#avatar-dynamics

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bronze stump
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like for example is 1.6 the running speed of a character, etc

upper raven
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Bones

bronze stump
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Mainly why I'm wondering is that I am trying to detect the speed of a character's arm swiping a sword but I'm not sure what velocity speed t (using Min Velocity for a contact receiver) that would be at unless I'd have to experiment with that

stoic vale
dark drift
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@bronze stump a. you can experiment in unity by creating cube outside of avatar and putting copy of generic sender onto it, so cube is hand or head now and you can drag it in playmode fast or not
b. top running speed is 4

bronze stump
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cheers

noble shale
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one way I have seen swords done is with phys bones. They add a bone to the sword and they check how much the bone has bent when the sword moves. fast sweeping motions tend to result in large rotations so a threshold can be set so smaller/slower motions don't trigger effects. They also set the physbone to immobile so that character movement (with the thumbstick) shouldn't affect the physbone and cause unwanted triggers.

hard sleet
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Any way to reduce receiver animations desync after quick repeated triggering?

Sometimes messing up with using receivers leads to global desync after the animation the receiver triggers gets executed more than once fast enough. some people will see a different state than what you see yourself.
I would like to reduce such cases, I considered exit time for the animation state but would like more insight

dark drift
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@hard sleet if stuff itself does not require super-fast sync like nose boops, use synced setup: local only reciever, animator layer that sets some global var, animation controlled by this var and not by contact. for faster sync put global var on radial puppet. now everyone sees stuff exactly like you.

unreal moss
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is there a way to make this require pumping to fire, with avatar dynamics?

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i have 3 bones: root. gun grip, and tank

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and the contactors

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but i dont know where to go next

simple elk
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Parameter_stretch on some bone/gameobject - grab it - whenever it reaches certain value , then require 0 to start next , until the end one then have it able to shoot

unreal moss
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i'll assume that's a physbone then

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only thing i know can stretch

simple elk
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Yup , Parameter_Stretch || start > 0.9 > 0 > 0.9 > 0 > 0.9 > at end - set parameter its ready to be used

iron wedge
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is there any way to merge physbones?

upper raven
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What do you mean

iron wedge
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nvm i got it

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a way to trick the quest requirement on the number of physbones component

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then you add ignore transforms to reduce the number of transforms

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it allows to fine tune to still retain some form of physics

bronze stump
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I went to try the On Enter receiver with Min Velocity but nothing seems to be triggering with it πŸ€”. I'm mainly trying to have a sound trigger when I swing my arm into a contact receiver (e.g. swinging a sword)

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I read elsewhere and 11 was apparently a good speed for a slap, so idk if the value is too high or im doing something else wrong

idle holly
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Hello everyone, I'm a bit stuck with physbone stretch parameters... Basically let's say i have a normal toggle on my avatar. Just a button in the menu that toggles a cube on and off. But then alongside that, i want the same exact cube to spawn when someone pulls my tail. How can i set it up so that both toggles work together? So far i managed to make them work separately, so i can toggle on and off with the menu, i can also pull the tail to spawn the cube, but then when i press the toggle in the menu the cube doesnt wanna despawn... How do i make it despawn?

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i put them now on the same layer and now i can pull the tail to spawn the cube, then press the button do despawn it, but if i press the button to spawn the cube, it doesn't spawn (it's waiting for the tail pull). so the 2 conditions i've set up in the transition are pull "AND" press button, i guess i need the condition to be "OR" rather than "AND"... is it even possible?

calm owl
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oh yes, keep stuff that animates the same thing on its own layer thats a good idea. So OR is just two or more transitions while AND is just two or more conditions in a transition

idle holly
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like i wish that i could make it so that when i pull the tail, the cube spawns and also sets the toggle to "true"

calm owl
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by keeping it simple! One parameter, cube on/off. Two states, cube on/off. Default to cube of and transition to cube on if toggled OR if pulled. But heres the secret sauce, in the Cube on state add a behavior called VRCparameterdriver that also ticks on the cube parameter

idle holly
calm owl
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just wait till you get to animating animator parameters, you can do animation math! np np

dark drift
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wrong ping tehee

idle holly
torn tendon
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I need to copy bones for hair and clothing from other avatars to sync and fix toggles before doing any publishing. Is there anyone who is able to assist me along with the process of this?

jolly crane
torn tendon
# jolly crane from other avatars? wym exactly

I've been attempting to manage phys bones for hair from another avatar to a similar copy to have moving hair but it's not been working and quite difficult figuring out after few days trying, as a visual and hands on learner practice makes perfect although I'm looking for assistance/guidance along the way for this process.

torn tendon
jolly crane
# torn tendon Here's a video and audio explaining my issue, thanks.

I'm not exactly sure what you mean when you say you copied over the physbones from the other model. if you simply copied the physbone components, and the new model already had properly rigged hair and the bones for it, it should just work. however, if you tried to also copy the bone and the hair from the other model, chances are that will not work, you need to add it in blender

jolly crane
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could you screenshot the physbone settings so I can make sure they're correct?

torn tendon
autumn goblet
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does anyone know what's happening herE?

upper raven
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Settings, enable interactions

autumn goblet
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as I wrote in the post that is enabled

upper raven
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Turn on the contacts overlay and check if they turn green

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Some avatars don't have hand colliders/contacts

autumn goblet
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thank you I will try that!!

upper raven
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@torn tendon

bronze stump
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Anyone know how you would approach AV3 node logic when it comes to having 3 contacts (left cheek, right cheek and head) where they control the eyes and ears?
I was experimenting with this with 3 floats for the 3 contacts but the lowest layer of the 3 will control it rather than all 3.
Did also approach it with this method instead too which transitions from one float to the other (depending on whether one contact float is higher than the other; which however resulted in bugs

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Was thinking of a blend tree to handle this but I dunno if that would work the best

jolly crane
bronze stump
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Mainly to have it where the person can pat someone's left or right face or the head (for example, the left ear will go down when the left part of the face is approached by a hand collider). However having something simple like 3 layers for each float causes problems, and even having it active prevents the eyes from blinking oof

jolly crane
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I recommend instead you flip your logic around

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rather than having "one layer per float", have "one layer per movement"

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for example, you would have a layer to control the logic for the ear movement

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if you have other things you want to happen, like the eyes closing, you could have another layer dedicated to the eye logic, which would also handle things such as blinking to avoid issues

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trying to drive the same thing across multiple layers will cause issues

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so you're better off putting the logic for one thing in one layer

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for the ear logic, you could have a blendtree (or multiple nested blendtrees) to do the logic

tiny vale
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@summer abyss Hi, not sure if this is the correct channel to ask. I'm following your youtube guide to getting the avatar scaling pre-fab setup, but every time I press "merge on current" unity freezes and I have to kill the process.

The T-pose is in the right layer, I have an inkling of a feeling that it's because my avatar doesn't have its own animator controller?

jolly crane
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check that you set up the expression parameters and menu correctly

tiny vale
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i see

jolly crane
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if the prefab also has an FX controller, make sure you have that too

tiny vale
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its fresh out of CATS

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(i also have no clue what those are)

agile vale
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Can anyone tell me why my avatar collapses like so whenever I stand still during this animation? when I move, everything looks perfect

agile vale
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If I set the head tracking to 'animation' with tracking control, the head is always still, and won't rotate like it would when moving before

upper raven
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Vrchats tracking layer layer puts the head to tracking right after you put it to animation if i remember correctly

agile vale
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I still don't get why the animation looks correct when I am moving, though

upper raven
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Moving probably uses a different blend tree in the locomotion layer

kindred slate
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can someone help me get a certain movement animation?

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the avatar im working on is a smol frog boi in a tiny car

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i want the car to slightly move up and down as it moves

agile vale
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I have moved all of the Scooter animations to the locomotion layer, where it uses no blendtrees. There is now no reason for the animation to look different when I'm still or standing

crimson meadow
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TDLR: Tail animation with gravity no move.

So now I'm learning about animating parts of my avatar. I'm trying to make an animation that alters the gravity of the phys bones, causing it to sway, spike and fall. I've created the animations and in them the gravity value is changing. I ticked Is Animated on, threw them in a weight 1 layer with the sway as default and others tied to the same integer I use for expressions. Problem is the tail doesn't move ingame, its completely unaffected by the gravity changes. The tail doesn't move in unity ether even in play mode. Its on an FX controller that controles both Base FX slots.

dark drift
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you cannot animate physbones, only disable one set and enable other

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is animated used when it's affected by transform (armature) animations like tail wiggle

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or maybe you can turn off physbones, change parameter then turn them on

weak iris
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Hello I just want to trigger handup animation by OSC but nothing happens. Any thing do I set it wrong?

slim maple
upper raven
crimson meadow
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So I would just hit the checkbox next to VRC phys bone (script) to turn them off, get the updated gravity value, then turn them back on? I guess I’ll need to see if I need it to rapidly switch frame by frame or if I just need to do it a few times.

upper raven
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Yes

crimson meadow
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Well, turns out that gravity based animations with what I was trying to do was a bad idea (rapid swap caused it to jump between default tail location and then being affected by gravity rather than using existing location), so I managed to get regular animations (Changing the angle of the tail bones) to work with phys bones on. Now all I'm having trouble with is getting the animations to swap to others based on a parameter. It defaults to the base sway like it should, but when condition is true for it to go to another animation, it kinda just doesn't care and continues on with default.

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Not sure if its due to me not using an avatar clone so it just hangs and I'll need to remake the animation like I had to with texture swaps or if its a logic error.

crimson meadow
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I think I narrowed it down to being permanently stuck to whatever the default entry is. Doesn't matter if its Tail high, Tail low, tail default or an empty state, if its default it works and won't change tom anything else despite the transitions parameters I've set.

crimson meadow
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I've narrowed it down to my parameter. Its being used in 2 different animation controllers. For some reason none of the conditions involving it can be passed like its null or something.

crimson meadow
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So the parameter is not broke for one controller, but is broke for the other?

