#avatar-dynamics

1 messages · Page 5 of 1

fair sundial
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in the radial menu i think

kindred summit
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its more than one thing just once i did one thing everything got messed up

mellow hawk
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okay'

fair sundial
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Its something you can universally toggle

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Yeah just make sure it's not disabled in the action menu

wise meteor
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The facial expressions change but the hands are just stuck

fair sundial
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yeah

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which is why I think that may be the issue

wise meteor
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I'm new to unity and all this stuff so where would I find it?

fair sundial
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Kind of an old example but its in game

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Shouldnt be a unity issue at all

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Make sure the hand icon isnt crossed out

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Pic kinda sucks cuz i took it from a YouTube video ahah

wise meteor
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Ohhh ok

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I'll check it out

fair sundial
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Yeah, let me know if thats the issue

wise meteor
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Oki thanks

fair sundial
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Usually thats what it is for me ^^;

wise meteor
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It's like a claw hand and I moves slightly but nothing more

calm owl
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here is a picture example of an fx layer

abstract harness
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Heyoo, currently trying to add clothing through unity onto a model bc I didn't want to go through blender. The chest physbones that are already there don't work as soon as I start attaching the clothing amatures to it. I'm just trying to get the chest and clothing to move together-

craggy hedge
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Is there some sort of bug where a physbone marked with IsAnimated still doesn't animate...?

abstract harness
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The physbone will move for the chest but won't move with the shirt-

mellow hawk
ashen inlet
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I need help. This avatar can't touch physbones or contacts anymore

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I don't know why

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Before my update it works

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The new version dosn't work

ashen inlet
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Fixed it somehow

next abyss
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Is it possible to use a Physbone contact to control a blendshape animation by pulling it in a specific direction? or is that something exclusive to bone based animations?

stiff glen
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you can limit the angle of a physbone so it only stretches along a single axis

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just do an angle limiter at 0

next abyss
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i know that, but im asking could i use a physbone contact to control a blendshape, no actual bones involved

stiff glen
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oh, contacts don't get pulled, so I'm not sure what you'd mean there

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but a contact could drive an animation if it's on or off, or you could use the proximity value in a blendtree

little owl
stiff glen
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^

next abyss
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in that case, i may just stick with a gesture activated anim, seeing as neither physbones nor contacts can accomplish what i'd like to go for, but thanks for the help, nevertheless!

little owl
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huh, no

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you can do it with physbones

stiff glen
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Pulling something (a physbone) in a specific direction is totally doable

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You don't need an actual bone either.

nocturne salmon
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Does anyone know why contact receivers are sometimes not working? If debugging with the gesture manager you can click the contacts and see it switching from 0 to 1 (with constant). But some contacts just dont turn to 1 although you can see with the gesture manager, that I'm triggering them.
They used to work without a problem...currently running on the latest packages but ill try an older SDK version.

nocturne salmon
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well yeah Gesture Manager 3.8.2 and VRChat SDK 3.1.11 testing some receivers doesnt do anything- it also doesnt work when uploading the avatar. Ingame the receiver is visible and it registers input, but it doesnt do anything. My other avatars with the same item from a different version work tho.

The debug claims its turning to true but the animationsstate never transitions from one animation to the supposed other one

dark drift
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then its animator issue? add typical toggle and test with it as parameter

nocturne salmon
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Okay i changed the parameter name in the animator but not of the contact receivers sippspeen kinda assument the receiver would still switch from 0 to 1 because it shows thats its triggered but it wont, if it doesnt have a corresponding bool to toggle vrcAevSip

dark drift
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but did animation worked with radial menu toggle?

nocturne salmon
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it was just a bool so havent used them

trim citrus
flint hollow
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anyone know where I can download the Avatar 3.0 PVP Weapon Set

flint hollow
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where in the world do I make animations I am replacing the among us follower with a sheer heart attack model that I have and track animations for in blender but I don't know how to bring them into unity to replace the run animation for the among us follower?

fickle swallow
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So, anyone know how to make a physbone pull toggle? I wanna remake a anime scene from an anime called "rosario of a vampire" where this girl has a cross collar on her, and if you pull off the cross from the collar she changed into a full blood vampire, anyone know how i could recreate that with physbones?

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i already have the cross implemented with physbones if that helps

stiff glen
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Yeah, make either that bone or a new physbone on an empty object be grabbable and stretchable, then trigger your animation when the stretched value gets to some limit you set

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hmm I think I have a video, one moment

unborn shoal
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Old anime which is extremely good

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If you are making the vampire though I’d like to get it if its public

fickle swallow
fickle swallow
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it is meant to be "mine" but could make a public with a normal eye texture

unborn shoal
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If you make the you know the girl from the anime With the cross and stuff I could possibly try and help with adding its own kill particles

fickle swallow
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kill particles???

unborn shoal
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Kill particles for worlds with pvp

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Like melee and ranged damage

fickle swallow
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could be fun. My plan is to make her eyes go blood red, her lipstick to go brighter red than it is. making it look like blood is going down the sides of her mouth with a dissolve, and make her hair white

unborn shoal
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Sounds interesting well I wish you luck on it

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Kill particles are fun tbh, Running around with melee is fun as hell

crimson mist
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Is it possible to test physbone’s “World (Experimental)” immobile type in editor?

fickle swallow
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does the same if you pull enough on the cross

unborn shoal
fickle swallow
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yea, just made it a toggle in unity cause otherwise the blackhole swallows the camera and you can see her swap

unborn shoal
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Me watching a blackhole suck everyone into it

fickle swallow
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true

unborn shoal
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It look’s pretty good

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I wonder if I could find the model of the vampire from the anime

fickle swallow
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maybe

unborn shoal
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It’ll be pretty cool

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I gotta look tho

pastel token
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Would it be possible to control the player locomotion with certain toggles? Like for example make a person walk when something is toggled on.

