#avatar-dynamics

1 messages · Page 4 of 1

carmine jewel
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this object on the root of the avatar

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with this componant

calm owl
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once its moved to hand or head it really shouldnt ever leave that state, the exits are invalid due to the warning. There has to be a lower layer overriding whats happening in movwe ti head

carmine jewel
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do i need to set the conditions for those as well?? sippbox didnt do that in their own tutorial

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so in that case, what should i set it to ?

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or am i misunderstanding

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never mind

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i think i get it

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animation needs a source

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i see my brain complerly overlooked why the exits didnt work, becuase i ddint notice the warnings when they were right there

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lmao

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i need sleep

calm owl
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yis and bottom most layer takes prio in regards to animating the same thing

stiff glen
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oh

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haha that's also my problem

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funny.

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yep, totally was, I need some masks. Thanks, even though you weren't answering my question 🙂

calm owl
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2 for 1 hell yeah

stiff glen
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I'm actually doing things in a world though and was trying to combine stuff in an animator but of course layers are still a problem and I shouldn't be combining 🙂

carmine jewel
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after fiddling around seems to be a distance issue rather than duration??

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dunno what im doing wrong

fair galleon
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Trying to reduce the amount of unneeded physbones i have and so i am trying to remove 2 completely stationary ones from my ears but i cant reproduce the same floaty effect,
https://short.catboy.win/kvhoq5h9vs
https://images-ext-1.discordapp.net/external/amlMbeCi3OxhXyPAOCbfvny2kaa6ZnSgmg8NWpRDdQU/https/short.catboy.win/j7wxep49in
https://short.catboy.win/pkibvdpmn9
https://short.catboy.win/r59wpy65i7

Anyone have any ideas of how to fix it?

Watch and share ShareX GIFs on Gfycat

▶ Play video
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I have no idea how i got the effect in the first place but its been around so long ive gotten rather attached so if possible i really want to keep it, if i cant ill have to give up on removing those extra physbones :(

carmine jewel
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finally got my hat to be grabbed but looks like a weird trasition where sometimes when it grabs there looks like the physbones jitter wildly sometimes?

carmine jewel
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seems like its not physbones just..general flicker

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bc i turned physbones off, still did it

swift spear
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Does anyone know how to make a toggle with Avatar Dynamics?
I wanna make a toggle trigger if i press a button on the wrist of my avatar and then turn it off the same way
I know how to make normal toggles, and you know grab props from my body and such, but making one simple button that will toggle a complete texture/material change and stay that way, idk how to do that

stiff glen
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Yes - you use VRC Avatar Parameter Driver to have your button toggle another boolean on or off depending on its current state

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so button inverts the next variable, and that variable is what controls whether your prop is shown

swift spear
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ahhh great, Parameter drivers.... never liked dealing with those but thank you!

stiff glen
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They work really well in this case!

mellow hawk
lime prawn
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im laughing at the varying qualities of your annotations @mellow hawk

mellow hawk
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(I really should remake this one lol)

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Slapped this one out a while ago like 3am in ms paint

swift spear
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lol well that helps a lot

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wellp ill give it a try, thanks!

carmine jewel
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everything on my hat grab works, except, when grabbed for a split second, my physbones start shaking wildly, tried it without physbones, then it just blinks in and out for a few seconds between grab and Not grab transitons

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dunno how i did that

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sounds like an animation issue, but, i dont...know how it could be, because the animation i did only has one frame

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i..think as i was screenshotting, i may of found the issue XD

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both my prop toggles were sent to true

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not true false

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hopefully that fixes it XD

carmine jewel
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xD was indeed the issue

final coral
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anyone got any quest eyebrows i can use for this model

mellow hawk
final coral
mellow hawk
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Just move the texture to the head and remove the mesh where the eyebrows were.

final coral
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??????

mellow hawk
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Basically, a lot of the build-a-bear avatar maker such as vroid use a quod and a texture with transparency. The quest dose not support transparently at all. So if you remove that quod and move the texture to the head texture, it will look exactly the same.

final coral
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errrrrr

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do u think u can help me do it

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@mellow hawk

mellow hawk
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You know how to use a 2d editor, like photoshop or equivalent?

final coral
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errrrrrrr ish

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is there a tortial

mellow hawk
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All you really need to do is open the texture with the head, then open the eyebrows in a mother layer. Scale, rotate and transform it above the eyes. Save and export.
Open the avid in blender, hit tab to edit the mesh, click on the 4 verts where the eyebrows should be, and delete them. Re export the avatar as fbx fil and bring it into unity

final coral
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errrrrrr

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i my brain died

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i so confused @mellow hawk

mellow hawk
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Could always just have black box eyebrows lol

final coral
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no

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is there a video of how to do this @mellow hawk

mellow hawk
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For your exact problem? No.
For all the steps listed above? Yes.

final coral
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could u make a quick video for me if that ok

mellow hawk
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I'm on a bus lol. Would have to wait 10 hours for me to get off work.
Probably best to learn some basic editing skills in the mean time lol.

final coral
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but could you make a vid tho after would u would be a life saver

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cat

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@mellow hawk

final coral
final coral
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@mellow hawk i dont have photoshop is there another way i can edit the eyebrows

stiff glen
night plover
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I always forget, what was PhysBones pull on 1 again? Immobile or just somewhat stiff

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I'm going crazy trying to make a bone stop smoothly at its limit, currently have it go to Pull 1 at the end of its range using a curve, but its just slamming into it without any sort of like smooth stop

torn tendon
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After the damned "VRC Creator Assistant" software migrated my files, the shader in my software was damaged

dark drift
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@night plover all curves are working along the bones, their length, not some limits, time or anything.

elder magnet
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somebody can explain how to use the stretch parameter?

calm owl
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for example if you were to put Bone as the parameter, you would get a Bone_Stretch that you'd be able to put in an animator parameters to use for transitions

elder magnet
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so i use it well 🤔 need to see the problem

halcyon vault
# elder magnet somebody can explain how to use the stretch parameter?
  • An instance I used the _Stretch was to pull on hoodie strings and tighten the hoodie around the face.
  • Pulling/pushing up the sleeves of a shirt/jacket.
  • Another was to stretch something that was linked to my pants belt loop and 'break' it off at a certain amount changing the constrained source from the hip to the hand.
  • I've seen it be used for slides of handguns to pull it back a certain distance and to know how far back it's been pulled to show the loaded round/eject or not.
  • Removing clothing by grabbing strings attached to knots, pull to 'loosen' and remove

Functionality wise it'll be a float value from 0.0-1.0 depending on the max amount you allow it to be stretched which is based on the original rest length of the bone(s). it'll use {parameter}_Stretch which you can check for in any and all playable layers.

elder magnet
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example if i got a katana with a blend shape to move it around the scabbard and i want to use a physbone to move it around (hi deadpool) and want to make 2 different parameter for both katana if i stretch the physbone should i name them example L_Stretch and R_Stretch then on the blend tree use this exact condition as a float ?

dark drift
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@elder magnet you can just use one animation with two frames (katana in/out) and motion time set to L_Stretch (disable looping), blendtrees are useful (not excessive) only when you have many stages or need nonlinear motion.

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otherwise yes, that exactly how pulling out swords is made, and when you reach stretch 1 toggle sword to your hand

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ps: by saying exactly, i dont think theyre using blendshapes normally. but whatever, if it works

elder magnet
dark drift
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@elder magnet just saying that having sword weighted to the bone that youll use anyway to grab feels more logical

elder magnet
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wanted mostly to move quickly the katana in the scabbard out and in while its inside of it to do a particle animation for one of them and since the sword was capable with blendshape i wanted to move it with the blendshape but even if my float get to 1 the animation dont trigger

calm owl
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1 is not greater than 1

elder magnet
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0-1

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the between dont do anything xD

rugged field
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What is causing this physbone to be so large?

stiff glen
rugged field
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Oh, I didn't know that was a thing. I'll give that a try, Thanks!

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That was it! Thanks!

stiff glen
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nice!

frank minnow
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I have some contact sender-receivers that occasionally have a pretty short activation period. they don't seem to always successfully activate on remote clients, presumably due to IK interpolation. can I just sync those parameters to guarentee that my conditions are met and animations fire properly on remote clients?

upper raven
upper raven
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For better syncing you can also select "Local" and then put the parameter in your avatar VRchat parameters

solid spruce
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How to Make a avatar on a Mac

upper raven
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same way you make on windows, make model in a 3d modelling software, put it in unity, set it up, upload

solid spruce
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How to import hammer assets into blender?

primal haven
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Heyo! i am trying to setup a physbone zipper but the _Stretch parameter of the component isnt comunicating with the Animator parameters at all

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Any reason for this?
cuz im seeing the parameter change as i grab it in the component but the same parameter in the animator remains unchanged where as i understand they are supposed to link

acoustic ridge
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Can I make a toggle hiding and showing a gameobject that contains a contact receiver to enable and disable it?

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Or will it mess up the contact receiver or not work at all?

mellow hawk
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Feel free to ping/dm if you need help with those things.

tired drift
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anyone have good physbones settings for large ears and tails?

