#avatar-dynamics
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oh dang
not sure how that'll work if people interact with it though
if it does break with interactions, use a constraint
(but that's pc only)
i give zero fucks about quest
quest is just an attempt to get money from people with no money
meh you should, it makes you better at creating shit
jesus it seems like thatfatkidsmom is reading finger positions manually - lol no
Quest kids too
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.
where can i find commissioned avis with gogoloco
You can commission someone from the VRCTraders server in #community-servers-old
Does anyone have a good way of incrementing a parameter value by one every time a contact is triggered?
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
you can use a parameter driver
I didn't realize there was a simple add on param drivers, thank you š
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?
Is there a way to assign a param to a shader value?
use the Stats overlay section of the poiyomi shader
specifically the Numeric section
"Display value" is the float you animate
then you can set the amount of whole digits/decimals you want to show
I need help making ears move when you do a facial expression š
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?
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 doesnāt have to be hard! With just a couple of bones and bone constraints youāre all set.
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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
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
(the animator is assigned to the FX playable layer)
oh wow -- it works as long as the FX layer is set as the controller BEFORE entering play mode
How does one pose a phys bone in unity? I can grab it, but I want to test posing.
Right click.
Thanks
Disabling "Allow Grabbing" on a phys bones prevents everyone, including yourself, from being able to grab the bone, right?
yes
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
starting from forces and ending at collision
I can tell you what the slider settings mean but for the rest of them I am gonna have to tell you later
So the Pull Slider is how is puts the 'bone' back into its original position
in example if I were to grab like someones tail in VRChat
And I released
It reacts how slow or fast it comes back into the original position
The momentum slider I have no idea what that means god damn I dont even use it
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
the Gravity is like how much the tail drops to the ground
so if gravity is like 0.5 then the tail will have more weight to it (Like in real life) and will fall down
but if its -0.5 it will rise up with less weight/gravity to hang on to
the Gravity Falloff is out of my mind I dont even use it
same with Immobile idk what that is
The Grab Movement is how much you can move it when the tail is grabbed
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
I have to go now so I can explain more later in dsm
dms*
cya!!
okay, this is making much more sense when it is put like this. i appreciate it.
Yw
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?
put the same parameter in your expression parameters
Oh....is that it...?
np
Adding the parameter to your expression parameters wont do anything different, parameters used on contacts are already synced over the network
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
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
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 doesnāt work. I canāt seem to figure out why itās doing that
You testing with the emulator?
because unity and vrc act vary differently
Iām testing body squish with the receivers
Yes but are you using this plug in to help you test more accurately?
https://github.com/lyuma/Av3Emulator
Umm no
What dose it do?
Unity can act completely different then how it acts in vrc. This narrows the gap.
Oh alright
"works in unity" is almost meaning less with out the emulator.
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.
Oh alright
I will look at it tomorrow
For the mean time Iām gonna keep looking for answers just in case
Dose the pram update, dose the controller take the value, it is getting stuck somewhere, etc. Are way easer to debug with this tool
Alright
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?
try setting angle limits, and make sure your colliders are not set to Inside
they are not set to inside, before i try and redo all the hair limits are the colliders shown here normal or did i fuck up somehow? https://short.catboy.win/46h1528lq7
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.
... hold up all but the hips had bones as spheres on
i swear if this fixes it
im killing myself, thanks for the help Sacred!
@fair galleon you could probably just use 1 collider for the shoulders
one long capsule
wouldn't that get misaligned during animations?
not really, it would be parented to the chest
depending on how the shoulders are rigged, they shouldn't move up that much
you can just put the collider slightly higher to compensate
hmm true, I'll try that out after I add this neck collider rather then a long as head one, thanks
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?
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
but my guess is that it will do both
alright thanks
It does seem to work tho i had to add it to one of my shoulders and set the root transform, thanks!
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?
Do they have a radius on them?
I did not oml haha that was a dumb mistake, thank you!
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 someoneās hand im not sure what would be causing that without seeing it for myself as thatās not something that should be happening if someone is is not moving.
mhm! I have really been enjoying customizing it n shit
Yes
Okay thanks.
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?
