactly that, in the form of grabbing a prop off of an avatars hips.

Toggles Tutorial: https://youtu.be/XqtSg6_W07Y

Join my discord for avatar help and free assets! https://discord.gg/...

▶ Play video
halcyon vault
fair sundial
#

^

fading adder
halcyon vault
# fading adder i cant use parent constraints :|

You’d have to fake it moving. You could do this by having the prop in it’s idle position, on your leg or on your face, and then have a duplicate of that prop in your hand. You can weight both of these props to their own bone so when you’re switching you’re just scaling bones up and down. This also means the props will be integrated into your FBX so you can keep the mesh and material count down.

fading adder
#

does the prop need to have bone on it or can it just be a mesh

halcyon vault
#

Assuming your avatar is one mesh and one material, having the props be their own mesh will add two more meshes and two more materials. Quest is very tight on resources, so this will dramatically bump you up in your performance rating. Whereas if it’s integrated into the FBX, then you could have it potentially be one mesh and 2 materials with the possibility of merging those 2 materials further, bringing the performance cost of your avatar down.

#

Considering how little work it actually is to weight these props to a single bone and parent that bone to whatever general area it’s being attached to, it seems extremely worth it.
Now this is all assuming that the avatar isn’t already very poor in which case I can see why you wouldn’t care putting in the extra work.

fading adder
#

and ya lost me :<

#

if your ever free and don't mind teaching an idiot mind showing me what im supposed to do?

#

i have maybe 1-2 months experience in unity

onyx vapor
#

Before i spend a bunch of time possible trying to re-create the wheel - is there some established way to allow another player to pose your avatar's limbs. And if so - how?
My basic intent is to allow someone to grab a phys bone (i guess because thats the only thing other players can grab) on your elbow, for example, and then turn off tracking for that arm and allow them to move and pose the arm.
The best idea I have is to basically have two armatures and parent/rotation constrain one to the other and do fancy off/on stuff - but I need to work out how to make the grabbing actually move the limbs and not just stretch part of the limbs like they are rubber
edit: i ended up spending a bunch of time and set up something that works. Basically added a 2nd copy of the avatar's fbx into the avatar (but rig type set as generic) and removed the meshes from the original avatar. Then set up a bunch parent/rotation constraints and physbones with 1 child each. When one of the physbones is grabbed, i turn off the rotation constraint on that phys bone's parent to let it be moved around. (skipping over a lot of detail, but thats the general idea - not great performance-wise because of all the constraints and bones needed, but it at least works)

slender crest
#

Hello I'm trying to test animations but I can't figure out how to stretch physbones in the editor

slender crest
finite roost
#

So I'm having an issue with the animator tracking control.
I have two toggles:

  • One turns on and off a bag in the left hand. In the gesture layer when off it has left fingers to Tracking, and when on, left fingers to Animation
  • Second animation is triggered with an on-enter receiver and is for taking a piece of food from the bag. When off it has right fingers to Tracking, and when on, right fingers to animation.

The issue I have is when the right hand takes a piece of food, the left hand stops it's holding animation and returns to an open hand

whole pike
#

Is there a better way to sync 12 different pickup-able objects rather than doing this spiderweb?

runic osprey
finite roost
steel thistle
finite roost
#

This is bag off

#

Bag On

#

Then with the snack on-off it's the same but for right finger

steel thistle
#

btw, finger tracking only applies to index controller. Other time it's mostly using animation track instead.

#

So the issue maybe not related to tracking control

finite roost
#

That will probably help with my other issue. I'm making this for a friend with quest and after putting away their toggles their hand is stuck in open position hahaha

#

I assume the stuck hand is related to the animation thing, But this issue of the hand opening when taking the snack is happening within unity while using avatar tester

steel thistle
#

So then it isn't tracking issue. How do you control finger animation? Like you added a new state to original hand layers, or created a new layer in gesture?

finite roost
#

new layer in gesture with the same animations and layer as the FX layer. The fx layer to handle the onoff toggle, and the gesture to handle the hand position. The tracking control is in the gesture layer

finite roost
#

I have exactly the same in both because the ON animation contains both aninimator and game object stuff

#

The VRC Animator Tracking Control is only in the gesture controller though

steel thistle
#

When you're working with gesture layer you 'd need avatar mask to apply animation to only a part you want.

finite roost
#

oh yeeeah I forgot about masks. I'm not used to using them

#

I guess something else is turning it off

#

lemme test stuff now with the masks applied

steel thistle
#

Masks apply only on gesture layer, you don't need it on fx btw

finite roost
#

yeah that's why I'm not used to using them

#

I'm new to working with hand animator stuff

#

The mask fixed it

#

And I have a suspicion that it fixed the quest hand getting stuck open too

#

The gun uses both hands, but only their right hand got stuck open. I had a mask on the layer for the left hand but not the right hand

steel thistle
finite roost
#

yeeeeah

#

Stuck in a "nothing" pose from the turned off animations instead of paying attention to the hand gesture layers

#

thanks a bunch you're amazing like always

#

time to use receiver proximity to control the mouth open blend shape and add the TF2 heavy om nom nom sound effect 🙂

thorn meteor
#

Can Someone That Knows How To Use Phys Bones Please Let Me Know

desert lark
#

Ran into an issue where I'm not able to grab nor pose any of my own physbones, but other users are able to. My assumption is that the game isn't able to auto generate the contacts. There's no glaring issues with the armature that would prevent such a thing, so I'm at a loss.
If someone knows a fix, or a way to manually set the grab contacts, please @ or DM me. :]

#

I'm beyond frustrated at this point

desert lark
#

The fix was hiding right Infront of my face.
For people having the same issue in the future: Located all the way at the bottom of the VRC avatar descriptor is a Collider Tab to set up a custom radius.
Keywords: contacts, hand contacts, grab, cant grab, physbone, physbones, physics bones, avatar dynamics.

brave canopy
#

I have a scarf with way too much bones, is there a way to skip every few bones when setting up Phys Bones?

#

If not I will have to edit it within blender

#

I don't want to use every bone after the root bone

calm owl
#

bit of a forbidden method but unpack the model and parent one object(bone) one up. Hard to describe but instead of 1-2-3-4-5 it would go 1-23-45. Than ignore any forbiddenly moved bone such as 3 and 5

#

or just do it correctly in blender ye

hollow shoal
#

is anyone having an issue with the physbones grab thing, where u can make a toggle that works upon grabbing an area like a weapon? im having issues with an avatar i didnt have before and with one i recently uploaded where it works and then just stops working and have to reset my avatar for it to work again

willow sand
#

I am struggling with a physbones bug (?) on every single avatar: when you scale down the bone on 1 or more axes, the bone starts to tilt to the side randomly at some point. (If I move around the avatar, it tilts to the other side too).
This makes scaling bones impossible without bugs (imagine sliders for ears, tails, boobs, etc, ...).
Yes, I can increase the "pull" to an ridiculous amount to get them straight again, but then the physics looks really bad.

How to get around this ? Will it be fixed ? Help appreciated

willow sand
floral junco
#

I assume scaling it up doesn't break it?

cyan kraken
#

Could someone help me set up a bonk bat with sound and an animation with contact receivers? I'm struggling to get it to work properly.

#

I'm open to dm if it would be easier

dark heart
#

Is there a way to use constraints to make the arm bones snap to something? I can use a parent constrain to make my hand snap to something, however the rest of the arm bones will not follow the hand. Is there some sort of IK that I can set up so that when the hand moves, the other bones will move in relationship with it?

