#avatar-dynamics
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Bones
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
bones
@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
cheers
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.
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
@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.
is there a way to make this require pumping to fire, with avatar dynamics?
i have 3 bones: root. gun grip, and tank
and the contactors
but i dont know where to go next
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
Yup , Parameter_Stretch || start > 0.9 > 0 > 0.9 > 0 > 0.9 > at end - set parameter its ready to be used
is there any way to merge physbones?
What do you mean
nvm i got it
a way to trick the quest requirement on the number of physbones component
then you add ignore transforms to reduce the number of transforms
it allows to fine tune to still retain some form of physics
I went to try the On Enter receiver with Min Velocity but nothing seems to be triggering with it π€. I'm mainly trying to have a sound trigger when I swing my arm into a contact receiver (e.g. swinging a sword)
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
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?
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?
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
thank you, that helped, but i still can't wrap my head around the whole loop π because now i spawn the cube with either pulling or toggling, but how do i make it disappear with the button again? π€ͺ
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"
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
that's exactly what i wanted, thank you so much! i will try it out. i've never messed with behaviours before π
just wait till you get to animating animator parameters, you can do animation math! np np
for OR in animators we use multiple transitions, left is AND (many conditions on one transition), right is OR (many transitions with one condition)
wrong ping tehee
thank you, LongshotLlama just explained that ^^ i never knew that was even possible before π
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?
Dm
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.
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
could you screenshot the physbone settings so I can make sure they're correct?
They are but if copy pasting don't work then there's another issue needing guidance to assist unfortunately my friend bailed out on me so I guess Its just gonna stay this way till I can get help!
Settings, enable interactions
as I wrote in the post that is enabled
Turn on the contacts overlay and check if they turn green
Some avatars don't have hand colliders/contacts
thank you I will try that!!
@torn tendon
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
Was thinking of a blend tree to handle this but I dunno if that would work the best
what is your end goal exactly? what is the logic you're trying to achieve?
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
okay, so remember that any layer can only have a single active state at a time. knowing this, if you try to implement everything within one layer, you will only be able to touch one thing at a time (without very complicated logic)
I recommend instead you flip your logic around
rather than having "one layer per float", have "one layer per movement"
for example, you would have a layer to control the logic for the ear movement
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
trying to drive the same thing across multiple layers will cause issues
so you're better off putting the logic for one thing in one layer
for the ear logic, you could have a blendtree (or multiple nested blendtrees) to do the logic
@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?
there should not be a controller in that slot, it gets replaced at runtime
check that you set up the expression parameters and menu correctly
i see
if the prefab also has an FX controller, make sure you have that too
i have none atm
its fresh out of CATS
(i also have no clue what those are)
Can anyone tell me why my avatar collapses like so whenever I stand still during this animation? when I move, everything looks perfect
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
Vrchats tracking layer layer puts the head to tracking right after you put it to animation if i remember correctly
I still don't get why the animation looks correct when I am moving, though
Moving probably uses a different blend tree in the locomotion layer
can someone help me get a certain movement animation?
the avatar im working on is a smol frog boi in a tiny car
i want the car to slightly move up and down as it moves
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
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.
you cannot animate physbones, only disable one set and enable other
is animated used when it's affected by transform (armature) animations like tail wiggle
or maybe you can turn off physbones, change parameter then turn them on
Hello I just want to trigger handup animation by OSC but nothing happens. Any thing do I set it wrong?
yo help me with mine?
You can't change physbones settings while they are one, make an animation where you turn it off, change the settings THEN turn it back on
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 Iβll need to see if I need it to rapidly switch frame by frame or if I just need to do it a few times.
Yes
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.
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.
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.
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.
So the parameter is not broke for one controller, but is broke for the other?
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.
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
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.
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
That was the problem, I was treating individual transitions as or statements when they're really ands.
multiple conditions on one transition = AND. multiple transitions going to the same state = OR
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?
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
Which menu? This is all I see in the Controls menu.
yeah, looks set up correctly
guess next to check for is if any animations are setting your parameters to 0
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.
an animation is always playing
Unless some weird default animation is popping off for no reason, attached to a custom hue value in a custom shader.
and last thing to check is for any vrcparameterdriver behaviors setting your parameters
well i guess last last thing is downwards stick drift
not many things that can change values on ya
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
yeha that really sounds like the parameter is the same as parameter rotation mistake. Odd..
I think I'm gonna try to recreate the issue in a short video in case I'm missing something obvious.