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or know where i can find them?

acoustic ridge
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what i would do is duplicate my model, put a looping walk/run animation on it, go into play mode, and start playing around with the settings

tired drift
acoustic ridge
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and you can ask what other people think of it after

crisp elm
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Does anyone know if it's better to toggle off physbones with the mesh on a mesh toggle? Does it help with optimization? OR for example: If I have 2 hairs, when I have 1 hair on I toggle of all the physbones for the other hair

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Does it actually improve performance?

crisp elm
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IF anyone is looking for this information, the answer is: YES. Toggling of physbones when they're not needed does improve performance

stiff glen
native dock
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does attaching a contact to a physbone just make them not work? I'm trying to make it so that when you pull away the physbone then the sender is no longer touching the receiver, but the contact values never change even when they've stopped touching.

native dock
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I guess contacts in general just don't work in play mode because I had it on one that wasn't on a physbone and still nothing

pulsar minnow
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what would be the ideal Phys Bones settings for a tail that is defaulted to a straight back position

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current settings and the result

lone cypress
# pulsar minnow

settings are going to be different for everyone, set your gravity pretty high, make sure to have a collider on the body and one on the armature aka floor and then test it

errant vale
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anyone know how to made the collider radius shorter?
The width is great but its so long XD

rugged field
errant vale
rugged field
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Bone length shouldn't be a problem with your physbone. However, now that you mention that you added it, did you weight paint the stomach?

errant vale
rugged field
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Ah good. Yea so now when you make the bone shorter, think of the end of the bone as the point of where the physbone component will create the collider from. So try to put it in the middle of your stomach area.

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The physbone script just takes the two ends of the physbones as center points and creates spheres for collisions, then ties them together into a pill shape

errant vale
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Oh ok! Can I change the length in blender without affecting anything else?

rugged field
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Yea, as long as you don't mess with anything else, you should be fine to drop it back into unity

errant vale
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Fantastic I'll give that a go tomorrow, thank you SO much!!!

rugged field
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NP

stray verge
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Can anyone help with chest phys bones?

errant vale
# rugged field NP

So i think i did something wrong...
I shrank the bone, and reported and didnt change

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I think it might be cause on export a "belly_end" bone was added? But if I delete that bone the whole collider vanishes

rugged field
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Was the bone shrank already in that blender photo? Because it doesn't look like it is. Grab the end portion and pull it in. Also, when you export your model as a .FBX, make sure you go to scale and change it to FBX All. Then also go to armature and uncheck the leaf bones. That's where the belly_end came from

errant vale
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Ya it was shrank in the blender photo already, I was previously much further out. So it should go in even further?
What does the fbx all do? I don't think I've every used that setting before. Good to know about the leaf bones tho!

simple elk
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way more in with the bone, radius goes at end of it , see other one the green arrow end - is where the bone stop

errant vale
rugged field
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The tips of the bones are the center points for the physbones collision spheres. So if you have a spherical object such as your belly, you want the center of it to be where the end of the physbone is.

stiff glen
oak barn
rich birch
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not sure if this is a dynamics or rigging thing but how in the heck would you go about making phsbones work on a loop, i.e. a chain, or a ribbon?
my friend has brought me this topic and i was suprised at how difficult it seems to do this when i thought it would be easy:

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the only "solution" ive found that (kinda works) is to rig them in pairs, as such:

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and while that kinda works, i was hoping maybe playing with contraints and limits and making two bone chains that meet on that center link would work:

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but, the middle link just gets streched no matter what i do lol

errant vale
calm owl
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at the bottom of that mapping menu, there is a reset t pose and enforce t pose button in a drop down menu. Clicky those

errant vale
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I think that worked! Are "end" bones needed? One i turned off that "add leaf bones" my collider doesnt work anymore?

errant vale
simple elk
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physbone requires 2 'bones' if its 1 just add endpoint

stiff glen
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yeah - this is true

simple elk
errant vale
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ooooh ill try that!

simple elk
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they do not count so its one way to save if you are limited on amount of physbone transforms

stiff glen
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the issue with that setting is that you don't need leaf bones everywhere, so you'll want to specifically make your physbones two or more bones

errant vale
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end bones dont count or endpoints dont?

calm owl
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end bones count, end length does not.

errant vale
calm owl
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it looks like the bone length is about 0.000001cm so yeah, not a whole lot to work with

errant vale
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I dont think its THAT short lol, i just shrank it to where others over told me too

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...Clyde Bot isnt letting me send pix anymore...

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ok well theres a link to it for now...

modern quest
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So, I'm having an interesting problem with the physics script. It works perfectly fine for self collision but external colliders (aka other players colliders) do not affect the phys bones. Other players are only able to grab the bone to manipulate, but their colliders don't activate when coming into contact. Any ideas?

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Keep in mind, this bug only appeared twice out of 10 other avatars created. Those work perfectly fine.

calm owl
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Its 1 bone, so it just goes off of end transform length

errant vale
calm owl
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1e-05 lol i wasnt far off. Uhh by having a smaller tummy collision, or multiple smaller bones

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as in multiple bones that will have their own collision

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just spread out to use a smaller radius

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just keep in mind that unity only cares where the root of the bone is and how it is rotated, the "tip" of the bone in blender isnt considered in unity

errant vale
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ugh, lol
That all sounds like way to much just to get his tummy to function

floral junco
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any idea why I can't click and drag physbones in unity anymore? I used to be able to test stretching and stuff all within unity but now it just doesn't work

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and yes radius is not set to 0

onyx vapor
floral junco
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I am

onyx vapor
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Ah, perhaps try repositioning the camera to a diff angle/zoom in more? Might be something else is catching the mouse click instead of the bone

hollow delta
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what's the best approach to toggling a physbone between pose-able and standard behavior?
I'd like to have a tail that swings around freely normally, but is completely pose-able (and stays in place) when I want it to. Should be an easy toggle with two animations that change some values, and setting Pull and Gravity to 0 would give me the desired effect. But the physbone component doesn't seem to react to those two values being changed by an animation. Am I missing something?

modern quest
dark drift
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@hollow delta physbones settings are not meant to be animated and applied only after turning component off and back on.

hollow delta
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could technically have two physbone components and toggle one on and the other off i guess

dark drift
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@hollow delta if youre just trying to animate isGrabbable then just animate one component. also chances of any of configurstions breaking while in transition are high.

hollow delta
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i want to be able to pose the physbone and have it stay exactly the way it is, not just make it grabbable or not

upper raven
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state behaviours

grand mist
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Hi everyone !!! I just want to know if there is there a way for change the physique on a Physbone component throw an animation... I tried adding a radial puppet to change the Pull, but it doesn't work on my animations...vrcAevSip

mellow hawk
storm crater
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Is it possible to have multiple motion limit types in one root? Messing around with limbs and I'd like to make the knee a hinge and hip joint polar.. When I try setting up multiple components with an ignore transform it stops the knee from bending at all.

dark drift
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@storm crater polar includes hinge, just play with curves

storm crater
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Oh! Thank you. For some reason I didn't think you could use curves with polar.

shell jay
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is there a way to get physbones to only be grabbable by certain hands
for example i want a gun prop with a grip and it works but i can accidentally grab it with the hand the prop is in so is there any way to disable that?

dark drift
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@shell jay what. by grip you mean slide? if you have an extea layer that reads physbone stretch and converts it into movement you can add extra checks with contacts to not animate it if second hand is not close enough or smth

shell jay
dark drift
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what stops you from just adjusting colliders in the first place so it wont overlap

simple elk
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contact or reciver if its correct hand enable the grab, otherwise ignore (random idea never tried also forgot wich one detect the hand)

shell jay
shell jay
verbal vault
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It is true that all avatars come with built-in contact senders on the fingers/hands upon upload, right?

shell jay
dark drift
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@shell jay i dont get it, just add extra bone inbetween so you can move grabbable parts

verbal vault
shell jay
shell jay
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it works fine except for accidentally grabbing it with the right hand
which is what im trying to avoid

dark drift
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@shell jay oh, lol. just reduce collider size with curves

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i thought you had small pistol with a slide

shell jay
dark drift
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yep, a ball

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or if you want it to be grip-shaped add extra bone and set limits to 0 with once again curves so only root one can actually rotate

shell jay
# dark drift yep, a ball

i tried to do that and there were 2 results
if i started at just over 0 it looked like this
if i started at 0 the whole bone would have a radius of 0

dark drift
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@shell jay i see youre using endpoint position, better add actual empty object or two along the axis. i cant check my setup rn

shell jay
dark drift
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@shell jay

shell jay
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Ah I've figured it out
Thank you

dark drift
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yep, 3 objects

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both root of gun AND handle dont have collides, handle2 is object that has collisions

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4 objects for capsule

shell jay
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@dark drift quick question
could you use the parameter on the physbone to make it so that when the grip is selected a guns bloom is reduced
this would be by making an animation of the guns particle system having a larger or smaller angle

dark drift
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@shell jay theres isGrabbed parameter for physbones if i get you correctly

shell jay
dark drift
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should totally work

wide harbor
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so my physbones flip over to random positions when grabbed, any idea why that might be?

fair sundial
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Oh, mine did that too earlier. I think i fixed it by adding an angle limit

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Hopefully it works for you aswell

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@wide harbor ill ping in case you dont check here often ^

wide harbor
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Thanks! someone on another site said the same thing so hopefully that’s just it

fair sundial
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alright, good luck ^-^

wide harbor
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Alright so looks like unfortunatley I’m getting the same results

fair sundial
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oh your collider is also huge

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woah

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hmm uh

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try lowering the collision radius maybe?

wide harbor
fair sundial
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hm, whats the armature for the guitar like?