#

The arm is disconnected with the hand's fixed/locked placement

neat elk
#

Pretty sure you need to use FinalIK for a setup like that to get a true IK effect like you want. But it's a paid (and very expensive) asset.

onyx vapor
#

Is there a way to detect when a phys bone has been posed/un-posed? (Can I trigger an animation if someone poses a tail , but not if they just grab it, move it around a little then let go)

Does a phys bone that's been posed still count as "is grabbed" = true while it's posed?

onyx vapor
dark heart
onyx vapor
hard sleet
#

I've set up a whole system using contacts and receivers, but I have a question, is there any way to essentially reset parameters back to their original phase? as if you just loaded a new world when they're not marked as "saved" but in real time

cedar holly
onyx vapor
brisk oxide
#

Hello! Does anyone know if it's possible to set up a tail so it doesn't phase through the floor ?

hard sleet
brisk oxide
#

oki! thanks!

halcyon vault
brisk oxide
#

alright i'll try it out, thanks!

brave canopy
#

At that point its easier to use blender

wheat nymph
#

Could anyone tell me how to use the Dynamic Bones software for unity
I got it but idk what to do with it

simple elk
#

outdated wouldnt recommend using it anymore , you want physbones instead

mellow hawk
# wheat nymph Could anyone tell me how to use the Dynamic Bones software for unity I got it bu...

Did this video help you? Consider sending me a tip on Ko-fi! https://ko-fi.com/sippbox

The Avatar Dynamics update recently dropped for VRChat, and with it brings the highly anticipated replacement for dynamic bones, PhysBones! With Physbones, you can apply secondary motion to parts of your avatar, such as hair or skirts, making avatars much mor...

▶ Play video
dry portal
#

question i wanna set up a sword slash when i well slash with the sword

#

is there a tutorial on how to set that type of thing up ?

#

i wanna do the same for stabbing my sword into the ground

#

i did manage to get that working but there is a HUGE delay on it happening

#

even tho i 0'd everything out

azure sinew
#

so im having a problem where when i press my own contacts they seem to press twice for others but not for me, so it desyncs. anyone know how to fix this?

cedar holly
dry portal
#

i used to use phys bones

#

but it triggered both up/down xD

cedar holly
#

¯_(ツ)_/¯

dry portal
#

like i dont know if the blue ones lag a bit by them selves

#

cause is saw one dude do it without physbones

#

right now this is plan B

#

for like usage its better if it was all contained on the sword

cedar holly
cedar holly
# dry portal for like usage its better if it was all contained on the sword

also I'm not sure if you've seen this: https://www.youtube.com/watch?v=Arb0AGav2wY, but I imagine it uses spring joints

#VRchat #avatar #epic

shroom : https://twitter.com/mushroom_thing

business mail : wjdfogur98@naver.com

Discord : https://discord.gg/jjRNy6x

twitter : https://twitter.com/aroma_great

Smartest avatar creator in VRChat - 💡 VRchat Epic avatars #20

editor : czlas

▶ Play video
dry portal
#

It has no overlaps on anything

#

Also thats the vid that got me inspired Xd

cedar holly
#

Lol same

cedar holly
brisk oxide
#

hello ! using avatar dynamics with my avatar's ears, i notice the inside of the ear peaks through when moving, is it related to the weight painting ?

halcyon vault
#

yes

brisk oxide
#

okay good to know ! thanks

finite roost
#

I think contact receivers are dynamics so I'll ask here.
I'm using a proximity receiver and it works perfectly in unity, it's value going up from 0 to 1.0 when testing with a sphere.
In vrchat though it does nothing and stays at 0

runic turtle
#

Hii,i know its kinda difficult but is there any kind soul who can tell me how to put dynamic bones into an avatar?

#

Bcs i bought an avi and it says dynamic bones only compatible,and i dont know how to put it

silver sonnet
runic turtle
#

Oooh okay

timber saddle
#

don't.

#

there's a package that's been floating in here that will convert dynamic bones without having to buy it

green salmon
#

what would be the ideal physbone settings for a follower?

golden comet
#

my "on enter" colliders aren't even doing anything- i don't know why

halcyon vault
#

Are you entering fast enough?

full echo
#

hi a quick question. The parameter MuteSelf, I know that you can use the parameter to animate. But is it also possible to switch this parameter from outside? Via Contacts or OSC? I can't get it to work that I can switch from outside the muteself paramter.

timber saddle
#

Can a contact not be on a gameobject on the end of a stretch bone? I have this tube of chips, and was trying to make the chip i pull out of it do "crunch" so that it reset, but I can't seem to make it trigger by moving the chip to head contact

knotty oracle
#

https://youtube.com/clip/UgkxPpKSq6NJSr4YHlQt45dvlTe17jpupQ0l
Someone know´s more in deepth how this works..? or how i can add dampening to a reciever? want to build a system like this for an avatar of mine where i can activate a shield when i make a fist and swing my arm right or deactivate it when i swing left.

YouTube

15 seconds · Clipped by Nagoras · Original video "Smartest avatar creator in VRChat - 💡 VRchat Epic avatars #20" by GreatMoonAroma 대월향

▶ Play video
halcyon vault
knotty oracle
#

Thx, i take a look at it ^^

knotty oracle
#

Sadly this dosnt Work in unity.. so i need to test it with "build and test" all the time... XD

red carbon
amber aspen
red carbon
#

is the weapon slash?

amber aspen
#

@red carbon

red carbon
#

thank you!

finite roost
#

I did something similar just using physbones

#

Is dampening better?

halcyon vault
#

There’s always more than one way to do the same thing.

plush arch
#

Could someone help? I just updated an avatar from a 4 month old version for a commission, and when uploading, it turned into spaghetti.
This problem persists when playing, when an avatar descriptor is removed. It's only happening when physbones are attached to the avatar.
This is not an error with CATS, as this was working last night. I overwrote the VRCSDK using the updated version (as the wiki reccomends), and this happened.
Here's the error i'm finding:

pastel token
#

I know in the past physbone toggles had to be manually synced, but i was noticing my IsGrabbed was synced. Do i still need to manually sync my isgrabbed?

timber saddle
#

Can a contact not be on a gameobject on the end of a stretch bone? I have this tube of chips, and was trying to make the chip i pull out of it do "crunch" so that it reset, but I can't seem to make it trigger by moving the chip to head contact

crimson wind
#

Can contacts be used on particle systems?

summer abyss
chilly niche
#

how can i do a spear that I can throw or something like this ?

mellow hawk
#

Okay, so, I'm planning out a cowboy gunslinger avatar. I'm gonna have an animation of the gun doing a finger spin. But only want it to trigger when I'm spinning the hand. Otherwise, it would go pendulum animation.
Any ideas would be appreciated.

granite crater
mellow hawk
#

To be fair the gun will already be on a parent constraint

#

So would be about as easy as moving the active transform when a gesture triggers it.

onyx vapor
#

If a contact is set as "Allow Others" and "Local Only" - can other players still see the contact in the avatar overlay debug?