Don't know if any of this stuff is set wrong.
feel free to remove the three faceblends that arent being used
calling somebody over to show them a problem for it to only work perfectly fine when observed by another, classic lol
I think I figured it out
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.
Really glad it works though
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?
you could technically animate them to the rest position
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
@half stirrup disable physbone, animate pull to 1 enable, disable?
otherwise put physbone not on a knife but empty object and animate knife's constrain to it, so weight 0 = rest position
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?
(The contact seems to move fine in unity play mode, it's just in game that it stays stuck in place)
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).
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)
Although in unity play mode it follows with the cube fine
did you try putting the receiver on its own gameobject parented to the cube?
it should, can you screenshot your hierarchy
aswell as how your receiver and constraint are set up
Yep can do, but it will have to be when i get home from work (in about 3.5 hrs)
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
Easy enough to do, I can continue on with my project!
Avatar PvP with contacts is out, for free!
Now you too can incite violence with your friends, your enemies, and your frenemies!
You can find it along with instructions on the DNA booth here: https://t.co/ECO5Fe1Jv6
#VRChat #avatardynamics
dude this is insane oh my god
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.
you could rig the lid of it and add a physbone with a Hinge angle limit
why rig when 2 generic meshes.
I went with the hinge method. Seems to work for the most part.
hey what goes in the Menu box? ive tried everything and the expressions from the vrchatsdk wont go into the box
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
If you have knowledge with Contacts and state machines, please reply and i will expand on the problem further
OwO
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?
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.
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
I've made it as easy as I could to just slap it in and merge the FX layer
there's a video in the booth page to show the process and a detailed list of instructions
uhm..
is.. is this okay?
This avatar's neck bone is.. completely out of line with the head and chest..
no?
How do I test in play mode again
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.
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
is there anyway to have avatar dynamics to show up on quest? i cant seem to find a way
can you elaborate? AD should work perfectly fine on quest
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?
quest has hard limits for physbones. if you go over the limit, all physbones are removed
thats probably it then
you have to realize the quest is comparatively an extremely weak device
you should not expect it to be able to do as much as a 1000$ gaming PC
i do. i have noticed that AD works fine when i hook it up to my pc and use PCVR.
yea, because then you're not running the game on the headset anymore
the game is entirely running on your PC, just like it would if you were using an actual PCVR headset
your PC just sends a video feed to your quest, and the quest sends tracking info and microphone
ok, i understand the problem now. thanks for the help
You can try for example, making an empty object on the head, drag all the hair bones into the empty object and then add a physbone component to the empty object
Thats how i did all the physbones to work on the quest version of my avatar, lol
ok, i can try that
That's how I normally do it. More optimized to have one or two scripts instead of one for every hair strand etc
Glenn quagmire
Glenn quagmire
Peter griffin
Peter griffin
Joe swantson
Joe swantson
Cleveland brown
Cleveland brown
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?
Different plataform avatars, there is just no way to make it, because you can make an avatar for pc and upload a completely different one
Its like if its 2 different avatars not just one
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
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
Ive been having this issue too, couldnt look too much into it but it was weird
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?
no, putting a physbone on any humanoid bone is a surefire way to completely break the IK
it requires special setup
depends - having multiple physbone components helps with multithreading
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
Might be that it exceeds quest limits and just gets disabled. https://docs.vrchat.com/docs/avatar-performance-ranking-system
The Avatar Performance Ranking System allows you to see how much a user's avatar is affecting performance via analysis of the components on that user's avatar. You can also use it on yourself to see how performant your avatar is. This system is provided to inform users what is likely the most perfor...
That's strange, I don't see any Dynamics being over the limit
So just I understand, in the documentation it says that if I have more than 2 animators, then the avatar would become "Very Poor"
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
I think quest users can set it so poor is disabled.
Idk if your friends are set to that or not though.
I asked them if they enabled everything, and they said yes
They are also using quest
I did find the animator which is doing nothing and removed it, so I am at least going to see if that works
Now I have one animator, but they still cannot see it
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.
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.
Thanks, I just tried that out, and it works fine on my end. I don't have a Quest so I can't test that out myself, but on PC it works and is all sync'ed up and stuff
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
Not your fault, mine is doing the exact same thing
Its now changed that the phys bones quest player's used to be able to grab and pose, now cant be posed
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?
It's as if the gravity is still 0 whenever i'm changing it to 0.85 in the animation toggle
yes, you need to cycle it
i think you need to toggle it off change the value then change it back on
you can do it within the same animation
as long as it's non-looping
how would you make it non-looping?