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could you put another component on like, a neck bone?

wide harbor
fair sundial
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i see

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that complicates things

wide harbor
wide harbor
fair sundial
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i think its cause the bone is pretty big

upper raven
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what you want to do is make the collider small and add an endpoint to extend the bone so it covers the neck of the guitar while still being small

upper raven
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in the physbones

wide harbor
upper raven
wide harbor
upper raven
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moving the endpoint extends the physbones in that direction

jade cypress
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question: has anyone figured out if it's possible to have an object on an avatar that can be grabbed by other people and posed in the world? like I have a prop in my hand that I want other people to be able to pick up and move around

What I've come up with so far:

  1. Have an empty object, A, as the physbone root, another empty B as the tip (which should be grabbable), and the prop X as a child of B (or maybe just parent constraint'd to B)
  2. Set physbone to max stretch, zero springiness (it'll basically just follow wherever it's grabbed)
  3. Whenever IsGrabbed goes from 1->0, play an animation that a) fixes X to the world via ParentConstraint, then b) translates the PhysBone root A to X's position by toggling a ParentConstraint, then c) disables X's world fixture and fixes it back to the tip bone

docs say you can't translate the root physbone component though - maybe I can just toggle the component in the animation?

dark drift
jade cypress
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my attempts just have the physbones zoomin out in front of me so far lol

karmic sinew
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I don't suppose anyone's ever made a working rotary encoder (that can be grabbed and twisted) using avatar dynamics before? 😅

lost pebble
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i have these colliders that i want to interact with each other but they wont react with each other, how should i do so they work?

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both colliders are added to the physbone collider components

upper raven
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colliders dont interact with eachother

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what you want are "Contacts"

lost pebble
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oh alright

lost pebble
upper raven
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yes

lost pebble
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there is 2 different contacts, what one would be used for this situation?

lost pebble
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the point is so the mantel should get pushed away by the tail

upper raven
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oh for that then yeah you'll need a collider that pushes the physbones on the tail

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and you need to set that physbones collider to collide with the tail

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manually

lost pebble
woeful forum
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How could i get better syncing on the physbone parameters?
Since they are local and not network synced i run into a lot of desync issues because i use the _Stretch Value to drive animations and states but they tend to behave different for different ppl espeacially in bigger lobbies...
I tried writing the local physbone parameters into actual synced parameters with parameter drivers but not only is it very unperformat since in need to do that multiple times a second but also it makes the animations that are driven by the parameter verry choppy

upper raven
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physbone parameters are network synced

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copying the values to another synced parameter is redundant

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makes little to no difference

woeful forum
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hmm i guess the sync polling rate is not fast enough to drive the state machine consistently

upper raven
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probably

woeful forum
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well in that case i try bigger thresholds and hope that reduces the issue a bit at least

upper raven
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honestly i have no idea what the rate for physbone parameters are, im thinking either the same rate as playable layers or IK but probably playable

woeful forum
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ok yeah i have conditions that check for example if the stretch value is above 0.98 and i guess thats too precise

upper raven
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oh yeah definitely, thats in the threshold of float synced precision

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from my ouijaboard system, floats only match locally and remotely by 0.02 or more

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so if you have animation that does somthing at 0.01 and something different at 0.02 it will get confused because for the remove client 0.01 and 0.02 is pratically the same

woeful forum
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yeah makes sense just need to rebuild some stuff and maybe just increase the threshholds maybe change the bone sizes aswell to still get the same effect
ty

upper raven
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yeah thats pretty much what i did for the ouija board, each letter was 0.01 more than the last letter, so the A was 0.01, B was 0.02 etc etc, it worked perfectly locally but then i found out it didnt sync right for remote players, when it was b for me for example 0.02 for me, it was still A for the other person, would desync like that, i fixed it by making each letter be 0.02 more than the last, A is 0.02, B is 0.04 etc, fixed that

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its been an issue for some time, they havent done anything about it yet

woeful forum
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what im also gona do just as a fail save is that after the transition it will set the stretch value to 1 by parameter driver
im not sure how that will play out but my hope is it will force it to sync and then also play the animation on the network side how its supposed to

trail pelican
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"Pull - Amount of force used to return bones to their rest position."
does higher values make the physics faster or slower?

dark drift
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@trail pelican faster

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you can grab stuff in game window in play mode and adjust parameters on the go, then copy component to not lose changes

trail pelican
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ohhh okay

wheat cradle
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I don't suppose anyone can help me as I can't find this anywhere online, my custom model isn't moving it's head up and down, it's just static when I do it, all the bones are mapped correctly but I genuinely can't find anything on this at all, appreciate any help!

wheat cradle
halcyon vault
idle frost
# dark drift <@234818020550115330> https://github.com/ThatFatKidsMom/Avatar-Prop grabbable a...

Hey gamers, so i'm wanting to use this to create a tray of different items, like - a piece of bread, a piece of meat, a tankard of beer - just a tray of STUFF, using this prefab to allow players to actually grab things that are on the tray. My original idea was to put all of the food-items into individual object containers of this prefab, then just set those as children to the tray. But, since the game object has actual FX commands that are then bound to the FX controller of the model, creating multiple instances doesn't seem... possible? Since I don't think multiple instances of the object can be bound to the same animation? I'm not quite knowledgable enough to know how that works. As such, since I'm still kinda new, I thought I'd see if anyone has done something similar before, or knows a way to make this possible and would potentially be able to teach me.

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(Oh shoot, sorry Leastmost for the tag reply, I didn't even think about it)

dark drift
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@idle frost please dont, its 17 contacts per prefab, two of them wont work and tray full of them will kill frames most likely

idle frost
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Oh geez, yeah, I didn't exactly think about that.

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Is it possible to just make physbones on the independent objects and let them be "grabbed"? Or would that not work because it's parented to the tray?

upper raven
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yeah just a few months ago i tried doing the exact same thing, it worked perfectly, but it was like 50+ contacts so i just went with constraints

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kinda like this

idle frost
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That's so cool

So you say you did this with constraints? How does that work?

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I love the "No gloves needed" part

upper raven
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each item has a single contact receiver that listen for "hand" then i have Target objects in my hands, when that specific contact gets activated and i make a grip gesture it activates a parent constraint to the target until i let go of the gripping button

dark drift
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@idle frost for food that does not care about rotation stretchy bones could be easy solution

idle frost
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OH! I've used those before! The contact receivers and stuff!

So, if I were to make the items on the tray have receivers that interact with hands, how exactly would I go about making it so other people can GRAB them?

upper raven
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oh yeah if you just want it to be grabbable an not have rotation you can use ThatFatKidsMom Grabbable prop, it only uses 1 contact per item

idle frost
upper raven
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like that

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each ball its only one contact

idle frost
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Now what exactly do you mean by rotation? Like, if someone turns their hand?

upper raven
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yeah

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it will always be in the same rotation

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will just be moved around

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if you see the balls can be moved around but they'll always face the same direction

idle frost
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Ahhh, that's a shame.

upper raven
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if its something you dont really need rotation you can do it that way

idle frost
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What if it's just one of the items?

upper raven
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then yeah you can do it, that'll cost you around 17 contacts tho

idle frost
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That's so many heckin' contacts aaaaa

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@upper raven (Sorry for the @ ) Would you mind if I DM'ed you for some guidance?

upper raven
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yeah sure

idle frost
gloomy tiger
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How can I make it so, when a contact receiver triggers "on enter", it'll keep the state it toggles on active, until I toggle it back to the default state? Basically, I am trying to make it so someone can touch part of my avatar & make it "disappear" using on-enter, & have that part of my avatar stay hidden until I toggle the main toggle off again (having it reset).

dark drift
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@gloomy tiger vrc parameter driver. and you probably want reciever to be local only so its synced

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VRChat

When you've got a specific state selected in the Animator view, you'll be able to add State Behaviors. They're a bit like components for states. They do different things. Try adding them, and you'll see what they can do! All state behaviors run on the first frame of the transition into that state. S...

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and you dont want onEnter for this, constant probably would work better unless you need speed.

gloomy tiger
gloomy tiger
dark drift
dark drift
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you need on contact only if something can be smashed repeatedly fast or you need speed value

gloomy tiger
dark drift
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why would it, it will only drive vrc parameter drivcer

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once

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and that parameter controls your clothes

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so it will be stuck untill you do it via radial menu or whatever

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its 2 different parameters

gloomy tiger
dark drift
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...

gloomy tiger
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oh

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yes

dark drift
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did you read about parasmeter driver?

gloomy tiger
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Yes.

dark drift
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so

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someone touch your contact with param Touch

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that causes you locally to go to empty animation that has driver

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that sets Clothes to 1

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and other layer check Clothes and if 1 turns them off

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well, true/false, since bool is ok

gloomy tiger
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I'm using int

dark drift
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and you can put clothes as toggle in menu

gloomy tiger
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but probably doesn't matter

upper raven
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kinda does, contacts can only 1 or 0 for ints, so make sure the toggle off you want to use is using either 1 or 0 of that int

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but if its a simple 1 object toggle on and off why not use a bool and save 7 memory

gloomy tiger
# upper raven but if its a simple 1 object toggle on and off why not use a bool and save 7 mem...