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.
it works fine after that point, but that deadzone is extremely frustrating
I think they did that so the stretch by just moving the bone wouldnt pick up
My physbones are glitching out
Kinda reminds me of what happens when you have a rotated transform
I do need to ask. Can you use a tracker for a prop in vrchat? Because that's just cool god damm
I use a tracker for my drink, it's possible. it's very janky though and needs setup
Yeah it seems like a hard process. But God damn that's cool
LOL
technologically advanced alcoholic
When I'm 21 I am 100% doing that
just attach it to any cup for now š
i've thought about making a specific cup just for use with tracking in VR
I'm planning on making a post apocalyptic avatar
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
With a couple guns, a pipe for melee and some other featured
Ooo ok ok
(the answer is - it's absolutely not worth doing, but it would be highly fun)
Sounds like a pain to me
It's a total pain
Can you animate the Radius size of Phys Bones
using something like a radial shift later on
i simply need to find out because of the hairlenght of a model
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.
only if you disable and reenable the physbone
You officially have too many trackers lol
I have 10 lol
8 for FBT, one for my drink, one spare (will prob put it on my quest)
or my chair
we'll see
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
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...
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.
because whatever you're clicking on has an animator with an animation on it
when recording something for an animation always lock it
Thank you so much @upper raven
np
how the fuck
What do you do, just have a drink on your avatar with a disconnected bone, and the tracker grabs that and moves it?
OSC, animations, and math
you don't sacrifice any tracking points
but it's kinda jank lol
Savage. I like your thinking.
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?
LMAO
dont put physbones on humanoid bones
Then what do I use in it's place to get the results I want...?
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
Putting physbones on humanoid bones makes them lock up
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.
physbones not working?
i wanted to give him a bendy stretchy face but for some reason its all stiff in game
does anyone know why
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
it also stiffened his facial expressions
since these were bone animations
anyone have something i can use as a template for skirt physbone settings?
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?
You have multi child set to ignore and it has like 20 child bones
Nice Usopp
i need help with physbones
for my fluffy hair ears also my bandana is going threw my body it didnt do that before
But for example i only want these certain bones to move and im scared that if i do they will grab even the friggin teeth out not the lips and they are single bones i dont know how children work
Its g O d uSoPp
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
These are the colliders of the parts i want to move
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 ?
set any radius on physbone (0 wont work) , go in game mode, click'n drag
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?
You need to parent it to the root of the avatar. So it would look like this:
Mine is parented to an empty obj because I like organization. But you can just have to be parented right to the root.
Bet! Worked like a charm! Thankyou
i have nothing in these slots, yet my tutorials show there are supposed to be trees I can edit for animations
what do I need to do to edit my expressions menus?
sdk 3?
The expressions menu slots are a bit further down in the sdk. If there isn't one assigned you'll need to create one.
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?
Uhmmm hai, i've been having some troubles... It appears that the latest SDK version I installed... does not have VRChat Phys bone components...
Anyone here knows what's up...?
looks like an old sdk
but i imported the latest version.. :<
Pop open your console, clear it in the top left, any errors remain?
welll...
that is a third party tool, remove it and see if it clears up
delete the whole folder for it
which tool...?
@jolly crane ^^
I also don't think it has anything to do with some of the components of SDK3 not showing up...
compile errors can stop entire scripts from running
It does, its causing a compilation error which can and will break everything
Okayy...
you could also see if the author has an updated version
Also... do anyone of you here know how to un-install a previous version...?
VRCAvatars3Tools is not a part of the SDK
delete that entire folder
and then import the newer one, but only if you actually need it
and only after making sure the SDK works
Okayy...
means that script is old and wont work with current sdk , you need to update it or remove that script
VRCAvatar3Tools?
O i found a fix :)
Processed the avi in a separate unity project with an older VRC sdk
and then just copied the assets folder over X3
I think iz work now...
Uhm guys.. :c
I has problems...
^^Logs... won't let met build and test... what's wrong..?
ngl, this is just telling us there were compile errors present in the project when you went to build. Also, #avatar-help
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
anyone have an exported file of an expressions menu with a good amount of animations I can just plop into my avatar?
the menu and action tree
2$ to anyone who can give me one that works, thats a free mcChicken
o.. okayy..
I know I fixed it a while ago just forgot to delete that one
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. <':
Yeah I heard they changed the limits, sorry :/
delicious, thanks.
uploading for Quest?
non.
