#avatar-dynamics

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mighty trail
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but the others move fine

timber saddle
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oh dang

mighty trail
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not sure how that'll work if people interact with it though

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if it does break with interactions, use a constraint

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(but that's pc only)

timber saddle
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i give zero fucks about quest

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quest is just an attempt to get money from people with no money

mighty trail
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meh you should, it makes you better at creating shit

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jesus it seems like thatfatkidsmom is reading finger positions manually - lol no

timber saddle
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yes. which use mommy's credit card to buy vrc+

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which squicks me

mellow hawk
# timber saddle i give zero fucks about quest

The amount of projects I've had to cut down to be quest compatible at all is kinds funny.
PC: cool animations, with grabbable props and built in systems.
Quest: look he's now holding a gun.

torn tendon
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where can i find commissioned avis with gogoloco

mellow hawk
cedar vine
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Does anyone have a good way of incrementing a parameter value by one every time a contact is triggered?

barren bramble
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I finally fixed it by setting custom radius/height/rotation values for the colliders in the avatar descriptor, uploading, setting it back to automatic, and uploading again. I guess the SDK is funky about when it actually bothers with whatever steps it has to take to link that stuff with your avatar if you're constantly copying the same descriptor to a new imported .fbx over and over

jolly crane
cedar vine
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Do you know of an easier way of controlling digits other than a motion time driven where I have to have a keyframe for every digit?

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Is there a way to assign a param to a shader value?

jolly crane
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specifically the Numeric section

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"Display value" is the float you animate

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then you can set the amount of whole digits/decimals you want to show

lone quartz
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I need help making ears move when you do a facial expression šŸ™

spiral pendant
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So I'm working on a Terminator model and it has bones for all the pistons. How does one make the bone/pistons compress and extend with movements?

mellow hawk
# spiral pendant So I'm working on a Terminator model and it has bones for all the pistons. How d...

This video is blender, but a lot of the ideas will be roughly the same.
Parent constants or shader effects can replace the modifiers in blender
https://youtu.be/st84B470kLk

Rigging a piston doesn’t have to be hard! With just a couple of bones and bone constraints you’re all set.

Follow Blender Secrets on Youtube
https://www.youtube.com/c/BlenderSecrets

Free Sample PDF
https://mailchimp.blendersecrets.org/freesample

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https://blendersecrets.gumroad.com/l/IxofeY
https://blend...

ā–¶ Play video
chilly magnet
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I have a VRC Contact Receiver set up, and the parameter on it is changing from 0 to 1 correctly in the inspector, but then the matching parameter in the Animator window is just staying at 0

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if I manually change the parameter in the Animator window from 0 to 1, the expected result plays out... but the change never makes it from the Contact Receiver to the Animator

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(the animator is assigned to the FX playable layer)

chilly magnet
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oh wow -- it works as long as the FX layer is set as the controller BEFORE entering play mode

dapper pebble
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How does one pose a phys bone in unity? I can grab it, but I want to test posing.

modern island
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Right click.

dapper pebble
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Thanks

fading pilot
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Disabling "Allow Grabbing" on a phys bones prevents everyone, including yourself, from being able to grab the bone, right?

dusty pollen
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can someone please tell me in the simplest way what all of these settings mean? i cannot figure them out for the life of myself

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starting from forces and ending at collision

wise hinge
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So the Pull Slider is how is puts the 'bone' back into its original position

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in example if I were to grab like someones tail in VRChat

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And I released

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It reacts how slow or fast it comes back into the original position

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The momentum slider I have no idea what that means god damn I dont even use it

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the Stiffness is pretty simple it just make the tail harder to pull? I am not really sure but I think that is the use of it

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the Gravity is like how much the tail drops to the ground

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so if gravity is like 0.5 then the tail will have more weight to it (Like in real life) and will fall down

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but if its -0.5 it will rise up with less weight/gravity to hang on to

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the Gravity Falloff is out of my mind I dont even use it

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same with Immobile idk what that is

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The Grab Movement is how much you can move it when the tail is grabbed

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and the Max Stretch is only used if you want something to stretch and it tells the system how much the object can be stretched

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I have to go now so I can explain more later in dsm

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dms*

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cya!!

dusty pollen
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okay, this is making much more sense when it is put like this. i appreciate it.

wise hinge
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Yw

wary onyx
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Hello, everyone here
I have a question, so I'm leaving here
When I use a small size of Content Receiver or Sender, the sync between the players is not right
Sometimes it doesn't seem to work for others
Is there a way to synchronize the parameter animation activated by Content Receiver?

jolly crane
wary onyx
jolly crane
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just know that doing so will add a little bit of lag to it

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yes

wary onyx
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Oh

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Oh my

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Thanks so much dude

jolly crane
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np

upper raven
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Adding the parameter to your expression parameters wont do anything different, parameters used on contacts are already synced over the network

little owl
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well, it doesn't need to be added to the expression parameters because it's synced by IK. If everybody sees the contact be touched, then everybody will see the parameter get set. But if it's small or you're in a situation where latency really matters, then different people may see different things, and so it could be inconsistent

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so if it's really important that a thing be synced, then you may not want to rely on it to be synced by the IK touching contacts, you may want to force it to sync the parameter itself

torn tendon
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So I have been having this problem with the contacts. I set up this squish effect with the contact/ receiver, and it works perfectly fine in unity, but when I upload it to vrc it doesn’t work. I can’t seem to figure out why it’s doing that

mellow hawk
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because unity and vrc act vary differently

torn tendon
mellow hawk
torn tendon
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Umm no

upper raven
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you need it

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It helps a lot

torn tendon
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What dose it do?

mellow hawk
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Unity can act completely different then how it acts in vrc. This narrows the gap.

torn tendon
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Oh alright

mellow hawk
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"works in unity" is almost meaning less with out the emulator.

torn tendon
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So this will help me find the problem I’m having?

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Right?

mellow hawk
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More then likely it will stop working in unity, because it doesn't work in game.
But you can now use several tools in play mode to help debug why its not working.

torn tendon
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Oh alright

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I will look at it tomorrow

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For the mean time I’m gonna keep looking for answers just in case

mellow hawk
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Dose the pram update, dose the controller take the value, it is getting stuck somewhere, etc. Are way easer to debug with this tool

torn tendon
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Alright

fair galleon
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I've got a problem where some of my hair's physbones will clip into my torso between 2 colliders and just kinda stay there (it also happens when I'm going backwards but that fixes itself generally after I stop moving) does anyone know how to fix it?

jolly crane
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try setting angle limits, and make sure your colliders are not set to Inside

fair galleon
torn tendon
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Is there a prefab for an interactable object on an avatar that doesn't flop around?

I'm trying to know how the "avatar prop" prefab from Github works but it keeps moving and rotating too much while it's in someone's hand and the angle of the contacts are always set for hand down even if I rotate a few things. I did read the documentation on Github. There's no info about rotating the prefab or prop.

fair galleon
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i swear if this fixes it

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im killing myself, thanks for the help Sacred!

jolly crane
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@fair galleon you could probably just use 1 collider for the shoulders

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one long capsule

fair galleon
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wouldn't that get misaligned during animations?

jolly crane
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not really, it would be parented to the chest

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depending on how the shoulders are rigged, they shouldn't move up that much

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you can just put the collider slightly higher to compensate

fair galleon
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hmm true, I'll try that out after I add this neck collider rather then a long as head one, thanks

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wait if I have 2 colliders on one bone and that bone is selected as a collision check in the physbone does it apply to both collisions or only one?

jolly crane
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if you click on the gameobject with the physbone, you will see the gizmos for all of the colliders it will interact with as defined in the list

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but my guess is that it will do both

fair galleon
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alright thanks

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It does seem to work tho i had to add it to one of my shoulders and set the root transform, thanks!

wide wyvern
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Hey! My physbones allow people to move them and grab them in unity but in game even with interacting on they don't move or grab
Im not sure where the disconnect is because everything is enabled correctly
Anyone know how to fix this?

mellow hawk
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Do they have a radius on them?

timber saddle
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Oh hey. Artsy's old avatar

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Back before artsy went full fem

wide wyvern
summer abyss
# torn tendon Is there a prefab for an interactable object on an avatar that doesn't flop arou...

For rotating the prop you will want to rotate the actual object in the container to face the same way the sword does. I go over that in the installation video and I think the docs aswell. In regards to the object moving in someone’s hand im not sure what would be causing that without seeing it for myself as that’s not something that should be happening if someone is is not moving.

fair galleon
torn tendon
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Thank you.

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Can I move the reset position anywhere? like my left hand for example?

torn tendon
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Okay thanks.

fair galleon
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okay so I was thinking and now I'm curious, what is a usecase for "bones as spheres" on the physbone colliders? is it just more efficient or something?

cunning spindle
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Question about _Stretch. How come the variable seems to skip from 0 to 0.2 something. Is there any way to make it count in the initial stretch that happens?