dark drift
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@pastel token you can control player's movement via osc. So for personal use - yes. https://docs.vrchat.com/docs/osc-as-input-controller

VRChat

OSC as Input ControllerWe support a lot of different controllers in VRChat - keyboard + mouse, gamepad, a plethora of VR trackers, etc. We're opening up that further by enabling you to control most of the inputs over OSC as well! With this, you could create a program to control VRChat with your head...

knotty magnet
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hello! i am in need of help! im trying to make a grabbable object on an avatar im making, it works but only for a short amount of time. it seems like the grab only works if my hand stays inside the contact sphere making the item go back does anyone know how i can fix this?

shell jay
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is there a limit to the size of a contact sender and reciever

simple elk
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yes you can see it if you try to make it very large (3 radius~)

shell jay
onyx vapor
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If you really wanted, you could set up a grid of multiple large contacts that are spaced out to cover a large area (all with the same tags)

dark drift
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please dont

shell jay
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make a 3d area

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comprised of contact spheres

onyx vapor
marble canopy
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How would you determine if a hand is moving beyond a certain speed?

I have a knife that I want to do different things depending on how fast the hand holding it is moving when a gesture is released (throw vs flip back to regular grip), but I'm not sure how to work out how to do the speed thing

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Local or global speed works, but local would be better

marble canopy
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I have a spring component with this on right now, using a proximity collider to the hand, it should be scalable by using changing the threshold value,
it's the best i've got with my knowledge but there's gotta be a better way than this, right?

mellow hawk
marble canopy
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is that speed of the contact sender relative to the contact receiver or speed of the contact sender relative to the avatar/world?

mellow hawk
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Should be sender to relative

marble canopy
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Also, that's only for on-enter, but i would need it to be constant for this as it would only trigger for 1 frame

mellow hawk
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Could always do a threshold check with Parameter Driver

marble canopy
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Wouldn't that require a max-speed that can toggle the parameter off?

mellow hawk
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Does depend on how long you need an object to be at speed I guess

marble canopy
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well, it's for throwing a knife, so whenever the hand is moving above a set velocity i need opening the hand to trigger the throwing state instead of returning to the standard grip state

mellow hawk
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So what about a Physbone and a Proximity contact?

marble canopy
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thats basically what i'm doing with the spring joint and it works well enough i guess?

torn tendon
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wont what?

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I am trying to do a hair length toggle but in game when I have the hair short it stretches. I made the blendshape in blender... but was I supposed to do it with the bones in unity instead?

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or is there some way I can stop the hair from stretching whenever I move?

dark drift
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@torn tendon its weightpainted to multiple bones, blendshapes other then shrink-expand are bound to be a mess with this. you can try to scale some bones down, but it depends on hairstyle/bone structure

torn tendon
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cause Ive done bone blendshape toggles in unity before to make tails move and stuff

dark drift
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im saying using blendshapes for dynamic hair is not a way to go.

dark drift
torn tendon
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make my tails move with my hand gestures

dark drift
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with blendshapes? what?vrcThinking

torn tendon
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bone transforms

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same way you do facial expressions

dark drift
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theres no such thing as bone blendshapes. and bone transforms is completely different from blendshapes

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so get your terminology straight

prime hemlock
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Anyone have a video explaining how i can make a contact receiver do something depending on how much of the contact sender is in it?
If that makes sense.
Like if it's barely touching the contact it does x and if it fully overlapping the contact it does y ?

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Like for example touching someone's nose. The closer I get to their nose the more their eyes close

stiff glen
eternal vigil
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what is a good way to make something like a lollipop move while in the mouth while talking?

calm owl
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Easiest way is to merge it with the body and give it visemes. If you have a grab it out of the mouth system, just have two lollipops overlapping and shrinkhide the viseme one and unshrinkhide the non viseme one. A few shapekeys yeah

eternal vigil
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aight. thanks

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I thought there was a simpler method

prime hemlock
wicked lichen
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Anyone know of a way to get a third eye to look and blink in sync with the normal left or right eyes?

feral tundra
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include it with the blinking shape key and the looking movement can be copied with a constraint

wicked lichen
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I could try merging it into the normal blink, I was just hoping for an easier way. I didn't think of using a constraint for the eye movement though.

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But also, if i do make it blink with the exact same shape key, it might cause problems later if I wanted to leave specifically the third eye open, while the other two still blinked as normal.

feral tundra
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could make it a separate key but matches the movement then

random cape
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YO TOBIAS HERE! im just loofor some new acquaintance’s on pc to chill with while i do my process

wicked lichen
mellow hawk
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Prob the most performant way to get the eye to follow would be to weight paint it 50% for right 50% for left.

wicked lichen
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Yeah, that's what I ended up doing. There's also a slight offset to account for the physical distance between it and the normal eyes.

mellow hawk
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Also, adding the blink blend shape to all eyes would not be that bad, as you can add individual blend shapes for each eye, then just force control over them with a Tracking Control state behavour.

wicked lichen
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I'll probably try doing it that way. Just not sure if it would be a problem later down the line or not. But I suppose that's for me to find out later.

mellow hawk
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This part of the docs: https://docs.vrchat.com/docs/state-behaviors#animator-tracking-control
May be a useful read incase you wanna know if what you are planning could go wrong.