I feel like I've undersold myself, let me explain how I have set this up 😅

The object that I want to have toggled off is also being toggled on in an emote. I made a synched parameter, called "Grab" & have applied it to my parameter list. I wanted to set it up in a separate layer, & did try adding the parameter driver, however it wasn't working just now. It did work in the same emote layer that toggles the emote on/off, however I'd need to adjust how I've done that emote (which would be a pain), which is why I want to do this in another layer.

gloomy tiger
upper raven
gloomy tiger
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Using a parameter driver isn't working for me so maybe I'm setting this up wrong.

upper raven
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maybe

gloomy tiger
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I fixed it, once again I was overcomplicating things by adding extra steps.

celest pasture
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can animators be used to manipulate values in a VRC Phys Bone script?

I've never been able to get this to work... perhaps I'm missing a step?

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for example... I have this immobilize value set to 1, and want to use a float to adjust it during playback.

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I can keyframe it no problemo, but in playback; even as the value updates in the inspector, the object in the scene stays imobilized

calm owl
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They cannot be animated. They values can be changed but it requires a toggle of the script for (2? correct me here) a couple of frames to re-initialize and load the new values

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and toggling a phys bone script usually is more strange than not at all

celest pasture
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ok... I'll stick with my 'animate weight of a constraint bone' method then

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shame it doesn't work on quest

gloomy tiger
dark drift
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@gloomy tiger you didnt check is local for parameter driver?

gloomy tiger
mellow hawk
celest pasture
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so theoretically.... I could use a radial menu's first param to trigger a wait state where the physbone script is turned off, while the param rotation is being set?

mellow hawk
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Yes

celest pasture
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neat -- I'll give it a try

mellow hawk
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Quite common actually. Seen it on a hand full of try physbones avatars.

gloomy tiger
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I have islocal not set in the avatar parameter driver (& have tried it with it on), but can't seem to have it sync over the network. I'm trying to make it so a part of my avatar goes invisible when someone hovers their hand over the contact area. I can see it work when they connect the contacts, but they can't, so I'm stumped.

dark drift
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@gloomy tiger is parameter that being driven is in your vrc expression parameters list?

gloomy tiger
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yes

dark drift
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and it uses separate layer for animation itself? have you put this parameter on radial menu toggle and tried toggling it

gloomy tiger
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no it is all under the same layer

dark drift
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thats wrong

gloomy tiger
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if it's wrong, why is it working for me?

dark drift
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Cause its local

gloomy tiger
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this is how it's set up for me.

dark drift
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Step 1: create just oldschool toggle that you can drive from radial menu for everyone back and forth, on=clothes off animation

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Step 2: add extra layer with 2 empty states, transition to second if Touch true, it has param driver. transition to first if Touch false

gloomy tiger
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i don't have to use anystate

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right?

dark drift
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typo

gloomy tiger
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ah

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I still don't understand why it can't work under one layer?

dark drift
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i tried to do some same stuff with isLocal states and it never worked for me, only separate layers for local stuff

gloomy tiger
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Also why is it called "isLocal" if it does the opposite?

dark drift
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your contact is local

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so variable Touch will never change for other people

gloomy tiger
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do I have to set the contact itself to local only?

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or is that actually "local only"

dark drift
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you see the touch - you toggle driver globally - everyone sees it

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it adds a bit of delay but that way its synced and everyone sees same stuff 100%

gloomy tiger
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parameter driver doesn't do anything in another layer.

gloomy tiger
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the object I want to toggle off will toggle off only if the contacts are touching, since it's using constant.

dark drift
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your toggleable object and contact at this poijt should be connected only by parameter driver

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like object xontrolled by var Clothes or smth. And contsct controls Touch or smth

gloomy tiger
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so you're saying I don't need two states, one for on & one for off?

dark drift
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im saying

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that either your transitions are incorrect

gloomy tiger
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they are not.

dark drift
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or youre trying to use only one variable

gloomy tiger
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because what other variable is there to use?

dark drift
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??

dark drift
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with some variable Clothes or smth. Not the one you use for contact

gloomy tiger
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You don't understand how this is set up. I am toggling an emote that then toggles the object that I want to turn invisible with contacts.

dark drift
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that drives Clothes parameter

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so in step one all your transitions use Clothes var

gloomy tiger
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The object is already being toggled on by a different layer though.

dark drift
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in layer 2 all transitions use Touch var

gloomy tiger
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that is exactly what I am doing

dark drift
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if object is already toggled on different layer make sure your new toggling layer is lower in animator

gloomy tiger
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it is

glossy jacinth
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is there a way to tie sound volume to the angle of a bone?

sonic meadow
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hi would something like this work
probably not but i have no clue

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its for headpat reaction

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this is my first time customising avi

sonic meadow
fair sundial
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What does the transition between any state and head pat add blends look like?

sonic meadow
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I’m new to unity I can barely upload

halcyon vault
torn tendon
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Physbones' is animted say, "Each frame bone rest position will be updated according to what was animated." does this mean, it'll only be updated if an animation that affects the transformations is active? it wouldn't increase lag if an animation isn't running, and the physbone would effectively continue on as if is animated is off?

upper raven
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Make sure you're not using a IsLocal parameter in your transitions

dark drift
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@copper silo check animation itself: temporary rename or disable contact reciever, put that same parameter you use to toggle animation into vrc expression parameters and put in onto toggle for radial menu. and see if it works as a simple toggle

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no camera component involved?

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add radom cube to the avatar and to toggle animations

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uuuuh

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are your second account allows for custom animations in safety

calm owl
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the multiverse is not fun to think about. You and your locally controlled avatar vs somebody else and your remote avatar with defined sync'd parameters

dark drift
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would be nice to have remote local only contact (person x touches you - your animation goes only for them) tho.

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Actually. How do I convert onEnter to synced value? Since it do be a bit of a problem

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speed i mean

mellow hawk
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If you wanna force sync put the pram in synced prams list

unreal ermine
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Do physbones appear on PC fallback?

mellow hawk
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Yes, the avatar must be good or better to be a fallback, so you can use some

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VRChat

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...

mellow hawk
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Quite a lot you can do with a decently optimised avi. Hair, ears, and or a tail can often fit in these limits

rapid fox
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Been wondering for a while, is there a way to allow the foot colliders to also collide with/interact with bones, like hair?

upper raven
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yes, if you set it up

rapid fox
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I cant find any info on how to set it up

upper raven
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in the physbones you need to setup the bone colliders as colliders

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in the part "colliders"

rapid fox
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Im not sure you understand what I mean, I want to allow other people to use their "auto generated" foot colliders to interact with parts of my avatar 🤔

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I know how to work with the colliders and everything, just not how to get the foot colliders added since by default they arent (From my understanding) added as a collider to bones with collission enabled

dark drift
rapid fox
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Ah the documentation and how its labeled on the avatar descriptor is a bit confusing then

granite crater
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2 questions ! ! ! is there a way to get physbones with 2 static points working?? i know its not like, physically an option but maybe i can juke it with clever colliders/constraints or something

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2nd issue!!!! this skirt is made with physbones, with a root bone that controls rotation constraints on all of them to the legs. it works fine when the avatar is looking down, but breaks whenever it looks up. i have. NO clue what could possibly cause this, ,, ,

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ok so its definitely something with constraints, cus its still doing it even without physbones on

stiff glen
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pretty sure physbones only have one anchor point, so you'd have to do something more complex for that string

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you could just put one on the top part and leave the bottom anchored and it might look ok if weighted well...

granite crater
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oh absolutely, im just wondering if anyone else has tried this b4 and macgyvered a solution lol

stiff glen
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I've seen a few with chains, but haven't looked in detail yet

granite crater
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i think the cloth component lets u do stuff like that but ngl ,, ,, that one,,, scares me, , , ,

stiff glen
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it does, but it's really not great and it's pretty expensive in terms of processing

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Magica Cloth does this nicely but well, that's not available. *pokes VRChat devs*

granite crater
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exactly!!! plus i do plan on making a quest compatible version at some point and would rather NOT add yet another layer of complexity id have 2 deal with

stiff glen
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oof, no constraints, so that's going to be really hard

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hmm not sure it does cloth either, I'd guess not

granite crater
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yeah,, ,, for most stuff (like the skirt) im just planning on. removing physbones entirely and just weight painting it 2 the legs, ,, ,

stiff glen
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yep

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it won't be awesome, but won't be awful either

granite crater
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might end up having 2 do that with the wires by default tbh

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still have no idea whats goin on with the skirt thing tho

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literally the only thing i could think of is maybe??? something to do with it not being actively looked at?? so its like, not affecting it or whatever, but honestly thats just speculation at this point

stiff glen
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ok I played the video now - really like your avatar. You could try using colliders on the legs to kick the skirt around, my friend did this on a trenchcoat she's got on her avatar and it works reasonably well

granite crater
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ive tried that, but activating colliders on the skirt makes it go a lil,, , , ,funky, , ,, part of it is just due to the default finger colliders clipping into the skirt just at a rest pose tbh

stiff glen
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You can limit which colliders can collide though

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limit it just to the upper leg bone ones

granite crater
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not with the default vrchat ones unfortunately

stiff glen
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I'm pretty sure this is what my friend did

granite crater
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,, , howd they do that , , ,, , 👁️ 👁️

stiff glen
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I'll ask!

granite crater
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i know u can also adjust/disable the colliders on the fingers as well. that could be what they did

stiff glen
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actually I don't need to, it's in the physbone settings, the colliders option lets you provide a list of what can affect it

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yeah that takes a VRC Phys Bone Collider

granite crater
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no no i mean like. even if that list is COMPLETELY EMPTY, the default vrchat colliders in the hands will still automatically affect it as long as that little "allow collision" box is ticked

stiff glen
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right, if you put stuff in there, it'll limit to just those colliders

granite crater
stiff glen
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ohhhh

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got it, ok that makes sense

granite crater
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i had this issue b4 with an avatar that had a puppet, i had a collider for the lil,,, puppet,,, coatsleeve thing so that itd shape itself around the arm when u moved it around, but the fingers kept clipping it

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i just. got rid of the finger colliders at that point LMAOO

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might end up doing that here too

stiff glen
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I've asked my friend anyway, though I'm pretty sure she's at a Superb Owl party

granite crater
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this constraint glitch is so weird,, , ,it doesnt even look like it disables all rotation constraints when i look up, only a few.