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So between using an int parameter and exit time, only exit time works. I have no idea why Integers don't work in this case, and I'm not sure what to use instead of integers.

calm owl
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has exit time = wait till the end of the animation play to check if can leave, and if yes wait x before double checking
does not have exit time = wait for a relevant parameter to change to see if can leave

that said, has exit time will never work on 0 speed animations, and only one chance to leave state on non looped animations

crimson meadow
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I'm trying to get the latter case from the first paragraph to work in this scenario. I know the parameter is changing since in a separate animation controller the parameter can chance a different part of my avatar, but in this gestures animation controller even if I set a transition to fly if my int is any value, the transition fails and remains stuck on the current state even though its the only transition out.

calm owl
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if its anything like the pic, faceInt will never be 3 AND 6. Try to have two separate transitions for faceint = 3 OR faceint = 6

crimson meadow
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That was the problem, I was treating individual transitions as or statements when they're really ands.

jolly crane
dapper thistle
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It seems like a lot of the vrc animator controllers return to zero when you're not directly interacting with them, including the Radial Puppet controller. Is there a way to prevent that from happening?

calm owl
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in the menu setup theres a value for when the menu is open and radial value to set, leave when the menu is open set to null

dapper thistle
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Which menu? This is all I see in the Controls menu.

calm owl
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yeah, looks set up correctly

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guess next to check for is if any animations are setting your parameters to 0

dapper thistle
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I only have the animations for 0 and 1 in a blend tree so there shouldn't be anything starting without the Puppet being used.

calm owl
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an animation is always playing

dapper thistle
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Unless some weird default animation is popping off for no reason, attached to a custom hue value in a custom shader.

calm owl
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and last thing to check is for any vrcparameterdriver behaviors setting your parameters

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well i guess last last thing is downwards stick drift

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not many things that can change values on ya

dapper thistle
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That's possible. I was testing the animation and it seemed to only go to 47% and then everything above that had the value at 0 or 1. Couldn;t tell since both display red hue

calm owl
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yeha that really sounds like the parameter is the same as parameter rotation mistake. Odd..

dapper thistle
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I think I'm gonna try to recreate the issue in a short video in case I'm missing something obvious.

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Don't know if any of this stuff is set wrong.

calm owl
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feel free to remove the three faceblends that arent being used

dapper thistle
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cool cool

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I have no idea what I did but it's working fine now

calm owl
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calling somebody over to show them a problem for it to only work perfectly fine when observed by another, classic lol

dapper thistle
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I think I figured it out

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So if you're in vrchat with controllers, you can access the emote menus through your hand controls or the menu controls. If you have the menu controls open in the background with a value set into the parameter you're trying to change, the hand controls will always default to the value in the background menu if you're not actively changing it in the hand controls. A big oversight on my part.

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Really glad it works though

half stirrup
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if i have dynamics on something and i use an animation to turn the dynamics off, is there a way to reset the bones back to there resting position, rather then them just freezing in place?

jolly crane
half stirrup
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i might have found a work around, problem is its a knife that has several positions and rotations with constraints, dynamics are active so it can spin on the finger, but when the dynamics are turned off and it goes to another position like holding it in a fist, it does not reset to the resting position rather it just freezes

dark drift
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@half stirrup disable physbone, animate pull to 1 enable, disable?

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otherwise put physbone not on a knife but empty object and animate knife's constrain to it, so weight 0 = rest position

onyx vapor
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I have a non-humanoid bone in my armature (it's at the root, same level as hip) with a contact receiver on one of its child bones. If I add a parent constraint to this bone, the bone (and related mesh) move to the new location as expected, however the contact receiver seems to get frozen in its original location (the child bone moves, but in game I can see, via the debug view, that it's just sitting in its original location, away from where the bone is actually currently move to via constraint.

Has anyone else come across this issue / is there a workaround?

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(The contact seems to move fine in unity play mode, it's just in game that it stays stuck in place)

jolly crane
onyx vapor
# jolly crane can you elaborate? what is it you're trying to achieve exactly

I have a cube on this bone. I use some dampened parent constraints to have it float-follow /move around the avatar. I want someone to be able to touch the cube (wherever it happens to be floating around at the moment) and that trigger an animation (currently just turning on a particle system, but in the future I intend add something more complicated).

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The problem is that the contact receiver seems to just be stuck at the cubes default location (rather than being wherervrr the cube currently is due to its constraints)

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Although in unity play mode it follows with the cube fine

jolly crane
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did you try putting the receiver on its own gameobject parented to the cube?

onyx vapor
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This is how it's set up, yes

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Should this work?

jolly crane
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it should, can you screenshot your hierarchy

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aswell as how your receiver and constraint are set up

onyx vapor
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Yep can do, but it will have to be when i get home from work (in about 3.5 hrs)

onyx vapor
# jolly crane did you try putting the receiver on its own gameobject parented to the cube?

After a bit of testing I believe i determined the issue (or at least a workaround). I had the parenting be like this:
Armature>Cube>Cube_Contact
"Cube" having a parent constraint to a world space object outside of the armature
"Cube_Contact" being an empty game object with the contact receiver on it

What i found was have "Cube_Contact" sit at the root of the avatar (outside of the Aramture) and then just Parent Constraining it to "Cube" - this worked find and the contact receiver moved where it should.
So there is something about having a contact receiver set up in the way i did inside of the armature that causes it to not be moved with parent constraints... /shrug

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Easy enough to do, I can continue on with my project!

fringe lynx
fair sundial
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W

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steve the absolute legend strikes again!! :D

polar ibex
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Is there a method for allowing someone to move an object on an avatar using physbones? I'm making a present that when opened has text at the bottom. Trying to see if there's an "easy" way to show other users to open it. I want the lid of the present to be fully detached without messing with shape of it. I was thinking a hinge on the side so it opens like a door.

jolly crane
dark drift
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why rig when 2 generic meshes.

polar ibex
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I went with the hinge method. Seems to work for the most part.

red ridge
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hey what goes in the Menu box? ive tried everything and the expressions from the vrchatsdk wont go into the box

orchid cargo
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Hey guys, anyone able to help me with my logic system im making please ?

Seems to be set up correct but not doing what it should

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If you have knowledge with Contacts and state machines, please reply and i will expand on the problem further

timber saddle
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I need a little help, i have a rubbery object, and I'm moving it around.. and it flows like a water balloon, not something somewhat solid. Any suggestion of what settings i should use?

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also that pvp system... dang. I wonder how hard it is to add... like.. how hard it'll be to get folks to add it.

fringe lynx
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I usually just test the physics in play mode and mess with the settings until I have it right
then I copy the component and paste the values after exiting play mode

fringe lynx
timber saddle
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Nice

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how about making weapons for it? melee only?

timber saddle
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uhm..

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is.. is this okay?

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This avatar's neck bone is.. completely out of line with the head and chest..

fair sundial
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no?

civic dagger
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How do I test in play mode again

mellow hawk
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left click in play mode in the game window, and right click to pose them.
You can also grab the root of the avatar in the scene window and wiggle it around.

fringe lynx
# timber saddle how about making weapons for it? melee only?

didn't see this til now
yeah you can make a weapon for it as long as it has a sender for damage/ damage type
melee weapons work well, ranged weapons can work but they can be weird bc you're animating the sender instead of using a particle system

deep brook
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is there anyway to have avatar dynamics to show up on quest? i cant seem to find a way

jolly crane
deep brook
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like phys bones and stuff. i dont know if its because the avatars that i use have a lot of phys bones but i cant seem to get anything working. is it like an option or is it that the avatars that i use have a lot of phys bones in them?

jolly crane
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quest has hard limits for physbones. if you go over the limit, all physbones are removed

deep brook
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thats probably it then

jolly crane
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you have to realize the quest is comparatively an extremely weak device

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you should not expect it to be able to do as much as a 1000$ gaming PC

deep brook
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i do. i have noticed that AD works fine when i hook it up to my pc and use PCVR.

jolly crane
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yea, because then you're not running the game on the headset anymore

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the game is entirely running on your PC, just like it would if you were using an actual PCVR headset

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your PC just sends a video feed to your quest, and the quest sends tracking info and microphone

deep brook
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ok, i understand the problem now. thanks for the help

torn tendon
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Thats how i did all the physbones to work on the quest version of my avatar, lol

deep brook
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ok, i can try that

vivid beacon
torn tendon
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Glenn quagmire

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Peter griffin

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Peter griffin

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Joe swantson

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Joe swantson

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Cleveland brown

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Cleveland brown

upper raven
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@ admin

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@ admin

boreal blade
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Anyone notice that not all physbones sync to pc and quest? For example if a quest player grabs my ear he can see it grabbed but it isnt grabbed on my end on PC. Any clues why this could be?

torn tendon
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Its like if its 2 different avatars not just one

boreal blade
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I did think that, but for some phys bones it does sync, like the tail can be grabbed and posed on both ends and I see it just as a quest player does

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But for some physbones it doesn't show anything grabbed or posed, even tho the set up for both the quest and pc avatars is identical

fair sundial
vagrant spindle
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I'm seeing avatars with grabbable phys bone limbs now, does this mean I can put a phys bone on the hips and allow people to move my entire avatar?

jolly crane
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it requires special setup

cursive hull
sage sail
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Quest users can't see my avatar contact animations. It's not sync'ed, and they can't see any of the animations when doing them themselves. There is no difference between the PC and Quest version

crimson meadow
sage sail
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That's strange, I don't see any Dynamics being over the limit

crimson meadow
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You can only have one animator.

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Otherwise: all animators removed.

sage sail
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So just I understand, in the documentation it says that if I have more than 2 animators, then the avatar would become "Very Poor"

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But having two animators is also not allowed, if that's true (it's not even under the Dynamics), then this table doesn't make that clear to me

crimson meadow
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I think quest users can set it so poor is disabled.