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
both frames have the component values that I want
but it's not working
why use Any state? just put the transitions between the 2 states
disable loop time on the anim itself
could you show me an example?
I thought it needed to be connected either to entry or any state
no, you should actually try to avoid any state when you can
at a larger scale it'll start to have a performance impact
probably something you need to be too concerned about but it's good to know
also the transition probably has the same value of codition thats why it goes from one to the other
I have a number of layers that use any state
I don't know the most efficient way to setup layers with only two states
i see
@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.
cool, that's what I just went and did basically on all my other layers
I was always curious what the "most efficient" way was
@bronze siren the one that has the least amount of exit conditions for long term states
and every transition from anystate adds one to it
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
for toggles, putting transitions between the two states is the optimal way
one transition check per frame
Have any of you tinkered with the Physbone parameters? When I go to stretch the Physbone, it doesn't update the _Stretch parameter.
You need put animator on avatar before enter play mode.
How do you make a system to make avatar object stuck on other player body part?
Depends if you are planning on having that other player also have an avatar that is compatible or not.
I want it to work generally which means it'll work as long as they have the humanoid bone (hands, head, hips)
So, every avatar has built in followers on the body, head, feet, and hands.
That is about all you have to tell other players position. So good luck with that.
Thx! But how do you stick it to other player?
are you able to add physbones for cloth onto a static mesh renderer, or does it have to be a skinned mesh renderer?
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
Look for contact tracker or player tracker
How about blood/paint splatter effect to other player's avatar surface? How is that possible?
A giant robot once cover me with black ash with that mechanic
Shader
Hello, I'd like to inquire you all about a question. How does one rig for two-handed props?
constraints
I'm fucking around with it once more, but I think I'd prefer looking into having it a bone that I can grab.
Don't @ me about my Windows I'm too lazy to activate it.
I didn't mention this does not work with all weapon models, sometimes things flip rotations and you might have to edit the position in Blender then apply transforms.
Hammer: https://sketchfab.com/3d-models/steampunk-hammer-axe-fbcf242edc6b433a8b744247b3bd2ced
My Discord: https://discord...
So um.. Does anyone know how yash did the wings on his dragon avatar in the avatar dynamics world?
Like.. you grab the outermost bone and move it, and the wings spread and move?
pretty much, you can grab physbones and pose it
right but how does it move the other two "fingers" ?
what do you mean the other two fingers
"fingers"
Yash's is like that from what i can tell, you grab the outermost bone and the others move along
I'd ping yash.. but they're set to π so i don't want to be a pain
im watching the video again and all that moves is the tips of the wings
his bone are probably done different thatn that
hm
uhm.. when itried the avatar it seemed like it had more than 1 bone..
seem to recall a few, like this
you can always open the debug and check
Do you happen to know what shader provide such features?
substance shaders usually
Will check, thanks!
I can't find it on the internet, the result always results to Substance Painter Program instead
pretty sure you're looking for shaders that can do triplanar decals
Woa what is that?
decals which are projected onto objects in 3d rather than relying on UVs
Do you know shaders that provide those features?
unfortunately no
Thx for explaining dude β
What's the different between look at and aim constraint in Unity?
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?
yes, you can use bools
you can use any time of parameter
even triggers will technically work, but you should probably sync the result manually
I normally sync results manually, cant trust VRChat to sync anything properly lol
good, I was afraid I would need to explain the process of syncing stuff manually lol
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
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.
is here someone who knows how to setup(rig) a skirt properly in blender?
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.
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
You're uploading from a point that can't build like from within the prefab editor
Is it possible to have grabable possible limbs? So like hand holding where you can actually move the arm?
yea
How come posing is broken on quest?
... 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)
It's not, it's just if the physbone/real bone count is different on PC vs quest. They will become desynced.
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?
yes
Are contacts all Bools?
So it doesn't really matter whether you use a bool or a float for it unless you need it to do something specific?
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
Gotcha
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.
Interesting, I'll have to keep that in mind.
Here is an old post explaining how these systems interact, in case you need it.
#avatar-general message
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)
The conversation above might help you
This @weary flint
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
This shouldn't affect my ability to pose my own physbones. Plus it all worked on my first avatar before
You do have a radius on the physbones, right?
are physbones affected by weight?
For the gravity parameter, what is the value that is closest to Earth gravity?
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?
camera dont need to be tagged anymore , long as you are in game window and physbone has radius it will be touchable
Hmm, strange. There must be something that is conflicting then. Camera is Untagged and there is radius on the bone and it's set to grabbable.