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woahh wait its specifically when the avatar does the like, tiptoes thing that happens when u look up really high.

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do avatars do that in vr?!?! do they do the tiptoe thing ,,,

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i think they do it if u like, raise ur head a lil actually

stiff glen
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If you've got your viewpoint or perhaps floor height set wrong, yeah

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or your view ball is too far from your head center, like down a furry's muzzle

granite crater
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problem also is, u cant even rlly just like,,, not look up that far,,,, bcs this avatar is. 4 foot tall.

stiff glen
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that should work okay

granite crater
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grr its bugging me an unreasonable amount i am going to win this fight damnit ! !!!

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(it is a fight between me and. vrchat)

stiff glen
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I know this fight.

granite crater
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hmmm is ther elike a world that lets u??? visualize the bones in ur model somehow. thatd help ,,,

stiff glen
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I meant to look that up

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it'd be a cool idea, if possible

granite crater
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i know a world that shows u the humanoid rig bones !!! but not anything else

foggy loom
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Any idea why my tail ignores my head collider but not my hands?

stiff glen
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oh that's probably all it can do

granite crater
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head isnt a collider, its a reciever i think

stiff glen
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You can add one though if you really want 🙂

foggy loom
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Yeah, thats the main point of me clawing through... I've lost count how many errors today

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Restoring my head colider as to not clip into my tail when I loop up

granite crater
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such is the way of avatar creators tbh

foggy loom
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Like so?

granite crater
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id recommend putting the script on the head bone itself, makes it easier 2 keep track of things

foggy loom
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When I did that before it ignored it

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Lets see

granite crater
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hrmm, , ,did u add it into the list of collisions?

foggy loom
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What is that, and how do I find such a list?

granite crater
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the list isnt automatically there, u gotta click the dropdown button to show it

foggy loom
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idk where that even is, looking up and down the prefab seaching for this

granite crater
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under collision in tha physbones component

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(u gotta click it to show the list)

foggy loom
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ty btw ❤️

river frost
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Does PhysBone(Dynmaic Bone) work with scaling size animation?

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I tried that with “animated” enabled and it nothing works.

simple elk
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have some it works (do it anywhere but fx)

river frost
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Are you saying that make it work on Gestures animator instead of FX?

simple elk
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if its a humanoid bone i got no clue if it will do anything (physbone shouldnt be on those) got one that has headscale but its just a shapekey , other have other parts scaleable

river frost
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It’s a humanoid bone, I was trying to make it work on the tail scalable size so anyone can interact the tail.

mellow hawk
# river frost It’s a humanoid bone, I was trying to make it work on the tail scalable size so ...

Sticking a physbone script on a humanoid bone will cause that bone and any child bones not to have tracking.
Physbones are a blocking script, ie meaning they do not let other scripts edit the transform data. In effect, making it so that the tracking controller for that part, can not function while it's enabled.
The IsAnimated is different in how they are processed as the values can be passed in.

river frost
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Hmm

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Oh well, I guess I have alternative to create a several PhysBones size on the tail bone with toggles when scaling the tail.

amber crane
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Uhh... Tail is not a humanoid bone though

river frost
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I’m not sure. Tail is rigged to humanoid bone

simple elk
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humanoid ones (toes / fingers optional) anything else easy to scale

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tail isnt one ,just scale from its root

river frost
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Hmm, my avatar is Rexouium, it does have tail rigged

dark drift
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rigged!=humanoid

simple elk
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rex definatly have

mellow hawk
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Youll often see something like this, the "tailroot" in this case, is not humanoid bones but the "Hips" are.

river frost
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Ah, so that mean PhysBone can’t make tail work?

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For scales slider animations

digital basin
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Haven't really done a avatara in awhile, does anyone know how ppl are doing dampening avatar receivers to create effects like where you punch somewhere fast enough and it toggles a effect?

torn tendon
mellow heart
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Does anyone know how to use parameter driver? I can't make it work by any possible means. I do all the same as in tutorial video, but nothing happens. It changes nothing. Maybe it can't work in unity test mode at all? maybe it needs CC? maybe it works only in additional animator controllers? I have no any idea><

halcyon vault
mellow heart
halcyon vault
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Well the 3.0 manager won’t make Pdrivers run in unity but it’s a helpful tool to have.

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The Gesture manager will run them when simulating the scene with it present.

mellow heart
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Just nowhere no any info about that parameter driver doesn't work in unity play mode ><

halcyon vault
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None of the state behaviors do, nor the pose space or the tracking control. Emulators are needed to test them.

sour goblet
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when I put physbones on my arms and legs the model is forced into a T-Pose, how can I make my arms have physbones on them without T-Posing

simple elk
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physbones cant be on humanoid ones without locking them up

sour goblet
upper raven
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if im not wrong you can put it on your avatar root and ignore everything else you dont want to be wiggly, make sure to check the "is animated"

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I think that might work but dont quote me

thin knot
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Anyone knows the best physbone parameter for cat tail

mellow hawk
narrow mulch
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so ive got a button on my avi using the proximity contact but then the value reaches 1 it goes back to the first frame of the animation, any way to fix this?

halcyon vault
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Disabling loop time

narrow mulch
mellow hawk
narrow mulch
torn tendon
simple elk
idle vale
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Can anyone tell me what I'm doing wrong?

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it was there and it disappeared at some point

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The collider is a child of the breast_L object for the record

halcyon vault
idle vale
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Oh

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That's a thing?

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Riiiiight, multi child ignore

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Thanks so much

sleek rapids
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OIHO

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OHIO

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ohio

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Ohio

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SMP

mellow hawk
muted bone
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Here's a question: Will naming a parameter on a contact reciever the same as a parameter in the avatar parameters thingy link them together? So if one is toggled on itll be treated as it being toggled on for both

upper raven
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if you put your contact parameter in the paramaters list it will be synced, make sure to check the "is local" box in the contact if you do that tho

twilit jay
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im having an issue where my avatars hair physbones will get stuck in weird positions like this and wont go back to their original shape until i reset the avatar fully, releasing poses doesnt fix it either

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(its normally meant to look like that)

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these are my physbone settings, can anyone spot anything wrong that might be causing this? im not too skilled with this stuff myself

calm owl
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Have you scaled the hair bones in any way?

crude oracle
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What would cause a toggle on the hand menu to not do anything whatsoever? It should just turn on and stay on right?

calm owl
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this parameter is set by vrchats hand gesture system

crude oracle
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How would I do it for the toggle menu? Cause the toggle shows up, but it doesn't even start when I select it

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Here's my animator. Base Layer has no connections

sullen ledge
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you'd have to separate the facial animation from the gesture parameter

crude oracle
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I set the parameter to ExpressionInt

sullen ledge
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for the parameter list, menu, and the FX layer?

crude oracle
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It's just weird that selecting the Bored toggle that shows up in the menu ring does nothing

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Oh wait, I'm dumb. I just needed to do it on the base layer. For future readers, if you are just doing the toggle wheel, do all your animation state work on the base layer

chrome locust
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Does anyone know ow physbones setting for an object that doesn't move but you can pull and stretch it

upper raven
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if you dont want to move it from side to side and just want to pull it you put limits to angle and put an angle of 1-ish

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you can still pull it but wont be able to move it side to side

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now if you mean you dont want the physbones to move when you move around but want to be able to grab it and move it to wherever you want then just set the Immobile to 1

chrome locust
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Ok !

torn tendon
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Hey for some reason I am not able to grab any phys bones on my models. It works if I use something else, and idk why it is doing that. Anyone able to help?

torn tendon
mellow hawk
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Did you move the root of the avatar and have custom colliders on the hands?

torn tendon
mellow hawk
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There was an old issue where if you touched the custom colliders and move the root it would offset the grab point 2x until you change the collider values a bit.

torn tendon
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And the phy bone that is near the hand isn’t grabable

mellow hawk
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idk if it still applies

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Check ingame with the pb debug menu open

torn tendon
mellow hawk
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Yeah, the in game debug menu for physbones shows it regardless. So look for the purple hand orb, and the blue physbones

torn tendon
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I had check the debug earlier and everything looked fine

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Hmm ok

torn tendon
mellow hawk
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It was an issue from the Avatar Dynamics beta, idk if it was ever fix lol

torn tendon
empty shard
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Is there some kind of workaround for animating the properties of physbones, or is that still unsupported/not possible without really hacky solutions?

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I have a theory about it, but I'm not even sure if it would work the way I'm thinking.

sour badge
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Trying to upload this avi I made in Vroid studio so i put dynamic bones on her hair and the bones are their but not connected to her hair?

trim path
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For your dynamic bones script

dark drift
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@empty shard physbones are not meant to be animated in the first place by design. You can update values by turning component off/on but it will be glitchy at transition.