#

(receiver, that is)

shy yarrow
#

(That error is about dynamics?)

onyx vapor
#

check those game objects it mentions in your heirarchy, they have some script on them that is either broken or you dont have in the project

#

a common issue is importing an avatar that is set up with dynamic bones (old) and you not having dynamic bones in your project

shy yarrow
#

Well I have that

#

when I click on one there is that

onyx vapor
#

yep it looks likely those wwere set up with the old dynamic bones stuff

#

so you need to right click and remove those scripts

#

you can add component > phys bone

#

and set that up instead

shy yarrow
#

the VRC physic bone?

onyx vapor
#

yep

#

but you stilll need to remove those scripts

shy yarrow
#

and for the previous script I click on the 3 dot and remove component?

onyx vapor
#

you can add the phys bones later if you just want to get it uploaded and working

#

yep

#

(you'll have to configure the phys bones, pont them to the correct root bones etC)

shy yarrow
#

Uhh how do I do that?

onyx vapor
#

probably best to check out a youtube video, be more comprehensive

shy yarrow
#

Yeah just i'm literally new so i'm kinda lost in all of that

tall tide
#

for some reason this model I have isnt working with dynamic bones. I add the component but when testing it doesnt move

#

it has a bone

#

well it has multiple bones but they are all seperate

#

not really connected to a root bone

#

do I need to parent the hair bone to the root bone?

halcyon vault
tall tide
#

thats all?

halcyon vault
#

Yeah Phys needs a second bone in the chain to calculate a start and endpoint for the physics

tall tide
#

ooooohh

halcyon vault
#

else it's just a dot and there's no axis to calculate on

tall tide
#

thanks for the tip

#

went and edited the skeleton to be ✨not shit✨ and have all the bones i want physics'd to be parented to one single bone for optimization.

#

🅱️ones

tranquil spoke
#

Silly question likely, but if I were to set a bone on a skirt, say it had 11 bones from the waist to the hem, and I set bone 3 as the phys bone, would the bones below bone 3 flow in VRChat without Physbones bones being applied like they do in the Unity editor? I know with Dynamic bones they did at least in Unity but I never managed to get the Avatar in VRChat due to issues externally

marsh pivot
#

They will move with the physically-affected bone, but they will not flow with the physically-affected bone, yes.

pearl loom
#

hey I was wondering how I can let people pick my avatar up?

deft fern
#

Can anyone recommend an approach to this problem I'm having? I want an animation that lets me restrict the motion on a physbone component, but a lot of those properties are controlled by curves, and when I record an animation while manipulating that curve it doesn't seem to pick that up as a changed property. Can these be controlled from animation, or do I need to seek another solution?

obtuse crest
#

Do I need an existing bone (from blender) to make a physbone in unity? All I wanna do is make this* antenna spring.

halcyon vault
#

I would give it a bone, yes

finite roost
#

Are constraints a feature which works on Quest?

#

Wait I just looked, they're not from the looks of it

#

So I have a gun which defaults holstered then can be taken out of the holster with constraints. What would be a quest friendly way of doing this?

mellow hawk
#

Can't do constraints on quest at all, have to toggle skin mesh renders.

finite roost
#

So one in the holster, one in the hand and just toggle the mesh renderer between them?

mellow hawk
#

Yes

#

As dumb as that is

finite roost
#

Does toggling the mesh renderer instead of the full component make it not render and thus impact performance less?

mellow hawk
#

Both do roughly the same.

finite roost
#

ok

warm wyvern
#

Anyone knows any good cloth physics for a dress?

mellow hawk
#

@warm wyvern Check this reply, first image shows how physbones works, and the second image shows some good presets to start with.

regal wren
#

*reads the title of the chat , now physbones

timber saddle
#

I need to learn how to rig a skirt which has no bones... To give it bones and physics and not look like ass

#

Or just learn how to make a cloth skirt

deft fern
#

I think the capsule colliders for contact receivers are broken, this is the second time I've tried using em where the receiver flickers on contact with a matching object. Doesn't happen in unity, only within VRC itself

clever storm
#

in 99% of cases you are looking to change the Y value

#

good luck

brisk minnow
#

is there any way i can toggle an int via contacts?

mellow hawk
lost pebble
#

i'm trying to lower it but im still very new to phys bones. How would i go to just lower it a bit?

mellow hawk
lost pebble
#

it was on the quest platform so

mellow hawk
#

Yeah, for people who know all this stuff, its no biggie, for new people its kinda hard to know what to do.

lost pebble
brisk minnow
mellow hawk
oblique crypt
#

I think this would be the right place to ask this, since it has to do with contacts/physbones:
I want to add a hairbrush to my model that has a collider on it that interacts with people's physbones. (Specifically, brushing their hair/ears and the physbones in people's hair/ears actually moves because of the brush.) How do I do this? Everything I've tried with Contact Senders and Phybone Colliders doesn't do anything except on myself if done a certain way.

timber saddle
#

kinda can't, the only way to move others bones is via the built in "contact" points. hands and feet, maybe head

#

it would be nice if we could set like, "global " colliders that can act like the hand and foot colliders

#

Like a hairbrush, or a fan (blowing air) to move others bones

silent palm
#

Have you heard of these things called physbone colliders

meager breach
#

Only thing I wanted to say here is that although avatar dynamics is really cool and shit, the major issue is the syncing of parameters

#

because technically speaking, these are not synced up at all

timber saddle
#

plus at current every bone has to be told what colliders it can use, like okay hair, you collide with head. Otherwise your hair will just go through your own head. Not the best logic there. If we could tag a physbone, for instance like we do contacts... Set this physbone to be tagged "Hair" then anything made to collide with hair could collide with it

#

then all colliders that are tagged as hair_collide for example, would make it respond, such as hairbrush, comb, fans (wind), or anything else that would be allowed, logically. a "clothes" tag would allow for clothing that would collide with body colliders, or as in the previous case, a "wind" collider that could make your clothes move, if in a windy world

vestal obsidian
#

I need some help. I made a working toggle for toggling an object on and off. But I'm trying to have it play a sound when it hits my head. The issue is that the object now doesn't show up in-game. Any idea why?

#

hang on

#

I think I used the toggling on and off animations for the sound animations.

#

lmao

#

Let me switch them around and I'll see if it works.

#

YES! It worked!

#

After switching them around, the sound plays!

timber saddle
#

woot

#

making a bonker?

#

i have all sorts of sounds on my avatar. Kicks (kick someone's head, hands, or body), Slaps (slap someone's hand, head, or torso, or my OWN head -facepalm), a comic book i can whap people with (head, even my own), Punch people (make fist, hit head or torso)

#

and then as a novelty, a "ass" on me that people can slap, to make a handprint appear on my rear XD

torn tendon
#

are there any tutorials on how to have a item like a hat that can be placed on others?

timber saddle
#

that's a little harder

torn tendon
#

ive seen stuff where people can place signs above peoples head like its attached to it but i have no clue how to do that

timber saddle
#

i do

#

sec.

#

Player Tracker hfcRed A system which allows you to select and attach a tracker to any standard avatar contact on any player.

#

Presumably, with that you could put anything on someone. I'm pretty sure it's how wingman's mario hat works

#

wingman would have to pipe up to confirm

torn tendon
#

ah oki ill try that thank you

timber saddle
#

also how lolathon puts signs over people

#

and drops pianos on their head

brisk minnow
mellow hawk
#

is good, and also fixes a good amount of problems lol

cunning turret
#

I am having an issue where i am unable to toggle between parent constrained physbone colliders. has anyone had similar issues? when switching between (toggling one off and the other on) them i can see the gizmos turn off and on, but the effected physbones act as if nothing has changed.

still lotus
#

somehow the source value is not copied to the destination parameter, where is the mistake?