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.
how many bones are there per chain?
for example, does each breast only have one bone?
I actually figured out the problem. The chest and butt moves in game, but you just can't see it with the shirt on because I forgot to transfer weights.
ah
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?
Yes, on the physbones components, just rise immobile or something like that
Here is an old post talking about what settings do what I'm the physbones. Should help you fine-tune it.
#avatar-dynamics message
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
tysmm
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)
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)
I don't get it, can I get a visualization? π
There are several ways to do this. Imo the best way I could think of is using state behaviors to add 1 to an int pram. If the value gets above some amount, trigger the other animation to play.
But stuff like linked clips could also work. This just needs a lot more transitions to be setup.
I used my own way, it may be not effecient but it does work
Basically a receiver will activate a delayed trigger that will activate second receiver that will activate second phase of the animation
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?
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.
How do I make dynamic bones for quest
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!
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.
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
I've tried disabling the looping but it doesn't change it unfortunately
but you'd have to turn it off before the next trigger pull
but after the bullets have traveled and died.
maybe the burst on the emission is causing the issue? I'm honestly not sure
I wouldn't think so
totally could be though, most of what I know here is self-taught π
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
Give it a ,,rate over time", I dont remember exactly but I think thats the setting that determines how many particles are spawning
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 
Or fiddle with the other settings that determine spawning of the particles, I didnt do them for a while so I dont remember exactly
@grave sigil let me try that and see if that works
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
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
I donβt want it interactive just for it to swing back and fourth constantly I already made that happen but it wasnβt attached to my body to if I crouched it would play in mid air I just want to fix that
would you like it to be dynamic and react with physics? Or for it play an animation such as wag when you crouch? I'm a little confused with what you're trying to achieve
I just want my tail to swing back and fourth constantly playing an animation I donβt want it to be interactive as Iβm 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 wasnβt 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 wasnβt part of the skeleton and thus didnβt move with it so I fixed that
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
How could one toggle between small arms and really long arms?
with alot of effort
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
the head has multiple child object and your Multi Child Type is set to ignore thus it's ignoring the head bone
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.
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?
I assume you're using lyumas avatar emulator
No just play mode like it says on the Vrchat docs with the relevant animation controller added
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"
The sender is a "Hand" and the parameter does not change in the animator
Use the emulator
Yeah it works with the emulator thank you
annoying that it doesn't work the way that the vrchat docs say it should
Iirc vrchat doesn't say anything about how to test in the docs
As Avatar Dynamics is a complex system, itβs understandably easy to make a mistake while building your avatar. To help with both testing and debugging problems, weβve provided users with a few tools to help make the process easier. In Game Debugging Using the Action Menu you can now use the Avatar O...
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
Weight paint, pain one end to the wrist, paint the other end to the hip, add physbones to the bones on the chain
im trying to add dynamic bones to my model but everytime i change scene or export it this appears and it resets the bones
why, dynamic bones sucks
is it possible to average two or more contact receiver outputs into a single output?
what do you suggest for me to use? isk any other bones
physbones
okay thank you ^^
sure, you could do that logic in your animator
you could use blendtrees and AAP's
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
it may not need to be synced so that may or may not be needed
I suppose
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
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
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
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?
when I add Phys bone colider this happend, was it supposed to appear that big or is there a problem with the scale? 
ty
@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
Is there any way to export that the dynamic doesn't get 100x of scale? (sorry, I didn't understand completely)
Hey all, Iβve had this issue with several models and donβt know what to do.
If you look at the tail, for some reason thereβs a second one moving. What is causing this? This is a model I bought and it has only one tail.
something like that happened to me a long time, and if i remember correctly there might be another physbone on the tail thats causing interference
I'll look, thanks
I checked, there's no other physbones linked to the tail besides the one
@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.
tysm!
accidental duplicate mesh?
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.
You can enable/disable the entire game object, not sure if you can do the physbone component itself
actually, don't mind me
I am a doofus and I realised I was using the wrong animations that are in my FX stack, not my gesture animations
ah! That'd do it.
Iβm trying to make my avatarβs tail a little more stiff. Does anyone have any good setting suggestions for that?
increase the stiffness setting perhaps? I like to use angle limiters too, you could decrease the movement range
had to update my playable layers (using combo gestures, didn't filter through automatically when I changed the emote), is working now
I know this is a post from yesterday so you might've fixed it, but I can check if it has a double mesh at least.