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Idk if your friends are set to that or not though.

sage sail
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I asked them if they enabled everything, and they said yes

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They are also using quest

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I did find the animator which is doing nothing and removed it, so I am at least going to see if that works

sage sail
crimson meadow
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Thats as much as I know. If they really do have in their preformance options set to poor (not shield settings) then idk what could be the issue.

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Maybe try setting your own performance settings to poor, then have them clone your avatar (or a poor quest avatar) to see if that works? Just to make sure its a bug on your avatar and not vrchat.

sage sail
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I see other contacts working on other avatars, so I'm down to believe it's my fault somewhere, but I can't find any reason why it would be mine right now

boreal blade
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Its now changed that the phys bones quest player's used to be able to grab and pose, now cant be posed

bronze siren
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question, I'm making a change to the Gravity property on a physbone in an animation, do I need to cycle the physbone component for it to properly update?

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It's as if the gravity is still 0 whenever i'm changing it to 0.85 in the animation toggle

bronze siren
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complicates the layer

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mmk, thanks

upper raven
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i think you need to toggle it off change the value then change it back on

jolly crane
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as long as it's non-looping

bronze siren
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this is how I currently have it, and in the animation the first frame turns off the physbone component, the second frame turns it back on

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both frames have the component values that I want

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but it's not working

jolly crane
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why use Any state? just put the transitions between the 2 states

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disable loop time on the anim itself

bronze siren
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I thought it needed to be connected either to entry or any state

jolly crane
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no, you should actually try to avoid any state when you can

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at a larger scale it'll start to have a performance impact

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probably something you need to be too concerned about but it's good to know

upper raven
# bronze siren

also the transition probably has the same value of codition thats why it goes from one to the other

bronze siren
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I have a number of layers that use any state

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I don't know the most efficient way to setup layers with only two states

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i see

dark drift
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@bronze siren anystate=transition form every level to every level. if you have like 2-5 states, dont bother, theres a lot much worse stuff going around and every person is already is 2*7 anystates. otherwise for toggles set it like entry - empty state - (clorhes=9) - clothes9 - (clothes not 9) - exit.

bronze siren
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I was always curious what the "most efficient" way was

dark drift
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@bronze siren the one that has the least amount of exit conditions for long term states

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and every transition from anystate adds one to it

jolly crane
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within a layer, you can optimize by reducing the amount of transitions that have to be checked. Any state is like connecting every node back to that one state, so you're basically checking a transition for however many states you have

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for toggles, putting transitions between the two states is the optimal way

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one transition check per frame

rich jewel
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Have any of you tinkered with the Physbone parameters? When I go to stretch the Physbone, it doesn't update the _Stretch parameter.

fluid pulsar
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You need put animator on avatar before enter play mode.

desert zenith
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How do you make a system to make avatar object stuck on other player body part?

mellow hawk
desert zenith
mellow hawk
desert zenith
mortal nest
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are you able to add physbones for cloth onto a static mesh renderer, or does it have to be a skinned mesh renderer?

dark drift
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physbones or not, you move objects. if you have no relations between mesh and bones (vertex groups, and thats skinned mesh property) you cant have anything but rigid movement of the whole mesh

upper raven
desert zenith
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How about blood/paint splatter effect to other player's avatar surface? How is that possible?

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A giant robot once cover me with black ash with that mechanic

upper raven
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Shader

thorny schooner
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Hello, I'd like to inquire you all about a question. How does one rig for two-handed props?

upper raven
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constraints

thorny schooner
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I'm fucking around with it once more, but I think I'd prefer looking into having it a bone that I can grab.

upper raven
timber saddle
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So um.. Does anyone know how yash did the wings on his dragon avatar in the avatar dynamics world?

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Like.. you grab the outermost bone and move it, and the wings spread and move?

upper raven
timber saddle
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right but how does it move the other two "fingers" ?

upper raven
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what do you mean the other two fingers

timber saddle
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"fingers"

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Yash's is like that from what i can tell, you grab the outermost bone and the others move along

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I'd ping yash.. but they're set to πŸŒ™ so i don't want to be a pain

upper raven
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im watching the video again and all that moves is the tips of the wings

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his bone are probably done different thatn that

timber saddle
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hm

upper raven
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his wings are probably a single bonme

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like that

timber saddle
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uhm.. when itried the avatar it seemed like it had more than 1 bone..

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seem to recall a few, like this

upper raven
#

you can always open the debug and check

desert zenith
upper raven
#

substance shaders usually

desert zenith
#

Will check, thanks!

desert zenith
jolly crane
jolly crane
desert zenith
jolly crane
#

unfortunately no

desert zenith
desert zenith
#

What's the different between look at and aim constraint in Unity?

crimson pebble
#

might be a dumb question, but am I able to use a Boolean in my animator for a contact as the parameter, or does it have to be an int?

jolly crane
#

you can use any time of parameter

#

even triggers will technically work, but you should probably sync the result manually

crimson pebble
#

I normally sync results manually, cant trust VRChat to sync anything properly lol

jolly crane
#

good, I was afraid I would need to explain the process of syncing stuff manually lol

crimson pebble
#

oh no, I'm far beyond that point XD

#

I just realized that ive been using ints when I could be using bools, but I didnt want to have to re-do this overly complex system if I assumed wrong

mellow heart
#

Hi! What can cause a constant tremble, jittering and wobbling of avatar's tail when Phys bone has been added? Everything works fine, but this tail blows my brain up with jittering. Phys bone added with default settings, but tail is animated with bones and Phys bone's check "Animate" is set to "Animate" state.

rocky gale
#

is here someone who knows how to setup(rig) a skirt properly in blender?

mellow heart
#

yeah. Bone which is set in Root bone field of Phys bone settings is affected by this script, so if you put in PB script as root some major bone like head/chest/hips etc your avatar will move bit strange. It is very different to common Dyamic bones. In blender you supposed to create root bones for hair and ears to put there PB to affect all children.

#

if avatar was created for old DB scripts, then only proper way is to add PB on every each hair chain.

#

Just create additional bone parented after original head and name it as "hair root". it's gonna be a place for PB script. Everything as hair and ears, hat's brims and other moving stuff parent to this additional bone.

real chasm
#

hi guys i really need help i try to upload a Avatar in unity but when i try to upload it it's say Unity- EditorSceneManager, Set Active Failed, you cannot save a preview scene.
like how i fix it plz help

halcyon vault
elder prairie
#

Is it possible to have grabable possible limbs? So like hand holding where you can actually move the arm?

lime prawn
#

yea

tall monolith
#

How come posing is broken on quest?

elder prairie
onyx vapor
# elder prairie ... how?

You can set up your avatar so it's mesh is weighted to a proxy armature. Then constrain it to your true humanoid armature. You can have that proxy armature'd bones as phys bones that can be grabbed, while grabbed have their constraints off. (Can't do it that way on quest, though)

mellow hawk
nimble ferry
#

For setting up Phys Bone Parameters, do you just need to set a name in the component, then add that same name to the animator's parameter list?

upper raven
#

yes

nimble ferry
upper raven
#

depends

#

you can set them to be anything

nimble ferry
#

So it doesn't really matter whether you use a bool or a float for it unless you need it to do something specific?

upper raven
#

it can be bool, int, and the proximity contact can be float

#

"constant" and "On enter" will only set values 0 and 1
A contact "Proximity" type is able to do float numbers from between 0 and 1

nimble ferry
#

Gotcha

mellow hawk
#

On enter is one frame and sometimes does get desynced cross the network

#

Not a bad idea to add it to the synced prams list or use state behaviors to make sure it syncs.

nimble ferry
#

Interesting, I'll have to keep that in mind.

mellow hawk
weary flint
#

At some point, physbones posing worked on Quest. Grab with grip, pose with trigger. I made an avatar with it that worked.
Later on, made another avatar with posing enabled. I myself was not able to pose it. Thought my avatar was broken or had the wrong settings.
Put on the first avatar, turns out it's not poseable either. Never changed it, never re-uploaded it.
Was there an update that changed how physbone posing works? (Please ping)

boreal void
spare agate
#

Question I'm new to making an avatar and i wanted to see what the ragdoll effect would do to the bones anyways my question is how do you reverse the rag doll effect I tried undoing it

weary flint
mellow hawk
weary flint
#

Yes. They can be grabbed/pulled, just not posed

#

(The box for posing is checked)

hollow ore
#

Is it possible to add go pose/go Loco to avatars

#

Asking for the playspace mover

hoary plover
#

are physbones affected by weight?

jolly pasture
#

For the gravity parameter, what is the value that is closest to Earth gravity?

nimble ferry
#

I can't seem to test the phys bones grabbing in Unity. I have a camera tagged as MainCamera and the phys bone is set to be grabbable (it's also grabbable in game.) Was there something else I needed to test the grabbing while in Unity?

simple elk
#

camera dont need to be tagged anymore , long as you are in game window and physbone has radius it will be touchable

nimble ferry
acoustic anvil
#

Does anything here look odd? Neither the chest or the butt jiggle for whatever reason. I checked Blender to make sure nothing happened with the weightpaint and it looks fine.

jolly crane
#

for example, does each breast only have one bone?

acoustic anvil
jolly crane
#

ah

bold hull
#

so I have this avi n her boobs move too much so is there a way to like turn down the sensitivity or smth like that?

upper raven
#

Yes, on the physbones components, just rise immobile or something like that

mellow hawk
teal nexus
#

hey does anyone know how to make props have physics

#

so like

#

for example i have a character with a mace as a weapon and I want to make sure the chain moves on its own i put the armature on blender

#

but idk how itll transition into vrc

desert zenith
#

How do you make a system where if a contact receiver was triggered repeatedly in a span of a certain time, it will trigger an animation? (I want to create a state where after someone booping my nose for too long, a animation was triggered)

simple elk
#

Bunch of states after eachother and trigger anim at end of it (parameter driver and animation in gesture or action - can just use a spare vrcemote) , if not touched after a certain period reset it to start

#

(exit time)

desert zenith
mellow hawk
desert zenith
#

Basically a receiver will activate a delayed trigger that will activate second receiver that will activate second phase of the animation

autumn forum
#

Anyone had this issue with Physics Bones? They stopped working after I tried using a Autodresser script, but I have since removed that, reinstalled VRC SDK but still get this console error when I try to test it out in Play Mode. Any fixes other than just making a new project?

unkempt jacinth
#

Hi, me and my partner use quest and we are able to grab bones but aren't able to pose them anymore? Pc users are able to pose our bones but we are not able to pose our own or each others. Is this an issue that been made aware? And if so how do we fix it.

torn tendon
#

How do I make dynamic bones for quest

upper raven
#

you dont, dynamic bones are pc only

#

use physbones

dark heart
#

I'm trying to get semi automatic particles to work but even though I have only the Emission animated, the particles wont show
It works if I have Play on Awake turned on and I animate the System itself but it would cause the particle to disappear. Thanks!

stiff glen
dark heart
# stiff glen kinda missing what you're trying to do here

So I have a particle system that I want to fire one bullet each time I press the trigger. If it's full auto it's pretty easy as you can disable the particle system object itself and turn it on to fire multiple bullets. However, this won't work for me as the particle will dissapear when it's turned off. In this server a couple people in the past said that you need to animate the "Emission" property of the particle system and turn it on/off when you press the trigger. However, the particles won't show at all when I do this.

stiff glen
#

ohh, I see.