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@sour badge grab some hair bone outside of playmode and drag it (ctrl-z after), hair doesnt move. why? vertex groups for hair doesnt match bones' names. Or you have multiple armatures.

empty shard
torn tendon
granite crater
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hallo! !!! how do u preview/test grabbing stuff in unity,,,, ive seen ppl do it before i just dunno how 2 do it myself hehe

halcyon vault
granite crater
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OHHH ok! !!!

fair sundial
still lotus
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how performant is physbone and contacts? is it ok to have a lot of them and always on? (like 5 scrips with 20 bones each and 25/25 contact sender/receiver)?

devout star
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Surprisingly, pretty performant past the initial component. Not sure what magic they rigged up for Physbones, but the data I've seen is impressive. Still, with anything, use 'em within reason

dark drift
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@still lotus unlike vram, shaders and animators, dynamics are measured by performance ranks so refer to it and dont think about it, your example is almost medium (and ofc in current reality anything that is not very poor is actually excellent, because its one out of ten anyway)

still lotus
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alright, thanks, I was wondering if im making performance heavy stuff

oak barn
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@still lotus well, you can turn them off if u want to make sure people or yourself could interact with other physbones without grabbing one that is not in use

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Or triggering the right contact

chrome locust
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how do you make a physbone grab-able but when you let go it stays in place. I am not talking about clicking your trigger to pose it. Like a slider. I want to make my glasses move up and down my face through physbone

simple elk
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these will lock them wherever you leave it

chrome locust
short hornet
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Is there a way to detect the "speed" in which a player touched a contact point?

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So if I gently touch it vs. punching it

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And what speed as a float

mellow hawk
short hornet
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I was thinking of using 2 contacts: 1 exterior one and 1 inside it. When they touch the exterior it starts a timer then when they touch the interior it uses the diff as the speed

mellow hawk
#

You could, depending on how accurate you need the speed.

short hornet
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I set my speed bumps to 0, 0.33 and 0.66

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Trying to debug it now but it's so clunky waiting for test builds

dark drift
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@short hornet running speed is 4

short hornet
chrome locust
still lotus
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or even simpler, just single physbone chain

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contact receiver:

let the bone chain have no spring, gravity and immobile.
the Pull is the force to bring the bone chain back to its rest position, so lets say a punch, your hand movement is making the bone chain move, the force/speed is against the Pull

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higher the speed is, farther the bonechain is gonna move away from its rest position

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put a bone chain on your hand, limit its rotation to a 2d half circle, put a sender on the end of the bone chain, then put a receiver to a place you think is suitable.

so if you punch hard enough, the bone chain will reach the receiver

#

or, you dont need any contact balls, just set the physbone parameter, and use

xxxx_Angle

to decide if the speed is enough.

#

dont mind my ugly handwriting

short hornet
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Cool idea! Ill give it a try

gilded escarp
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Is it possible to have a contact activate a "sound animation " when coming into contact with a floor collider?

dark drift
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@gilded escarp you have Grounded variable without any need for contacts.

gilded escarp
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I'm new to contacts n such. Could you elaborate a bit more please?

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For example I want to have an audio of footsteps while walking in VR if thats even possible

dark drift
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@gilded escarp oh, then thats not it, i was thinking about landing after jump/fall. I think for more or less reliable and fbt comoatible solution you can place contact recievers under your feet and postion constrain them to feet bones with y axis disabled (so they follow your feet in top view but always remain on ground level). but thats theory, may be full of missfires.

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hard to imagine it overall, i guess we tend to barely lift our feet when wandering around the room

still lotus
#

If you are just looking for playing a sound everytime you "grouded", then there is a parameter called "Grounded"

Grounded = true
when you are standing on ground, else it will be false

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it is a built in parameter, you can find it in vrchat documentation "Animator Parameter" page, search it.

#

if you want to detect if something reaches the ground,

easy solution is place a contact sender/receiver on the ground hight of.your avatar, notice that it will move with you horizontaly and vertically if you use thumbsticks to move

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or a harder but a better solution, you.may use FinalIK(limbs and grounder) to let it find the floor for you. this is a bit complicated therefore I could not explain in simple sentence, you have to search for tutorial

mellow hawk
# gilded escarp Is it possible to have a contact activate a "sound animation " when coming into ...

Stick the contact receiver on the feet and a sender on the root. When you contact, play your animation. As always, with auto sound animations, have a toggle to disable it.
Have seen people use world particles for step trails, though. Looks neat.

If you are looking to get the transform data from the location that is remote. Such as audio at a gunshot hit location. Use a ground plane collider on the root of the avatar and a physbone moving by an interpolated animation ray cast. Physbone needs to be immobile 100%. When the physbone hits the plane, the {parameter}_Angle will change.
To get the relevant transform just set a world constraint at the physbone location when _Angle changed.

fading drift
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Anyone know how to toggle a bool with a contact reciever? I'm kinda new lol

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I know how contacts work but I think the animation part of it is confusing

fading drift
#

nevermind I figured it out lol

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Is there a way to toggle a contact sender based on a hand gesture value?

fluid wadi
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just add it as a condition
gestureleft/gestureright

mellow hawk
scenic crown
#

I'm struggling to setup physbone grabbing Parameter to enable people to lift my shirt up, however, I can't seem to get the Shirt_Stretch to start going up unless I have Max Stretch set to like, 3 or more. This is the size of the pull target

scenic crown
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(Edit: I kind of figured it out. It jumps from 0 to 0.5 but I messed with my animations to offset it and stuff so it looks fine)

eternal vigil
#

anyone know why my avatar just alternates between this pose and lying down on ground sliding?

reef ocean
#

it might be a rigging issue but it might also be something else entirely

eternal vigil
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yea. humanoid

amber crane
#

that's a funny issue... it's basically caused by default VRChat base or action layers. If you will do a looping emote and do anything else that causes your body to be taken control by an animation, such as falling down or sitting down, you will enter this weird mixed state.
Solution: don't use VRChat's default locomotion and action layers.

rancid pulsar
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Hello

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I'm willing to make an avatar with long hair in the back.

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But I don't want it to be stationary and move with the head; I want it to be able to move freely

mellow hawk
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What do you mean by move freely

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Like this?

rancid pulsar
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You know how a person's hair flows in the wind, especially people with long hair?

mellow hawk
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Sure

halcyon vault
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Sounds like a desire for secondary movement

rancid pulsar
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Secondary movement, huh?

halcyon vault
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yeah, dynamic bones, phys bones, cloth, it's secondary movement. You move and it follows.

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like long hair, a cloak or a cape

mellow hawk
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Could add artificial wind by just rotating the root bone of one of these systems a bit.

ashen inlet
#

How do I add Facial Expression via Hand gestures onto this?

Do I just follow a random guide to make a Hand layer and make them toggle ExpM_SadSilent, ExpM_SadTalking, ExpE_SadEyes when Hand value is 2?
The Talking and Silent part look hard to manage though.

rancid pulsar
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Especially when it comes to back hair and bows and stuff?

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Maybe something like this?

rancid pulsar
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I just parented what's about to be the Dynamic Bones / PhysBones to the head bone after joining the armatures together.

dark drift
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@rancid pulsar if you want symmetrical things you want a parent bone for them (you cannot put physbone onto humanoid bones, like head), so add extra bone after the head

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that way you wont have to add separate script for each side

rancid pulsar
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I see

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Thing is though.. Where should I put that extra bone?

dark drift
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doesnt matter

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it wont move

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just extrude from head and no need to weightpaint it, it exists only for hierarchy

rancid pulsar
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Like this?

rancid pulsar
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Now, how do I convert them to Physbones?

fair sundial
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its a unity component

rancid pulsar
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Oh, I see.

fair sundial
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you basically add the component on to the bone chain you wanna make wiggle

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here, ill get the video

fair sundial
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this should help

rancid pulsar
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So, do I have to do any extra weighting for the bones which are soon to become physbones?

sage saddle
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Anyone had this issue when you hit Build and Publish?

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Trying to locate the script but am not sure where it is...

oak dove
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if i put a contact reciver on a projectile, would it work at range? or is there something else i need to do for it.

sage saddle
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FileNotFoundException does not exist, I looked for any dynamic bones and there isnt any. I also looked through all the files in the Hierarchy. Its only tossing me this error when I hit Build and Publish... So its calling to something but am not sure what is happening

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can this be due to file location or ???

mellow hawk
sage saddle
mellow hawk
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in the assets, folder delete the "VRC SDK" folder.
Its contents are already in your packages folder and unity is confused about what one to use.

sage saddle
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it worked thank you!

exotic pulsar
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This is an odd question, but has anyone ever encountered physbones no longer physing in unity only?

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Well, rather, they appear to compute one physics frame, then stop.

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To narrow the issue down as much as possible, I made an empty scene with just a simple chain of cubes and nothing else.

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There's a single frame from gravity computation but then it just... stops.

dense hawk
exotic pulsar
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No, 1 is just to make the 1 frame effect more obvious.