Its an extremely simple set up.

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it works fine after that point, but that deadzone is extremely frustrating

upper raven
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I think they did that so the stretch by just moving the bone wouldnt pick up

boreal void
mellow hawk
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Kinda reminds me of what happens when you have a rotated transform

wise hinge
# torn tendon

I do need to ask. Can you use a tracker for a prop in vrchat? Because that's just cool god damm

jolly crane
wise hinge
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Yeah it seems like a hard process. But God damn that's cool

jolly crane
wise hinge
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LOL

modern island
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technologically advanced alcoholic

wise hinge
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When I'm 21 I am 100% doing that

modern island
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just attach it to any cup for now šŸ˜„

wise hinge
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Yes

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Hm

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Beer- eh no

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WATER

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Aw

modern island
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i've thought about making a specific cup just for use with tracking in VR

wise hinge
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I'm planning on making a post apocalyptic avatar

modern island
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i don't have a tracker spare to use for it, so I've thought about buying retroreflective strips and just writing my own basic tracking system using visible light but I'm still trying to figure out if that's worth doing

wise hinge
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With a couple guns, a pipe for melee and some other featured

modern island
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(the answer is - it's absolutely not worth doing, but it would be highly fun)

wise hinge
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Sounds like a pain to me

vital shore
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It's a total pain

pale hatch
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Can you animate the Radius size of Phys Bones

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using something like a radial shift later on

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i simply need to find out because of the hairlenght of a model

torn tendon
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I don't use a vive tracker, no. I'm just using a cool script for my mug that ThatFatKidsMom wrote called "avatar prop" that other players can pick up.

jolly crane
mellow hawk
jolly crane
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I have 10 lol

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8 for FBT, one for my drink, one spare (will prob put it on my quest)

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or my chair

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we'll see

smoky wind
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Hey so i'm trying to do this tutorial https://youtu.be/LOZu6e8ozns
I am attempting to do the animation, but when I click record and then try to check the box to enable animation and sound it changes the animation to an empty one as soon as I click both of them, so I can't animate the checkbox the way that is shown in the video

https://ko-fi.com/sippbox

With the avatar dynamics system of features, Contacts allow you to drive animations on your avatar when you or other players interact with them! This allows many features like grabbable objects, or having your avatar's face react when headpatted! This tutorial will show you how Contacts work, and also show you how to s...

ā–¶ Play video
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Srry it's a noob question about animation but I cannot for the life of me figure out why it won't stay in record mode and why it shows a seperate animation immediately when I click it.

upper raven
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because whatever you're clicking on has an animator with an animation on it

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when recording something for an animation always lock it

smoky wind
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Thank you so much @upper raven

upper raven
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np

timber saddle
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What do you do, just have a drink on your avatar with a disconnected bone, and the tracker grabs that and moves it?

wise hinge
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I have no idea how to do it

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but its 'cool'

jolly crane
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OSC, animations, and math

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you don't sacrifice any tracking points

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but it's kinda jank lol

torn tendon
frail flax
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Hi, I am having an issue with an avatar, it's from CM3D2 and I have noticed it is a common problem with models from CM3D2, the bones in the chest aren't correct, if I put a phys bone on it, it will sway or be grabbed in the wrong direction. (ie. if I am moving left, so things should sway right, but they sway left instead, and same with being touched they move in the wrong direction.) Is there an easyish fix for this? like a physbone setting or just like.. turning the bones around in blender?

full niche
upper raven
frail flax
upper raven
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you shouldnt put the physbones on humanoid bones, put it instead on empty objects, empty bones or on the object you want it to be itself

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Putting physbones on humanoid bones makes them lock up

boreal void
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Is it possible to disallow posing for just one hand, I have something on my right and only want the left hand to be able to pose it.

gaunt merlin
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physbones not working?

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i wanted to give him a bendy stretchy face but for some reason its all stiff in game

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does anyone know why

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i dont know why it does not work, i never managed to get a psybone to work for some reason. i got told today it was because i did not add the collider and now i did and i shaped the spheres as the size of the bones but for some reason it still does not work

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it also stiffened his facial expressions

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since these were bone animations

brisk minnow
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anyone have something i can use as a template for skirt physbone settings?

kind current
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Hello, I need some help, I have a new avatar, and I play on PC (No VR) id like to add this "Limb Control" to my arms on this avatar... anyone know how I could do this?

halcyon vault
urban ingot
elder lion
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i need help with physbones

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for my fluffy hair ears also my bandana is going threw my body it didnt do that before

gaunt merlin
gaunt merlin
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About the other circles i added them because i wanted 6 certain bones on the lips but they are single except the facebone but if i set it to the facebone it deataches from the skull and its extremely messed up

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These are the colliders of the parts i want to move

flat rover
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i'm working on something and i want to test this in unity. Used to be able to move the phys bones in unity game mode. but this doesnt work any more. Any one know why ?

simple elk
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set any radius on physbone (0 wont work) , go in game mode, click'n drag

inner fulcrum
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So I'm trying to get a physbone collider (plane) to stick to the root of the avatar to act as a floor collider, I have seen in tutorials how this collider is supposed to stay "attached" to the floor as the avatar moves around but it seems to be stuck to the mesh of the avatar no matter where I attach the collider. Can anyone advise on how to fix this issue?

mellow hawk
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Mine is parented to an empty obj because I like organization. But you can just have to be parented right to the root.

inner fulcrum
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Bet! Worked like a charm! Thankyou

wide harbor
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i have nothing in these slots, yet my tutorials show there are supposed to be trees I can edit for animations

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what do I need to do to edit my expressions menus?

tidal pier
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sdk 3?

halcyon vault
wide harbor
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so I feel like I'm really close to tackling this animation beast, when I go into the avatar all the menus pop up with the right names however selecting the options doesnt activate the animations, the avatar just doesnt do anything,, what am I missing?

ionic crater
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Uhmmm hai, i've been having some troubles... It appears that the latest SDK version I installed... does not have VRChat Phys bone components...

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Anyone here knows what's up...?

ionic crater
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but i imported the latest version.. :<

halcyon vault
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Pop open your console, clear it in the top left, any errors remain?

ionic crater
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welll...

jolly crane
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that is a third party tool, remove it and see if it clears up

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delete the whole folder for it

ionic crater
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which tool...?

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@jolly crane ^^

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I also don't think it has anything to do with some of the components of SDK3 not showing up...

halcyon vault
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compile errors can stop entire scripts from running

rose lantern
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It does, its causing a compilation error which can and will break everything

ionic crater
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Okayy...

rose lantern
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you could also see if the author has an updated version

ionic crater
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Also... do anyone of you here know how to un-install a previous version...?

jolly crane
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VRCAvatars3Tools is not a part of the SDK

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delete that entire folder

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and then import the newer one, but only if you actually need it

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and only after making sure the SDK works

ionic crater
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Okayy...

simple elk
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means that script is old and wont work with current sdk , you need to update it or remove that script

ionic crater
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Okayy...

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I uhm.. can't seem to delete it

halcyon vault
ionic crater
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O i found a fix :)

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Processed the avi in a separate unity project with an older VRC sdk

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and then just copied the assets folder over X3

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I think iz work now...

ionic crater
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Uhm guys.. :c

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I has problems...

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^^Logs... won't let met build and test... what's wrong..?

halcyon vault
# ionic crater

ngl, this is just telling us there were compile errors present in the project when you went to build. Also, #avatar-help

wide harbor
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anyone experienced with adding animations to avis ale to figure out why I just get a hald second little kick and the animation resets with every animation I select

wide harbor
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anyone have an exported file of an expressions menu with a good amount of animations I can just plop into my avatar?

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the menu and action tree

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2$ to anyone who can give me one that works, thats a free mcChicken

halcyon vault
unkempt timber
brittle lava
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quick question, is this new? i've been uploading just fine with 12 physbone components, but only just now being told anything above 8 is prevented from upload. <':

lone cypress
brittle lava
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delicious, thanks.

brittle lava
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non.

halcyon vault
brittle lava
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🫠

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never uploaded a quest avatar before, so not sure why it'd think that.

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is my sdk breaking? lmfao

grave sigil
# brittle lava 🫠

Somewhere around that text in the SDK there is a button that says something like ,,Switch build target to Windows/Android"

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It switches between uploading for Quest and PC :P

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Try that

brittle lava
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I never even touched it, so it should just be pc.