#

Hmm yeah you'd need to animate the emission up then back down once it's done emitting, and leave the system enabled for the life of the bullets.

#

ah, and disable looping

dark heart
#

I've tried disabling the looping but it doesn't change it unfortunately

stiff glen
#

but you'd have to turn it off before the next trigger pull

#

but after the bullets have traveled and died.

dark heart
#

maybe the burst on the emission is causing the issue? I'm honestly not sure

stiff glen
#

I wouldn't think so

#

totally could be though, most of what I know here is self-taught πŸ™‚

dark heart
#

yeah I've tried seemingly everything and nothing really seems to work. I wonder if anyone has an example because I've seen avatars with semi-automatic particles but I can't seem to replicate it

grave sigil
#

I believe if you do the ,,turn on then off" the emission isnt thurned on for long enough to spawn anything

#

Give it z rate over time ,,1" and try again Hehe

#

Or fiddle with the other settings that determine spawning of the particles, I didnt do them for a while so I dont remember exactly

dark heart
#

@grave sigil let me try that and see if that works

chrome quiver
#

can someone teach me how to make my avatars tail was im looking to make it so when i bend down or anything else the tail follows me also i have nobody to help me so i would love if i could get some help quickly

dark heart
# chrome quiver can someone teach me how to make my avatars tail was im looking to make it so wh...

You'll have to make several bones for the tail (a chain if you will), then in Unity you have to add the VRC Phys Bone component to the first tail bone in the hierarchy. Then you can say how many child bones will get affected in the chain of bones and you can play with elasticity, rigidity, and that sort of stuff. I can help you out more in depth with it as well as using colliders to prevent the bones from clipping into the body and stuff like that

chrome quiver
dark heart
chrome quiver
# dark heart would you like it to be dynamic and react with physics? Or for it play an animat...

I just want my tail to swing back and fourth constantly playing an animation I don’t want it to be interactive as I’m a bit new to this to start with phys bones but in basic terms I got the animation to work by putting it in a animation controller and they putting that in FX but the tail wasn’t attached to my body in any way to say I crouched it would just play the animation mid air though I think I figured out the issue because I originally extruded it from the pelvis in blender it wasn’t part of the skeleton and thus didn’t move with it so I fixed that

dark heart
#

okay, I think I understand the issue. The tail isn't moving when you crouch, so the tail bone would have to be parented to the hips so it will move in relation with your armature

crude oracle
#

How could one toggle between small arms and really long arms?

mellow hawk
#

with alot of effort

rapid goblet
#

Trying to get VRC Phys Bone script to see the head bone for this in Unity to no avail

#

It definitely is connected, as I can rotate it in unity separately with no issues

halcyon vault
#

the head has multiple child object and your Multi Child Type is set to ignore thus it's ignoring the head bone

rapid goblet
#

Thank you!!

#

I knew it had to be something simple

dark heart
# dark heart <@274891441606754304> let me try that and see if that works

I finally managed to get the semi-automatic bullet particles to work. The main things to note is that Looping, Play On Awake need to be turned on and Bursts under Emission needs to have Infinite Cycles. Despite 1 working fine in the Unity Particle Effect preview, it wouldn't work in VRChat so it has to be set to Infinite. The duration at the top didn't matter so much but the Interval under Emission has to be just at the right value so it spawns one particle each time the animation is activated (or else sometimes it won't fire a single particle due to the cycle) but not too fast so it accidently sends two bullets. I still have to play with this value as right now it occasionally sends out two particles. The main thing to get the system to work is you have to animate the particle system Emission on and off, then you have to disable the Emission in it's "default" non-animated state, aka what you see in the picture.

#

The Animator clips should have one transition to an Empty clip with the condition being that the Gesture you want to activate the particle should be set to Not Equal. The transition from this Empty clip into the Particle On clip should be the Gesture set to what you want. This makes sure that the Particle On animation doesn't repeat and that the User needs to stop making the gesture and do it again to fire another particle. Both these transitions durations need to be set to 0 and have no Exit Time. In the transition from Particle On to Particle Off, there needs to be no conditions and the Transition Duration specifies the cooldown before you're able to fire another particle.

scarlet harness
#

I want this jack to make a humming noise when its touched the sender is set to be a Hand and the receiver is set to look for Hand. Allow self and allow others is on. The receiver parameter is named TailHum and there is a TailHum parameter in the avatar's FX layer. however the parameter doesn't change when the sender and receiver overlap what am I doing wrong?

upper raven
#

I assume you're using lyumas avatar emulator

scarlet harness
upper raven
#

Try using the emulator

#

Also when you overlaps the contacts check in the animator what state it's on

#

Also make sure the sender is "Hand"

scarlet harness
#

The sender is a "Hand" and the parameter does not change in the animator

upper raven
#

Use the emulator

scarlet harness
#

Yeah it works with the emulator thank you

#

annoying that it doesn't work the way that the vrchat docs say it should

upper raven
#

Iirc vrchat doesn't say anything about how to test in the docs

scarlet harness
bright hatch
#

Wondering if anyone would know - let's say I want to setup on an avatar a chain that goes from the wrist to the hips. How would I setup the bones / physbones? I can't figure out how to simulate something like having 2 anchors to the chain of bones

upper raven
#

Weight paint, pain one end to the wrist, paint the other end to the hip, add physbones to the bones on the chain

quartz radish
#

im trying to add dynamic bones to my model but everytime i change scene or export it this appears and it resets the bones

digital crescent
#

is it possible to average two or more contact receiver outputs into a single output?

quartz radish
quartz radish
#

okay thank you ^^

jolly crane
#

you could use blendtrees and AAP's

upper raven
#

That's what I was thinking

#

Use the two outputs of the contacts to control a blendtree that has an aap animation with the final output, but remember aaps aren't synced and can't be copied to a synced parameter, the easiest way of syncing an animated parameter is by using proxy contacts

jolly crane
#

it may not need to be synced so that may or may not be needed

upper raven
#

I suppose

buoyant pagoda
#

anyone know a good way to handle coats like this? i have mine set up like this but the thighs still clip through pretty hard

calm owl
#

Ive had limited success with calculating bone twist towards the 3d cursor set to the center of the leg, and using those angle limits offset so they point outwards in a way that they cannot move in the direction of towards the leg

#

limited as in it gets tricky with longer than 1 bone lengths

buoyant pagoda
#

yeah that does seem a bit difficult. i guess i can try to tweak the collider sizes again. it wont be perfect but it'll be a start

plush arch
#

I'm looking to optimize my avatar's physbone count with parent bones that have the root and physbone component on them.
The parent bone is attached to the other bones, but shouldn't have any dynamics attached to them (i can change the curves to do that by setting the values to 0.)

Portions of the avatar have different angle limits, at different rolls, yaws, & pitches (like the ears being more moveable at the tips than the base)
But doing the "Parent Bone" system prevents that, since the angles would have to be the same for both bones.

So I thought of a potential workaround by offsetting the chain count of the physbone by adding an extra bone in-between the parent bone and the original root bone.
Then I could use the curve menu to change the values exactly how I want for each side, without affecting the other.

See the diagram for the info on the system. Red points mean it's the default 3-bone chain. Blue points mean it's the 3-bone chain with the added offset bone

The issue with this system is that the first point is equal on both chains, which means that the offset won't work properly.

My question is:

  • Is there a system that achieves what I'm looking for while reducing the physbone component count and (at least trying to) reduce the overall physbone transform count?
shrewd briar
#

when I add Phys bone colider this happend, was it supposed to appear that big or is there a problem with the scale? vrcTupDead

upper raven
#

just scale it down

#

with radius

shrewd briar
#

ty

dark drift
#

@shrewd briar your export from blender doesnt use fbx units, so everything about dynamics will be 100 times bigger (wel, contacts will still be limited to 5m, but for you it will be 0.05). But thats not a big of a problem

shrewd briar
wraith patrol
#

Hey all, I’ve had this issue with several models and don’t know what to do.
If you look at the tail, for some reason there’s a second one moving. What is causing this? This is a model I bought and it has only one tail.

magic roost
wraith patrol
dark drift
#

@shrewd briar when exporting from blender theres scale or units dropdown, should be "fbx all" i believe. once again, if it works for you, theres nothing wrong with tiny numbers and a lot of things can break if you change scale on a feature-rich avatar.

stiff glen
remote kettle
#

is it possible to have phys bones component activate when a specific gesture is triggered? Got a blep emote on my avatar, and I have phys bones set up on the tongue already, but the client isn't respecting the animated disabled/enabled state for the script.

stiff glen
#

You can enable/disable the entire game object, not sure if you can do the physbone component itself

remote kettle
#

actually, don't mind me

stiff glen
#

it'd be easy enough to move the component if needed

#

haha okay

remote kettle
#

I am a doofus and I realised I was using the wrong animations that are in my FX stack, not my gesture animations

stiff glen
#

ah! That'd do it.

eternal vessel
#

I’m trying to make my avatar’s tail a little more stiff. Does anyone have any good setting suggestions for that?

stiff glen
#

increase the stiffness setting perhaps? I like to use angle limiters too, you could decrease the movement range

remote kettle
#

had to update my playable layers (using combo gestures, didn't filter through automatically when I changed the emote), is working now

bitter copper
fleet jackal
#

I've been having issues with physbones, where they will move/twitch like crazy, at a regular interval.