VRChat

🚧Unity Knowledge RequiredThis document is written with the assumption that you know a bit about Unity Animators.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,...

gritty valley
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I have a physbone, it's supposed to trigger an animation when it's pulled down, but when I pull down on it, the float (x_Stretch) changes on the physbone, but the float doesn't change in the FX layer parameters

little owl
little owl
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can you post pictures?

gritty valley
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yea

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one sec

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the physbone is invisible

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and the blindpull_Stretch parameter in the FX is a float parameter

little owl
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ah, you're looking in the animator asset, rather than the animator running on the avatar. It's a bit confusing, but the animator asset is basically just the static non-running version, and you need to select a gameobject that the animator is on in order to see it actually running. You can tell that you have it correct if you see a blue progress bar underneath the current state.

gritty valley
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oh so if I put the FX layer in the animator tab it should work

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controller*

little owl
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yeah, if you want to preview it in unity you need to put it in the animator controller component, not just the avatar descriptor layers

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it'll still work in vrchat without that though

gritty valley
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i just tried that and it's doing the same thing

little owl
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probably need to set it before going into play mode

gritty valley
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ok one sec

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thx for help btw i appreciate it bunches

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that worked

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yeah just had to put it in before the play mode

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thanks broly

little owl
amber fable
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Do Particle Collision layers trigger Contact Receivers?

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For example, if i have a particle with a collision set to X and have a contact receiver with custom tag X, does it work?

little owl
amber fable
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Any other way of having contacts interact with maybe the player/playerlocal capsule?

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I'm trying to make a cool shield effect that activates on particles from other people who have setup player/playerlocal on them

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I'm setting up my collision tags with some common weapon tags, but that's just a work around.

little owl
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most players have a torso, hands, fingers, head, and feet. You could react to those if you want to react to players in general

waxen moss
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Do Physbone Colliders hit other peoples' physbones?

little owl
waxen moss
little owl
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correct, kinda. You can modify the built-in colliders

waxen moss
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Define modify built-in colliders? How can I do that

little owl
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in the avatar descriptor, there's a dropdown section

waxen moss
little owl
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yes

amber fable
little owl
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vrchat contacts are an entirely separate collision system and does not interact with unity collision, either particles or physics

amber fable
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I'm sure, I can make them work together though. I have an idea, just need to try to get it to work.

little owl
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there are ways to detect a particle on your avatar hitting something else with some incredibly janky methods using stop action, but there is no way to respond to somebody else's particles hitting you

amber fable
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Yeah, exactly, I can use stop action to then spawn a sender which can trigger my contact

scenic eagle
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did some new update break the physbones? it seems to be well not working as intended. as all ears,tails on and hair on avatar is pointing up even with a fresh install of sdk and physbone component. nvm Seems like the immorbile thing on physbones seems to break everything.

ashen inlet
ashen inlet
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Oh it works.

prime hemlock
ashen inlet
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yes

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Until they let loose.

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But your viewpoint won't move with your body

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There is a way to make it though if you know how to code it yourself

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Saaadly I don't

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And as it breaks Avatar Scaling (from Gogoloco) I removed the HipsGrab again.

onyx vapor
clever echo
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Becuase of physics, the clothes clip when in motion. Is there anything I can do about this? The weightpainting on the shirt is identcal to the body

little owl
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by definition, if the clothes are not moving the same as the body then they are not weight painted the same. The solution is to either weight paint them the same, or remove the inner body mesh in those areas

ashen inlet
torn tendon
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is there a good setting physics for hair?

alpine crest
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is there a free version for dynamics bone that i can download that is actually safe

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because its either £18 or the free version needs me to disable adblocker

solid sandal
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"free version" sounds like blatant piracy

alpine crest
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well there is a free dynamic bones

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but i need to disable adblocker but this is my dads pc and idk how to disable it

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thats what it says

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then when i click on it

simple elk
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its piracy , not a free asset

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outdated for vrchat anyway

alpine crest
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but thats 19 dollars

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and i pay in pounds

solid sandal
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you either pay for it or you don't get it

alpine crest
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aaand its not linked to my bank account

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damn

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do i need it to make my avatar function

solid sandal
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nope

alpine crest
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ok

rocky veldt
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not needed any more with physbones being a thing

alpine crest
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isnt physbones the exact same

rocky veldt
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yep

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and its free/included with the SDK

alpine crest
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is it

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i downloaded the sdk

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how do ik if the physbones are there

simple elk
alpine crest
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i put the sdk into the assets but idk where it is

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i feel like i should start over again

remote swallow
# alpine crest i put the sdk into the assets but idk where it is

it lives here you can add it to any part of you avatar depending on how you want to organise things

Relevant docs
https://docs.vrchat.com/docs/avatar-dynamics

VRChat

Avatar Dynamics is a new suite of features aimed at creating fun and interesting interactions between avatars. Understandably, these are some powerful features, so there’s a lot to cover here!The two primary features of Avatar Dynamics are PhysBones and Contacts.These features are governed by the Pe...

remote swallow
# alpine crest i put the sdk into the assets but idk where it is

And to be more clear as it seems youve been given some very wishy washy answers
No you do not use Dynamic bones anymore.
If you have installed with creator companion as it sounds like you have and have rightly done soo. Do not install the sdk as well you will break things.

alpine crest
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ok

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could you help me with some stuff cause im really confused

remote swallow
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First avatar?

alpine crest
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before omn my attempt like 20 mins ago there was the scene things

alpine crest
remote swallow
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VRChat

Requirement: Set up the SDK first!Before getting started, ensure you have a Unity project with the SDK set up.After setting up the SDK, check out our example example avatar. Open your avatar project and go to'VRChat SDK > Samples > Avatar Dynamics Robot Avatar.'The example avatar can help you ...

alpine crest
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nope

remote swallow
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im sure youtube has alot of tutorials too but most will probs be outdated

alpine crest
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yh

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i cant find the sample scene anymore

remote swallow
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I would generally advise not to use the sample scene. Make your own folder in project view and save your own scene to keep everything that's your stuff organised away from all the 3rd party stuff you may end up grabbing. However that noted.
The sample scene normally defaults here.

alpine crest
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ok

dark drift
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im lazy to test thoroughly. i used the latest sdk and option to disable self interact for physbone, but it still interacts with my hands. i left grabbing on. is it some bug, is it not implemented serverside yet or am i doing something wrong.

prime hemlock
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I don't know if it stops other people as well I don't think so

dark drift
steel warren
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Anyone know the best physone settings for a whip?