EDIT: Solved, you CANNOT copy values from GestureLeftWeight or GestureRightWeight. A converter is needed

#

or its just the avatar emulator glitched

rugged crown
#

I am trying to add phys bones but when I do it doesn't go through and there is an error at the bottom

quartz iron
#

why do colliders won't work?
made them huge, made the phy bones radious huge, put the legs as colliders on the phy bones inspector, yet still the dress go through the legs like it's nothing

mellow hawk
quartz iron
#

yep, right leg and left leg

#

i can screenshot if you want

mellow hawk
#

Yeag screenshot the physbones settings

quartz iron
#

solved

scarlet schooner
#

help…touch triggers work in unity but not in VRC.
i mean it shows in vrc and all my prams are mapped correctly but when the touch trigger is in range of a contact sender it "hides" the contact overlay for everyone who has it on. i have redone the trigger 2 times completely with different anims and pram names but nothing has changed. also i have 2 triggers on my face one works how its supposed to one isnt.

mint kestrel
#

does anyone know of a way to have say.... a disjointed physbone hitbox? i've got a model with bones, but the bones don't match the alignment and size of the area i'd like for the collision hitbox to be

#

is there a way to say specify a custom collider hitbox and tie it to the root physbone?

scarlet schooner
indigo hawk
quartz iron
#

i just placed them on the legs without connecting them to the legs

timber saddle
#

Do i need -more- bones to keep my leg colliders from going through my skirt?

timber saddle
#

Anyone?

clever storm
#

1 - use avatar dynamics constraints, these perform better than colliders and have a higher chance of succeeding at doing what youre trying to do, id reccommend following one of sippbox's guides on that to get you started and of course using vrc docs

#

they basically let you limit how far each bone can actually move

#

if youre clever with the setup and your bone rotation is done right in blender, you can make it so that way your bones have free range outward or away from your legs but little movement inward and toward your legs

timber saddle
clever storm
#

if i wasnt sitting waiting for a 400mb world to download id ask you to use google since i gave you a name

#

constraints are a pretty big part of physbones

timber saddle
#

new to me :p

clever storm
#

this is hard to explain but for the second solution

#

instead of having your skirt rooted at your hip

timber saddle
#

mhm?

clever storm
#

you instead have the left and right halves of your skirt

#

rooted to your left and right upper leg bones

#

which will make your skirt follow your legs no matter what

timber saddle
#

oh yeah, but doing that looks barf

clever storm
#

not really

timber saddle
#

Like the sims or secondlife XD

clever storm
#

you can still make your skirt bones dynamic

#

im not talking about a skirt directly weight painted to your legs

#

im talking about rerooting your physbones

timber saddle
#

ah

clever storm
#

in older versions of the game

#

i could make skirts that looked way better than anyone else's

#

that never clipped

#

were really flowy and free

#

and they had at most 2 or 4 dynamic bones

#

was great

#

still can do that, actually 0u0

timber saddle
#

I ain't got money to commision someone to make this skirt work XD

#

So i'm trying to figure it out myself

#

I found success using unity cloth, but I don't know how performant that is in vrchat.. I only know of like... one person who uses it, on his Kons

#

You can see there what i -wanted- to happen, phsybones was like "nah we just go past the legs"

#

i dunno if 6 bone chains aren't enough, or what

rose narwhal
#

Hey guys, I'm having an issue where my physbone colliders aren't colliding with the bones. If I set the collider to inside then everything gets pulled into the collider, so they are linked correctly. 🙂

#

Just when set to outside they don't collide at all.

dusky crest
jolly crane
#

if you are going to use it, you need to keep the amount of vertices in your mesh at a minimum

timber saddle
#

i mean, it's a mesh from a nintendo game

#

they go kinda low poly

#

plus it's just the lower part that's cloth, the "skirt" of the dress

torn tendon
#

Is there any way to make the physics not go crazy when moving with the touchpad?

#

The analog sticks, oops

#

I was thinking of just using the same vrc default animations but adding to the animation to turn off the scripts for the physics

#

Also trying to figure out a way to make the physics not jerk in directions when you stop moving too

fair flax
golden pike
#

what do i do when my dynamic bones dont convert?

#

theyre fully functional dynamic bones

cyan geyser
#

Anyone have a tutorial to make working physbone triggers

#

Like buttons

acoustic path
#

Hello, I’m working on an avatar but the dynamics I have set up for her hair I’m not quite happy with.
I want it to be affected by gravity but be smooth and flowy when the model moves.
Would anyone be willing to share their hair physbones settings? The ones I found in tutorials on YouTube I tried but also didn’t really give me the results I so often see in clips.

clever storm
#

which iirc will adjust the strength of gravity based on tilt

#

which can get you started

jolly crane
woven flame
#

Does anyone have good physbone values for the Rexouium avatar's tail, Ears, etc.?

torn tendon
rugged flame
#

Could somebody help me with the {parameter}_stretch on the physbones? I'm a lil confused as to how they work

topaz hamlet
#

hey where can i get a good dynamics bones ?

mellow hawk
mellow hawk
torn tendon
#

any idea on what the problem could be? I'm in unity messing with physbones, the bones I'm putting in are getting 0 physics. for example: The hair moves just fine but when trying a different bone it just full on doesn't work, 100% stiff.

#

I tried dynamic bones to see if was just physbones but same case, i did notice however that the tracers & indicators are tiny on my test avatar with the issues while the one that they work on the physbones are normal scale

torn tendon
#

ok nvm I'm gonna cry I just needed to add leaf bones in blender 😭

jolly crane
torn tendon
#

I just trim them in unity, I always disable leaf bones on export to keep things smaller

jolly crane
#

"trim them in unity"?

torn tendon
#

but ig I gotta use them

jolly crane
#

are you unpacking your avatar?

torn tendon
#

yea

jolly crane
#

that is quite bad practice

#

you make it harder for yourself by doing that

torn tendon
#

well I'm done with the avi

jolly crane
#

not unpacking means you can quite easily re-export the model over the old one and Unity takes care of the rest (mostly)

torn tendon
#

so I don't really mind unpacking since everything left is just unity work

calm owl
#

Physbones are pretty forgiving with just using end length to simulate blenders bone length

jolly crane
#

in 99% of cases, if what you're doing requires unpacking, you should be doing that in blender in the first place

#

also yea good point ^ normally you can get away just adding an end offset on the Y to single bone chains

topaz glacier
#

Hi, for some reason i've problems with avatar contact, it works perfectly in unity but not in game

#

I made a boop and headpat contact, the boop works perfectly in both but the pat only works in unity

#

the only difference between them is that one of them is a capsule and not a sphere, but i don't know how that could be the problem

green tinsel
#

is there a way to turn off a physbone in a animation? and turn it back on and it not being all broken? back whenever dynamic bones was still the main thing i was able to toggle it without it being all over the place

lethal ruin
#

Hello! I would like to know if there is a way to set up phys bones so that other player can grab my avatar’s arms and legs, but without having them wobble around when I move my my controllers around 🤔

steel thistle
lethal ruin
#

hmm, tyy

crystal aspen
#

Does anyone know how to sync physbones with quest? The quest version of my avatar has the maximum amount of physbones but my PC version has more. The bones are in the exact same location on the avatar. When someone on quest grabs it I can't see it on PC but they can see it on their screen.

mellow hawk
#

as long as the bone chain is the same length and the script is in the same spot with the same settings, it will be synced.
Assuming the hands are the in the same spot for the other players avatar.