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It happens with any physbone with any values.

ionic drift
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Normally I might just give up here or smth and just let it go without the physbones even though it would look super awkward and stuff but I actually really like how this one is turning out

jovial pebble
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Hello guys sorry to bother you i have a problem that breaking my head since 30 minute and idk if you know how to solve it

So in unity i see the physbone and there moving and all but in game there not here

dark drift
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@jovial pebble uhhhh its not very clear whats supposed to do what. make sure youre not using any of humanoid bones for physbones script

jovial pebble
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Im sure 🥺

cerulean karma
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How would I add a rimm light toggle? Additionally how would I add a color wheel for it

idle fossil
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avatar phys bones refuse to move after adding custom clothing

mellow hawk
idle fossil
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ahhhh wait

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let me check this

mellow hawk
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Bones cant move the mesh unless the mesh knows what bones to look at. If you get an asset that adds extra functionality such as extra clothing. Just moving mesh objects of the clothing on the avatar won't do anything. As the mesh is looking for the bones on the old armature, not the new one.

idle fossil
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how do i "merge the armature"

mellow hawk
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You need to either use blender, the CATS plugin has some tools to make it a lot quicker.
Or you would need a plugin in unity. As unity does not have any native support for this.

prime hemlock
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Like on the physbones

ionic drift
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Oh I think they're just set to the defaults rn since the last time I was working on it

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The only thing that's not set to a default is CenterSkirtA1

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If you want me to set em up like how I tried to earlier, just lemme know

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I tried setting up only the up front ones to keep it from getting a very poor rating

prime hemlock
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Yeah try making the phybones have a size curve on the radius. Then just honestly go in play mode and play with the settings until it looks decent.
Curves are your best friend because you can change the strength of a setting over time/length

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Just remember exiting play mode will revert your changes so don't forget to copy the physbone component you changed first.
You can also adjust all of them at the same time by having them all selected at once with shift

rancid pulsar
# ionic drift

I forget this character's name every time, but it's awesome that they're being ported to VRChat!

ionic drift
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It's Flandre Scarlet from Touhou.

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I remember back in 2017 or so there was this really nice one I liked but the creator took down their avi world and their avis because of UK copyright laws and stuff going on at the time

ionic drift
prime hemlock
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So for the green physbone colliders are those just spheres or capsules?
Because I think the issue is they're not capsules. So you have a gap there in between the upper leg and lower leg maybe?

ionic drift
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Switched to spheres because I thought they might work better, but I'll have to check

prime hemlock
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Ah I see, yeah no a capsule would be better

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One for upper leg and one for lower leg

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You can also like bend the leg In play mode to see how the skirt rests on it

ionic drift
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Also tried increasing the collision radius to keep the skirt farther away from the legs, which keeps it from clipping during running but also does this

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Anyway I'll try switching to capsules

prime hemlock
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Judging by this video it just looks like your colliders are too big at the top of the leg

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But yee switch to capsules

ionic drift
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This is from me increasing the size of the colliders in to see if it would keep them away from the legs easier

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Would it be wise to put a collider on hips or nah?

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I've been making a bunch of changes and didn't get to see if they were impactful at all because VRChat wasn't updating it when I would build a test avatar so now I'm restarting the game to fix that

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Yeah I've made little to no progress here I'm genuinely stuck

crude oracle
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Under Avatar Performance Ranking, Physbones Components means Unity-components, and PhysBones Affected Transforms means how many bones they affect? Basically I need to know how many "jigglebone" appendages I can have and still be Quest/Fallback compatible

dark drift
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@crude oracle yes

cerulean karma
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How would I remove the ears of of a model and add a new set of them using Blender?

wise hinge
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Well it's kind of that simple you would merge both of the models together in blender (using a kebind ctrl+J) and to prevent you some trouble you would add then to the rig of the armature. If you don't know how to do that then youtube will assist in that

amber fable
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does anyone know why some phys bones are difficult to grab eventhough i have the radius pretty big

cerulean karma
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Avatar texture seem to glitch out when in blender and I haven't a clue why

mellow hawk
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ironic seeing the visor image

remote sky
lone cypress
sullen ledge
#

that honestly just looks like alpha blend being on

midnight spindle
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hey hey!
im having a bit of a problem with the "is animated" parameter since the latest update.
basically one of my projects has knee joints that are affected by the physbone script
i had an issue when i set this up the first time where the legs would be stiff as a board because of this but i fixed it by setting the physbone scripts as "is animated"
one of the latest VRC updates seem to have broken this though as they are right back to being stiff as a board and i cant seem to do anything about it beside removing the scripts.
this is only actually a problem when the avatar is uploaded... works just fine in engine.
and yes i have made sure to update the SDK to latest version... sadly the problem persists.
dont know if there's anything i can actually do about it but i figured i'd toss it here anyway in case someone else has a similar issue.

little owl
midnight spindle
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well they only affect the knee in order to properly affect some fluff attached to the lower leg
i could in theory work around this but it would basically double the ammount of scripts i'd need

#

at this point i may have to do that anyway >_>
though it is certainly a bit more of a wonky solution

little owl
#

do you have multiple fluff bones?

midnight spindle
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i have as small of a chain as i can make basically but about two chains for each leg

little owl
#

then put them all under one parent bone that is not humanoid, and put the physbone on that

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physbones move children by rotating the parent which means that putting it on a humanoid bone and trying to have it affect the children means that it will also affect the parent, so even if you don't actually want to affect the humanoid bone, it's still incorrect to put it on the humanoid bone. You should have an extra bone for being the parent, and that is the most correct method

midnight spindle
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heck

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you're on to something there

#

yeah that ought to work x3

torn tendon
#

does it rotate by any significant amount? I always place a hair root then parent the bones to it. The hair root's physbone component never rotates the root. Parent never seems to rotate. I also make use of physbones on humanoid bones very often. It works entirely fine, so long they aren't locked in place. Even if this is unrecommended by the docs, but in some cases the solution (fluff bones) would require parent constraints, and that wont be Quest compatible.q

midnight spindle
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think i was just too stuck on the fact that it was acting wierd... completely forgot to think of actual solutions xD

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yeah i have even done the hair root bone thing for other avatars before... nor sure why i didn't think to do it this time

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welp... still not sure what is causing the inconsistent behaviour between the in-game physbones and in-engine physbones but i suppose i will just set it up properly instead of worrying about it x)

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@little owl @torn tendon thanks for the help you two :3

torn tendon
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Well I didn't really do anything but sure

cerulean karma
drifting badger
#

If I set up posable physbones in vrchat, is there some way for me to un-pose them ingame?

little owl
limber nest
#

I am unable to Grab PhysBone after uploading a new avatar.

torn tendon
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When I add physbones to my character's jaw (broken down animatronic, just for context), it works fine, except they seem to move in the opposite direction that they should be. For example, I move upwards but the jaw also moves upwards, move right but it also moves right, etc.

I'm still unsure why this is happening, or what's causing it. I've tried fiddling with the bone's roll in Blender, and even adding both negative and positive gravity values. Nothing seems to change.

tepid herald
# midnight spindle hey hey! im having a bit of a problem with the "is animated" parameter since the...

yo just to let you know, it is broken. The docs say that physbones on humanoid bones aren't supported, but that itself isn't the issue. IsAnimated is broken on any physbone where 'multi-child type: ignore' has removed the physics on that bone, since it also seems to disable the IsAnimated tag when it does so, not just for humanoid bones.

Just so you know that it will probably be fixed soon/eventually and you can likely go back to your original solution if it works better for your specific avatar

midnight spindle
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ah that is good to know :3

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much appreciated

wide harbor
#

anyone know what might keep my bird from flapping in game? in unity it flaps and goes up and down but in game just goes up and down in t pose

sullen ledge
wide harbor
torn tendon
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how can i remove a bone i need to remove one to make my avi quest

dark drift
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@torn tendon dynamic one? just set ignore list higher than 0 and drag it (some most useless one, like first or last one) there.

lime prawn
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i didnt know you could do that tbh

dark drift
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@lime prawn you think it counts even ignored transforms? maybe

lime prawn
#

its worth looking at

#

maybe, shrug

dense hawk
#

An advanced question here. Does anybody knows how one can make world drops that other players can interact with? The other day I saw a user with an avatar that could spawn different signs and collars that not only could be picked up by other players, but also be placed on them (for example, anyone could pick up a collar and place it on any other players neck and it would actually become "parented" to it). I know how to make regular world drops, but have never seen anything like that before. Don't even know how it can be done

dark drift
dark drift
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does _Angle parameter works all the time or only when grabbed/posed?

calm owl
#

always on

junior marsh
#

would it be possible to make an avatar that has their head joint locked to a specific axis of rotation, or map the head joint's rotation to a specific axis on another bone?

dusky crest
#

anyone know if you can animate Allow Grabbing on a physbone at runtime?

onyx vapor
#

That's useful for animating with islocal, so you can have it grabbable by other people, you still see it get grabbed, but you can't accidentlly grab that specific bone yourself (or vice versa)

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(If you can't animate the property of is grabbable)

dusky crest
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hmm ok i guess we'll just have to see, thanks for the tip

ripe sphinx
#

the newest patch has broken my parameter drivers. the floats are now having 0.3 added instead of 0.1

amber crane
#

It seems like these are executed on mirror and shadow clones when they shouldn't.

civic herald
#

Hi hi!

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Does anyone know what would make the 'scale' of the physbone settings vary drastically from avatar to avatar? Even when it's nearly the same avatar but just a slightly different FBX it can happen.