Not sure what is causing this, are there too many physbones components/affected transforms?

#

I have 18 physbone components, with 89 transforms affected.
But not all of them are enabled at the same time.

fleet jackal
#

It seems to be happening on physbones that aren't part of the base armature

It didn't use to twitch like this though.

plush arch
#

For some reason, two bones (breast bones) just don't allow for any movement during play mode. At All.
It was working perfectly fine before , and now it just doesn't. I have no clue why it's not working. Please can someone help?

#

Please can someone help me? I dont know why these physbones don't work at all, I could really use some help

plush arch
upper raven
#

You can't just say "it doesn't work" and expect people to have the answer for you without having any context

jolly crane
#

if each breast has only one bone, make sure to set an end position on the Y

hot ether
#

Hey hey, got a question: So apperantly I am trying to make my nose boop, everytime someone touches it. It works perfectly on Unity, like I want it to be. But when I start VRChat and other try to boop me, nothing happens. Does someone know how to fix that problem?

#

They see the receiver and when touched it turns green, so it should be working fine

jolly crane
#

check the debug menu

#

ensure the parameter is changing value, and that the animation layer is going to the right state

hot ether
#

Where do I find it?

oblique crow
#

@jolly crane

hot ether
hot ether
wispy kettle
#

hey guys I was just wondering as ive heard different things from different people, what parts if any of a physbone component can be animated?

halcyon vault
native nebula
hot ether
jolly crane
#

can you check that the layer weight in the FX controller is 1 for that layer?

hot ether
#

The weight is set to 1 yes

jolly crane
#

okay, so it's most likely either an animation issue or write defaults issue

hot ether
#

What do I need to do? Check the animations?

jolly crane
#

first thing I'd check is write defaults

#

use the VRLabs avatar 3.0 manager to check if you're using the same Write default setting for every single state in your FX controller

hot ether
#

Some are off and some on

jolly crane
#

well that's a problem

#

you should never mix on/off between animation states

#

blendtrees are an entirely different story, but for the sake of simplicity, never mix it

hot ether
#

Sorry I am new to unity ^^'

#

Should I turn everything on?

jolly crane
#

that depends, you can't just turn it on and off and expect everything to work correctly. it depends on how the stuff is set up

#

check what everything else is using

#

and set it accordingly

hot ether
#

Is it normal that I can't do ticks?

stray sequoia
#

Does anyone have a fix for the _Angle parameter flickering in value if the physbone is a child of the Hips?

simple elk
#

never put physbone on any humanoid one

#

wierd things happen/lock them up

dark drift
#

@simple elk its not humanoid bones, ith its children

simple elk
#

theres an angle and no theres no flickering

dark drift
#

@simple elk latest vcc sdk?

simple elk
#

always

#

isanimated should be on, not sure what it will do if its not

dark drift
#

ok ill upload mine when ill be on pc. your isanimated off

#

and i tried both even if theres no animations

simple elk
#

unity test it doesnt care there

#

i tend to animate ear/tails so they are usually on, that is just an exsample from months ago to trigger blendshape with angle

stray sequoia
#

Thank you Thulen, I don’t think I can get to it tonight, but I will try again/show you my exact setup. It would be so amazing if I could shake this flicker!

lunar agate
#

Hi, Im trying to make a avi with the Heart exposed and i want it to be grabbable, i already added a bone to the heart and tried adding a phys bone with "immobile" in 1, but when i grab the bone it rotate where the bone parent point is located instead of being actually pulled out.
is there a way to fix it?

jolly crane
#

you would need another bone before the one the heart is weighed to

lunar agate
#

working like a "root" you say?

jolly crane
#

pretty much

lunar agate
#

oh thx, i will try it

lunar agate
# jolly crane pretty much

it actually worked thx, but there's is a way to be able to grab it like a "object"? bc it look like its being pulled back when im grabbing it.

jolly crane
lunar agate
#

:/

jolly crane
#

pull the trigger rather than just letting go

#

it'll still be attached to the avatar though

#

you need to use a much more complicated system to get it to stick around in the world

lunar agate
calm owl
#

theres always folding bones over eachother a couple of times... or open up the curve for stretch and bending it so it goes as straight up as possible

dark drift
#

@lunar agate just move root even further in opposite direction of prop's root (to what it attached), ie if prop is on your palm, when you show it facing upwards, root should be way under your hand, somewhere close to the floor. Multiple bones chains make stretching unpredictable

dark drift
#

I resetted layers for recording and it behaves the same without av3emulator.

native nebula
# lunar agate Hi, Im trying to make a avi with the Heart exposed and i want it to be grabbable...

This is tough because the bone is tied to your avatar so it wont go too far. What you can do and I've seen alot of people do it for their avatar, is use the Balloon prefab from the VRC prefabs and just add your heart prop and delete the balloon. That prefab has a grab option for you and others, I dont know how it works but it does. It will allow anyone to grab it and pull it as far as they want.

lunar agate
#

oh thats nice

#

thx!

native nebula
jolly crane
#

ehhhh that's not really a good idea

calm owl
#

the worst button.

#

If you must, reexport the heart as a mesh (without an armature modifier) and add a mesh filter+mesh renderer to the heart bone and add the mesh there

dark drift
#

does it even work? heard it is force off upon upload. Update offscreen i mean

native nebula
#

The reason so I've noticed the prop will disappear from the other person view when away from the user. when that button is ticked on it will remain in view for everyone no matter how far the prop originator is without increasing the range of the avatar bounds.

jolly crane
#

yea, and by doing that you're also making it so that it's always rendered no matter if the user is looking at it or not.

native nebula
#

For people who want a prop to be pulled far away from their avi while their avi is doing something else. I think that's a cool effect...

wispy kettle
dark drift
#

@wispy kettle those are not trying to move objects, so theyre safe

wispy kettle
#

awesome I thought that was the case just wanted to make sure

#

also so I figured out a way to update my physbone setting with a slider, however I was wondering if there was another way to disable the grabbable setting with a specific toggle apart from animating the physbone component off and on

brave canopy
#

when editing avatar dynamics colliders is there a way to visually see them? pressing edit doesn't seem to do anything

jolly crane
brave canopy
#

they all appear to be enabled, I noticed there's also no move outline when I click Edit for View Position

brave canopy
#

moved to av3 help as it's not dynamics related

dark drift
simple elk
#

try 0 pull , use angle instead of polar and no -60 pitch (negative) numbers (yaw on angle)

hot ether
#

Heya, when I turn on my hat, this happens. The twin tails should be deleted, but I can still see them in unity and vrc. Does someone know how to fix that? Before I added Dynamicbones to the twin tails it worked fine, but the backhair was stiff, like expected.

dark drift
lunar agate
dark drift
dark drift
hot ether
#

Is there a way to edit animations? Because I can't add there anything anymore

dark drift
#

the one where you selecting animations

hot ether
#

Oh yeah I see

lunar agate
lunar agate
dark drift
# lunar agate

component is fine so I'm guessing its because you have 2 bones to grab, try to ignore second one for test

lunar agate
#

if i ignore the "end" bone the heart wont rotate, only move around, with the same limit

#

should i try using the Ballon Prefab?

dark drift
simple elk
lunar agate
#

thats weird, i will redo the bones in blender and try it again

lunar agate
dark drift
lunar agate
#

wait i can do phys bones with Empty Objects? ok i didnt know that

dark drift
#

any bone is just an empty object for unity

#

or rather any joint and the end of chain

lunar agate
#

ok so that's why the "limit" since Unity do not work with bones not connected with each other

lunar agate
# dark drift

with this you can grab it and pull down ? bc still doing the same for me

dark drift
#

dont have it saved but yes

lunar agate
dark drift
#

oh, actually i dont

#

hm

lunar agate
#

i didnt know it would be so hard to do this dam xD

dark drift
#

ok remade my old one with gravity so prop wont rotate like crazy when grabbed. I guess baloon prefab should work somehow the same way

#

it has 2 physbone components, one for grabbing and other uninteractive keeps prop from rotation via gravity

robust apex
#

Hiya everyone, I wanted to ask how people who go about adding some light PVP elements into an avatar.

For my avatars I'm working on, one of them will have a functional pistol and I want it to collide with the other avatar to cause different effects.

I know how to do all of this however I'm not sure what would be the best way to go about telling the other avatar it was hit. Making a really long contact sender capsule on the end of the gun barrel will have weird networking issues and I can't slap a sender on a particle. Anyone got ideas? I've seen it done before I'm pretty sure vrcThinking

dark drift
#

@robust apex what weird networking issues your talking about, i mean all ways will be equally awkward and requief some proofing. tho you can't make it too long.

robust apex
#

I tend to find any sort of precise collision and movement don't mix super well together. Usually you need to make the size of the sender/receiver pretty large to have it consistently hit something for other people in the world. Works fine locally, however considering this is an interaction that's happening pretty fast between two different people I imagine i'll be coming across this issue

dark drift
#

@robust apex and im saying it will be the issue anyway, network sync is not instant and approximated. but if they can hit each other with particles visually then contacts should work just as fine too and nothing else would work any better. you can test syncing in both av3emulator and ingame now (multyclient launcher comes with vcc)

robust apex
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I guess so, time for testing on which is the most consistent way of hitting the other avatar across the network lol.