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I can't try it atm but I will another time

clever echo
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Tongue stick out animation looks fine until physbones are enabled. I want to put an end to this annoying problem Advice?

halcyon vault
fair sundial
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Maybe that'll help?

hard vine
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Hey, Anyone has an idea on how to add an animation that only plays when you look at a specific direction or when a specific game object is visible?

upper raven
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Render.isVisible

compact cove
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Really silly thing - currently creating animations to change Physbone settings (one with gravity enabled, one with gravity disabled).
When going between them with a Blend Tree nothing happens, however if I open up the "Gizmos" tab in the Physbones component it'll suddenly update and snap to where it should be (i.e. if I have the blend tree half-on it'll snap to gravity 0.5, if I have it full it'll snap to gravity 1, etc...)

Seems to be an Editor bug, and it does what it should, but does anyone know if it'll still work in-game or not due to the weirdness?

(And for reference: I do have "Is Animated" enabled, in case anyone asks)

wise hinge
compact cove
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-that's a fair point, better to check rather than ask huh lol

wise hinge
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Yeah but it's still good to ask

compact cove
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Welp, can confirm: uploaded and the animations do NOT work... drat

mellow hawk
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Are these two different physbone script or are they just settings in the clip

short fjord
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Hello! my transforms for my ears and tail to move on my avatar when I make an angry facial gesture doesn't seem to work. My faces do, but my tail and ears won't move. I can't seem to find a video tutorial with my issue.

halcyon vault
grave sigil
cedar hill
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i'm having an issue where default hand and fingers are not activating a contact receiver; i have it flagged for hand and fingers, but it won't work with in game hands or fingers, while it will work with a custom contact sender that is flagged as hands or fingers.

i've had receivers like that working before on other projects, and i'm fairly sure my settings are fine too. any input on what might be going wrong?

compact cove
brittle lava
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do believe i fixed that error of saying i had "too many physbones" despite never touching the option to use quest. simply did a clean re-install of the vrc SDK.

lethal tendon
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What does "Local Only" on the Contact Receiver exactly mean?
A) Will only run for the wearer/owner of the avatar
B) Will only run for them, which triggers the contact

simple elk
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ON = you run it, whatever you change other sees (off is local for everyone that 'runs' it)

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So a randomizer behaves wierd if its off since they do the roll on their side

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Have an afk randomizer wich i forgot to do that with so the afk animation was different for whoever looked at it

lethal tendon
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Thank you!

torn tendon
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This is kinda avatar help related but also physbone related so
Is there any way to make a toggle to turn off certain physbone for a object? I have all the objects merged into the base model, so they're not separate meshes, but I wanna make a toggle for my characters scarf so it hides in the body, but then the physbones are still on and it causes issues. So is there any way to just turn off the scarf physbones?

shadow steppe
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hey

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so i've been trying some sender receiver shoes, where by proximity they should change emmisiveness. i am not sure what i am doing wrong. it translate the data in the receiver. but it is not sending that data to the FX. i have another one that works just fine using the same method. not sure if i am missing something

trim citrus
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(i think i said this right, if its confusing dm me and ill help ASAP!)

torn tendon
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Like toggle the component to the side?

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I might have to hit you up at some point

mellow hawk
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Yeah if the comp is not there, it can't do anything.

trim citrus
clever echo
clever echo
rugged quiver
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is there any good settings for phys bones

steel thistle
rugged quiver
steel thistle
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Better keep it public if there isn't any reason for it

mellow hawk
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@rugged quiver check this reply, has two images attached. One for base settings and one so you can understand what the sliders do visually.
There is never a one click fix for everything but this should help get what you want.

rugged quiver
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mainly for body physics like hair, tail, butt and breast

mellow hawk
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One of the things in that basic setting is hair. It is something to get a feel for by playing around with it

rugged quiver
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the breast clip through the clothes and i don't want that to happen but i still want to jiggle

steel thistle
mellow hawk
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Use limits to stop clipping.

steel thistle
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It's likely either you have different chest bone for body and cloth, and physbone being applied to differently.
Or weight paint on cloth doesn't match with the body

rugged quiver
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is there a way to see what bone the clothes was weight painted on

gray vector
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the slingshot wont stretch

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and cant be grabbed for some reason

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I am getting so confused I have the exact same settings on one of my other avatars and they work but this one doesnt

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the stretch part is ste to 5 but it doesnt stretch

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set

gray vector
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for some reason when they move the nose of my character( yes it has a physbone as a meme) it moves the zipper on the hat they both got physbones but they have their respective root bone it wont stretch the bone just wont stretch when I drag it and it has pull 1 and rest on 0 and max stretch on 5 and max grab on 0.5

wheat carbon
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Does anyone know what this does?

simple elk
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https://docs.vrchat.com/docs/physbones , its for moving bones/gameobjects/hair/tails ectectect

wheat carbon
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Oh okay that's basically if you wanna have it so that all of your components on your "main" bone and just set the proper roots like that.

torpid spindle
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Dumb questions:

  1. What is the graph that pulls up underneath nearly all the physbone constraints after press C on the right hand side. I'm not sure if they have a name for it.
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  1. is there any way to zoom out past 1.000 on the graph editor? Can't seem to edit beyond that...
gray vector
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hey so

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my stretching physbones work on quest but they wont work on pc

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i have collision and a raidus

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and grabable on

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but they wont stretch and stretching is on 5

swift sentinel
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Is it about that desync thing with having more/different physbones on PC vs Quest?

gray vector
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on the slingshot

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on pc

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but i have the exact same physbone on quest

jolly crane
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example: bigger radius at the start, and smaller on the end

torpid spindle
jolly crane
torpid spindle
jolly crane
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if your curve has some point at 0.5, then that part of the bone chain will have 50% the value you set on the slider

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so if the slider was already 0.5, now the value is 0.25

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but if your slider is set to 1, 0.5 on the curve means the actual value is also 0.5

torpid spindle
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as you can see the point on the left hand side is complete gone and I can't edit it without setting it to a default/pre done graph in the curve editor.

prime spoke
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it wont let me interact with my phis bones. like grabbing my avatars hair.

prime spoke
mellow hawk
# prime spoke ?

Physbones are not interactable unless the radius value is more then 0.0 on the script

prime spoke
mellow hawk
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That is the only thing that turns it off besides in game interactions.

prime spoke
polar dew
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With physbones, are the "end points" also given physics or is it required to add an extra end point to each bone for it to work properly?

mellow hawk
polar dew
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ty ā¤ļø

undone magnet
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I have a question about the {parameter}_Stretch on physbones. when im pulling the bone in an attempt to stretch it, its jumping from 0.0 to 0.7, even when i have the max stretch as 5. If i make it any lower, the stretch value doesnt change. Is there something that im missing? because i really need it to go from 0.0 to 1.0, not from 0.7 to 1

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it seems i can go around this by adding extra parent bones, but i would prefer not to be adding unnecessary bones to it

jolly crane
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you can animate the value of other floats an an animator

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refer to "AAP - Remapping a value from [0, 1] to [X, Y]"

austere timber
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Hello, Im a game Dev with Blender experience, but not unity (let alone VRC addons). I'm looking on some tutorial material to have an object on my avatar act as a pick up item. Its a simple sphere to use as a crystal ball, but i don't expect the process to be so simple.
I have till the 13th to get the functionality working so even if i need to read a thick pdf manual i will!
Please help? šŸ™‚

short narwhal
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do you need the object to be pick up over by other people or just yourself

austere timber
short narwhal
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https://docs.vrchat.com/docs/avatar-dynamics you'd probably need to look into Avatar Dynamics stuff as far as like physics bones

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as other people can grab your physics bones

austere timber
short narwhal
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as far as how to get it to behave like a object you just dropped in World space and something attached to an invisible leash probably something involving constraints but I'm not quite sure

summer abyss
short narwhal
finite forum
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I'm trying to make an animation where I grab a physbone and stretch it, and when I stretch it, it turns on a mesh and plays an animation. The animation and interactions with the physbone works, and I can see it in a mirror, but I can't see it in my own hands. Anyone know why that would be? :P

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The mesh is attached to the physbone as well. So when I move the physbone the mesh the animation turned on moves with it. (Have yet to test how another user sees this)

prime spoke
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All my avatars phis bones won’t let me grab them but it worked a few days ago and when I open my quick access menu all the text is highlighted until I hover over it. Dose anyone know how to solve one of these problems?

restive ruin
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hello, does anyone have any tutorials on Contact Toggles?

mellow hawk
restive ruin
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That would be really appreciated

finite forum
#

Is there a way beyond using the menus in game to reset a single phys bone position or all of them, like in an animation? Toggling it off and on seems to break it. (nevermind, found a way)

austere python
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so for some reason when i put physbones on my avis ears it only affects one of the transforms, and the other transforms cannot be affected even after directlyt putting the physboines component on it, any idea?

jolly crane
austere python
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ty though

vague lichen
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Does anyone know why when i add a particle system prefab onto a bone with a physbone component, the physbones just stop working on said bone. It's like the script isn't even there anymore, there is no movement at all.