prime hemlock
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it doesnt disable your physbone colliders you set up below, it just disables your hands from hitting it

dark drift
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@prime hemlock youre not using the latest sdk🫠

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its dropdown now

prime hemlock
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Well if that option is still there, try it out if you havent already

dark drift
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@prime hemlock i WANT other people to interact with it still and that was the whole point for this change so i expect it to work but it doesnt, so... why?

prime hemlock
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I think it still lets people grab it though. I will check

junior marsh
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how does the "snap to hand" parameter actually work? I want to make a prop that can be grababble via a physbone so other people can grab it, but the prop is only rotating

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does the bone need to not be "attatched" to it's parent in the actual avatar model asset?

mellow hawk
junior marsh
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how would i get something like this to work then

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the orange is the rest of the armature of the avatar

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"rest of" in an illustritive sense, not a literal one

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i want to be able to make a prop (a sword, a stick, a pipe, whatever) that can be grabbed via a physbone in it, that will follow the avatar when not grabbed, but will NOT follow the avatar when grabbed

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@mellow hawk (i forgot to send the original message as a reply so oops)

mellow hawk
# junior marsh <@144149882460962816> (i forgot to send the original message as a reply so oops...

You prob want to just use a prefab, as the way steps to set it up build upon are complex.
https://github.com/ThatFatKidsMom/Avatar-Prop
Tldr of how it works: World constraints reference the world's origin and parent constraint it to that, then in world space you use contact points pairs in the xyz to attach to the local player with feedback loops, then using the offset between the finger on the hands places two contact trackers on that, then uses a physbbone to detect if the remote player has grabbed the object.

GitHub

Prefab to spawn in props that can be moved and rotated by other players - GitHub - ThatFatKidsMom/Avatar-Prop: Prefab to spawn in props that can be moved and rotated by other players

junior marsh
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i don't really need it to sit in one place in world btw. i just need it to stay in their hand when they're holding it

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the way i explained it kinda implied the former which, oops again

mellow hawk
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Yeah, the world constraints are basically the foundation of player trackers. and then avatar props build upon that by using two player trackers.

junior marsh
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well is there any way to make a physbone detatch from it's parent bone at all once grabbed or no?

mellow hawk
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I've seen one thing where you can somehow fudge the physbones max stretch in a way to have it stay in place and not come back. But it is not remote sync friendly, as soon as someone toggles the avi off and on, or joins late it resets for them.

junior marsh
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well i don't want it to stay in place, i very explicitly want it to come back

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i think it'll be a bit easier to explain if i just give the example i've currenty got working on

mellow hawk
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Its kinda a catch 22 with quest lol

junior marsh
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but it isn't moving at all when i grab it, it's just rotating

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i currently have it set to this bone in the avatar

mellow hawk
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So you don't want it to rotate but be moved?

junior marsh
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yeah. i want it to move along with the grab so other people can grab it

mellow hawk
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Ah.. so this idea.. been a while sense anyone has wanted this lol.
The kinda simple version. You'd need three transforms and two pb scripts like so:

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The 1st one moves it to the position, the 2nd one keeps its rotation to the remote player.

junior marsh
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it's still not moving even when i made a stretch bone on recordmove_02

mellow hawk
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You have to make sure you only use endpoints and also ignore any transforms that are children. It can only move the transforms it needs and no others.

junior marsh
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wdym only use endpoints

mellow hawk
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For a physbone to work at all it needs a transform chain of 3+ or endpoint.

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Basically for this idea you wanna get rid of auto chain bones and only use endpoints.

junior marsh
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i know this is a bit to ask, but would you potentially be able to help walk me through this via a discord call? I still haven't experimented with some of the more "in-depth" functionality that you CAN do with physbones

mellow hawk
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Yeah the idea of trying to make, grabble props, remove the rotation problems, and have it work for quest is quite a lot lol.

junior marsh
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so you don't mind if i call you and stream my unity so you can help walk me through this?

mellow hawk
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Prob, not tonight because im dead after today's work, but maybe in the future.

junior marsh
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alright, that's fine. thanks for the help anyways. I thought that snap to hand worked differently, so i'm going to have to experiment with this in a more isolated environment to get a handle on it

desert sphinx
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has anyone successfully been able to follow this tutorial and get it to work? https://www.youtube.com/watch?v=Cp0ysawmizM

https://ko-fi.com/sippbox

Avatar Contacts can be used in a variety of ways, including using them to toggle objects by grabbing them off of your avatar. This video will show you how to do exactly that, in the form of grabbing a prop off of an avatars hips.

Toggles Tutorial: https://youtu.be/XqtSg6_W07Y

Join my discord for avatar help and free ...

▶ Play video
mellow hawk
desert sphinx
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thank you ill take a look

mellow hawk
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The convo around that post does explain why it's set up like this.
A good read if you're interested

dark drift
torn tendon
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guys when someone touch my ears its not moving do i have to upload my avatar dynamicbone instead of physbones?

little owl
peak trout
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howdy howdy yall, I got an avatar where when I do a gesture it moves the ear bones down, but when the phys bone is toggled on to make the ears still wavy feeling, the ears just dont go down anymore. I did a test where the phys bone is enabled causes the ears to not go down, but when the phys bone is removed, the ears do go down bur now look stiff. Any fixes?

dark drift
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@peak trout enable IsAnimated for physbone component, otherwise it ignores any animations.

plush arch
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im super confused. I have a switch that turns off the display of the screen at the front of the avi.
Its triggered with a hand or finger trigger

In unity, it works fine, but on vrc it's always triggered

I've checked the colliders, and it's not touching it, i've also deactivated the "allow self" control
i'm the oinly one in the world

fair sundial
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its probably a fx layer problem then

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Check your transitions i guess?

steel warren
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How do I make it so every animation I see, everyone sees? I'm using contacts to summon/use weapons and they don't show the same for everyone...

torn tendon
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you should also turn on loop time on the animation. but this might not be needed in practice.