#

If the settings cause it to oscillate or not reset, its passable they wont sync up as well.

native nebula
# acoustic path Hello, I’m working on an avatar but the dynamics I have set up for her hair I’m ...

I dont know if you found your solution, You can always test your setting by hitting play in unity and moving around your avatar by selecting the whole armature. Lock the window where your phys bone are in (Probably the head) to make changes in the settings, copy the parameter but hitting the 3 dots at the top corner of the window when you're happy with the changes, then paste them after you hit play again. There are no solid numbers to physbone especially if your avatars follow certain themes.

inland stirrup
# mellow hawk as long as the bone chain is the same length and the script is in the same spot ...

A quick note: it has been a, while since I tried this, perhaps about 2 months ago?

In my experience, this hasn't been the case. Identical armature, identical name scheme, identical script, except I added a single extra script on pc.

It lead to people grabbing my tail on quest and one of my uhh... Well, chest components reacting as if grabbed on pc. It even stretched, which the tail can do but the chest component wasn't supposed to do.

Removing the extra component completely moved it back in sync; tail->tail, hair->hair etc. So long as that extra component for some extra movement existed on PC, grabbing parts on quest grabbed completely different parts on PC and visa versa.

I'd loved for it to be fixed though, as right now my PC version is incredibly limited by the quest version. 32 whole transforms. It gets the job done, but why have higher pc limits if I end up having to adhere to quest anyway?

mellow hawk
#

weird

#

ill have to mess with that and see

inland stirrup
#

Yeah I want to test again myself in perfect synced terms, ie no quest specific build; I just put quest shaders on my PC one with identical setup. Slap that extra component on and see.

#

Cause something may have changed. But I vividly remember struggling with syncing at the launch and found that unless the entire setup was identical, from stem to stern, they did not sync.

#

It was 2/3 days of trying to figure out what went wrong, only to eventually narrow down that so long as component and transform counts were identical, they were synced. 1 effects more bones or has an, extra component and they are completely unsynced.

inland stirrup
inland stirrup
# mellow hawk ill have to mess with that and see

I managed to get it; Conditions are exact same avatar with exact same controllers (FX ripped out due to incompatible material swaps) with the exact same amount of physbone transforms and/or components. No colliders, as I don't use any.

Only difference is a single component on the butt cheek on PC. Result; Quest Interacting with self or PC was straight up missing entirely; PC saw no changes, even though quest had posed several bones on itself AND PC.

When I interacted on PC with self and Quest, Quest saw out of sync grabs (grabbing my front bang on PC was my tail on quest).

So, it's still around. I figured it was the case. Removing the extra component put them back in sync with each other.

#

There's a Canny for it. I'm going to take my small test here and compile it a bit into a short info dump, as it's currently listed as "needs more information"

#

Opps, seems there's another one that has more traction.

#

ANYWAY, seems it's a bit all over, as some have found uniquely naming each component, regardless of whether or not you use them, is an option.

#

That didn't quite work for me.

#

Went on a tangent, done spamming this chat.

mellow hawk
#

Good info tho

inland stirrup
#

I tried to explain it in a reproduceable fashion. Made a proper comment.

scenic crown
#

Why did I just see a E-Girl avatar with 800 contact count 🤦

muted glen
scenic crown
muted glen
scenic crown
#

I'm good 👍🏻

little locust
#

I have really long hair on an avatar I'm working on but don't want to add a new collider to the body to prevent clipping. Is there a way I can assign the default body collider to the PhysBones of the hair or is that not possible?

scenic crown
little locust
#

Thanks anyway!

scenic crown
little locust
#

Yeah but I was kinda hoping there was a chance the chest could be assigned that way too

#

It's not a big deal to just add a capsule collider but yeah

lilac ruin
#

Question, are parameter driver layers still necessary for making sure contact receiver triggered animations are network synced? I haven't messed with them since the initial release.

#

This would be for animations involving constraints btw which from my understanding have a habit of not syncing well at all

jolly crane
halcyon vault
solid sandal
#

tickle reactions

halcyon vault
#

yeah weird idea but, 800 contacts? If you're not coating the body what could you possibly be doing?

weak sinew
#

anyone willing to share some ears dynamic bones settings? i need something relatively stiff. i spend over 2 hours trying to get something looking like cat ears but can't figure it out

swift compass
#

Anyone know the best setup for colliders? I don’t want my models hair to be moving up oddly when she looks down or moves a certain way

mellow hawk
#

@weak sinew You may wanna check this replay to get a better understanding of whats happening.

torn tendon
#

Is it possible to make an avatar prop grabbable by other players? If yes, could someone kindly recommend a tutorial on how I can go about doing so? Thank you~

vital shore
torn tendon
summer abyss
mellow shadow
#

i wanna make my lil candy strip here retract back after someone grabs and pulls it... how would i do that?

lone cypress
# mellow shadow

Contact Receivers and Senders, It's an OSC thing. Might wanna ask in that room 🙂

thorny isle
#

it should just retract on its own with default settings and stretch

prime latch
#

I've been getting a lot of desync when it comes to grabbing props on my avatar using dynamics. Is there a way to work around this so desync occurs less?

timber saddle
#

Question, is it possible to make a prop using a physbone that can stretch on it's own? without being grabbed?

timber saddle
#

basically i wanted to make one of these

#

It's a japanese water balloon on a piece of elastic, called a "yo-yo tsuri", basically a water balloon yo-yo

#

but it has weight and stretches the string as you bounce it up and down

simple elk
#

gravity setting

timber saddle
#

it'll stretch?

halcyon vault
#

Wouldn’t a spring/configurable joint work well for that?

timber saddle
#

I dunno. I've never seen a spring joint with an actual string

knotty siren
#

Fair. The question is whether or not you need the string to represent what you want to do.

timber saddle
#

I mean....it's part of the physical and mechanical system of how it works...

#

It's a waterballoon on an elastic string, that you bounce like a yo-yo

untold idol
#

Sometimes when im making avatar contacts, the contacts do not work

#

actual contact

#

cant figure out why it wont do the animation lol

calm owl
#

Proximity uses a float

untold idol
#

are u sure?

#

ive used proximity without float before

#

and changing it to float didnt do anything

knotty siren
#

It's definitely a float.

#

But also, if you are creating a new layer, make sure that you set the Weight of your layer to 1 and remove any masks you don't need.

untold idol
#

I have

knotty siren
#

But if you want this to play a Bonk Sound - you probably don't want Proximity.