jolly crane
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you should drag that prefab into the "Ignore transforms" list of the physbone

vague lichen
jolly crane
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you want it to move with the bone, but you don't it to also behave like a bone in the physbone chain

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otherwise the particle system would also be flailing

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that's very much possible, just parent it to the correct bone and add the particle prefab to the ignore transforms

vague lichen
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Ohhh, ok. I understand now. Thanks for the help

timber saddle
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strange question, because i had some issues when trying to make a cloth skirt.
What's the deal with "mesh collider" when it comes to avatars? is it possible to make a world constraint object that's solid and thus that people could jump on? I ask this because I apparently had the colliders set wrong in my skirt attempt, and they were colliding with ME and sending me darting off and spinning off... plus there's that whole collider jumping/flight system

jolly crane
timber saddle
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see what i was thinking of was something like sango's boomerang (from inuyasha) but not the same design, something that could be thrown, but was world-locked when it was and when it collided with a wall in a world, players could jump up onto it

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but i didn't know if it was possible to make an object that could work like that

jolly crane
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in theory it should be possible

upper raven
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I dont think other players can interact with colliders set on your avatar, not like that anyway

trim citrus
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they cant

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the only global ones are the preset ones

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at least from what ive seen\

jolly crane
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I was not talking about physbones at all

trim citrus
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ah

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mb

drowsy pike
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When using contact receiver in on enter mode, is there a way to have it work more than once? It seems to only work the first time then never again until avi reload.

mellow hawk
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On enter will set it to true for 1 frame, then false the next frame.

drowsy pike
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Sure, but that seems to only work once

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next attempt it seems to not function

short narwhal
proven narwhal
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(Was a 'forgot to delete')

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(Migrated full question to av3 help)

finite roost
#

Very quick question. I have an empty game object and straight above it is another. The bottom one has a physbone component to create an invisible bone which I'm taking the _angle parameter from.
For some reason though the bone looks still but the parameter is jumping from 0 to 0.25 and back, jittering kind of

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I need it to stay at 0 angle when it's not moving, not jitter between a value of 0 and 0.25

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Flickering between 0 and this

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These are my values. The radius is only to see the line for testing

fallow plume
#

Been having an issue lately where every time I try adding extra bones to my rig, pieces of the avatar just flip backwards. Does anyone have any clue what might be the issue here??

twin dagger
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Well to the above the feet are facing the wrong direction dun know if that helps any or not.

fallow plume
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Probably should have posted the og models lol

But put simply, everything is fine until I add a humanoid rig in unity. The bones are being inverted upon being mapped.

simple elk
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something with export setting in blender / apply all transforms somethingsomething, not the first time ive seen that

rare raft
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can someone help me setup a unlocking dynamic for a avatar with a synced network parameter

mellow hawk
rare raft
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i want to make public avatars but i want them locked to were i have to unlock them with a key but im having trouble keeping saved

elfin flower
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Does anyone know if there is a library of PhysBones presets?

mellow hawk
quaint escarp
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does anyone know how to make dynamic bones grabable?

mellow hawk
rich topaz
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Dynamic bones? Not phys bones?

quaint escarp
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wait

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wrong words

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i meant phys bones

rich topaz
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They’re grabbable by default

mellow hawk
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false
they default to not have a radius

quaint escarp
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how do i make them grabbable on my avatar though?

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i have the boxes checked

mellow hawk
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radius and interactions, only two things that affect it

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Is this your avatar btw, like one your working not one that is ingame.

quaint escarp
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yea

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im working on the avatar

fair drum
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Best time to add a rigged tail? In Blender or after in Unity?

halcyon vault
fair drum
bronze aurora
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now its getting kinda weird

i wanna have some wisps surround my avatar and float around as i move. my idea was to make a central game object on the avatar with the wisp particle effects in it like a container. i then added the physbone component, put the container as root and wanted to see if it works in play mode (editor view). surprise surprise, it didnt

i then tried the exact same thing with dynamic bones instead and low and behold, it worked there. everything is perfect. then i even tried auto translating them and stiff again

is there a difference in how physics bones calculates that stuff compared to dynamic bones?

halcyon vault
main ermine
#

Wrong chat

bronze aurora
fair drum
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You still have to add dynamic bones even if VRC just adds phys? Never understood that

mellow hawk
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They get run through the auto converter at runtime. But people are lazy and would screech if you just remove them from the sdk.

jolly crane
fair drum
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Thank you guys

merry topaz
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I'm having trouble syncing grab toggles, I can end up holding a gun on my end, but other people won't be able to see it. Is there any kind of easy fix for this?

(Asking here 'cause technically dynamics related.)

fluid wadi
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is it in your synced parameters?

mellow hawk
merry topaz
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They work perfectly on my end, with non-local clients, it's 50/50. I know the problem is probably in the way that I set this up, but, this is from the only tutorial that I could find.

(I just noticed the mismatch in the enable and the disable for the primary weapon, but, I use the same framework for all of my grab toggles, which, that isn't the only one on that avatar for me to test. So, for the purpose of showing how I do them, and asking for help, it's still valid.)

simple elk
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other will see it differently - enable and have the paramter in your parameter list

merry topaz
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Alrighty, I'll try that. Thanks.

torn tendon
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@summer abyss Hi, I followed the instructions in the video about the Avatar prop and on your page and the prop WITHOUT any changes to it, moves along one or 2 axes in a circle if I'm moving my head left or right. It's fine when other people pick it up by the contact though. It works fine with every one of my avatars except the one that doesn't have a ring finger. Does the avatar need a ring finger for the prefab to save or lock its position properly when the Avatar Prop boolean is enabled in the expression menu?

torn tendon
torn tendon
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I just setup the hand so that there's a middle and ring finger instead of an index and middle, I'm going to check if it makes a difference.

torn tendon
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It made no difference, it still rotates.

summer abyss
torn tendon
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Ok

peak trout
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yeah you need a ring finger

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also need help with avatar dynamics tmmr if anyone can dm me about it later

versed meteor
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Question, if you have a custom contact sender with a tag matching someone else's contact receiver, would they be able to interact?

simple elk
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yes

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this is where the combat thing makes stuff hard to do since they need the same parameter name , currently only one we have similar is head/torso/fingers & hand

versed meteor
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That's unfortunate. Guess I'll just name mine "weapon" and see if I get any hits (pun not intended)

jolly crane
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you can add multiple tags too if there are other ones you want it to interact with

versed meteor
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That's true. Thanks for the advice!

mellow hawk
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Attack, is sometimes uses

cursive agate
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Hey. I want to create a hair root bone to keep my number of physbone components down. Is it possible to ignore the first bone in a chain? I know you can do stuff with the curves. But i don't know how to do it precise. Since I would imagine that the root bone could move a bit and move all hair out of place. Or Am I compleatly wrong?

mellow hawk
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It should be okay to just have an dmpty holder bone coming from the head bone. That way you can group all the hair together. It should be fine, but you can always use the ignore transfroms option to remove it from the script.

cursive agate
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Okok, I'll see what results I get. Thanks.

versed meteor
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Would it be taboo if I gave a sword a hand contact tag?

halcyon vault
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If you want people to high five the Sword, go for it

ember bay
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what's the best way to test contact receiver within Unity? I made an empty object with sender component in it and have it set to hand, but it doesn't seem to do anything during playmode

fluid wadi
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that method works fine for me

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did you move the sender over the receiver?

ember bay
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yeah I did. doing it in playmode through the scene window should work, yes? I mean It also doesn't work on something I've made in the past

fluid wadi
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is the receiver also hand?