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It's a bug of sorts, I guess or poorly documented

abstract harness
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Anybody know how to get phybones to collide? I'm trying to get the hair of the avi not go through the body when moving around-

tacit cliff
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Personally I use angle limits for that stuff since it's easier

indigo kettle
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Can I turn off movement for child bones when using pysbones?

wicked lichen
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I think if you add them into the "Ignore" section, it'll turn their movement off. It automatically adds all children of the bones you select to ignore.

#

Alternatively, you could try messing with the curve of the "Immobile" setting. Make it so that it's 0 for the early bones and then 100 for the later ones.

indigo kettle
#

Having trouble getting the immobile setting to do anything, gonna fiddle with it some more

agile vale
#

Is there any way to get a cubular collider?

#

All I see are these options, and I'm wondering if there is a workaround

cyan geyser
#

When making something along the lines of a chain, how should I weight paint?

#

One bone to each chain link, or is there a different method I should be doing?

strange whale
#

I ma slowly loosing my Mind: So I redid a Project with the Companion App. So adding Avatar, Textures etc. This Avatar has a Foot Contact. So if I lift the foot it curls the Toes etc. But.. everything that is now foot related just does not work anymore. The Animation itself works. Did something change with the way how Contacts work?

#

The Contact is reacting. I can see that when i work in Play Mode. But hell does it not want to do anything xD

void harbor
#

So I edited an model that had Weight paint issue. when I brought it back to Unity, I had lost all the phys bone data, is there a way to keep it or am I going to have to input all the settings by hand and test it out until I get the settings right?

little owl
dark drift
#

@agile vale no. make do.
@void harbor never unpack your prefab. when exporting from blender always make sure you have an aramture in the list of the exported objects (depends on your export settings). make backups, all this stuff breaks faster than you think.

#

if you export mesh only and forgor the armature all stuff is gone. annoying

void harbor
dark drift
#

@void harbor uuuuh when exporting fbx you need to make sure you export everything you need and only this. i was talking about replacing the original fbx so if youre not sure just save it as other name, bring to the scene and make sure everything looks the same hierarchy wise

void harbor
#

I always make a copy, cause if something gets borked, I still have the main file.

dark drift
#

@void harbor wont save you if you replace fbx for unity. it grrstly reduces the workflow forcmaking adjusments in bkender but the risk of forgetting to export somethin also arises and as soon as you forget the armature aaaaaall you placed on bones is gone. wish someone created some failsafe for this

deft cipher
#

Anyone know by chance how to achive something like this? I know it uses blend shapes but don't know if this's something that the SDK can do normally? Right now i'm working on a charachter with actuall bones on the inside and while weigth painting is helping some parts still have clipping.

#

Could this be using contacts?

calm owl
#

twist bones are a constraint thing, and the flexion thing can be done with an empty on the lower leg reparented to the upper leg (drag and drop so it saves its world location), given a phys bone that has an angle limit of 0, and aim constrained to the ankle. Animate using phys bone_angle. Iirc. its been a while.

stiff glen
idle vale
#

can physbone colliders be used for grabbing?

stiff glen
#

you can't grab those and they can't grab, they just tell you part A is touching or near part B

idle vale
#

Dang, I was hoping to use them to better shape the grabbable area

#

capsule isn't exactly the best hitbox for all scenarios

stiff glen
#

yeah it isn't

idle vale
#

I can think of one (rather, two) examples on many, many avatars

#

oh well

idle vale
#

is there any way to make physbones only grabbable with one hand? (i.e. only right hand)

stiff glen
#

ooh good question, I don't think so

#

yeah doesn't look like there's a way to limit that

idle vale
#

Shame, that'd be a nice feature

#

Can you make it only grabbable by you?

stiff glen
#

yep

#

er

idle vale
#

Obviously there's the interaction button in vrc itself

stiff glen
#

huh maybe not

idle vale
#

but I meant built into the avatar

#

Dang

stiff glen
#

I mean, you can just check the grab and only act if you did it yourself, but it'd still be able to be grabbed by anyone

#

You COULD setup a contact larger than the physbone which is local only or matches a hand, which enables the bone when it gets the right contact

#

but now we're getting complicated

idle vale
#

Might be worth it. I have one specific thing I'm working on that only makes sense if I grab it

stiff glen
#

well in an animator you can check grab status after an IsLocal check

#

and just not act if it's not local

idle vale
#

Is there any documentation on that? that sounds perfect

stiff glen
#

it's a standard animator parameter, should be in the vrchat docs

idle vale
#

I found it! giving it a test

#

works perfectly!

stiff glen
#

oh very nice

lethal copper
#

Need a bit of help, for some reason the Right suspender wont go up in radius unlike the left suspender. They both have the same values in radius and forces :/

idle vale
idle vale
#

I need some advice

#

I have an object parented to my hand that I want to be able to drop or throw into worldspace

#

I have no clue how to go about that

#

any ideas on where to start?

#

The object has physbones on it too, which I'd like to maintain after dropping

dark drift
#

on quest - youre just not

idle vale
#

I've gotten that far so far

#

When I open my hand, it gets de-parent-constrained from my hand (it's already in world space)

#

the part I'm having trouble is making it drop to the floor

hoary wigeon
#

My friend is having the issue where their phys bones moves the wrong way or opposite way, for example you're moving right but your ears move right too instead of swaying left. I fixed this before but I forgot how now if anyone knows.

light helm
#

trying to set up a phys contact where I can grab a knife from my leg holster
im pretty sure I have it down but I'm wondering how people make it so it wont grab unless triggered to be grabbed like a world object
like making a fist around it wont trigger it but actually grabbing it (like pressing the trigger on an oculus controller) triggers it

(im so sorry if the explanation makes no sense)

mellow hawk
light helm
#

ohh betbet! tysm!!

trail briar
#

Hihi, im new and stuck on importing a model. im using VRCHATSDK and i keep getting a FileNotFoundException

If anyone is willing to help ill be so grateful

cyan geyser
#

Hi I have a bunch of chain links

#

All separate along with bone armature for each part

#

How do I go about connecting/parenting all this?

fair sundial
#

An armature for every bone..?