Oh quick question, if I uncheck Player Local for the particle collision layers does that refer to specifically the person wearing the avatar OR does that mean locally they don't see the particle collide with players at all?

dark drift
#

idk. all i know is other's avatar does not have collision checks, only the one you wearing can collide with your or someone elses particles.

robust apex
#

Alrighty thanks for the help c: It'll be interesting to see which method ends up being more reliable matsix

bronze siren
#

Anyone have advice on making this physbone less wonky? if I stretch it too far underneath the actual phys bone, it stretches to max

wary burrow
#

assuming that's a shapekey being driven by the stretch value of the physbone

bronze siren
#

smart, I'll try it

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and it is

bronze siren
#

You can create a pseudo-angle limit within the FX layer instead

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It's WAY cleaner

wary burrow
#

oh smart, forgot that's a param

bronze siren
#

I can just have the blendshape zero out if it's outside of a wanted angle too

stray sequoia
#

https://twitter.com/i/status/1609008537509974020

I'm using some physbones "hanging straight down, no matter what" to drive .anims that cancel out the Hips rotation for my taur hindbody. While it works fine for Action layer stuff (seems very smooth then), for regular locomotion it gets REALLY crunchy...

What are some good physbone values for "a two-bone chain hangs straight down all the time no matter what, without jittering"?

STATE OF THE QUEST-COMPATIBLE ANYTAUR:

I don't know why it's SO nasty when you're locomoting, when it's fine doing Action layer dances. :/

hind.chest handles cancelling hips pitch, hind.spine handles cancelling hips roll. :v This does make BEND a bit odd sometimes

β–Ά Play video
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Also @simple elk my problem before was my hangs-down physbones were on the Root of my avatar, not actually on my Hips, lol. :/

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Specifically what I'm trying to solve is how rough it is/that jitter.

stray sequoia
#

... needed to max out Immobile lol

stray sequoia
#

This time, my physbone-enabled hinge joint transforms are set up properly as children of my Hips, like this:

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They're set so that they start from 90 degrees, then because they hve max Gravity and Immobile, they fall to .5.

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This makes 1 = one way, and 0 = the other way, for pitch and roll of my hips. It was literally working fine all evening and then randomly quit, is now broken through avatar reset/change/etc.

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I mean it was still a BIT jittery/crummy, but not like THIS, which is clearly busted--those params are flickering between .5 and .79/.35 or whatever, when the avatar is literally just standing there looking like it should be fine & that those things should be hanging straight down at .5/.5.

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My Hips themselves are 0,0,0 rotated, so are the transforms in these physbone chains (I don't think it makes a difference :/)

stray sequoia
stray sequoia
#

Okay, so I can see clearly in the Debug Physbones view that my hangs-down physbones are calmly hanging down no matter what, and should be fine.

However, the parameters they report are oscillating wildly, instead of hovering smoothly around 0.5/0.5, which is what they LOOK like they should be reporting.

This gets much faster and worse if the hangs-down physbones are children of my Root.

It gets slightly better but is still bad if they are direct children of my Hips.

dark drift
#

Told ya!

stray sequoia
#

This is with them as children of my Root, and you can clearly see them hanging calmly, NOT wildly going between .7ish and .3ish.

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Which is what their parameters are doing, as you can see from how my "levelling" transmission is responding, flinging the back half of my avatar around. It actually got slightly better here for some reason--my levelling transmission is working right when they're briefly at .5/.5 and it looks like I'm standing there normally. :/

#

I think this somehow has something to do with my framerate/computer load since it gets better when I record with OBS?! When I'm not recording with OBS, the avatar just stands there with the hindbody at a messed up angle. (This is with the hangs-down physbones on the Hips directly).

pine cradle
#

so im unsure what the hell is happening here i am very new to this

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skirt clipping ? doesnt interact with the leg at all, there is a bone collider on the legs. the right leg being more a problem where the left leg has a smidge of collision?

stray sequoia
#

Ah the love/hate relationship w vrc. When I UPLOAD my avatar, it works perfectly (so far). However, testing locally resulted in the bizarre parameter behavior. :/

bitter kelp
#

hey so i want to make a necklace/collar type thing but im not sure if having all the bones in a chain is gonna result in them all moving in relation to the first bone-

dark drift
halcyon vault
dark drift
#

if i were to assume everything i had imagined aw truttvrcTongue

bitter kelp
dark drift
#

@bitter kelp thats called, well, chain. not collar vrcThinking I dont get the question still, moving bone x will result in it and all of its children moving. If were talkijg about necklace, it has two sides and thats when physbones start to fail since every object can have only one parent.

bitter kelp
dark drift
bitter kelp
#

πŸ€”

#

i see i see, ty ty

rugged ice
#

is phys bones a replacement for dynamic bones? I don't need to import that package anymore? ( I havent uploaded anything in over a year )

little owl
dark drift
#

@rugged ice theres "empty" package for dynamic bones from vrlabs to convert

rugged ice
#

thanks guys. I bought an avatar not too long ago and they have phys bones added in the package. so I assume I can just mess with them in unity and test them in the game thing on unity

edgy jolt
#

Not sure if this is a question for Avi-dynamics, but I'm curious about using constraints in Unity to make make another mesh copy my movements in game. if someone could point me in the right direction I'd be greatful.

simple elk
#

rotation constraints on bones for others to copy

edgy jolt
upper raven
#

Just add rotation constraints on your mesh copy on every body joint (elbow, knees, shoulder etc) to copy your real armature joints

robust pecan
#

Physbones on the Rexouium aren't synced between Quest and PC when grabbed
How could I make them sync?
It looks like they have the same bone names and same settings

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Physbones script

fair sundial
robust pecan
fair sundial
#

From what i know the sync for physbones is automatic ;-;

gloomy pelican
#

im having issues with unity, for some reason i have alot of errors for my physbones and I cant find why

or how to remove them, but i wish to keep them

calm owl
#

iirc i believe somebody mentioned some success with putting anything unique in the parameter box slightly below where the screenshot is cut off to have phys bones sync between quest and pc

edgy jolt
#

Question: I tried to make a prop grabable for other people to pull off of my avatar, but the bones aren’t long enough, can you snake bones in a coil and still pull the bones in a straight line? Wondering what the best solution is here for this

upper raven
#

If you want a grabable prop you want to use ThatFatKidsMom's Avatar prop

edgy jolt
upper raven
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well, pro tip, it doesnt use coiled bones but instead a single bone and contacts

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look contact trackers up

edgy jolt
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Doesn't look like there's much on it I see https://github.com/VRLabs/Contact-Tracker but it doesn't really explain what it's doing, especially not for what I'm trying to do, and if it is, the terminology doesnt make sense to me. I just see an installation guide after that.

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That system byThatFatKidsMom sounds interesting reading that, and if I'm vaguely understanding it right, it seems like that might actually be much more effective, although none of it makes sense to me, nor have I heard or even thought to make props grabbable that way

dark drift
#

@edgy jolt avatar prop is basically two contact trackers. contact trackers measure distance to contact sender (ie hand) inside it and if you move hand a bit closer to one of them - move whole group via animation in the same direction so distance becomes equal for every contact again. theres 8 of them so they form a cube's verticies wich allow to track in 3d.

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tracking two points of hand allows avatar prefab to track rotation as well. but yeah, thats like 17 contact recievers for something developers could implement cheaper than any physbone but chose not to

edgy jolt
#

I’ve done props using contacts before, you have a prop on your avatar by default and then you essentially toggle it to your hand etc when you hit the contact but I don’t understand how it’s moving and being tracked by another player when it’s a prop you’re placing on your avatar

dark drift
#

@edgy jolt its all uses world constraints. and then some animations. in fact i made my own 2d tracker back then but I really dont remember how, it had separate objects for x and y and 4 blendtrees. and thats for 2d.

vapid ridge
#

Im looking to do a fun dynamic with a stretchy fabric to resemble bandages - what do you guys think is the best way to go around doing that? I believe physbones can get the stretch, but can I make it so that you can use two hands to basically stretch it out? vrcThinking

dark drift
torn tendon
#

Maybe with a springjoint?

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I've been looking around for the thing you mentioned, but haven't found any medics or bandages.

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Well...lots of bandages, but the other kind

rich stirrup
#

My avatars hair is very twitchy when moving, what slider is the cause for that?

dark drift
#

@rich stirrup when running? immobile - world

rich stirrup
#

yea when walking and moving in general it the end bones vibrate and are just very twitchy

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I'll mess with the Immobile slider thank you

dark drift
#

sound more like you have more than one physbone

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on same bones

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if they freak out

rich stirrup
#

I checked, not the case

vapid ridge
rich stirrup
#

small movements and just standing still are completely fine

vapid ridge
prime raven
#

Is there any way to stop phys bones from colliding with the avatar body?

lime prawn
#

@prime raven like, from going through it or literally colliding

prime raven
lime prawn
#

you can set an angle limiter on your physbone components or add a Physbone Collider component on your body

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angle limiters do as they say; it limits the angle physbones can move at. its quite useful and far less performance taxing, but physbone colliders do the same thing as what youre recalling from dynamic bones

prime raven
#

I'll give that a try, also another question if I may.