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or is it hand L/hand R

ember bay
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yup

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it's hand

fluid wadi
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does it work ingame?

ember bay
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yes

fluid wadi
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are you using av3 emulator

ember bay
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no

fluid wadi
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i believe you need that running

ember bay
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oh

fluid wadi
ember bay
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thanks

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yeah that seems to work

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if I set physbone component's parameter as "thing" and if I wanted to play an animation according to how much it has been stretched, what do I refer to it as in FX? thing? or thing_Stretch?

fluid wadi
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thing_stretch

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its the parameter + _stretch that it changes

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also for angle and IsGrabbed

desert tiger
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Hi, i attached clothes in Blender to the body but the clothes won't move with the Physbone physics in Unity, how to fix that?

short narwhal
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have you set up any Physbone for your clothing

desert tiger
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can I add it the same way I did with the body?

short narwhal
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double-check are you referring to them not jiggling for physics bones are like they're not even attached to to your main skeleton

desert tiger
short narwhal
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all of Physbone setup is handled in unity

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other than physically making bones

desert tiger
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got it working, It didnt work because the mesh was attached in blender

peak horizon
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how do I make breast physics not look goofy with physbones?

mellow hawk
floral arrow
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Heyo, i was wondering if there's any guides or information out there related to avatar props that'd be interactable by other players like picking up objects and etc?
seen a few avatars that has the among us character where you're able to pick it up, so I'd assume it's more than possible :) thanks!

royal musk
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question, how do I show Physbones I put them on my Avi and they showed up but I pressed something my keyboard and now I can't see Physbones at all- help would be appreciated Q-Q

stiff viper
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at the top of your scene, should see this

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just press it and it should show your physbones

royal musk
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oh

royal musk
jolly edge
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So I'm trying to use the _Angle physbone parameter thing to play an animation but when I use the Gesture Manager in Unity and grab it with my cursor nothing changes. I checked it with the _IsGrabbed and it worked fine
I'm stumped

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I even went into the debug and checked that the _angle is moving, but nothing is changing

torn tendon
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Sziasztok

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15:00 körűl rÔér valaki vr chat-elni?

upper raven
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And the parameters

jolly edge
# upper raven Let me see the FX layer

It's alright, I scrapped the _Angle idea and used a very small _Stretch instead which works. I'm still not entirely sure why the _Angle doesn't work tho

high dove
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how would i make a physbone being grabbed trigger a 2d texture to change and a different expression

simple elk
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Parameter_IsGrabbed - do stuff on fx be it material swap (bleh) , material offset or uv swap (pconly)

distant silo
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can I exclude colision from the root of a bone and not the rest

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having issues with this kind of situation

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the root in the back has colision when it shouldn't šŸ™‚

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(Purely for realism btw)

cerulean agate
# fluid wadi https://github.com/lyuma/Av3Emulator

Just updated Avatar 3.0 Emulator with fixes for the new SDK, FX masks and GestureManager 3.7 support. It contains some fixes for OSC and avatar dynamics parameters, so _Stretch, etc. now work with OSC while testing.
Get it here! https://github.com/lyuma/Av3Emulator/releases
Let me know if there are still issues using it together with the default controllers.

GitHub

Emulator for VRChat's Avatars 3.0 system, built on the Unity PlayableGraph API - lyuma/Av3Emulator

upper raven
cerulean agate
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šŸ’¢ how did I miss that. thanks

cerulean agate
upper raven
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yeah i did, thanks

ancient sage
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so the contact updates to 1 but the parameter dosent update? im out of ideas of what to do

fluid wadi
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linked above

ancient sage
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i have it in the project but its easier to just use sender

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ive even tested it in-game, i just have no clue whats wrong here

fluid wadi
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is it enabled?

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the sender wont do anything in unity without it

ancient sage
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yeah it is

fluid wadi
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is off or on your 0 state?

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is both the sender and receiver fingerindexr

ancient sage
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yeah

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like the parameter works

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it just dosent feel like updating

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u can even see it

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it sets it to 1

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but wont on the animator

fluid wadi
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is ON not 1?

ancient sage
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it is

fluid wadi
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so it is updated?

ancient sage
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its not

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like theres nothing on this

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ive tried pretty much everything

fluid wadi
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the blue line under on means its on that state

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what exactly isnt changing?

ancient sage
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the Unlock parameter

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this shows it better

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the transition from lockscreen to songoff is just Unlock=true

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but for some reason no contact receivers actually update the parameter

fluid wadi
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what happens when you move the sender off of it

ancient sage
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just changes unlock to 0

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still nothing happens in the animator

fluid wadi
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try with another receiver type

simple elk
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proximity is what i mostly use

ancient sage
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ive tried it with other collision tags, a different game object with the same receiver, local only or WD on and off

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like the only thing i can think of is for some reason the receivers just not attached to the animator somehow

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even though its the only animator in the entire scene

fluid wadi
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to double check is av3 emulator's game object in the same scene? if you have multiple scenes it only works in the ones its actually in

ancient sage
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i have the package in my project but its not used

fluid wadi
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you need to enable it

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tools bar, av3 emulator

ancient sage
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well i dont really have an avatar in this package

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im just using the dynamics demo for now

fluid wadi
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you don’t need one

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av3 emulator will make unity behave like vrchat

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without it a sender will do nothing

ancient sage
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well either way, still nothing

fluid wadi
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it’s enabled?

ancient sage
#

ye

fluid wadi
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same scene?

ancient sage
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yup

fluid wadi
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lyuma updated it 17 hours ago are you on that one?

ancient sage
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updated it, but still nothing

fluid wadi
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the avatar you put it on is the fx controller on it?

ancient sage
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it has no avatar

fluid wadi
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get one, put a descriptor on it and attach the fx controller

ancient sage
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well ive already done that

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i tested it in-game

fluid wadi
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so does it work with an avatar in unity?

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the emulator needs a descriptor

ancient sage
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it should

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like theres zero things saying otherwise

fluid wadi
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you tried?

ancient sage
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i mean i can do it again

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it wont change anything cause i havent done anything though

fluid wadi
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you didn’t have the emulator on before

ancient sage
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the emulator shouldnt even do anything

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like its a prefab asset you'd slap on an avi

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i did that

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still no work in game

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i even went on to work on a stupid roomba that explodes

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it uses receivers and works just fine

fluid wadi
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you don’t put it on anything

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it’s a game object with scripts on it that is just active in the scene and changes how play mode behaves

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wait so it doesn’t work ingame?

ancient sage
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No

fluid wadi
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ok i’ve been under the impression it’s been working and you just wanted to test it in playmode

ancient sage
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Parameter wise, it is

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like toggling them on and off works as intended

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but for some reason trying to put those parameters in contact receivers just wont do anything

simple elk
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uugh do you have av3emulator in your scene or not

ancient sage
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its there

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i just updated the sdk so lets see if that magically fixes it

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i hit play and it crashed unity

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reopened it, still nothin

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works functionally but not practically

fluid wadi
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so it won’t transition off lockscreen?

ancient sage
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it wont set the parameter to true

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if i check the box it works fine

fluid wadi
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confirm that av3emulator is enabled, you have an avatar with a descriptor and the lockscreen fx controller attached to it

ancient sage
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its enabled

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ill add a test avi

ancient sage
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still same issue

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ima take a break from this before i die interally

kindred fiber
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is there any way to have it where a user is able to grab my sword from my back ?
Im really really new to Avi Dynamics so idk

mellow hawk
kindred fiber
#

like when you say empty, you mean by "empty object"? 😮

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Sorry is hard for me to understand cuz I’m a visual learner hahaha

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šŸ¤”

mellow hawk
#

So because a phybone script will always face the direction that is being pulled when it's being stretched, we need to have two independent scripts. One for rotation, one for offset.
The sword can have one just to be grabbed and rotated wherever it is.
But we need to link that wherever with the avatar, so we use another one. We cant directly attach it to a humanoid bone so we need to use an empty game object.
We also don't want to be able to grab this bone because it's just to bridge the gap so we turn the radius off so it can't be grabbed, we also want it to stretch so it can be in or out of the original spot we grabbed it from.

kindred fiber
#

oooh okaaaaay

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thank you so much

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since this is physones based, would that mean that this is able to be used on quest avis as well ?

mellow hawk
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Yeah, it would take up 2/8 Components, and 2+/64 Transforms

kindred fiber
#

thats no problem at all

rigid plover
#

So, I was trying to add Gogo Loco Beyond, but when I try in it vrc, the scale toggle just causes the avi to bug out between different sizes. Is there a way to fix that?

rustic ferry
#

If a contact sender and receiver are always overlapping, but using On Enter as a receiver type, will the parameter be set to 1 only the first time that the velocity goes over the minimum velocity? The language is vague in the documentation, but it does say "upon first contact" which makes me think that if the two are always overlapping it may never trigger.

upper raven
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yes, the parameter will only be 1 when the two contacts "touch", after that the parameter will go to 0 and will only go to 1 again after the sender leaves the receiver and touches again

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if the sender "stays in" the receiver it wont become 1 until it leaves and touches again

sinful tiger
#

I'm running into an issue with a contact triggering an unrelated animation. I can't figure out what I'm doing wrong. I'm making a basic boop. I've set this up in the fx controller, using a pretty standard animation loop. Entry->default (with a zeroed out animation) <-> boop (with the triggered boop animation). The transitions are set to use a bool called "boop" which the receiver also specifies.

once I added the zeroed out animation to the default node, it started triggering a separate avatar scaling animation. So now whenever the boop animation triggers, it scales my avatar down considerably. The pic is the scaling animation. I did not make this one, so I only have a cursory idea of how it works (this from @summer abyss's gumroad).

I was hoping someone might have an idea of what to look at next? This is my first foray into avatar dynamics and I very much don't know what I'm doing.

summer abyss
sinful tiger
#

yep.

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Didn't think you'd answer this quickly, but thanks for popping in. Sorry to tag you.