Otherwise it looks like a possible phys bone issue based on how that's mocing
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.
It seems to be happening on physbones that aren't part of the base armature
It didn't use to twitch like this though.
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
Bump. Please can someone help?
You can't just say "it doesn't work" and expect people to have the answer for you without having any context
if each breast has only one bone, make sure to set an end position on the Y
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
check the debug menu
ensure the parameter is changing value, and that the animation layer is going to the right state
Where do I find it?
@jolly crane
So the Value changes from 0 to 1 everytime the sender hits the nose, and the animation layer is where it should be
But I don't know how to open the debug menu, do you mean in vrc or in unity?
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?
You can animate basically all the values but the thing is, it doesn't update the physics live. Officially there is no way to update it, unofficially you need to reinitialise the component. So this isn't a supported method thus it could break in the future
Basically, animate value change, disable component, enable component.
You can use Gesture Manager to check the head bop in the game window when in play mode. Also check if you have your and others interactions turned on.
The Debug Menu is showing, that the booping gets triggered
can you check that the layer weight in the FX controller is 1 for that layer?
The weight is set to 1 yes
okay, so it's most likely either an animation issue or write defaults issue
What do I need to do? Check the animations?
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
Some are off and some on
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
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
Is it normal that I can't do ticks?
Does anyone have a fix for the _Angle parameter flickering in value if the physbone is a child of the Hips?
@simple elk its not humanoid bones, ith its children
theres an angle and no theres no flickering
@simple elk latest vcc sdk?
ok ill upload mine when ill be on pc. your isanimated off
and i tried both even if theres no animations
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
Thank you Thulen, I donβt 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!
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?
"stretch" does not stretch bones. it allows multiple bones in a chain to move away from one another
you would need another bone before the one the heart is weighed to
working like a "root" you say?
pretty much
oh thx, i will try it
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.
set the Grab movement slider to 1
having the grab movement to 1 and max scratch to 5 still doing the same but it goes further
:/
if you mean that the bone goes back after you let go, you need to pose it
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
oh ok, one last question (srry ;^;) if "Max Stretch" in 5 (max) still short, is there a way for me to make it goes further ?
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
@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
Like this.
hm?
I resetted layers for recording and it behaves the same without av3emulator.
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.
i will try it, thx buddy!
yeah just make sure to tick on "update when offscreen" on the mesh properties so people can see the prop no matter how far they are from you.
ehhhh that's not really a good idea
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
does it even work? heard it is force off upon upload. Update offscreen i mean
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.
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.
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...
just wondering about this, is it only physbones themselves that cause this or can colliders and contact receivers cause it aswell at all?
@wispy kettle those are not trying to move objects, so theyre safe
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
when editing avatar dynamics colliders is there a way to visually see them? pressing edit doesn't seem to do anything
make sure Gizmos are enabled in the scene
they all appear to be enabled, I noticed there's also no move outline when I click Edit for View Position
moved to av3 help as it's not dynamics related
bump. Angle parameter on physbones flickers for no apparent reason.
try 0 pull , use angle instead of polar and no -60 pitch (negative) numbers (yaw on angle)
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.
I need pull. I used no limits as well.
this do work really well, but the bone collider stretch too
set limits for collider with curve so its just a ball at the end
try to animate disabling physbones component for tails when hat is on. Generally yes, shrinking blendshapes and physbones dont play along too well.
Is there a way to edit animations? Because I can't add there anything anymore
you need to edit animations while in relation to avatar. drag it (or all the animations) onto avatar's root to create new dummy controller and then when you selecting avatar dropdown should work
the one where you selecting animations
Oh yeah I see
that technically work, but makes the object have a "limit", no going lower/further than the parent or rotating (on that point in specific)
show me component
component is fine so I'm guessing its because you have 2 bones to grab, try to ignore second one for test
if i ignore the "end" bone the heart wont rotate, only move around, with the same limit
should i try using the Ballon Prefab?
It worked! tysm!!
idk why you have such short limit. it wont rotate too much, thats true. lemme record.
Dont need bones to move stuff around with physbone empty gameobject will work (your scaling is way off if its that low on radius)
thats weird, i will redo the bones in blender and try it again
that worked for me, but the range was too short
if it helps, im referring to empty objects as well, just calling them bones
wait i can do phys bones with Empty Objects? ok i didnt know that
ok so that's why the "limit" since Unity do not work with bones not connected with each other
with this you can grab it and pull down ? bc still doing the same for me
dont have it saved but yes
im testing using the same thing and i still doing the same "limit"
i didnt know it would be so hard to do this dam xD
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
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 
@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.