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For example on a normal version of my avatar setting the collider radius to 0.03 looks perfect. On a SFW version of that same avatar with a different FBX I have to use 0.0003 otherwise the colliders are HUGE. Same goes for the mesh bounding boxes, and the end point positions.

dark drift
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@civic herald fbx units scale, if you forgot to set it in blender your avatar scaled with 100

civic herald
#

I was just looking at the scale of the meshes themselves. I used to use CATs plugin and I guess that took care of it for me when I used it to export.

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Thank you!

prime hemlock
willow sand
#

Question: when will the physbone system be fixed ?
When you scale a bone that is affected by a physbone on a single axis, the physbone physics will be completely broken. Also when you scale all axes to a very small scale.

This bug exists since first implementation and has not been fixed yet.

halcyon vault
willow sand
halcyon vault
#

Canny seems to be the active place to go

willow sand
#

I mean I searched for "physbone" but thats just too many results. idk what to search for.thought somebody with knowledge could answer

#

well is this the canny ?

halcyon vault
#

yeah, that links to the most active feedback site.

#

Though, just 'cause a post is made doesn't mean it'll be worked on. There's a 'fk EAC' post in there with 5 digit upvotes, you can see how interested in that idea the team is.

feral tundra
#

devs only rlly started moving in high gear after they got review ratioed on steam

#

the original canny for changing the individual volume from other players was implemented 2 or maybe 3 years after lols

little owl
#

if you want to stretch a bone out on one axis, you should instead be animating the position of the child. That feature doesn't cause any weird unity jank and is fully supported by physbones

little owl
median plaza
#

how do I test contacts in Unity. I heard of an emulator or something, where do I get that

#

nvm, found a way

exotic mason
#

Would there be a way to somehow connect those bone strands so the physbones move together when grabbed in vrc. Now the dress gets stretches when grabbed

willow sand
# little owl That's literally impossible to support properly. Scaling bones on only one axis ...

Hi, thanks for the answer!
I know that children will be distorted in a way shown in the video clip you posted. But that was not my point- there is another bug that prevents you from doing asymmetric scaling, related to physbones.
Lets say you have a reason to scale asymmetrically - for example, you are scaling the end bone and there are no further bones (boob slider, ears maybe) - or you want to scale them, because their children will not get bent in the way shown in the video (or at least not much, e.g. ear slider). So there are definitely use-cases to scale bones asymmetrically - either only on 1 axis or scaling it on one axis more then the other axes.

And the bug that appears is, that physbones will get "stuck" in an angled position the next time you move around after the scale. So for example imagine a boob slider - when you scale them down to make them flatter, then moving around will make them stuck in one direction to the side (e.g. nipples pointing outwards or inwards). There actually IS a workaround for this: when the user closes the radial menu, disable and re-enable the physbone component for a second and the system is re-initialized with the correct dimensions and the bug disappears.
So it is possible to make a good looking boob slider with this, it just requires annoying workarounds to re-initialize the PB system. Would be nice if the system could do this "on-the-fly".

gritty valley
#

does anyone know how to set an armature(chain) with like 30 fuckin bones to only move like 10 of them

dark drift
#

@gritty valley theres ignore transforms list, you can populate it with rigid stuff

dapper shadow
#

I'm having this issue in unity when I import my model, the bottom bone on this dress looks like it's rotated, and the dress is crimped as in this photo. If I simply rotate it to look straight, in vrc it's still crimped. Anyone know what might be causing this?

torn tendon
# willow sand Hi, thanks for the answer! I know that children will be distorted in a way show...

Curious, you do have IsAnimated on? I have scaling toggles for hair, breasts, everything. nothing get stucks, but I do use IsAnimated. even tho that's appearently been broken for quite a bit according to the changelog. ...huh?!

reinitalizing the physbone system at runtime isn't supported.
According to the docs, it'll predict unpredictable results (which I've seen) or work, but probably be broken in a future update. It does baffle me how VRC could invent something that defeated DynamicBones, then move onto the next project.
This is never going to get solved.

carmine jewel
#

there a way to make an avatar dynamic trigger an emote ???

#

i know of a way but im having the issue listed in the #animation channel preventing my one way of doing it

#

the way i was considering was, having a duplicate model of my avi, on the armature, being enabled upon contact /sender reciver enter

#

but that issue is preventing me from it

#

so as a work around, does anyone know, of how to make it trigger an emote, instead?

carmine jewel
#

wait, i feel dumb, i remember trying this before, but cannot remember why it wasnt an option

#

hold on..

dark drift
#

@gritty valley wha

#

theres should be a number above

#

to create an array

carmine jewel
#

i rememeber what the issue is, defining VRCEmote in parameters prevents the use of my other Go loco emotes

#

when it is specified in the contact sender that is

short hornet
#

Why would my PhysBone randomly stop working on my avatar but only for me?

I have other PhysBones (ears, cheek bones, tongue, etc.) but this one on my clothing randomly stops being interactive and stops moving. But only for me. Other players it works fine

willow sand
# torn tendon Curious, you do have IsAnimated on? I have scaling toggles for hair, breasts, ev...

Yes ofc I set the IsAnimated flag.
Anyway, here is how to reproduce:

Make a slider that changes the scale (mostly) on one axis. For example ears/ boobs length. Simulate Avatar in Playmode (or try in game) and shake it a bit. When increasing your scaling slider, you will notice, that the bones get stuck in an angled position at some threshold. Shake avatar - they will flick from left to right but still stay bent.
Now disable the physbone component and enable it again (while in Playmode and while you have asymmetrically scaled the bone). The weird behaviour will disappear.

There is a workaround that does this automatically: when the radial menu closes (tracked by 2nd parameter on the radial menu), you disable the PB component for 1 second. It it's just annoying to implement this ugly workaround everywhere.

#

Also you have to apply the workaround when the avatar is loaded (controller initialized) by setting the default state right

willow sand
torn tendon
#

i dont know if this is the right channel but is there anyway to see a list of all the physbones on an avatar?

amber crane
stiff glen
quick crystal
#

@willow sand this is basically the case (or similar) your describing from two days ago i think

willow sand
#

So I gave up reporting bugs at this point ...

quick crystal
#

And i do know that Tupper has at least seen that one, since he said "oh thats an old canny post" in the beta channel to it 😆 But yeah, more people would use scaling via bones if it would be properly supported

turbid rain
#

Are physbones in game meant to be different than physbones in unity? I'm struggling.
Crouching in game, vs crouching in Unity has two very different results. Am I doing something wrong?

torn tendon
#

I believe there different idk. I’m still new to avatar creating.

turbid rain
#

I have collision setup, and it works perfectly in Unity. I can put the leg at almost any angle and it doesn't clip,but as soon as I drop it in VRC it's clipping galore. It's working to some extent, just not as well as it does in Unity.
I have capsule colliders on both thighs & the backside. Radius is setup on the skirtbones.

little owl
covert sail
#

Found a bug in the SDK anyone know a work around?

#

this breaks all contactors that are self interactions
interacting with other players works just fine

#

Found a workaround!
setting the FX animator into the animator section of the avatar seems to mitigate the issue will need to hop on vrc to verify the bodge

simple elk
#

yellow errors arent much of a issue , controller get replaced in vrchat - or use av3 emulator in unity

covert sail
simple elk
#

made a few av's with contacts/revcivers lately ,none of them break in vrchat

covert sail
#

the best part is on my second avatar that i have not changed a single contact on just textures they are broken as well they were both uploaded in the same time span

#

on the 22nd

simple elk
#

someday they will fix sdk splash screen but for now i gotto check vcc ,

covert sail
#

got 3.1.11

covert sail
#

im so mad rn

#

in my sleep must have disabled self interaction

stiff glen
kindred summit
#

does anyone know how to do physbones

light helm
#

SO I wanna do a contact on this map to where I tap it, it opens up
but I have to tap it again for it to close

how would I set that up?

I know I need an "On Enter" contact, but how do I get it to stay open until tapped again instead of closing as soon as my hand leaves the contact area?

halcyon vault
light helm
#

ohh alright, tytysm!!

kindred summit
#

i need help with this avatar i’m making everything i do doesn’t seem to work can someone please help me

kindred summit
#

in an hour maybe

grim osprey
#

Hello everyone! 👋 I hope you are doing well.
Currently i am working on contact toggles. It works with a gun to get out of the jacket. But now i want to add bullet impacts, blood stream etc on my body too. So when players shoot with their gun they made and the bullet flies in the constraint area or they like touch, cut those areas i want the prefabs to activate. And is the custom option meaning that it doesn't matter if they use the r hand, left leg etc?

dark drift
#

@grim osprey no, theres no such thing, sadly devs never thought about giving us some default vocabulary outside of default body parts. i heard tag 'damage' is closest to commonly used thing.

grim osprey
#

Thats strange

dark drift
#

their knife touches default senders (body, head), thats easy

#

no way for you to know how their knife is called

#

ofc you can brainstorm and add as many tags as you can think of, some people do so

#

but then again most of weapons are actually just recievers, not much point in adding senders as well.

wise meteor
#

Anyone one know how to fix hand gestures ?

calm owl
#

Fix? Latest version really doesnt like fx layer masks. If you have any remove them along with any finger movement animation data, layer masks and bone transforms work in the gesture layer.

wise meteor
calm owl
#

if your fx animator came with masks on any layer, remove them

kindred summit
mellow hawk
#

Yeah whast up

kindred summit
#

,may i add you and call to show you

#

its hard to explain

mellow hawk
#

If you must, you'll often get better advice posting images or videos here because more people can see it.

fair sundial
#

You might not have them enabled..