That's a Quest upload warning so your sdk thinks otherwise
š«
never uploaded a quest avatar before, so not sure why it'd think that.
is my sdk breaking? lmfao
Somewhere around that text in the SDK there is a button that says something like ,,Switch build target to Windows/Android"
It switches between uploading for Quest and PC :P
Try that
I never even touched it, so it should just be pc.
I can't try it atm but I will another time
Tongue stick out animation looks fine until physbones are enabled. I want to put an end to this annoying problem Advice?
I'm not sure if you can animate the position of the root bone. Maybe if you put the phys bone starting 1 bone down in the chain it'll work?
Make sure you have "isAnimated" checked at the bottom of the physbones component
Maybe that'll help?
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?
Render.isVisible
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)
Maybe try uploading and checking if it does work
-that's a fair point, better to check rather than ask huh lol
Yeah but it's still good to ask
Welp, can confirm: uploaded and the animations do NOT work... drat
Are these two different physbone script or are they just settings in the clip
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.
Animating settings in phys bone script is not officially supported. A jank way around this requires you to disable and re-enable the script for the settings change to take affect
Check the ,,Is animated" checkbox at the bottom of the physbone component, should be ticked :P
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?
Oh, huh⦠pity, but yee alright, will see if that works well enough for me
Thank you!
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.
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
ON = you run it, whatever you change other sees (off is local for everyone that 'runs' it)
So a randomizer behaves wierd if its off since they do the roll on their side
Have an afk randomizer wich i forgot to do that with so the afk animation was different for whoever looked at it
Thank you!
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?
hey
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
there is! when animating the toggle for it (on and off state) click the record button. once you're recording the actions in the heirarchy, go to the game object with the physbone script. toggle it off using the check mark and then stop recording and uncheck the Preview box. then record again for the on state and make a toggle per usual!
(i think i said this right, if its confusing dm me and ill help ASAP!)
Yeah if the comp is not there, it can't do anything.
^-^ feel free to
I'll try
I did this and it looks a little better but still broken
I sete it to the 3rd bone. This helped some but still broken
is there any good settings for phys bones
Depends on what you're making
can i send you a dm
Do you need to?
Better keep it public if there isn't any reason for it
@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.
mainly for body physics like hair, tail, butt and breast
One of the things in that basic setting is hair. It is something to get a feel for by playing around with it
the breast clip through the clothes and i don't want that to happen but i still want to jiggle
That's a different issue, not related to physbone value.
Use limits to stop clipping.
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
is there a way to see what bone the clothes was weight painted on
the slingshot wont stretch
and cant be grabbed for some reason
I am getting so confused I have the exact same settings on one of my other avatars and they work but this one doesnt
the stretch part is ste to 5 but it doesnt stretch
set
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
Does anyone know what this does?
https://docs.vrchat.com/docs/physbones , its for moving bones/gameobjects/hair/tails ectectect
PhysBones is a set of components that lets you add secondary motion to avatars, permitting you to add motion to things like hair, tails, ears, clothing, and more! Using these well will make your avatar seem more dynamic and real. PhysBones is a replacement for Dynamic Bones. While both systems share...
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.
Dumb questions:
- 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.
- is there any way to zoom out past 1.000 on the graph editor? Can't seem to edit beyond that...
hey so
my stretching physbones work on quest but they wont work on pc
i have collision and a raidus
and grabable on
but they wont stretch and stretching is on 5
Is it about that desync thing with having more/different physbones on PC vs Quest?
idk but the stretching physbones dont work
on the slingshot
on pc
but i have the exact same physbone on quest
that's the curve editor. it's used if you want to change the value depending on the position along the bone chain
example: bigger radius at the start, and smaller on the end
Thank you and is there any way to get past 1.000 on the curve editor?
you should just set the slider to 1 and then specify the values using the curve
So overall it's trial and error on values greater than one?
the curve is essentially just multiplying the value that you set on the slider
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
so if the slider was already 0.5, now the value is 0.25
but if your slider is set to 1, 0.5 on the curve means the actual value is also 0.5
I understand the explanation and that does help, but for example going over 1 since from what I can see that it is possible to exceed the graph itself at 1 as shown in the post above.
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.
it wont let me interact with my phis bones. like grabbing my avatars hair.
has a radius on them?
?
Physbones are not interactable unless the radius value is more then 0.0 on the script
they worked before, just today they stopped working
That is the only thing that turns it off besides in game interactions.
also when i open my quick menu it highlights al the text and makes it hard to read.