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I'm also using your high five, and not having any issues with that. From what I've been able to tell, I'm not doing anything very different.

summer abyss
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Go into the AV3 manager, click on the WD symbol, and ensure that you click "Set WD on" if you see a bunch of checkmarks on the right side of the window. If you do not see a bunch of checkmarks that click "Set WD off"

sinful tiger
#

My avatar apparently uses a mix of write defaults. Would it be better to try forcing them all off or on? I know vrchat recommends off

summer abyss
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They should be set uniformly throughout with the exception being my scaling prefab.

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That is mixed on purpose

summer abyss
sinful tiger
#

that seems to have fixed it. Thanks for your help. Now to go test to see if anything else broke.

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also, thanks for the great assets. šŸ™‚

rustic ferry
#

I have 5 physbones that I am pulling the _Angle parameter from. In play mode, most of the parameters are at 0.0 at rest (expected) except for 2 of the horns that are at 0.5 at rest. When jiggling the associated physbone, it appears that the it's adding and subtracting from 0.5. Is this normal? https://i.imgur.com/dvbBQqP.png

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The HornBellL_Angle and HornBellR_Angle values also don't seem to be moving quite as much, as if they were clamped.

mellow hawk
#

Do they have gravity?

rustic ferry
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@mellow hawk They do not. However, they're a separate physbone script from a different physbone on the chain which does have gravity. I tried disabling gravity on those particular bones and did not notice any change.

rustic ferry
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Basically the 5 different layers I've created for these 5 parameters are exactly the same, nothing else is referencing the parameters, but for some reason these two have both decided to report different values... and the left horn reports less overall change from the right one. I'm very baffled, but I think I will set up the physbones again on a fresh version of the model to see if anything changes

modern island
#

is there any way to reset physbones to their original pose before / after disabling them ?

halcyon vault
somber robin
#

Hello, I tried to make a prone still animation, and when I tested it on the unity model, it floats. and when I try it on my own model, it doesn't float. when I try it in vrchat, it floats just like the unity model. how do I make it not float?

plush arch
#

I've heard someone be able to pet anyone and it makes a brushing sound. Is there a way to read the head bone collision and produce an action with contact senders and recievers?

mellow hawk
plush arch
#

ah, so you can have a reciever on the hand that reads the tag Head, and it'll be able to play a sound?

mellow hawk
#

More or less yeah, just use normal toggle logic and it just kinda works.

plush arch
#

oki

mellow hawk
#

The defult ones are head, chest, fingers, hands, feet. (names may not be 100%) But these are senders on every avatar. and the hands have physbone colliders as well.

bronze siren
#

Is there a way to have senders/colliders attached to the feet that would interact with others physbones the same way hands/fingers do?

#

Could you just use a sender with hands

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err, no that wouldn't work

upper raven
#

There's already colliders on the feet that interact with physbones

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It's added automatically

jolly crane
#

they are not physbone colliders

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the default "colliders" are mostly just contact senders, with only the palm and fingers doubling as global colliders

upper raven
#

My feet always worked as colliders for physbones

fair sundial
#

mine dont?

jolly crane
#

sus

#

it is possible to steal the colliders off some fingers and put them on the feet, but that is not a supported thing

halcyon vault
jolly crane
#

literally asking for feet pics kekw

halcyon vault
#

Y-you can keep your shoes on

bronze siren
jolly crane
#

those will only interact with your own avatar

#

and only on the physbones you specify

#

not with others

bronze siren
#

:c

rustic ferry
#

Hey folks, I'm completely stumped why my physbone _angle parameter on two particular physbone scripts is always returning 0.5 in Unity, and flickering constantly between 0.5 and 0 in VRC. The other three physbone scripts return 0 when not in movement, as expected.

#

@mellow hawk maybe but I know you've already seen me ask this question before 😭

plush arch
#

I'm looking to make a brushing sound, but don't know how big the bubble should be, and if i need a spatial audio source, and what volume it should be.

The plan is to trigger it when a reciever in the hand connects to a head (i have that set up already), but just don't know the specifics to the audio source.

Can anyone help out?

rustic ferry
rigid plover
#

is there a way to fix this?

tardy light
#

hey so for some reason the bones on the tatas stay stuck in position and there arent bouncing back anymore
i tested these setting on all of my avis but just on this on the bones on butt and tatas get stuck
do u guy know what it could be?

halcyon vault
rigid plover
halcyon vault
rigid plover
plush arch
#

Does anyone know any worlds that could work well for testing avatar dynamics? Like a world where there's spheres that are contact senders and recievers for different body parts
for example: - a sphere with a contact sender/reciever with the tag "Head", to test headpat mechanics on avatars

jolly crane
plush arch
#

ah, so to test i'd need someone to test it on

jolly crane
#

either that, or test in unity with the emulator

#

or add those spheres to your avatar and have them world constrained

#

so that they stay in the same spot

plush arch
vocal frigate
#

Figured out an easy way to detect world collision and translate it into a parameter via avatar dynamics

#

(also pictured, gesture-less controls, using SteamVR input with OSC and contacts to grab the sword, and physbones to detect swings)

jolly crane
#

or using particles?

vocal frigate
glossy ferry
#

Do any body know the different between Dynamic bone on Unity store and the VRC Dynamic bone?

jolly crane
#

VRC has their own system called Physbones

timber saddle
#

I got a bit of a dynamics issue. I had phsybones, and capsule colliders, and they're going through each other rather than properly repelling

#

Basically, the head tentacles keep going through my arms, despite the arms having colliders that are set to STOP that.

#

or could they be slipping through here?

#

maybe this isn't enough overlap to keep them going through the elbow?

jolly crane
timber saddle
#

I jsut added thsoe to try to stop it

jolly crane
#

if you reach the limit the collider will go through

timber saddle
#

they weren't there before

#

I added those just now (not in the upload) to try to stop them from bending in half, so it's not those XD

#

it was doing it without them there

stark sparrow
#

I was updating an avatar that still had Dynamic Bones, and I was wondering if anyone had a good starting place for hair numbers? All Google is telling me is stuff about when Physbones came out in April, and I was hoping for something a little more recent now that we've had more time to play with it

vocal frigate
short narwhal
#

cool making it a prefab

vestal obsidian
#

As soon as I enter play mode this shit happens:

halcyon vault
#

Cool, either your phys bones are shooting away or you have an animated blendshape that’s exploding

vestal obsidian
#

The physbones go nuts

#

Didn't happen on old SDK

#

oh wait it does

#

dufuq

#

lol

#

Doesn't happen in game.

mellow hawk
#

Did you apply transforms?

glossy ferry
torn tendon
#

I feel like you would need a million tiny bones to achieve that in vrc

mellow hawk
# glossy ferry can we use cloth physics like this in VRchat? https://youtu.be/Nc_ZMgEFj-A

You can use cloth in vrc, but do know that cloth gets laggy fast.
They are PC only 1 is medium 2 is very poor.
Read more here: https://docs.vrchat.com/docs/avatar-performance-ranking-system#pc-limits

cedar yarrow
#

Idk how but now the vrm to vrchat converter works at making physbones

#

I have a vroid model and it worked at converting all the hair to physbones

#

It has a very poor performance rating but it doesn't seem to lag so i guess it's worth it

bitter mason
cedar yarrow
#

yeah it's got skirt physbones, but interestingly they do make the skirt move

#

i have noticed that weirdly it seems to somehow like, put physbones throughout the entire arm

#

It's kind of strange though because when I tried it on my old custom avatar, it didn't make any physbones at all

#

and this one is based on it

bitter mason
#

Depending on your model, if you look through the armature you will have a ton of unused bones too.

shut igloo
#

Physcbone is missing when copy component and paste.

#

Any answers for this?

wide harbor
#

Im getting a no animator error, but im already set to humanoid?

shut igloo
#

Nvm I figured it out. it was the Multi Child Type "Average" checkmark.

olive copper
#

scouting some interest here; does anyone miss the way distribution curves worked on dynamic bones?
Physbone distribution is based on biggest number of bones in a strand, but Dynamicbone distribution is based on longest bone strand.

#

Usually these don't have a difference in practice, but now with physbondes for example: if you had all your hair under a single root bone but wanted your two hairbuns to have a bigger collision radius compared to the strands, you'd have to
a) edit the model and separate the buns under their own root bone, adding a physbone component
b) exclude the buns from the primary hair component, adding two physbone components (each their own since there's no multi-roots)

either way since the number of components still counts, you'd still end up compromising hierarchy or bloating the number of components.