#

You probably want this to trigger off of 'Enter'.

untold idol
#

I swapped it to enter

#

and trying integer to see if it switches to1

#

and it doesnt

#

the reciever and sender just do not work together

knotty siren
#

Create a duplicate, create a sender with the right settings, and use the animation controller & play mode to see what value the receiver is getting set to.

untold idol
#

the duplicate without changing anything

#

activates the animation by itself

#

and i removed head and anything close to activating it

#

on bool int, float it all activates

#

but no animation lol

#

I got it to activate once but then it kept staying activated

knotty siren
#

You transfer from Entry to Bonk Sound

untold idol
#

figured it out, toggling exit time made it work

knotty siren
#

You want to start at Bonk-off and then wait for a transition into Bonk Sound when Enter is true

calm owl
#

has exit time of 0 = wait for relevant parameter to change to leave state
does not have exit time = wait for the end of the animation to check if can leave state

#

or, i might have those backwards holdup

untold idol
#

hi yeah im back and its doing it again after i tinkered with it lol

#

Doesn't activate the animation or reciever at all it seems

native nebula
simple elk
#

you can use bool i think 🔨 🐇 , velocity is just to trigger it

#

forgot i have it on my bonk hammer

lilac ruin
#

so im still having issues getting others to see my contact receiver triggered animation...
I have all the parameters involved in my Parameter list.
I see the animation functioning as intended locally but nobody else can see it.
Its just a simple OnEnter transition to animation thing... so im really not sure what im doing wrong with it. ive never been able to get these damn receivers to sync over network.. https://gyazo.com/bf260fa4e4b111dcec06681ef024f74d

stray island
lilac ruin
#

its an empty attached to a dummy head bone

stray island
#

It may be related to how the head is shrunk down locally, so its probably best to keep it with the head via constraints than direct child

lilac ruin
#

hmm I guess I can try that but since its attached to a dummy head bone that doesnt shrink at all you'd think that would be good enough

stray island
#

I think neck may be scaled too, cant remember

lilac ruin
#

I dunno I was also having this exact same issue when these contacts first came out, and that was with contacts on my hips. I cant help but feel like im missing something

#

but ill bring it to the root and parent it to the actual head bone and see if that helps

frank minnow
#

is "immoble type: world (experimental)" supposed to only be functional on physbone scripts without the "is animated" check?

little owl
#

no, those two options are independent

frank minnow
#

hmm, weird. can't seem to get world immobile to work without unchecking "is animated".

#

if i can reproduce it i'll make a canny or smth, but it might have just been user error

timber saddle
#

they claim you don't need the param file but in some cases you do

#

triggering an animation for others to see, you do.

#

source : My fucking weapons that would not grab unless someone was LOOKING at me when i grabbed them. I put their trigger parameter from the contact in my parameters file, now everyone sees my weapons getting grabbed properly

lilac ruin
#

The only thing I can find searching through here that I might be missing, is checking Local Only on the contact itself? But I don’t understand why that would change anything.

quick crystal
sick geyser
#

So I dunno if its my jank setup for any changes done by animations onto a Physbone chain are not applying even with disabling the physbones quickly between changes

daring wasp
#

Hey, I'm trying to figure out how to solve the tail here.

So, the tail drops straight down now when in playmode, but I would like to have a slight bend at the end, see the yellow artistic drawing I made.

I've tried to add physbone to the last tailpiece in Root, and setting different endpoint positions, as I think VRChat suggests in their manual.
But it doesn't achieve what I want - yes I get some sort of a bend, but it also lifts the entire tail upwards.

Anyone got a few pointers as what to do?

simple elk
#

Could just manually move the end bones to where you want it 🤷 , wouldn't rely on physbone to do it

stray island
#

Yeah the rest pose you want should just be the norm with no dynamics

simple elk
#

If you want to try it need a curve on the gravity to not affect everything (kinda meh tho)

daring wasp
daring wasp
nocturne stump
#

can someone help on all of my avatars the hands dont move their all just like stuck in same position
like my hands are broken

pale hatch
#

Are proximity triggers with floats with a blendtree Currently broken ?

ripe sphinx
#

Probably not

#

Likely some other issue

#

They can’t work for motion time and not work for blend trees, because the parameter is what’s driving them. Check that your blend tree is set up properly

lethal gorge
#

how do u add physbones
not convert dynamic bones. literally add them to an avatar im so lost rn

#

do i have to do something wif blender like
the avatar im working with is STIFF. she has NOTHING on her but she’s rlly adorable and.. how tf do i put the bones on her vrcTupCry

lone cypress
# lethal gorge how do u add physbones not convert dynamic bones. literally add them to an ava...

Did this video help you? Consider sending me a tip on Ko-fi! https://ko-fi.com/sippbox

The Avatar Dynamics update recently dropped for VRChat, and with it brings the highly anticipated replacement for dynamic bones, PhysBones! With Physbones, you can apply secondary motion to parts of your avatar, such as hair or skirts, making avatars much mor...

▶ Play video
wary burrow
wary burrow
lilac ruin
#

Gotcha thanks I’ll give the local only a shot, I include every parameter from my FX controller aside from the stuff like IsLocal, Seated etc the ones built into the game already. This is an RP avatar so it’s imperative my animations are sync as much as possible lol

thorny kestrel
#

Hey, everyone! I have a cloth-piece on my avatars arm that I would like to give some gravity. My problem is, the motion starts stuttering whenever I give it even a little bit of gravity like 0.05. It has around 5 bones in it. I tested simplified and advances, but so far it didnt change anything.
When I set gravity to 0 it looks fine. Anyone knows what causes the stuttering with gravity > 0?

timber saddle
#

Can a physbone be uh... locked, by an animation? let me throw a couple pics

#

I have this

#

the joint there lets it do this :

#

I want to be able to lock it at these two positions without having to do the whole "grab and lock bone" thing

#

(Image 1 and 3 )

jolly crane
#

if your pull is 0 it shouldn't return to the original position

timber saddle
#

there's a bone on the small lever there, so that could be made into a trigger with _IsGrabbed, but I still need to know how to lock the joint where i want it, perhaps when it reaches the two points (with a contact)

#

well i don't want it to only go to one, i want it able to lock in both spots

#

folded, and unfolded

#

so what i was thinking was contacts for when it reaches each point, with the little lever "releasing" it to be allowed to move.. I just don't know how to lock it into one of the two positions

#

like can a certain setting force it to one end of the bend or the other?

#

not just "don't bend"

#

Like can the hinge limit and rotation be animated maybe?

#

contact 2 = max angle - 0 , pitch -90

#

grab lever = angle back to 45, pitch to 45

#

contact 1 = max angle - 0 = , pitch - 0

pale hatch
#

Is there currently, a way to make velocity contacts, that don't trigger each other, but only 1 of them if the right velocity is reached ?

#

like if i create 3 spheres ontop of one another, and i change my speed of touching the object, depending on how fast i touch it the speed changes ?

#

without playing all 3

halcyon vault
pale hatch
#

any idea to pull it off ? Or what i have to do

ripe sphinx
#

How do proximity contacts work when set to capsule colliders? Is the parameter set based on proximity to the center axis of the capsule or based on proximity to the center point, halfway up the capsule’s height?

timber saddle
#

so according to the wiki you can't change the state of physbones after the avatar has played, which does seem to be the case with trying to change the angle restrictions.. what a bother

#

Just have to use a extra object and a rotation constraint then..

modern island
#

frame one, disable, frame two, change values, frame three, enable?

timber saddle
#

tried,didn't seem to work

modern island
#

interesting

#

i thought that was a documented known to work solution

#

guess not

halcyon vault
modern island
#

oh yeah, forget that you need to keep in mind that you can just drop shitloads of frames at random :P

gloomy spoke
#

👀 how do I combine phys bones?