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?
The endpoints are used if your only have object chain of less then 3.
Otherwise they act about the same as any other bone.
ty ā¤ļø
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
it seems i can go around this by adding extra parent bones, but i would prefer not to be adding unnecessary bones to it
not too sure what's going on there, but you can always re-map the float
you can animate the value of other floats an an animator
refer to "AAP - Remapping a value from [0, 1] to [X, Y]"
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? š
do you need the object to be pick up over by other people or just yourself
Other people! you caught why i could not ask my less experienced friends.
https://docs.vrchat.com/docs/avatar-dynamics you'd probably need to look into Avatar Dynamics stuff as far as like physics bones
Avatar Dynamics is a new suite of features aimed at creating fun and interesting interactions between avatars. Understandably, these are some powerful features, so thereās a lot to cover here! The two primary features of Avatar Dynamics are PhysBones and Contacts. These features are governed by the ...
Did this video help you? Consider sending me a tip on Ko-fi! https://ko-fi.com/sippbox
The Avatar Dynamics update recently dropped for VRChat, and with it brings the highly anticipated replacement for dynamic bones, PhysBones! With Physbones, you can apply secondary motion to parts of your avatar, such as hair or skirts, making avatars much mor...
as other people can grab your physics bones
Thank you! This should help me refine my inevitable questions on solving development hiccups.
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
Create avatar props that other players can grab, rotate, and drop in the world. Prefab available for free on booth and github. #VRChat
1560
444
I was looking for that but I couldn't remember what it was called
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
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)
All my avatars phis bones wonāt 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?
hello, does anyone have any tutorials on Contact Toggles?
Contact toggles work like a normal toggle, except they will always go back to 0.
Meaning we have to use empty clips to hold it for a sec, and we have to sync it up for late joiners. So it may need a bit of knowledge about how the state machine works.
If you just want a quick tldr read this post: #avatar-help message
Otherwise lmk and I can walk you though it a bit more.
That would be really appreciated
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)
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?
Unity does not know what the "length" of a bone is. if you want a physbone chain 3 bones long, you either need to add a 4th bone, or increase the "End position" on the Y
yeah i figured that out lol, i added an end bone and it fixed my problem
ty though
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.
because that prefab is a gameobject in itself, just like bones. the physbone is trying to include the prefab in a bone chain, but that isn't what you want
you should drag that prefab into the "Ignore transforms" list of the physbone
I thought of that but my main goal is to make the prefab move with the physbones, but based off how you worded that im assuming its not possible?
you want it to move with the bone, but you don't it to also behave like a bone in the physbone chain
otherwise the particle system would also be flailing
that's very much possible, just parent it to the correct bone and add the particle prefab to the ignore transforms
Ohhh, ok. I understand now. Thanks for the help
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
it is possible to use mesh colliders to interact with the world and with players. doing so can be a bit tricky however since you need logic to deal with the fact that your mirror clone also has all the same colliders in the same place
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
but i didn't know if it was possible to make an object that could work like that
in theory it should be possible
I dont think other players can interact with colliders set on your avatar, not like that anyway
I was not talking about physbones at all
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.
On enter will set it to true for 1 frame, then false the next frame.
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
I need it to stay at 0 angle when it's not moving, not jitter between a value of 0 and 0.25
Flickering between 0 and this
These are my values. The radius is only to see the line for testing
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??
Well to the above the feet are facing the wrong direction dun know if that helps any or not.
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.
something with export setting in blender / apply all transforms somethingsomething, not the first time ive seen that
can someone help me setup a unlocking dynamic for a avatar with a synced network parameter
You talking about how physbones don't always 100% position between PC Quest. Or something else?
im talking about the vrc contact senders/receivers and making a synced parameter for a lock.
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
Does anyone know if there is a library of PhysBones presets?
This old post has a couple of presets to work from and a diagram to show you how the settings work.
#avatar-dynamics message
thanks :)
does anyone know how to make dynamic bones grabable?
add a radius and have interactions enabled in game.
Dynamic bones? Not phys bones?
Theyāre grabbable by default
false
they default to not have a radius
radius and interactions, only two things that affect it
Is this your avatar btw, like one your working not one that is ingame.