#

Normally you should only need 1

cyan geyser
#

Well I wanna make sure the physbones on the chain act fluidly

#

What I meant was I added a bone to each chain, and each chain is separate from one another

mellow hawk
#

Yeah you more or less want the root bone to connect to the next link down, for each bone in the chain.
So, in you're case, you prob want the handle as the root and each bone after that parented to the one below it.

torn tendon
#

Also, about a 50/50 chance it will crash when you join armatures in my experience, so make sure you save first, and if it fails just try again.

cyan geyser
#

Ah okay

bright cloud
#

so I created a blinking/idle facial animation for more realistic facial expressions, I know there is a way to add dynamic expressions in unity. I have it on a booth model that I purchased and was hoping to use that as a reference for set up but I realized it's all in Japanese and my efforts to translate have been useless. Would someone be able to point me to a link or walk me through how to set that up?

onyx vapor
#

That one is probably a better question for another channel, this is for avatar dynamics. Although it sounds like you just want to utilize an animation you've already made? You can pop it in a layer on your FX controller, and whenever one of your other FX layers wants to do a specific facial animation you can temporarily reduce the weight of the idle one (there are many ways to achieve the same effect)

bright cloud
#

Do you know what channel that would be?

It goes in the fx somewhere but I think I’ll have to disable to current left and right facial expressions and create a tree with them all so they don’t interfere? I’m not sure

dark drift
#

@bright cloud easiest would be to just track both hands and disable blinking when expression is inapropriate so like blinking - (if GestureLeft>0 or GestureRight =1 or 3) - idle. Or smth like that

onyx vapor
#

Yep if your idle is just simply blinking that would be a simple way to set it up

lilac epoch
#

Okay so I am having an issue with a constraint, I have it to where when I grab the prop it goes to my hand but when i grab the prop off of my hip it indeed goes to my hand FOR ME but for other people its on MY HIP and when i go to put it on my hip FOR ME it goes in my hand for other people

#

Anyone know how to fix this?

mellow hawk
lilac epoch
lilac epoch
#

also @mellow hawk sorry this is my first time messing with dynamics so i am not the best at it lol

mellow hawk
# lilac epoch this is the video

Ah, the Sippbox version, it works but it is very convoluted in the way it works. I normally just simplify it into one layer.

Anyway, is your contact point Content or OnEnter?

#

Also is Prop in the synced prams list

lilac epoch
mellow hawk
#

You said it was working on its own right it just syncs bad?

#

Right?

lilac epoch
#

yes it works for me but for other people it isnt synced right

mellow hawk
#

On the root of the Avatar where your avatar descriptor is. You should see a tab that has two options. Menu, and parameters. Under that prams tab, you have an object in there for the ones your avi is using.
Open that object and look to see if Prop is added, and synced is enabled.

lilac epoch
#

yes it is synced

mellow hawk
#

Did you have that before or did you just add it?

lilac epoch
#

i had it before

mellow hawk
#

So it should be syncing up then... Weird

lilac epoch
#

is this supposed to be checked in the animator?

mellow hawk
#

The animator will often figure out what it needs when you load the avi

lilac epoch
#

should I check this?

#

is that the issue?

#

because that is unchecked for me

mellow hawk
#

No that's unities sync not vrc

lilac epoch
#

heres this

#

it is set to constant

#

as i dont have gestures

#

besides the default ones which i cant find cuz im new to 3.0

mellow hawk
#

That would probably only make it flicker when you grab it but won't break sync

lilac epoch
#

people have told me that its on my hip default, i go to grab it and its still on hip for them and then i put it on hip for me and its in hand for them

#

so like before i grab it its fine

#

but it breaks when i grab it

mellow hawk
#

You could try to use av3 emulator to debug it. Just start up av3, move the prop to your hand, then spawn a remote player. And see what it looks like.

If it was me I would just use a different system all together.

marble canopy
#

anyone know if it's possible to pin the end of a chain of dynamic bones in place so that the rest of the chain IK to the end-point?
I want to make my avi's tail (a 3.5mm jack) able to plug into something and have the end of the tail track to that object while the rest of the avi can still wonder around

simple elk
#

world parent constraint (pc) end of chain it will stay there

#

quick test one, might be abit annoying to have it right where you want it

marble canopy
#

When i try this, the rest of the bones in the tail try to return to their normal position, while there's massive stretching on the last bone

simple elk
#

try using physbone 1.1 it has a bunch of more stretch'n setting

#

(beta)

marble canopy
#

(changing max stretch doesn't seem to do anyting btw)

#

Uhhh, where does one get that?

simple elk
marble canopy
#

👍

#

it seems to show the same behaviour in your demo actually looking at it, are you on the beta?

simple elk
#

yeh but i didnt really do much other then see if i could make it stay in world , how to mass change physbone >

marble canopy
#

cool cool... this has broken everything :)

simple elk
#

older scripts like av3/gesture ect wont work in beta ect

marble canopy
#

Yeah, i'm figuring that one out the painful way xD

simple elk
#

you can just switch back to 3.1.13 it should behave, or wait for open beta to release - probably another open beta update first

marble canopy
#

hadn't updated my projects in a while so everything's acting out now, gotta get that all sorted but it looks like the beta will be a no-go as it seems to bugger with something in Poyomi's

simple elk
#

one im testing it with using poi 8.1.163

#

had to yeet the av3 emulator but that was about the only script, dont really use much

marble canopy
#

it was throwing up some error about the TPS setup script. Probably because i have Poi pro on this?

#

got things back up and running.