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
@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)
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?
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.
Alrighty thanks for the help c: It'll be interesting to see which method ends up being more reliable 
Anyone have advice on making this physbone less wonky? if I stretch it too far underneath the actual phys bone, it stretches to max
Idk if there's a way in the physbones setting to stop that from happening, but you could probably combine it with a contact receiver that stops the anim from happening if the hand isn't actually on the bone
assuming that's a shapekey being driven by the stretch value of the physbone
Found a way better solution using the _Angle parameters tied to the physbone
You can create a pseudo-angle limit within the FX layer instead
It's WAY cleaner
oh smart, forgot that's a param
I can just have the blendshape zero out if it's outside of a wanted angle too
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
Also @simple elk my problem before was my hangs-down physbones were on the Root of my avatar, not actually on my Hips, lol. :/
Specifically what I'm trying to solve is how rough it is/that jitter.
... needed to max out Immobile lol
Okay nope, it's back.
This time, my physbone-enabled hinge joint transforms are set up properly as children of my Hips, like this:
They're set so that they start from 90 degrees, then because they hve max Gravity and Immobile, they fall to .5.
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.
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.
My Hips themselves are 0,0,0 rotated, so are the transforms in these physbone chains (I don't think it makes a difference :/)
Earlier this evening it worked at least this well, with no jitter: https://twitter.com/manyblights/status/1609030839790358529?s=20&t=SXw7LW_tuhlW3G-ZOFdnCg
STATE OF THE QUEST COMPATIBLE ANYTAUR:
Making sure the plumb bob bone chains were only two links long + upping Immobile helped a bit with the jitter. Not sure why it's not... more perfect...? but questies should be grateful for whatever they get -_-
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.
Told ya!
This is with them as children of my Root, and you can clearly see them hanging calmly, NOT wildly going between .7ish and .3ish.
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).
so im unsure what the hell is happening here i am very new to this
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?
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. :/
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-
i dont even. hows collar is supposed to have any physics
I imagine theyβd want the leash to have phys so people can grab it.
if i were to assume everything i had imagined aw trutt
Imagine something like a big long gold chain, u wouldnt want it to be static on ur avatar, u'd at least want a few bones on it but, a full chain of bones would be best
@bitter kelp thats called, well, chain. not collar
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.
mmm i see
well, imagine a lanyard with keys or something else on the end, around an avatars neck, what would u suggest for rigging/ putting some amount of dynamics to it? π€
if its not a massive chain where you can clearly see every single link, id try to rig it from shoulders, one single bone chain coming from neck (shoulders level) perfectly in the middle.
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 )
correct, it's a full replacement so if you're making something new you don't need dynamic bones anymore. The only thing you might need dynamic bones for is if you need to convert an avatar from old dynamic bones to new physbones, and that conversion process can only happen if dynamic bones are set up and valid.
@rugged ice theres "empty" package for dynamic bones from vrlabs to convert
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
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.
rotation constraints on bones for others to copy
looking it up, doesn't yield too much on the googles. Would you happen to know of a good tutorial or example I could see somewhere?
Just add rotation constraints on your mesh copy on every body joint (elbow, knees, shoulder etc) to copy your real armature joints
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
PC
Quest
Physbones script
I have this problem with my avatars aswell. I think its a vrchat bug??? Havent found a solution yet either..
Fun
Lmk if you figure it out
I know that they can be synced
My main avatar has no problems with Physbones sync
But the Rex doesn't sync
From what i know the sync for physbones is automatic ;-;
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
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
Question: I tried to make a prop grabable for other people to pull off of my avatar, but the bones arenβt 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
If you want a grabable prop you want to use ThatFatKidsMom's Avatar prop
I'd prefer to learn how to properly make my own rather than use prefabricated assets.
well, pro tip, it doesnt use coiled bones but instead a single bone and contacts
look contact trackers up
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.
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
@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.
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
Iβve 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 donβt understand how itβs moving and being tracked by another player when itβs a prop youβre placing on your avatar
@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.
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? 
probably not really 'grab' it with both hands, but if one end is just permanently attached to one of hands then why not.
Maybe with a springjoint?
I've been looking around for the thing you mentioned, but haven't found any medics or bandages.
Well...lots of bandages, but the other kind
My avatars hair is very twitchy when moving, what slider is the cause for that?