Best time to add a rigged tail? In Blender or after in Unity?
model editing in blender
Thank you love
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?
Yes, a lot. Here itās probably multi child settings.
Wrong chat
i tried all of them yet nothing changed
You still have to add dynamic bones even if VRC just adds phys? Never understood that
They get run through the auto converter at runtime. But people are lazy and would screech if you just remove them from the sdk.
you do not need to buy dynamic bone if you're uploading a model. however, some base models still come with dynamic bone components on them, and they will cause missing script errors unless you import dynbones or use a salvage converter to convert the missing dynamic bone components to physbones
Thank you guys
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.)
is it in your synced parameters?
Are they directly inverted, ie on is off and off is on. Or is it not triggering at all where it works for the local player.
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.)
other will see it differently - enable and have the paramter in your parameter list
Alrighty, I'll try that. Thanks.
@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?
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.
It made no difference, it still rotates.
You need a ring finger in order to be able to rotate it but thats about it. Iāve never seen this error before though so I would recommend deleting the prefab off your avatar (prefab, fx layers, and parameters) then reinstalling it.
Ok
yeah you need a ring finger
also need help with avatar dynamics tmmr if anyone can dm me about it later
Question, if you have a custom contact sender with a tag matching someone else's contact receiver, would they be able to interact?
yes
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
I was going to ask a follow up question asking if the community had agreed on a common weapon tag to make everything work together, but I guess this was already the answer.
That's unfortunate. Guess I'll just name mine "weapon" and see if I get any hits (pun not intended)
people use Damage
you can add multiple tags too if there are other ones you want it to interact with
That's true. Thanks for the advice!
Attack, is sometimes uses
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?
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.
Okok, I'll see what results I get. Thanks.
Would it be taboo if I gave a sword a hand contact tag?
If you want people to high five the Sword, go for it
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
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
does it work ingame?
yes
are you using av3 emulator
no
i believe you need that running
oh
thanks
yeah that seems to work
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?
thing_stretch
its the parameter + _stretch that it changes
also for angle and IsGrabbed
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?
have you set up any Physbone for your clothing
Nope..just the body, thought they would move because they are attached
can I add it the same way I did with the body?
double-check are you referring to them not jiggling for physics bones are like they're not even attached to to your main skeleton
yep the body jiggles but clothes dont with it!, Do i have to go back to blender-
got it working, It didnt work because the mesh was attached in blender
how do I make breast physics not look goofy with physbones?
Limits and settings more than anything.
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!
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
probably pressed Gizmos
at the top of your scene, should see this
just press it and it should show your physbones
oh
thank you
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
I even went into the debug and checked that the _angle is moving, but nothing is changing
Let me see the FX layer
And the parameters
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
how would i make a physbone being grabbed trigger a 2d texture to change and a different expression
Parameter_IsGrabbed - do stuff on fx be it material swap (bleh) , material offset or uv swap (pconly)
can I exclude colision from the root of a bone and not the rest
having issues with this kind of situation
the root in the back has colision when it shouldn't š
(Purely for realism btw)
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.
The package doesnt come with with GM 3.7
š¢ how did I miss that. thanks
fixed. Download it again, or download from GestureManager 3.7 and add that
yeah i did, thanks
so the contact updates to 1 but the parameter dosent update? im out of ideas of what to do
are you using av3 emulator
linked above
i have it in the project but its easier to just use sender
ive even tested it in-game, i just have no clue whats wrong here
yeah it is
yeah
like the parameter works
it just dosent feel like updating
u can even see it
it sets it to 1
but wont on the animator
is ON not 1?
it is
so it is updated?
the Unlock parameter
this shows it better
the transition from lockscreen to songoff is just Unlock=true
but for some reason no contact receivers actually update the parameter
what happens when you move the sender off of it
try with another receiver type
proximity is what i mostly use
ive tried it with other collision tags, a different game object with the same receiver, local only or WD on and off
like the only thing i can think of is for some reason the receivers just not attached to the animator somehow
even though its the only animator in the entire scene
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
i have the package in my project but its not used
well i dont really have an avatar in this package
im just using the dynamics demo for now
you donāt need one
av3 emulator will make unity behave like vrchat
without it a sender will do nothing
well either way, still nothing
itās enabled?
ye
same scene?
yup
lyuma updated it 17 hours ago are you on that one?
updated it, but still nothing
the avatar you put it on is the fx controller on it?
it has no avatar
get one, put a descriptor on it and attach the fx controller
you tried?
i mean i can do it again
it wont change anything cause i havent done anything though
you didnāt have the emulator on before
the emulator shouldnt even do anything
like its a prefab asset you'd slap on an avi
i did that
still no work in game
i even went on to work on a stupid roomba that explodes
it uses receivers and works just fine
you donāt put it on anything
itās a game object with scripts on it that is just active in the scene and changes how play mode behaves
wait so it doesnāt work ingame?