#

asking for an idiot

jolly crane
gloomy spoke
# jolly crane can you elaborate?

as in if my project has physics bones, is there a way to create a phys bones component in the parent of children w/ phys bones to possibly combine them?

jolly crane
#

just don't make the root be any humanoid bones (like the head bone)

#

you can create extra bones in blender to act as a common root for multiple chains

ripe sphinx
#

Are contacts able to set ints to a specified value?

jolly crane
#

yes

plain dove
#

I have this hand puppet avatar with wings that has physbone move starting at the neck. For some reason, the wings will not flap/fold as directed, instead they shake trying to animate. IsAnimated for the physbones is on. How do I fix?

#

This is how my wing animations are set up.

crude forge
#

Been trying to create a button contact for a flashlight on a gun. Any help would be good with what Im doing wrong, been at this for three hours

torn tendon
torn tendon
#

You don't need to do anything fancy with it, just have it there to emulate the behaviors, example:

crude forge
torn tendon
#

Once you're in play mode, a value will appear on the component of type VRCContactReceiver... Something like this:

bronze siren
#

Anyone know of any examples for making clothing blendshapes physbone reactive? Eg, an interactive sleeve

inland stirrup
#

I did not, no. Ended up taking my findings and attaching them to a canny mentioning the bug. Best we can do is hope that it gets enough traction!

cedar vine
#

I am having an issue where a physbone position is in the wrong place in its parent constraint position.
This image shows a small glimpse into the set up

#

This is the physbone position

#

Even in play mode, with an emulator running, it is all correct

#

It is only once I am in game that it starts to be in my neck like that

cedar vine
# cedar vine

Something thats interesting is that is the zeroed position of the head bone, so it looks like the position is resetting itself to 0 0 0 on the head bone rather than keeping the constraint's values that it should have

amber crane
#

You would need to constrain anything to head bone instead of putting it on directly. Locally your head bone is scaled down to almost zero, which is what you see.
There is a setting in emulator which shows it too.

cedar vine
#

The scaled head would make sense, as soon as I turned on enable head scaling on lyuma settings my head disappeared and broke

amber crane
#

Yeah, it should work I think.

cedar vine
#

Awesome, building now and will let you know

cedar vine
modest crest
#

does anyone know how to decrease the transform count on physbones? I am trying to make the hair on my avi has physbones for the quest version.

modern island
#

Merge some bones together

modest crest
#

is there a way i can merge bones through unity or do I have to do it through blender

modest crest
modern island
#

Blender.

#

You can’t merge bones in Unity.

#

You could also ignore some useless transforms (eg - end bones)

ripe sphinx
#

Do posed physbones sync their positions and stretch over the network? Say if you pose a physbone and someone joins afterwards, does it show the pose or does it not sync

modern island
#

I don't believe so

wheat carbon
#

Any way I can get my avatar to somehow notify me when touched on the back? Since can't exactly tell if someone is touching me and I can't see them.

timber saddle
#

yes!

#

there is a thing for this

#

gimme a few to find it (unless someone finds it first)

#

and it's free!

wheat carbon
timber saddle
#

right?!

coral mantle
lethal ruin
#

Hello, I need some help with a contact receiver, I'm trying to set up an animation for when people pat my head, but I cant make it work :/

tardy quarry
#

Even if I put the physbone component on the upper chest, I can see the arms and head bobble around, but the wings are static. One of my thoughts was that they might be stuck inside the torso collider, but turning off collision for them doesn't fix it either, nor does moving the physbone component down to the individual wing pieces. The mesh is definitely rigged up to the wings properly, I can move them in Blender. I'm just not sure what else to troubleshoot.

halcyon vault
tardy quarry
#

Oh, weird - I'd tried "ignore" and "first" on that, but setting it to "average" makes them suddenly start moving again

#

but the upper and lower halves of the wings are locked together, which is different from how it behaved before I changed it around and broke something.

#

Got it!

#

Update unless anyone else has the same problem later - what I had changed was re-exporting the FBX from Blender and turning off "add leaf bones." The main wing bones no longer had endpoints, which caused the problem. Setting a Y offset for the endpoints and then setting multi-child type to "average" makes it behave the way I initially wanted

tardy quarry
silent palm
#

Anyone know what kind of settings I should use to recreate the physics of Callie's tentacles like in this video? https://www.youtube.com/watch?v=fVq0s1ABjNE

Check out solo performances from Callie & Marie!

Subscribe for more Nintendo fun! https://goo.gl/HYYsot

Visit Nintendo.com for all the latest! http://www.nintendo.com

Like Nintendo on Facebook: http://www.facebook.com/Nintendo
Follow us on Twitter: http://twitter.com/NintendoAmerica
Follow us on Instagram: http://instagram.com/Nintendo
Follow...

▶ Play video
silent palm
#

I believe they're 6 bones

#

Each

#

The tied up bow part I did easily

twilit jay
#

not sure if this is the right channel or not to be asking for help with phys bones but im having a weird issue with them

#

the front of my hair is just randomly sticking into my forehead after a few minutes and i cant undo it without resetting the avatar

#

this is what its meant to look like

#

i cant even pull it back into place with my hand lol, its almost like the bone is just snapping itself into place

#

what i find the strangest is the fact that i have the exact same hair on most of my avatars, using the exact same physbone settings, and it only appears to happen on this avatar

twilit jay
#

ok nvm i realized it was because the immobilize was set to world

slender crown
#

imma sound like an idiot but what is recommended forces for physbones

#

I'm a bit new to this

twilit jay
#

its best to play around with forces till you get something close to what you need

#

for example the forces needed on hair will be quite different than the forces needed for a moving piece of string on a hoodie

#

best way to do that is to just click play and then jiggle the avatar about whilst messing with the forces in my experience till you get the result you want lol, thats what i do atleast

leaden fable
#

How would I get the hair to flow over the shoulder rather than stay stiff like that?

pulsar arrow
#

collision

#

and gravity

visual isle
#

okay, another stupid question. Is it possible to have multiple physbones on the same parented bone chain IE two physbone scripts attached to two bones, one parented to another

jolly crane
visual isle
#

i dont have an exact sample but effectively something like this

#

each bone having its own physbone script assigned to it

jolly crane
#

if you just need the behavior to be different, use curves

#

like if you want more pull the further along the chain, click the C icon to add a curve to the pull

#

and tweak the shape of it

#

you can add a curve to most things in physbones

visual isle
#

hmm, alright. Answers my question then

jolly crane
#

there are really not many cases where you would actually need a 2nd physbone script. but in the event that you do, you can "cut off" the chain early by adding one of the bones to the Ignore transforms list of the first physbone

#

and then you can add another physbone component to that same bone

#

but you should use curves whenever possible as it's better for performance and your perf ranking

visual isle
#

tried that, it sorta works but the bones themselves only interact with themselves IE cant pull on the child bone to make the parent bone move as well

visual isle
#

probably just gonna do what i have planned via animation since i already have all the blendshapes for that built as a fallback

#

thanks for the help tho, I appreciate it

timber saddle
#

Hm. I wonder if grabbable among us follower could be made into -throwable-

#

Yeet

forest jasper
#

hello anyone else having this issue i bought dynamic bones but it says its not in my assest

modern island
#

you don't need dynamic bones, physbones comes with the avatar 3.0 SDK

halcyon vault
#

true, if you're making a model yourself but if you bought anything made before about April you got a really good chance of needing dynamic bones to some aspect

shadow steppe
#

is there any part of the physbones i can animate, such as angle that limit the area of movement? i have tried a few things, but i radial for a balloon , so it is "heavier / lighter" and i think i can do it with angles since you cannot animate gravity and such.