@rich stirrup when running? immobile - world
yea when walking and moving in general it the end bones vibrate and are just very twitchy
I'll mess with the Immobile slider thank you
I checked, not the case
yeah,,, same problem here. it would be so cool tho! haha
small movements and just standing still are completely fine
im thinking of trying that out π€ it would be my first time trying something like that but it seems... possible for my level ... if i pray
Is there any way to stop phys bones from colliding with the avatar body?
@prime raven like, from going through it or literally colliding
Well back with Dynamic bones you could add a thing to the body that'd stop bones going through it
you can set an angle limiter on your physbone components or add a Physbone Collider component on your body
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
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"?
playing with the compnent settings, really
im not on my computer rn so i cant show you physically
but sippbox has a good physbone tutorial
another plug for sipppbox' tutorials
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?
set the viewball while the avatar is at 0,0,0
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.
@sonic lava try to put it into radial puppet for ik sync.
parameters in a puppet radial only use ik sync when the radial is open
if its not then it uses normal paramater syncing
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.
Should be meters/second
not sure if 100 armature scale will bonk this to cm/s tho, never tested
I too thought it might be m/s so I set up a scenario to attempt to trigger a contact using animations to hold a constant speed. With a minVelocity of 1, I could see that a speed of 0.5m/s never triggered and a speed of 1m/s always triggered. Though the issue I had was everything in between. I graphed it because, why not. Here's 2250 iterations at differing speeds showing the success rate (%)
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
Put a physbones collider on your avatar, a plane collider
Do you have multiple phybone scripts on the same chain?
Im sorry for giving a late reply but woww! thank you for actually gathering some data!
The data in between may be caused by hardware or network inconsistencies depending on how you conducted your testing 
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!
Interesting, I had never considered this.
Has anyone had trouble with On enter with contact receivers?
how do get it to be consistant with animation triggering?
Iv never been able todo it and its been bothering me for a long time
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
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 
I have not seen the set up that it may be wanting you to do but I would make sure that all the parameter names match correctly across your avatar. Maybe even go into play mode with your FX in the animater of an avatar copy and try testing it there so you can see where it is getting held up
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.
From what I said about melody's issue, I don't think contact parameters are supposed to be entered into the list. It doesn't need to be anyway. It causes desyncing from what I've seen
Other than that, I don't have more about it
you know, I've spent the past half hour waiting for a reply and I could have just read two messages up... XD thanks lol
Hopefully it works~ 
btw, you mean the VRC params list or the animator controller?
cause it's not in the vrc params list...
I must have misunderstood which list to add it to π
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
It should be in the animator controller otherwise it cant be used in transitions
I meant the vrc params
if that doesnt help, sorry...
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
there really shouldn't be more than one place to have things like that tbh.
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
Okay! I do hope that fixes it so you didnt come across a new issue.... lol
oh believe me, I've had to fix SO many issues with my model XD it's my first model and by this point I can pretty much do the entire process, start to finish, fully custom, with toggles and just about any other thing I can imagine to put on it. I'm basically a pro by now XD
now if only I were an artist....
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.
Is it that for you its toggled on but for other is off and vice versa?
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
Sounds like an async state machines problem. What the grab animation set up like?
Dose the animation look something like this?
uhm... I don't think so? I followed a tutorial for it, can I link it?
oh true lol 1 sec I'll do both, screenshot first
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
Relevant tutorial I followed:
https://www.youtube.com/watch?v=Cp0ysawmizM&ab_channel=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 ...
For (New State and Wait for Contact) and (Wait for Contact and Move to Hip) what prams do these use?
Also the (Wait for Contact and Move to Hand)
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...
I just realized
hmmm?
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
Something along that line
If you have any kinda of part where you cant get to the active clip from entry or any state. can get desynced.
active clip? which one would that be in this case? there's like 10 states XD
8, there's 8 states* lol
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.
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.
hmm... so how would you fix that in that example?
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:
You can also refactor so that you don't have any state machines. Having different parts on separate layers.
yeah I definitely gotta do that. I just wanted something that works for the time being lol
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?
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 )
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)
vcc has a quick launcher
theres a setting on the physbone for strechiness if thats what youre looking for
oh wait, thats not what youre asking-
im actually not sure
doesnt seem to work unless the player grabs it
yea i dont think you can stretch with colliders
wanted to pull multiple bones at once, so tried to set up a collider to do it
can use constraints to do it i guess, but will have to do alot in the animator aswel to make it work
some inside collider setup with big bones that can be used for IK
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
there are no colliders as of yet
just the standard ones on the avi descriptor
this is an old 2.0 im converting , so all those old scripts have been removed
still, the bone colliders itself might be too big
turn on gizmos and check
they are all on zero
ok first of all why is your arm a physbone?
second, what happens if you disable the physbone component?
no arms are physbones , probably just a trick of the eye on the gif
enabling and reenabling the component causes it to work correctly as far as i can tell
behind ^_^
try putting more pull
if that doesnt work you can try resetting the settings of the physbones on all the hair
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.