No
ok iāve been under the impression itās been working and you just wanted to test it in playmode
Parameter wise, it is
like toggling them on and off works as intended
but for some reason trying to put those parameters in contact receivers just wont do anything
uugh do you have av3emulator in your scene or not
its there
i just updated the sdk so lets see if that magically fixes it
i hit play and it crashed unity
reopened it, still nothin
works functionally but not practically
so it wonāt transition off lockscreen?
confirm that av3emulator is enabled, you have an avatar with a descriptor and the lockscreen fx controller attached to it
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
Yes for sure. First idea that comes to mind, having it set up like: chest > empty > sword.
Adding a physbone script is empty with a lot of stretch, no radius, and endpoint at the sword base. Then the sword having a physbone script, no stretch, radius to grab it, and endpoint at the tip.
Should work, but have not tested it. There maybe better ways than this as well.
what do you mean by "Adding a physbone script is empty with a lot of stretch, no radius, and endpoint at the sword base. Then the sword having a physbone script, no stretch, radius to grab it, and endpoint at the tip."
Like the blade itself have a lot of stretch with no radius while the handle has no stretch but with radius?
like when you say empty, you mean by "empty object"? š®
Sorry is hard for me to understand cuz Iām a visual learner hahaha
š¤
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.
oooh okaaaaay
thank you so much
since this is physones based, would that mean that this is able to be used on quest avis as well ?
Yeah, it would take up 2/8 Components, and 2+/64 Transforms
thats no problem at all
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?
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.
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
if the sender "stays in" the receiver it wont become 1 until it leaves and touches again
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.
So you get booped and end up being scaled down?
yep.
Didn't think you'd answer this quickly, but thanks for popping in. Sorry to tag you.
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.
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"
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
They should be set uniformly throughout with the exception being my scaling prefab.
That is mixed on purpose
Refer to this to select the appropriate option.
that seems to have fixed it. Thanks for your help. Now to go test to see if anything else broke.
also, thanks for the great assets. š
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
At rest: https://i.imgur.com/qPUmWga.png
The HornBellL_Angle and HornBellR_Angle values also don't seem to be moving quite as much, as if they were clamped.
Do they have gravity?
@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.
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
is there any way to reset physbones to their original pose before / after disabling them ?
if you have the component disabled you can animate the bones to their original orientation. I did this for a while with things that relied on blendshape deformation
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?
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?
Yeah the head has a contact sender tagged as Head, automatically added to every avatar
ah, so you can have a reciever on the hand that reads the tag Head, and it'll be able to play a sound?
More or less yeah, just use normal toggle logic and it just kinda works.
oki
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.
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
err, no that wouldn't work
There's already colliders on the feet that interact with physbones
It's added automatically
no, those are only contact senders
they are not physbone colliders
the default "colliders" are mostly just contact senders, with only the palm and fingers doubling as global colliders
My feet always worked as colliders for physbones
mine dont?
sus
it is possible to steal the colliders off some fingers and put them on the feet, but that is not a supported thing
show video of your feet interacting with someone else's hair. I'd love to set that sort of interaction up
literally asking for feet pics kekw
could you not just attach new colliders to the feet
those will only interact with your own avatar
and only on the physbones you specify
not with others
:c
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 š
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?
Update: was a bone too high up on the horn bone chain. Needed to use an endbone which wasn't in a great position, so I added a new bone in Blender
is there a way to fix this?
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?
Top and bottom, if it's using an fbx/obj, position the model in blender with the feet in line with the X axis and apply transforms
i tried that didn't work either, but im doing it in unity. would that change anything?
I mentioned blender for a reason. Unity doesnāt care for itās position in the scene, itās calculated on the pivot point of the object that holds the descriptor. Setting the avatarās position to 0, 0, 0 will be the best visual of where the model sits and what needs to change
ah ok, i think i did that in blender. havent rlly used it before, what would i do after that?