How do I go about making physbones move more slowly and less "snappy"?

lime prawn
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playing with the compnent settings, really

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im not on my computer rn so i cant show you physically

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but sippbox has a good physbone tutorial

prime raven
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I'll have a look from that person then

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Tyvm!

stiff glen
#

another plug for sipppbox' tutorials

hot vine
#

My view position is next to my character even though its on the nose in unity, I deleted any cameras and unchecked Import Cameras and Lights, the size is also normal, any possible fixes?

calm owl
#

set the viewball while the avatar is at 0,0,0

sonic lava
#

Is there any way to get a contact to sync more reliably? I have it set to Local Only and put the parameter into my synced list, but it still takes my friends a couple tries for the activation animation to trigger for them.

dark drift
#

@sonic lava try to put it into radial puppet for ik sync.

upper raven
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parameters in a puppet radial only use ik sync when the radial is open

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if its not then it uses normal paramater syncing

past plover
#

What is the unit of measurement for Min Velocity in an On Enter contact receiver?
I have not been able to find an answer with a quick search. This doesn't usually get answered.

calm owl
#

Should be meters/second
not sure if 100 armature scale will bonk this to cm/s tho, never tested

halcyon vault
bronze siren
#

best advice for keeping something like a tail from clipping into the ground? i figured you could do it with a collider below the avi

upper raven
#

Put a physbones collider on your avatar, a plane collider

lofty light
#

I'm having this same issue. How did you fix it?

mellow hawk
#

Do you have multiple phybone scripts on the same chain?

past plover
past plover
# halcyon vault I too thought it might be m/s so I set up a scenario to attempt to trigger a con...

The data in between may be caused by hardware or network inconsistencies depending on how you conducted your testing vrcCatThink
Considering that speed is done by the difference of position over time, there may have been lag immediately before the time of contact causing the speed to be seen as infinite. This happening more often at higher speeds due having a reduced number of cycles to calculate accurate speed data.

TLDR; I completely believe it would be m/s with your data!

lime prawn
#

this is intriguing

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yea this answers a few of my lingering questions on my end

halcyon vault
sick geyser
#

Has anyone had trouble with On enter with contact receivers?

#

how do get it to be consistant with animation triggering?

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Iv never been able todo it and its been bothering me for a long time

torn tendon
#

has anyone used the plasmasaber before? I just bought it and followed all the instructions (as shown in the pdf) but it isnt working in game, it wont toggle or anything

past plover
# sick geyser Has anyone had trouble with On enter with contact receivers?

The only issue I've had is the position for others becomes inaccurate if the output parameter is also added to the parameter list attached to the avatar. I had a contact on my head and even though it was shown properly to everyone with the contacts overlay turn on and turning green, it would only trigger further behind my head in a weird spot.
Removing the parameter from my list fixed it entirely and triggers accurately.
lmk if this helps vrcThinking

past plover
gilded elm
#

Anyone have any idea why my contact toggle object snaps to it's origin for other people even though it works just fine for me? My parameter is in the parameters list and "local only" is checked.

past plover
gilded elm
gilded elm
#

btw, you mean the VRC params list or the animator controller?

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cause it's not in the vrc params list...

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I must have misunderstood which list to add it to πŸ˜…

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I'm gonna actually try adding it there instead to see if that fixes my issue, though I won't be able to test tonight

past plover
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if that doesnt help, sorry...

gilded elm
#

okay that's what I thought you meant. a couple people recommended I add it to the vrc params menu and when they said that my brains like "oh yeah I've already added it to the animator controller params menu" lol

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there really shouldn't be more than one place to have things like that tbh.

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so I'm gonna try adding it there and see if it fixes. thanks though!

if it doesnt fix it, I'll be back probly tomorrow

past plover
gilded elm
gilded elm
#

okay so I've tried the above mentioned fix and it didn't work. As a refresher; my custom pen, which is a contact toggle, only works for me and not for others. When I grab it off my waist, to everyone else, it snaps back to my waist and does nothing basically despite the fact that I'm able to write with it and it works for me. Basically a synching issue, I know that much, but I don't know how to fix it. My parameter is in the vrc params list and local only is checked.

mellow hawk
gilded elm
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no, people can see it on my hip, and they can see me changing the color of the pen, but when I try to take it off my hip it's in my hand for me and it's on my hip for them

mellow hawk
#

Sounds like an async state machines problem. What the grab animation set up like?

mellow hawk
gilded elm
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uhm... I don't think so? I followed a tutorial for it, can I link it?

mellow hawk
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Sure

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A screen shot would also help

gilded elm
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oh true lol 1 sec I'll do both, screenshot first

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it's a little convoluted right now because I've added so much to it, but essentially I made the contact toggle with the encircled part and then just inserted the pen in the logical area. I'm somewhat new to the animator still but I know enough about it to build complex systems at least, just not all the quirks of the VRC SDK and compatibility problems

#

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 ...

β–Ά Play video
mellow hawk
#

For (New State and Wait for Contact) and (Wait for Contact and Move to Hip) what prams do these use?

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Also the (Wait for Contact and Move to Hand)

gilded elm
#

new state and wait for contact is a buffer I stuck in there to ensure that I couldn't pick the pen up off my hip if the pen is toggled off and uses a simple boolean true-false thing, and the other ones check whether the pen contact reciever is active as well as checking whether the pen is in my hand. wait to in-hand checks if the pen isn't in my hand, and wait to on-hip checks if it is.

#

it's the buffer, isn't it...

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I just realized

mellow hawk
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hmmm?

gilded elm
#

would the fact that I locked the rest of the loop behind that buffer and use any-state to reset to hip if it turned off cause desynch? idk, what were you gonna type? XD

mellow hawk
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Something along that line

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If you have any kinda of part where you cant get to the active clip from entry or any state. can get desynced.

gilded elm
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active clip? which one would that be in this case? there's like 10 states XD

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8, there's 8 states* lol

mellow hawk
#

Kinda depends on what part you are in for the local user.
Because other users can turn off your animation or join late. As soon as they can see animations again, the animator starts from the orange clip and walks down as far as it can. If there are parts where it gets stuck, then it desyncs.

mellow hawk
# mellow hawk Dose the animation look something like this?

Like take this for example, let's say we just have a bool that walks around the loop. Off:False, Contact:True, On:False, Contact:True. If we are in the On state and some one enables animations, It will; go to Off, look at contact and cant change, and stop. Wating for updates.
Ones it triggers again, On go to Off for the local player, and Off goes to On for the remote player.

gilded elm
#

hmm... so how would you fix that in that example?

mellow hawk
#

Generally, it's just having sync points. Where a state behaviour drives the active sync, and makes the other players jump to sync if they are stuck.
Something like this:

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You can also refactor so that you don't have any state machines. Having different parts on separate layers.

gilded elm
#

yeah I definitely gotta do that. I just wanted something that works for the time being lol

ember trout
#

Hi, ears don't return to normal position despite using base phys settings. Playmode pic is example of issue. Anyone know what I do to fix it?

elder magnet
#

i got a question and its ok if no one want can answer it . so everybody know avatar dynamic is not capable to get proper sync because of how its made and im working on a way to fix it ( with a perf price ) (so a animation where they verifie if the remote did receive the animation wanted and if not gonna play it again) but for this i need to test it with more than one client op so i can get the pov of a another account* so is there any possibility to open 2 time vrchat offline but access to server and map to text the avatar dynamic under big load (cuz we all know the server is one of the reason why avatar dynamics should still be wip )

stiff glen
#

not quite sure I follow but you can run multiple instances of the VRChat client with the --profile=$n flag where $n is an integer 0 or more (the default is 0)

simple elk
#

vcc has a quick launcher

faint dagger
#

can you not stretch bones using a collider?

lime prawn
#

theres a setting on the physbone for strechiness if thats what youre looking for

#

oh wait, thats not what youre asking-

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im actually not sure

faint dagger
#

doesnt seem to work unless the player grabs it

lime prawn
#

yea i dont think you can stretch with colliders

faint dagger
#

wanted to pull multiple bones at once, so tried to set up a collider to do it

lime prawn
#

interesting

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that would make for some funny shenanigans

faint dagger
#

can use constraints to do it i guess, but will have to do alot in the animator aswel to make it work

lime prawn
#

thats a smart way to do it

#

i dont think theres other feasible methods tbh

faint dagger
#

some inside collider setup with big bones that can be used for IK

pulsar arrow
#

Would anyone know why my bones just float ? They are never in rest pose and just kinda have a mind of their own

#

its really strange

upper raven
#

Check for big colliders

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turn on gizmos and click on the avatar

pulsar arrow
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there are no colliders as of yet

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just the standard ones on the avi descriptor

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this is an old 2.0 im converting , so all those old scripts have been removed

upper raven
#

turn on gizmos and check

pulsar arrow
#

they are all on zero

upper raven
#

I can see they are not

pulsar arrow
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thats an old screen

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but they are all on zero

upper raven
#

ok first of all why is your arm a physbone?

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second, what happens if you disable the physbone component?

pulsar arrow
#

no arms are physbones , probably just a trick of the eye on the gif

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enabling and reenabling the component causes it to work correctly as far as i can tell

upper raven
#

or is that hair behind the arm

pulsar arrow
#

behind ^_^

upper raven
#

try putting more pull

#

if that doesnt work you can try resetting the settings of the physbones on all the hair

pulsar arrow
#

idk , prolly just gonna use another hair kek

#

ty for your help though

latent mica
#

Hello, is there any way to use Physbones as standalone? I see Physbones as a better choice than Dynamic Bones but the VRChat SDK is getting in my way (telling me to delete stuff it doesn't like, etc) whenever I want to do non-VRC related projects.

harsh adder
#

Hey, does anyone know why my physbone stretch parameter isnt acting normally? 'Test Physbone' is an empty with the physbone component (see image 3), 'GrabEnd' is an empty in a different location, 'Visualizer' is the sphere mesh seen in the gif

#

It appears that the stretch parameter starts at a lower threshold if I make the bone larger and/or make the stretch length longer

harsh adder
#

The armature root of the avatar I am working from has a scale of 100 which is apparently causing issues, removing the test bone from the avatar and fixing the scale fixed this issue

dark drift
#

@latent mica what. what? physbones are a part of vrc sdk, made for vrc and by vrc devs and obviously they are not meant to work outside of it. both code wise and legaly.

latent mica
dark drift
#

its an og replacement for dynamic bones by vrc devs. theres no 'base' for it, its not a quick implementation of some existing stuff afaik.

safe sierra
#

anyone got time to help me make this contact toggle im trying to make it so i can grab my sword from my hip animations seem fine everything seems fine but in game it just wont activate and will stay attached to my hip

lime prawn
#

then your parameters are incorrect lol

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or fx

safe sierra
#

everything seems fine

#

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 ...