Seems like parenting a dynamic bone to something doesn't make the rest of the chain IK towards it, they just kinda do their thing and ignore it while the last bone gets stretched to hell and back.

#

It's 10:30am here so I really gotta sleep but if anyone has any idea how to do this, please ping me

dark drift
#

maybe some spring joint?

hard sleet
#

I'm stumped, I can't figure out why my physbones won't stretch/squish even though their value is set to something other than 0 and even though grabbing them and moving them in the editor shows they are being affected.
they rotate and move on an angle/hinge/polar perfectly fine too.

little owl
#

and pic of settings

hard sleet
#

Yeah, give me a few minutes i'll try to record one

hard sleet
#

It didn't embed, lemme see if i can fix that

shut fable
shut fable
#

its happening to me too

#

the physbone is gizmo is moving but the bone itself is not changing

little owl
# hard sleet

huh, you're not giving it very much squish. It looks like it's working, it just hits the limit that you have set very quickly because the limit is very low

shut fable
#

mine isnt doing it with squish all the way up

little owl
shut fable
#

hmm

#

how does that work then im confused xD

little owl
#

squish does not scale the base bone

#

it moves the child bone closer

shut fable
#

ohh i see

little owl
#

so if nothing is weighted to the child bone, it does nothing

shut fable
#

hmm

#

okay now im confused cuz i think it is weighted

little owl
#

try limiting the angle to zero in order to make it easier to squish and to see the effects of weighting more directly

shut fable
#

kk

#

figured it out

hard sleet
#

I created only a single Root physbone, then gave it a child (So as to not need to use endpoints or leaf bones) the root physbone was the only one weight painted, while the child was not, after transferring weights from the root physbone to the child the problem was solved

#

I didn't think this would cause problems, I guess I'll just have to start weightpainting childbones too

heady pulsar
#

Is there a way to have something on an avatar get triggered when a particle hits it? For example can I make a particle hit a contact receiver or collider that changes a parameter in the animator?

primal haven
#

Heyo, im having a weird issue with some physbones where the _Angle keeps jittering weirdly. Switching between 0.03 and 0.13 even though its suposed to stay just at 0.00 when not grabbed by anyone. Here is how i have the component set up if anyone knows what is happening.

halcyon vault
heady pulsar
dark drift
#

@primal haven it do be like this sometimes, probably theres even bug report for it. since bone itself behaves normally i ended up placing contact sender at the end of the bone and proximity reciever outside to get something close.

primal haven
#

i managed to get it to be a bit more stable by just copy pasting a previus bone that i was using previusly for somthing else which seems to have somewhat worked

#

but still very very weird

wooden ivy
#

Can someone explain this error to me?

#

Because I do not have that many physbones.

#

I count 6.

#

And this avatar is based on another avatar with even more physbones where this error is non-existent.

little owl
#

AKA transforms

wooden ivy
#

Which still makes no sense to me.

little owl
#

could be a bunch of unnecessary leaf bones added on accident

#

they gotta exist somewhere, look for them

wooden ivy
#

Nope.

#

I think maybe its because I copied the rig from another model on the FBX import? VRC SDK was complaining about missing bones even though they were clearly mapped in Unity, so I just copied from the other avatar.

little owl
#

yeah that might be it. It's not so easy to copy rigs around, you may have broken things

wooden ivy
little owl
#

can't say I've used that option

wooden ivy
little owl
#

I mean, that's pretty straightforward... you need to map those things

wooden ivy
#

IDK about you but:

#

They look mapped to me.

#

That's kinda my point I was trying to get at; When I copy the rig from the other model, it "works" but seems to count every bone twice.

When I base it on the variant FBX model's, and map the bones, SDK says they are not mapped.

little owl
#

Idk, I'm not familiar enough with unity humanoid mapping issues to go through every possible thing that could go wrong. It's complex

steel thistle
wooden ivy
#

What I ended up doing is using the "Copy From Other Avatar" import setting, and removing a couple bones to get rid of the too many bones warning.

#

Not great; means if I fundamentally change the base avatar the rig will break; but this is for a fallback so Im not worried about updating it much.

#

I did find other people with similar issues from as far back as last year but no clear fixes.

#

Hmmm that seems weird too.

fair sundial
steel thistle
# wooden ivy I tried that.

Make sure that you have the same bones hierarchy in the scene as you had in rig mapping menu. Don't change or move any bone

wooden ivy
wooden ivy
#

Weirdly enough, When I drag the FBX into the scene, and add the VRC Avatar Descriptor: It works.

#

When I configure the descriptor, it breaks.

#

It's like there's a bug in the VRC Avatar Descriptor.

steel thistle
#

Did you unpack avatar prefab?

wooden ivy
#

No. I use prefab variants so any changes to the armature or mesh don't break the model in Unity.

#

Something I've done with 0 issue on 2 other avatars.

#

(Whenever you change the armature or mesh in any way in Blender, Unity will trash the model, requiring it to be rebuilt. Which is time consuming.)

steel thistle
fair sundial
#

is there any props on the avatar?

#

anything else that could possibly be rigged?

wooden ivy
#

Yeah its the prefab varianting

#

The moment I make it into a prefab variant, it complains about there being unmapped bones.

#

Which is weird because I do this with 2 other models.

#

One of which this model is based on.

#

But for whatever reason the SDK loses something in the process.

#

In fact, it breaks copies of itself too that are not variants.

#

This is terribly strange.

#

(It shouldn't even touch other game objects, in theory.)

#

Unity's automapper also has issues with the model which is strange.

#

I have to manually map the lower half.

dire gate
#

Trying to do skirt physics

#

How come on Unity it shows like one bone per side and 2 on blender

#

blender

fair sundial
#

Within the phys bone script, edit the endpoint position Y value

#

to something more than zero

#

should create another bone

dire gate
#

thanks

#

will it still bend?

fair sundial
#

👍

#

Yep!