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
you can't do avatar dynamics in worlds yet
ah, so to test i'd need someone to test it on
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
well i did
but the person I made the avatar for said it didn't work.
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)
are you ray-casting a contact?
or using particles?
particles with stop action behaviour but using contacts to convert to parameters
Do any body know the different between Dynamic bone on Unity store and the VRC Dynamic bone?
there is no such thing as "VRC Dynamic bone". previously we used Dynamic bone from the asset store, but that is obsolete now
VRC has their own system called Physbones
my bad, and thank you
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?
it's most likely your angle limits
I jsut added thsoe to try to stop it
if you reach the limit the collider will go through
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
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
https://github.com/Entorix/Entorix-Collision-Trigger made this prefab. Linking it in case you're interested
cool making it a prefab
Cool, either your phys bones are shooting away or you have an animated blendshape thatās exploding
The physbones go nuts
Didn't happen on old SDK
oh wait it does
dufuq
lol
Doesn't happen in game.
Did you apply transforms?
can we use cloth physics like this in VRchat?
https://youtu.be/Nc_ZMgEFj-A
Find out more about cloth physics and learn more about Unity on the official learn site: http://ole.unity.com/unitylearnmore
I feel like you would need a million tiny bones to achieve that in vrc
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
The Avatar Performance Ranking System allows you to see how much a user's avatar is affecting performance via analysis of the components on that user's avatar. You can also use it on yourself to see how performant your avatar is. This system is provided to inform users what is likely the most perfor...
Thanks
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
I would recommend taking a look at what your model actually uses of those physbones. For example, the Vrm converter often ports unused skirt physbones. With a little tuning and removing unused physbones scripts I can generally get the avatar to good or medium.
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
So those are actually colliders, the physbones in your arm are for long sleeves. If your avatar doesnāt have long sleeves (play around with it, it might not have physics on the shirt anyway) you can remove those colliders. Same with the body, if you have a skirt the leg ones are probably needed, but using angle constrains would be much more performant.
Depending on your model, if you look through the armature you will have a ton of unused bones too.
Im getting a no animator error, but im already set to humanoid?
Nvm I figured it out. it was the Multi Child Type "Average" checkmark.
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.
with dynamicbones you'd find the bone-point, and add a spike there
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
no sorry
anyone have any physbones settings they can suggest for female avatars and long hair?
no sorry
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
Have the parent have a parent
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
Often the audio does play, but it's so darn quiet because of how audio behaves in-game. I had a similar issue, and what fixed things for me was making sure the audio track itself wasn't too quiet, and adding this component under the audio source
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 :)
Does anyone know.... Is the hand holding "shader" the only way to hold hands in vr?
Is that what the hand holding world does?
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
thanks, I feel like if I boost the audio any more it'll end up being clipping hell, but I can try boosting it more. I'll try adding a much higher spatial falloff as well, for testing (I originally had one but removed it based on how a prefab I'm using is set up)
this is the audio clip currently. Seems like reasonable levels to me, at least.
audacity boosts the audio 'to max' before it starts clipping, so the audio looks perfect
Yeah, I boosted it to 0dB last night, still nothing. I'm adding the spacial audio source now to see what happens.
oh, also set your min distance to 0
do you think it would matter that the gameobject container is parented to the head bone, rather than using a constraint?
makes no difference, as long as the animation paths can be found
That's what I thought, but wanted to confirm.
audio is difficult to get working, since so many things can be wrong
I've noticed š¦
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.
huhh.. š¤
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).
next I would look at the animations, but you said everything works in unity?
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.
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
vrc automatically lowers volume significantly but the vrc spatial audio component bypasses that
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.)
add audio listener on something , you can hear it
I already have one in the scene
then you should hear it in play mode and when its near radius
And yet, I'm not
bruh your pitch is at zero
that's the reason
by default it's 1, anything lower slows down the clip, and 0 is at complete halt
thanks for that catch
It's working in unity again. I'm trying an upload and seeing if any of those changes worked.
you had to suffer with it so now everyone else has to as well š«
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.
boom pow, glad it works
This has seriously been a week of effort trying to get this clip working.
I doubt it has been the pitch all this time? hopefully not
maybe all the other tweaks were of use as well
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.