#

but any ideas on how i could animate this, i am already using a blend tree, my brain is farting

torn tendon
#

Anybody know how to make dynamic bones less jumpy?

halcyon vault
#

no

broken crater
#

how do you enable physbones self interact?

halcyon vault
halcyon vault
#

I imagine that uses particles to detect physics colliders

broken crater
#

Oooh forgot to add coilders to my hands

#

Yes I ment so I can move the phybones with my hands

halcyon vault
alpine dock
#

I was wondering what the best way to make a contact slider of sorts would be. I'm trying to make a phone prop with a slider that you can touch with your index finger and slide up and down. I would want it to effect a float parameter. Any tips are appreciated!

halcyon vault
alpine dock
halcyon vault
#

wait, so why no use a plane collider? is it because it follows you when you jump/fly?

short scaffold
#

Hi there I'm trying to use the Avatar Parameter Driver's Add function to have it set if a person punches my avatar a certain amount of times it plays a KO sound but am running into issues. It works if I punch myself the correct amount in testing but when my friend tries it doesn't work.

#

Anyone know what could be wrong?

frozen breach
#

what exactly happens when your friend tries it? does the counter not count up at all, or does the counter count up inconsistently? [as in sometimes it counts up, sometimes it does not, other times it counts up multiple times]

short scaffold
#

As far as I know the counter doesn't count up at all

frozen breach
#

in that case the punch is probably not being registered at all. since it is working if you punch yourself, I can only see two causes:

  1. your friend's avatar does not have the contact sender your contact reciever is listening for
  2. your contact reciever is set to only register your own contact senders
#

if you are using a default contact sender, such as e.g. hands, two is probably it

short scaffold
#

Well the strange thing is the collision between avatars works if I don't have the Driver's add function (IE she punches once it animates the KO sound)

#

But the addition one only works locally it seems, she couldn't even hear the KO sound when I punched myself enough but I could

frozen breach
#

perhaps the variable you're modifying isn't synced?

harsh copper
#

can physbone parameters like gravity be adjusted in real time with an animation or is that still not a feature and never will be?

stray island
harsh copper
#

well that sucks

#

really wish there was a way to do this

boreal minnow
#

I'm trying desperately to give Selestia physbones equivalent to EYO's dynamic bones, and for whatever reason certain features of the avatar only move left and right, not up and down

#

is anyone else having this problem

olive mesa
#

hey does anyone know what happened to "immoble type:world" ik it was experiemental but twas a realy useful feature and i cant seem to find it in the latest sdk ;w;

steel thistle
timber saddle
amber crane
#

I remember he used FinalIK to achieve this effect. I don't know more details.

timber saddle
#

aw dang.

#

i don't know how to use finalIK

stray island
#

Yeah if you want it to react to world colliders you'll need to use Final IK. More specifically using a grounder with a LimbIK/CCDIK/FABRIK and then put the collider on the foot of the grounder

timber saddle
#

i wasn't after world colliders as much

#

you can use a plane collider to make tails collide with ground, so why not feet?

amber crane
#

With Final IK you can make feet react properly to non-flat surfaces as well

#

For example

#

It's actually better shown in the tweet he is quoting.

stray island
#

Yeah that plane collider for tails is a fake, it's not colliding with the ground at all, just a fake floor that you have defined.

amber crane
stray island
#

Yeah its exactly what I wrote, LimbIK is smart because of elbow control

timber saddle
#

Well. I managed to make an object follow a bone... on the floor

#

So i don't understand why i couldn't just put a plane collider, and put a physbone on my toe..

#

I don't care for -exact- floor angle, just think it would be cool if when using fullbody your feet go slack when you playspace up like 3-point does

#

then flatten out when you come to the ground

stray island
#

Yeah if thats all you want then having a fake floor is fine.

lethal garnet
#

can two contact receivers have the same parameter name?

lethal garnet
#

alright, thanks!

mellow hawk
#

They can have weird behaviour if they are too close to one another, where both can be active at the same time.

wheat carbon
#

$100 for feet to touch the floor, sounds a little unreasonable.

timber saddle
#

right?

woven patio
#

so im adding the physbone component to my hip and adding the root transform of ass wiggle but for some reason it does not work you dont even see the phybone gizmo....when i set the multi child type to average the gizmo shows but then i get a really odd effect such ass insane stuttering from the slightest movement which is not ideal at all

#

ive yes tried adding the component to the ass wiggle bone its self but still same problem in genral might it be a problem with the bone it self ?

jolly crane
#

adding a physbone to any humanoid bone fucks up tracking

#

also, if you only have a single bone, that won't work. either set the Y endpoint position to some small value, or add a second bone in the chain

woven patio
#

When I use a new fbx model it works but the fbx I have everything add to doesnt work either way I only tried the hip as a option since it wasn't working on the main asswiggle bone regardless so I'm gonna reset up the avatar and maybe figure out what's making it not work

#

But thanks 🙂 appreciate the idea/help

woven patio
#

But I still add then to each separate bone

barren bramble
#

Hey guys, at some point during the past few days my avatar stopped sending contacts with any other avatars. No more interactions or moving/grabbing hair or anything. I've never messed with avatar dynamics before--all I've ever done is use the default colliders in the avatar descriptor and set some physbone colliders in obvious places such as each middle finger. That's still all I'm doing. I've been working on my avatar a lot and re-uploading a lot at the same time this broke, but I've changed nothing about the physbones or avatar descriptor colliders, so I'm at a loss as to why this broke. Other people are still able to interact with the physbones in my hair, and I can still move my own hair with my hands, but I can't grab it anymore, and I can't move or grab anyone else's, nor do anything else that involves touching another person's avatar. I'm still able to do world interactions that involve touching things with my hands/fingers, though.

wheat carbon
#

Why does setting the root bone to the hip bone mess up tracking?

wheat carbon
barren bramble
#

I just tried reuploading and now the Quest version can interact with other avatars just fine... I'm too lazy to test the PC version right now but I'm gonna assume it works again if Quest does.

lethal garnet
latent mirage
#

For toggling contact senders, do I turn on/off the object itself, or the component?

lethal garnet
#

I'm not sure, but given that we can disable physbone components I would say you can disable those too. I usually set up my animator so it doesn't trigger the contact response when needed

barren bramble
#

it works on Quest and not PC, the exact same avatar, identical avatar descriptors and hand/finger colliders, and almost the same model except with less bones and heavy decimation

#

this cant be my fault right? it has to be a bug? but how would i fix it

#

i can use any other avatar on PC and im able to interact with other avatars, just not mine

#

i guess ill try verifying on steam and clearing caches

timber saddle
#

Odd thought. With physbones, could you make a chain with two ends that sways inbetween? For instance say you had handcuffs with long chains on your avatar. Ignore bone 1 (left cuff) and bone 6 (right cuff) would the inbetween bones (on the chain) be flexible and mobile, and give off a stretch parameter?

mighty trail
#

also, is there any way of reading a remote player's GestureLeft/Right (without any modifications on their avatar)

timber saddle
#

someone managed

#

because thatfatkidsmom made a gun people can use

#

and it tracks their gesture

mighty trail
#

hmm yeah, even with their shareable springjoint system

#

which is what I'm re-creating lol

timber saddle
mighty trail
#

so you can have the first and last bones be stupid rigid, and not move from it's initial position