#

ran into issues with the physbone distribution again, so is this such a niche issue no-one else'd like this as a feature? Should I suggest on the canny like a check-box on what distribution method is used
it's hella ugly and unoptional, but while waiting for multi-roots, it's the second option

torn tendon
#

anyone know how to fix this glitch

upper raven
#

no sorry

fierce ginkgo
#

anyone have any physbones settings they can suggest for female avatars and long hair?

bleak needle
#

no sorry

honest mantle
#

does anyone know if it's possible to make a child bone in a physbone chain pull its parent bone along with it when it's pushed by a collider? i know they do that if they're being grabbed but if it's just being pushed by a player's hand collider or something only the child bone seems to move and the parent stays put, even if it's set to be able to move

fair sundial
#

huh

#

why here

dry panther
#

Have the parent have a parent

sinful tiger
#

I have an interaction that's supposed to play audio on a specific interact, and I can't for the life of me figure out how to get the audio to actually work. The current animation is in the screenshot. There is a 1 second transition between headpats and headpats 1 (perfectly named, I know). The animation in headpats 1 enables a game object called purr. The game object looks exactly like another audio source that does work. The second screenshot is the audio source. The third screenshot is the animation. It works testing in Unity, but as soon as I'm in game and someone triggers it, the purr does not play. Everything else works as expected.

#

This is my first time trying to add an audio source myself, that hasn't been a part of a prefab, and I'm stumped on why this isn't working. The only thing I can think of at this point is maybe I'm doing something wrong in the animation controller, but the rest of the animation works entirely as expected. It's just the purr that's not triggering.

#

I'm wondering if there's anyone more experienced than me with audio sources that might be able to help/give pointers/throw ideas out

olive copper
#

I was looking at debug windows etc and after maxing my volume, I could tell there was something. The rolloffs and spatial audios were just off

#

I amplified the audio in audacity as well

#

otherwise your setup looks fine :)

loud path
#

Does anyone know.... Is the hand holding "shader" the only way to hold hands in vr?

Is that what the hand holding world does?

simple elk
#

Thats a really old shader thing (free to try - pain to setup) - surprised it still behaves , you could probably make up something with contact/recivers

sinful tiger
#

this is the audio clip currently. Seems like reasonable levels to me, at least.

olive copper
sinful tiger
#

Yeah, I boosted it to 0dB last night, still nothing. I'm adding the spacial audio source now to see what happens.

olive copper
#

oh, also set your min distance to 0

sinful tiger
#

do you think it would matter that the gameobject container is parented to the head bone, rather than using a constraint?

olive copper
#

makes no difference, as long as the animation paths can be found

sinful tiger
#

That's what I thought, but wanted to confirm.

olive copper
#

audio is difficult to get working, since so many things can be wrong

sinful tiger
#

I've noticed 😦

#

Min distance is 0 on the 3d curve, spatial audio source was added with a gain at 10, then I boosted the gain to 40 in the vrc spatial audio source, but still nothing.

olive copper
#

huhh.. šŸ¤”

sinful tiger
#

Here's a hopefully not-too-odd question, should this audio be working with a local build & test? I have another animation that doesn't function on a local-only avatar (because it's a scaling thing).

olive copper
#

should work with both

#

but there's always a chance that vrc is broken šŸ˜‚

sinful tiger
olive copper
#

next I would look at the animations, but you said everything works in unity?

sinful tiger
#

I can double-check, but I definitely heard it in unity before making changes using a sandbox avatar. give me a sec to be sure.

simple elk
#

yes - i test local avs randomly with audio , 3d will always be low 2d is loud as hell but everyone can hear it

#

setting fallout do squat on avatar audio if its 2d , works in worlds with the same setting

olive copper
#

vrc automatically lowers volume significantly but the vrc spatial audio component bypasses that

sinful tiger
#

I have somehow entirely broke interaction on my sandbox. Today is a blessed day. This will be a few mins, gotta remake the sandbox avatar. :V

#

So now, I'm not hearing it in Unity on testing.

#

Is ee the audio source activate, but not hearing it

#

(screenshot done after trying to temporarily change min/max distance, etc.)

simple elk
#

add audio listener on something , you can hear it

sinful tiger
#

I already have one in the scene

simple elk
#

then you should hear it in play mode and when its near radius

sinful tiger
#

And yet, I'm not

olive copper
#

that's the reason

#

by default it's 1, anything lower slows down the clip, and 0 is at complete halt

sinful tiger
#

thanks for that catch

#

It's working in unity again. I'm trying an upload and seeing if any of those changes worked.

olive copper
#

now the volumes are at max and it'll blast your ear drums off šŸ˜‚

#

but good luck

sinful tiger
#

fine for now šŸ˜„

#

I can tweak levels later as long as the fucking thing works

olive copper
#

you had to suffer with it so now everyone else has to as well šŸ”«

sinful tiger
#

exactly.

#

the best part is it's like a 1 second loop. whoever triggers it is going to hate life after a few seconds.

#

FINALLY. Thanks so much for your help, I really appreciate it.

olive copper
#

boom pow, glad it works

sinful tiger
#

This has seriously been a week of effort trying to get this clip working.

olive copper
#

I doubt it has been the pitch all this time? hopefully not

#

maybe all the other tweaks were of use as well

sinful tiger
#

I doubt it's been the pitch this whole time, but it was probably the pitch in conjunction with other things. I think I changed the pitch before I increased the gain on the file itself, thinking the pitch was screwing it up, and never changed it back. Also, now I'm curious if I could get this audio clip to somehow crossfade into itself nicely when it loops, so it's more of a continual purring.

olive copper
#

I made a working otamatone into the game, and the key to get rid of that looping 'snap' was to align the waveform in audacity; and I mean get it perfect

sinful tiger
#

That’s about what I was expecting. I was considering splitting the track at a good loop point, and reversing the order of the resulting clips, so I can control how it crossfades (because it’s a natural recording, it won’t have a perfect sine like that)

abstract saffron
#

@summer abyss Hi I love your interactions on booth pm. I have use the halo without problem and currently trying to add the avatar prop but I am have some issues. The script in avatar prop/Rotation/Get rotation/rotation is missing. I might downloaded it wrong? not sure

summer abyss
# abstract saffron <@591736640410746891> Hi I love your interactions on booth pm. I have use the ha...

There is a list of prerequisite assets that need to be imported into your project prior to installing my unity package. The one specifically for this error is the VRLabs final Ik stub. There is a link to it in the product description. With that said I would highly recommend you delete the avatar prop folder from your project assets, remove the existing prefab from your avatar, import the final ik stub, import my package again, and then reinstall the prefab onto your avatar in that specific order.

abstract saffron
olive copper
#

others can play it too in your hand; the only stipulation is that it takes the pitch value from the closest player, so whoever has their finger closest is giving the highest pitch. So I gotta stand with the otamatone in my hand and have my other hand behind my neck to not mess with their pitch.

#

idk if people would care for this, I could put it up on booth

sonic lava
summer abyss
acoustic anvil
#

Does anyone have any settings that sorta simulate cloth physics that is willing to share them?

#

Just saw several months ago someone suggested some physic settings, I'll try those, but if anyone has some settings they prefer lmk.

ruby quarry
#

Would anyone know why the tail physbones won't work?

Currently have less than 8 total physbones and have tried applying the VRC physbone to all 'Tail' bones as well as hips but it simply won't drop in play mode like the other physbone parts

halcyon vault
#

As an aside, I know this is a game rip but 80% of the objects in the rig aren't used by vrchat and can easily be cleaned up/rearranged.

ruby quarry
lost surge
#

not sure if this is the right place to ask, but I have an avatar and I want to add glasses. Ive seen people set theirs up so they can actually grab their glasses and hold it in their hands, and then put them back. Does anyone know how to do this?

fluid wadi
# lost surge not sure if this is the right place to ask, but I have an avatar and I want to a...

https://ko-fi.com/sippbox

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 ...

ā–¶ Play video
lost surge
#

thanks!

mellow hawk
frigid trail
#

Hey, this may be a bit of a dumb question and I don't know if this belongs in avatar help or here. but, how do I test psychics. I'm only new to unity and every tutorial never shows how to turn on the psychics in unity. Making me Manually go into into the game to test it out. I've gotten tired of doing it this way. So how do I see my psychics in action on Unity?

mellow hawk
frigid trail
#

yeah, but I tried moving it by the root and yet the psychic bones remain static, and my games tab doesn't even have controls for me to look around

mellow hawk
#

are you in play mode?

frigid trail
#

how do you go into play mode?

mellow hawk
#

The play button at the top of unity

frigid trail
#

Oh! wow I did not see that! thanks soo much!

frigid trail
#

Ok I fixed half of the problem I was trying to fix but I don’t know how I did it- is there anyway to stop psychics from sticking up like this?

celest pasture
#

don't suppose someone could help me understand something?

#

I've got this HueBody float param set up to adjust an avatar's color -- and it works fine via the radial menu and in playback; but I'm trying to set up some physbone controls.

#

so I've got this set up, and it does work as a slider, but nothing's happening to that param.

#

I figured {parameter}_Angle implied that I could do "HueBody_Angle"...