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
and I'm talking this type of matching
Thatās 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 itās a natural recording, it wonāt have a perfect sine like that)
how many note it plays
@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
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.
It works! Unfortunately my halo has some issues now. It won't go to someone head, instead it will go to around the spawn area high above. My head still works though and still grabable
sorry i have my mentions off for this server so didn't notice your message; but I added the range from C3 to C8, but in increments
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
that is SO sick please do upload it
Just uninstall and reinstall the prefab. Your avatars position is at 0 0 0 right?
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.
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
You need 1 component for a chain of bones on the bone you wish it to start from
Each object seems to have more than 1 child so with the Multi Child Type set to ignore it's... well, ignoring them all.
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.
Oh I see, thank you š
Yeah, I just wanted to test some custom animations and gestures. Will re-work it on a later day
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?
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 ...
thanks!
Long and short, you'll need to know about: state machine's network sync, button-based toggles, contacts, and global prams.
None of these are hard things just gotta put them all together.
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?
the psychics will tell me my future lol.
You can click the root of the avatar and drag the avatar around in the scene window. You can also mouse click and drag in the game window to test grabbing, right-click will even pose the physbones.
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
are you in play mode?
how do you go into play mode?
The play button at the top of unity
Oh! wow I did not see that! thanks soo much!
Ok I fixed half of the problem I was trying to fix but I donāt know how I did it- is there anyway to stop psychics from sticking up like this?
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)
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
well now I feel silly
by putting in a parameter in that field, you can use all 3 properties in the animator
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?
I don't think it normalizes the range no
you can do that yourself multiple ways though
oh?
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
I'll check it out, thanks
can do that by selecting all keyframes, right clicking, Both Tangents > Linear
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? š
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
Normalized Time was renamed to Motion time
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
I appreciate the offer -- It was around 1am cst when I sent that last message, so I had to get some sleep -- that aside, I'll investigate motion time. If I run into any issues I may poke this channel again.
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
@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
I tried that earlier -- kinda breaks radial menus
well, break is a strong word... just makes 83.5% of the wheel unuseable š
I'm honestly kind of baffled that it's not normalized from the max value in the physbone
like... should I submit a canny?
you could probably submit a canny about normalizing values yea
for your case though there are a few things you could do to make it work
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 :/
no? you don't really ever need to use more than one animator
unless you mean animator layers
er... actually yea, I guess I can just use the same motion there and set the values.
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
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
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...
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.
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?
it's possible, but very jank and not an intended feature
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
Dreadrith's AD Overhaul
for contacts, you should be adding those to their own empty gameobjects anyways
so that you can easily move those around
perfect, thank you!
before i hit export.. will this give a stretch_ amount ?
or do i need to put a bone between these two, that's connected?
this should work
Is it possible to make a accessory you can put on anyones avatar?
Tri stinger.
Something like a friendship braclet you can give to someones avatar
unity auto connect all bones
not easily, and it won't be synced
late joiners won't see it
use a VRCAvatarParameterDriver?
setting it to "Copy" will allow you to map between two ranges of values
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
yep -- @jolly crane hopped into a dm and showed me that method. š
Does anyone know why this happens? Physbones are added to the model and for some reason a second non-moving part is there
Any source or guide on how to set it up? I know its possible. I just aint sure how to pull it of
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
so random question what is the radius tool on the vrc phys bone thing in unity
radius is how far away from the original bone that bone can be interacted with. Set it to zero to turn off interactions.
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
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.
for drooping down, put gravity and falloff all the way up, and just mess with the other settings in play mode until you get something you like
ohh okay thank u sm!
thats due to vrchat's network tick, since the parameter is only on for a frame it sometimes doesnt sync, yes its not reliable, not idea why vrchat did it like that anyway since it will always be unreliable since frames not always get sent over the network the way vrchat's networking works
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.
@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
thank you
Just wanna ask for some good numbers to start with on phys bones for male hair, and clothes
Jiggle boo-
So can receiver parameters really only use one bool parameter at a time?
Yes, thereās really no point to have it set multiple different bools as you could just check for the 1 and get the same result.
using an old SDK?
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?
no, but if its missing you have a old version of sdk mixed in there somehow, they added that in may
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?
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!
Migrating the project fixed it, thank you guys
bones
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?