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
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
@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.
Exactly what I meant. Is there no standalone version of it?
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.
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
everything seems fine
https://www.youtube.com/watch?v=Cp0ysawmizM&t=8s followed this tutorial to a t
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 ...
also just saying its incorrect is pretty pointless no shit captain obvious @lime prawn
im quite serious
your parameters
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
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
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
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
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
Texts can help a lot, if we can actually see anything
^
Text is often better as more helpers can add advice
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
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
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
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
hmm, alright, but if i set it up like that, how do i get the wings back on the desired position?
its more a blender edit mode thing, the model should not move
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?
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
alright, they are parented directly to the wrist. should i parent to the elbow?
If the goal here is to have the inner bone bend slightly less and the outer bone bend with the wrist, yeah
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
yeah, that's basically the goal, i want to have the outer bone follow 1 to 1 with the wrist, and the other two bones move gradually less
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
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
huhh unity is local to local, the constraint is quite literal on just add this much of how it bends 0-1 override
yeah but no matter what i change, it always goes back to breaking at the exact same spot
ok, as i suspected
it's all blender's fault
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
and CATS is the only way i found to combine them without losing access to the shape keys
but even with better FBX blender still messes up the skeleton
i just exported it directly from maya and re done everything the way i was doing, and it worked perfectly first try without issues
yeah buit it would also be alot more helpful to literally be able to see my unity in real time
@lime prawn just for you one at a time
cause you cant post more then 4 attaches at a time

well
you did show screenshots and they look fine
so wheres your contact reciever on your hiearchy
and have you verified it actually gets triggered using an emulator or the in-game overlay
i have no idea what that is
you can enable a contacts overlay in-game
or get an emulator so you dont have to upload your avatar to test it everytime
tldr - you can test contacts in unity
thats how they show it in the tutorial
sippbox does actually not touch those unironically
i thought that was the problem also
on the tanstion mention above ?
yes
ok did that
let me show you the contact reciver just in case
the item being moved to the hand is the katana_uved
go double check your in-game thing now via new upload
which is in the chiakage group
and figure out how to toggle your contact overla
trying to find where to enable the overlay
found just opening the game now hopefully it works
still doesnt move to the hand
@lime prawn
yes
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
well there you go
like i said its alot easier doing it that way then a million screenshots
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?
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
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.
It's a good idea to think about everything as a toggle, just with extra steps.
What triggers the toggle to happen and what is being toggled is the puzzle
For example, what causes the magazine to go to the hand? A contact point plus a gesture is the first thing that comes to mind.
How does the mag move. Is it a parent constraint? Different mesh renders? A mesh shader? All valid options.
thats a good way of thinking of it, thank you!
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 isnβt the chat for a question like this point me to it.
You dont need the robot to upload your avatar
just make a vcc project
import you avatar
and do whatever you want with the avatar
if I change physbones within an animation will it change at runtime?
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
it does but you'll have to toggle the physbone component off then on in the same animation
the component has to be cycled
Yeah, the properties are only applied on awake. So you need to reset them every time you want to edit the script settings at all. Anything that affects stuff like the transform is fine to do at run time.
ah ok, thanks!
Actually does that include what colliders it interacts with? i cant seem to record changing it for the anim
tho i just realized i could just change the collider pos
thats prob easier, sorry for the ping x3
Not 100% sure thb
damnit moving the collider doesnt seem to work
Have 2 separate physbone components and switch between then by enabling/re-enabling
Most complex thing I've ever done π
pff fair I ended up just having it on a separate object and moving that up and down
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
got it working, thanks for the reply
Can we animate the avatar descriptor
that would be cool.
Because the avatar descriptor is on the root object, we can't edit it at all
At run time that is
can we adjust the parameters set by the descriptor i wanted to change my character's eye movements to confident when a specific toggle is active when normally it's shy
We can't edit the descriptor. But we can redefine it in playable layers.
what do you mean?
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.
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
seems to only like to stay in my hand for...a few seconds
i tried chalking it up to controller drift, but seems to be , not the case
because i did have it set to a gesture, but seems even then,