#

am I missing something?

#

(oh jeez... don't tell me the {}'s are required)

jolly crane
#

they aren't

#

your issue is that you added _Angle in the name

#

don't do that

#

only call it HueBody

#

otherwise in your animator you would need HueBody_Angle_Angle

celest pasture
#

well now I feel silly

jolly crane
#

by putting in a parameter in that field, you can use all 3 properties in the animator

celest pasture
#

I see... alrighty -- I'm curious about one more thing there

#

I set a max angle at 16.5

#

does that means I'm only gonna get a fraction of the 180 == 0-1, or does it adjust for that?

jolly crane
#

I don't think it normalizes the range no

#

you can do that yourself multiple ways though

celest pasture
#

oh?

jolly crane
#

using animations, you can animate the value of other floats in your controller

#

so you can make an animation that changes the value of another float from 0 to 1 linearly, but the "1" is where 16.5 would be

#

look for the "AAP - Remapping a value from [0, 1] to [X, Y]" section

#

don't forget to change the curve to be Linear

celest pasture
#

I'll check it out, thanks

jolly crane
#

can do that by selecting all keyframes, right clicking, Both Tangents > Linear

celest pasture
#

hmm... I have no issue setting my keys to linear, but I'm having trouble finding the remapping stuff

#

Set the Normalized Time parameter to be the same as the parameter that is being animated. This is a basic feedback loop.

Create an animation that animates the parameter from 0 to 1, and make sure the curve shape is set to be linear.```
#

seems straightforward, but ... where is this setting? šŸ˜›

#

hmm... the only thing I can think to do is just stretch the keyframes from 0 to 16, then put a duplicate at 100

#

I can't find anything that resembles normalized time or remapping as per that article

celest pasture
#

this seems... right? (haven't got it to work though...)

jolly crane
#

it's a setting when you click on an animation state

#

if you're having issues setting this up I could probably help you tonight

celest pasture
#

wait a tic...

#

this "motion time" ?

#

that's what I've been using to control the playback...

#

suppose the root of my issue persists... must to find a way to turn 0-16.5 into 0-1

jolly crane
#

@celest pasture so one way you could do it is by editing the animation for the hue, making it so that it does a full hue rotation from 0 to 16.5

celest pasture
#

I tried that earlier -- kinda breaks radial menus

#

well, break is a strong word... just makes 83.5% of the wheel unuseable šŸ˜›

#

I'm honestly kind of baffled that it's not normalized from the max value in the physbone

#

like... should I submit a canny?

jolly crane
#

for your case though there are a few things you could do to make it work

celest pasture
#

I think I can do this with a blend tree, but the downside is that I'd have to use two animators instead of one :/

jolly crane
#

no? you don't really ever need to use more than one animator

#

unless you mean animator layers

celest pasture
#

er... actually yea, I guess I can just use the same motion there and set the values.

jolly crane
#

if you're free about 8 hours from now we could hop in a call and work this out

#

there's a lot of esoteric knowledge about animators that could come in handy here

celest pasture
#

I should be, and I appreciate it -- I'm optimistic about this blend tree setup, but I'm always open to better/more efficent ways

celest pasture
#

what a pickle this has become

#

It might be hard to tell, but I'm pulling that little rainbow slider (hinged physbone) with my right hand, and the open menu is updating accordingly (Color) -- but it's still maxing out at 16% -- even with a blend tree remapping the float.. :/

If I adjust via the expression menu, the new percentage isn't sent back to the physbone's rotation. That's understandable, but it makes me wonder if I'm creating something unsustainable.

#

arguably, the hand menu for color stuff would only be necessary for desktop players

#

Given the limitations, I wonder if I should leave the styles controls in the radial menu and maybe use these hand menu options for non-desktop stuff, pen adjustments maybe...

queen spruce
#

I've noticed this problem ever since the update, but on Quest you can't pose Physbones anymore, like. On PC you can, all my settings are set that you can pose them, but on Quest you can grab them and just not pose them and was wondering if that problem was addressed or will be patched, or was intentional.

thick bison
#

I have an AV with only 4 fingers- so I thought itd be possible to sacrifice the useless 5th finger bone and make it act as a global collider.
I'm pretty sure its technically possible, but I aint sure how to get it to work ingame. Ive tried just parent constraining it but that doesnt seem to work.
Any ideas on how I could get it to function?

upper raven
#

What do you mean

#

Fingers are already global colliders

jolly crane
bronze siren
#

Anyone know if there's a script for Unity for moving physbones/contacts, IIRC there was one that added gizmos but I can't find it on Google

jolly crane
#

for contacts, you should be adding those to their own empty gameobjects anyways

#

so that you can easily move those around

bronze siren
timber saddle
#

before i hit export.. will this give a stretch_ amount ?

#

or do i need to put a bone between these two, that's connected?

timber saddle
#

it's.. obviously, a bow...from splatoon

rugged vale
#

Is it possible to make a accessory you can put on anyones avatar?

rugged vale
tidal pier
jolly crane
#

late joiners won't see it

slim steeple
#

it would only trigger on state entry so you would need to have 2 states that are rapidly switched between to make it update in real time

#

I have done exactly this on one of my avatars before and it worked quite well

celest pasture
#

yep -- @jolly crane hopped into a dm and showed me that method. šŸ‘

wraith patrol
#

Does anyone know why this happens? Physbones are added to the model and for some reason a second non-moving part is there

thick bison
trim citrus
#

just an idea, if you make a bow an arrow you could make it shoot using dynamics using a book or float, make the first state idle, then when it's pulled to the max make it true to enter a pre fire state, then when it sets back to 0 or false you can have it do the fire animation and then when it stays false, go back to the idle state

#

this could be done by using either the (is grabbed) parameter in physbones OR for more accuracy and realism, you use a contact receiver at the string of the bow around the center, make it so the string can only be moved backwards via a very tight angle constraint (rotated ofc) and then, when the sender on the string passes through the sender once it enters pre fire, then stays there using a second pre fire state for when its false. then when its released and sent back to the original position, it goes back on again and shoots, then enters the beginning idle state again

#

something like that

teal nexus
#

so random question what is the radius tool on the vrc phys bone thing in unity

mellow hawk
harsh depot
#

whats a good setting for dynamic bones when it comes to hair? i want it to be droppy and not go back to the og place when i turn my neck ect

cobalt mango
#

So I don't know if anyone else has this problem but for me I feel that velocity receivers are a bit unreliable. I think this is because the parameter is set to one for only one frame and sometime that gets skipped do to lag or something.

Anyway does anyone else have problems with them not working correctly and what are some alternatives/solutions?

For me I wanted to use them to be a toggle for a sound but sometime I won't hear the sound when it triggers while other players do dame with animations and toggling item.

acoustic ridge
harsh depot
#

ohh okay thank u sm!

upper raven
tidal pier
#

just try touch osc

#

could make fun stuff with it

cobalt mango
# upper raven thats due to vrchat's network tick, since the parameter is only on for a frame i...

Do you know of other ways to get the same outcome?

I have seen someone use something they called a dampener.

It looks like a contact receiver that has a max velocity. When it hits that max it stops or slows down. This way you can have a colider and receiver attached to the same part, but they'll collid when you hit the right speed.

It's good for swing animations, but I haven't seen anyone explain how to set this up.

dark drift
#

@cobalt mango do a non-synced stuff. When and only when you see some stuff collide (local only=true on reciever), set some synced var (typical toggle) to true via vrc parameter driver. also bettoer to put publuc var on a puppet in menu for faster sync

civic pelican
#

Just wanna ask for some good numbers to start with on phys bones for male hair, and clothes

rapid berry
#

Jiggle boo-

vestal finch
#

So can receiver parameters really only use one bool parameter at a time?

halcyon vault
quick phoenix
#

Does anyone know where the Immobile type went?

#

I don't have it listed in mine

jolly crane
#

using an old SDK?

quick phoenix
#

I just downloaded from the website

#

Which is partially what I'm asking, are there two versions or something?

#

Can't find it in debug mode either, the documentation was updated in the last 30 days

#

Did they remove it and not say so?

simple elk
#

no, but if its missing you have a old version of sdk mixed in there somehow, they added that in may

quick phoenix
#

I believe this project was done with the companion tool, but i'll make sure

#

You're saying you're updated and it's there?

simple elk
#

if you use vcc theres no need to download the sdk

#

yes mines there

quick phoenix
#

Cool that's what I need to know. I'll see if i can get it back migrating, I guess I didn't do my main project

#

Ty!

quick phoenix
#

Migrating the project fixed it, thank you guys

stoic vale
#

bones

bronze stump
#

Does anyone know any particular examples or translation of what Min Velocity (or Velocity in general) with vrc translates to in the unity editor? Or would this be up to just experimentation?