β–Ά Play video
#

also just saying its incorrect is pretty pointless no shit captain obvious @lime prawn

lime prawn
#

im quite serious

#

your parameters

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are incorrect @safe sierra

#

if you followed sippbox's tutorial, you should be 100% alright

#

if it stays attached to your hip, its not a synching issue

#

its almost entirely you not naming your parameters correctly

#

if you did actually follow it to a T

#

so perhaps you could check, maybe?

#

i dont say this shit for satire lol, im giving a suggestion based on the information you've given, which is barely anything, so don't be an ass lmao

#

if you need more help then feel free to post screenshots or post more info on areas you believe to have failed in

safe sierra
#

I'm not sure where it's failing the animations is fine the parent constraints seem fine when I set them back and forth between 0 and 1 the sword moves between the sheath and the hand when I apply the animations onto a duplicate and play them the sword also moves the only thing I could say I know for sure is different is that the sword is also under a game object that also has the sheath and a secondary sword on it this is the first time I've used contact receivers I'll have to upload some photos tomorrow of the parameters I'm pretty sure I have everything case sensitive and all the names for the parameters the same that's why I'm trying to find help not just upload a million screenshots

lime prawn
#

we cant help without screenshots

#

im just gonna put it out there

#

all we can give is suggestions then

#

im certain something is missing from your FX / parameter drivers

upper raven
#

From what you've told us what seems to be wrong is either the parameters (so the animation states don't even play) or the animation itself is wrong and not changing the source of the constraint

safe sierra
#

Well I was hoping to just call someone and stream it to them with unity open and just you know walk me through it instead of just texts

upper raven
#

Texts can help a lot, if we can actually see anything

lime prawn
#

^

mellow hawk
#

Text is often better as more helpers can add advice

waxen salmon
#

can anyone help me out here? i'm trying to set up a wing for my bat character using rotation constraints, but every time i rotate them to a specific angle they break

calm owl
#

yeah, ignore how they appear in blender and just have them parallel with the bone you are primarily constraining to

#

thatll reduce the amount of nearest rotation breakage that happens

waxen salmon
#

how exaclty should i do that?

#

currently they are sharing the rotation between the outer wing bone and the elbow, with the weights adjusted so each bone stays an equal distance from the other, but there are many points where that just breaks

calm owl
#

Unity only cares about position and rotation, so as long as the wing bone is rotated in the same manner as the wrist and is constrained to it there wont be any rotation simplification until around 180 degrees of movement

#

but if the wing is at a 90 degree angle to the wrist, as you notice theres only about 90 degrees until it gimbal flips

waxen salmon
#

hmm, alright, but if i set it up like that, how do i get the wings back on the desired position?

calm owl
#

its more a blender edit mode thing, the model should not move

waxen salmon
#

alright, this is... way more complicated than i expected...

#

this is currently how the joints are set up

#

so like, should i orient the joints like this?

calm owl
#

yeah and also parent them to the arm, so you can control how much wrist movement affects them

#

using constraints

#

if they already are, sorry! not used to reading bones in this format

waxen salmon
#

alright, they are parented directly to the wrist. should i parent to the elbow?

calm owl
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If the goal here is to have the inner bone bend slightly less and the outer bone bend with the wrist, yeah

waxen salmon
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i'm also trying to do another set up on top, i'm constraining them to a dummy joint on the same place as the elbow, just so i can remove the twist axis from it because i don't want the entire wing moving when i twist the forearm, but i'm getting the same issues either way

waxen salmon
calm owl
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mmhm! should be able to just parent the inner two to the lower arm and use a rotation constraint like you are

#

should work now

#

if you want phys bones on the wings, add itsself to the rotation constraint and itll just work somehow

waxen salmon
#

alright, i'm going to try with the modified joint orientation and see if i get any different results

#

yeah, same issue, no matter how i set the joints

#

i have a feeling this is working with world space constraints rather than local space

calm owl
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huhh unity is local to local, the constraint is quite literal on just add this much of how it bends 0-1 override

waxen salmon
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yeah but no matter what i change, it always goes back to breaking at the exact same spot

#

ok, as i suspected

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it's all blender's fault

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i'm exporting the skeleton from maya to blender so i can use CATS to merge all meshes together, the model is split with multiple parts to make it easier to work with

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and CATS is the only way i found to combine them without losing access to the shape keys

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but even with better FBX blender still messes up the skeleton

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i just exported it directly from maya and re done everything the way i was doing, and it worked perfectly first try without issues

safe sierra
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yeah buit it would also be alot more helpful to literally be able to see my unity in real time

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@lime prawn just for you one at a time

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cause you cant post more then 4 attaches at a time

lime prawn
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yea that looks fine

#

what about your other layer

safe sierra
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i have to post them extremly slowly

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more ?

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...

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...

mellow hawk
lime prawn
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well

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you did show screenshots and they look fine

#

so wheres your contact reciever on your hiearchy

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and have you verified it actually gets triggered using an emulator or the in-game overlay

safe sierra
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i have no idea what that is

lime prawn
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you can enable a contacts overlay in-game

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or get an emulator so you dont have to upload your avatar to test it everytime

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tldr - you can test contacts in unity

simple elk
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nothing gonna happen here

safe sierra
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thats how they show it in the tutorial

lime prawn
# simple elk

sippbox does actually not touch those unironically

safe sierra
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i thought that was the problem also

lime prawn
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but you should enable exit time

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wait-

#

yea

#

enable exit time

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keep it at 0

safe sierra
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on the tanstion mention above ?

lime prawn
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yes

safe sierra
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ok did that

lime prawn
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enable exit time

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set it to 0

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goo

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d

safe sierra
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let me show you the contact reciver just in case

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the item being moved to the hand is the katana_uved

lime prawn
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go double check your in-game thing now via new upload

safe sierra
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which is in the chiakage group

lime prawn
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and figure out how to toggle your contact overla

safe sierra
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trying to find where to enable the overlay

lime prawn
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options

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your uhh

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radial wheel launchpad thing

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options

safe sierra
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found just opening the game now hopefully it works

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still doesnt move to the hand

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@lime prawn

lime prawn
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are you closing your hand @safe sierra

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in a fist

safe sierra
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yes

lime prawn
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guh

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im not sure rn, gonna get some food

safe sierra
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well if you want when you dont just message me and and you can call if youd like and i can stream my unity it will be alot easier that way then a million screenshots

lime prawn
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i would not like to do that

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i have other stuff to do today

safe sierra
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well there you go

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like i said its alot easier doing it that way then a million screenshots

hearty wasp
#

for dynamics, what would be the easiest way to make a handgun prop with a removable magazine that can also fire (animation) when pulling your controllers trigger?

lime prawn
#

by doing it

for real though, you'd need a mixture of contacts, constraints and animations, along with a gestureright/gestureleft parameter for the trigger

dense hawk
# hearty wasp for dynamics, what would be the easiest way to make a handgun prop with a remova...

I have done this before. Took a couple days of playing around and experimenting. Used contacts and parent constraints for pickup from your hip and for removing the magazine. A physbone limited to one axis and a stretch parameter to move the gun slide. A particle system with trails enabled for the bullets flying out, another one for the muzzleflash and one more with a mesh renderer for the shells ejecting. Used the GestureRight and GestureLeft parameters to determine when shooting and setting custom hand gesture for holding the gun and pressing the trigger. And finally, a clever setup of VRC parameter drivers for counting the bullets and detecting if a round is chambered or not - for full realism.

mellow hawk
hearty wasp
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thats a good way of thinking of it, thank you!

burnt pike
#

Hi anyone that uses unity hub, how do I keep my VrcAvatarDescriptor active when using VCC. It keeps making me leave the robot example in the hierarchy so I can upload it and ruins the project how do I fix that? If this isn’t the chat for a question like this point me to it.

upper raven
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You dont need the robot to upload your avatar

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just make a vcc project

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import you avatar

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and do whatever you want with the avatar

fair galleon
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if I change physbones within an animation will it change at runtime?

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say I use a toggle via the fx controller to turn on gravity on a physbone, does it apply in game or can it not be edited

bronze siren
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it does but you'll have to toggle the physbone component off then on in the same animation

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the component has to be cycled

mellow hawk
fair galleon
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ah ok, thanks!

fair galleon
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tho i just realized i could just change the collider pos

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thats prob easier, sorry for the ping x3

mellow hawk
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Not 100% sure thb

fair galleon
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damnit moving the collider doesnt seem to work

dense hawk
light flint
fair galleon
distant silo
#

how does _isgrabbed work as a parameter

#

for physbones

simple elk
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Can be used as bool , whenever someone grab it do stuff, exsample this one need grabbed and uses a float to animate a blendshape depending on angle

distant silo
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Can we animate the avatar descriptor

#

that would be cool.

mellow hawk
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Because the avatar descriptor is on the root object, we can't edit it at all

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At run time that is

distant silo
mellow hawk
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We can't edit the descriptor. But we can redefine it in playable layers.

mellow hawk
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So you can move stuff independently of the avatar descriptor. Vrc has 5 animators it uses to control avatars in different ways. For example Fx is used often for toggles.
Using the Animator Tracking Control we can toggle between avatar descriptor and controlled animation.

distant silo
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How can I stop a physbone component with an animation

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It doesn't work right.

carmine jewel
#

need help, i figured out how to do :grab item off of avatar" but for some reason, it seems to not like to Stay in my hand once i grab it, and goes right back to origonal positionb

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seems to only like to stay in my hand for...a few seconds

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i tried chalking it up to controller drift, but seems to be , not the case

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because i did have it set to a gesture, but seems even then,