#

Works the same as the extra bone

#

or well, the one that isnt showing up

dire gate
#

thanks

gritty turret
#

Bonus Tip: Play around with Angle Limits with the Pitch, Roll, and Yaw values. By using this, you can really control how your Skirt behaves without needing many Colliders.

mellow hawk
#

I always forget what axis need to face out for angle limits to work right lol

buoyant flume
#

people here know bones

#

can you help me with hair?

deft dove
#

If it's clipping issues with the head, you could use angle constraints to minimize that.

buoyant flume
#

like pull it far

#

and how i change size of the physbones

deft dove
#

By size, do you mean the bone itself or the collider?

buoyant flume
#

the collider

#

no

#

the bone

#

or no

#

the collider

#

yes

#

collider

#

the little wire bean

deft dove
#

The PhysBone component has a radius option for the collider. It's 0 by default.

buoyant flume
#

yeah but like

#

how do i make it bigger at the bottom and stuff

#

here

#

or if i can change the shape

deft dove
#

That's when we get into curves! There's a "C" next next to the slider. If you click it, you can adjust how the shape changes along the bone chain.

buoyant flume
#

okay yes

deft dove
#

Well, by "shape" I mean "size". You sadly can't have rectangular collision.

buoyant flume
#

yeah no thats fine

#

how do i make it a little shorter?

deft dove
#

That depends. Is the endpoint a bone or created by the physbone component?

buoyant flume
#

i dont knowvrcSad

deft dove
#

If the endpoint is a bone, you'll have to manually move it into the desired location. If it's created by the physbone component, you'll have to adjust the "Endpoint Position".

buoyant flume
#

its grey?

#

like

#

greyed out

#

grayed

#

i think

#

idk

deft dove
#

You can't really adjust it if you're in play mode.

buoyant flume
#

ooh

#

yeah

#

mb

deft dove
#

By the looks of it, the endpoint is another bone, so you'll have to manually move that bone into the desired place.

buoyant flume
#

whad

#

ok how do i do that

deft dove
#

You adjust the position of the end bone in the armature. I believe it should be the child bone to the bone you attached your physbone component to.

buoyant flume
#

OOOH

#

omg

#

no way

#

oh wait

#

nvm

#

LOL

deft dove
buoyant flume
#

yeah but how do i adjust it

deft dove
#

Each bone can be moved just like any Gameobject.

simple elk
#

bone end should be middle ish of it, if its over ? - blender time (see end of green arrow is where that one end) - moving it in unity will just squish things

buoyant flume
#

how did you acces this

#

bru, i just wanna make this mf shorter😭

deft dove
#

Can you show the hierarchy of your armature?

buoyant flume
#

like this?

deft dove
#

Click the arrows next to the 2 highlighted ones.

buoyant flume
deft dove
#

Now the arrows on the new ones.

buoyant flume
#

ye

#

ooh

#

i kinda

#

understand

#

but not yet

deft dove
#

The last bone in the "chain" signifies the endpoint. You move that to move the endpoint.

buoyant flume
#

ok but

#

now i cant see the collider

deft dove
#

Yes, and it sucks.

#

But I think moving it to the point of the ear will be the best location?

buoyant flume
#

yeah

#

i think thats good

#

but then

#

how can i make them stretch

deft dove
#

You simply have to set the "Max Stretch" on the PhysBone component greater than 0.

#

This will allow the bones to stretch, though whether the ear actually stretches depends on how it was rigged.

buoyant flume
#

yeah

#

it only stretches the collider

deft dove
#

Sadly... there's nothing you can do about that. Stretching works by offsetting the bones from each other. No actual scaling is done. Simply put, the ear won't stretch.

buoyant flume
#

sad

#

its fine tho

#

so

#

another small thing

#

if you want to help

#

i want the whole ear to rotate

#

not just the top

#

it just feels wierd

deft dove
#

Does J_Opt_L_CatEar1_01 have the physbone component or does J_Opt_L_CatEar2_01 have it?

buoyant flume
#

catear1_01 moves the whole ear

#

the other one moves like

#

another part of it

#

kinda

deft dove
#

And which one is the PhysBone component attached to?

#

Because this behavior makes it sound like it's on CatEar2 instead of CatEar1.

buoyant flume
#

im kinda new to unity

#

i think you figured

deft dove
#

Which object do you select to change the values of the PhysBone?

buoyant flume
#

there is 2 physbones i think

deft dove
#

And the 2 objects you select to adjust each one?

buoyant flume
#

yeah

#

i think so

deft dove
#

What are the objects called?

buoyant flume
#

what objects

#

the bones?

deft dove
#

Yes?

buoyant flume
#

well these are the bones

#

i believe

deft dove
#

And the physbone component shows up when you select CatEar1?

buoyant flume
#

oh yes

#

omg thats what you meant

#

ok

#

ye

#

catear1

deft dove
#

If only that part of the ear moves with CatEar1, then the rest of it would be weighted to the head.

buoyant flume
#

that part moves the whole ear

#

like that

deft dove
#

Well... then maybe something is up with your angle constraints? I really don't have a lot of answers here.

buoyant flume
#

its okay man

#

ill figure it out with time

#

thanks for the help

#

im pretty much done now

spiral nova
#

I have a weird problem... I made an avatar for my friend, and it has some PhysBones but they seem to behave in a super inconsistent way when it comes to whether the bone that the script is on has physics. The PhysBone component for the boobs works as expected and only applies to child bones of the chest, but the PhysBone component for the wings applies to child bones as well as the chest bone that it's on.

This results in some really weird behavior in-game that while very funny is not intended or wanted. Does anyone know why PhysBones are so inconsistent about whether they give physics to the bone that has the component?

little owl
spiral nova
little owl
#

that's correct. Dynamic bones worked by moving the position of the child, while physbones work by moving the rotation of the parent. Humanoid bones have their rotation controlled by the animator so this can result in some conflicts

spiral nova
#

I don't intend to animate the humanoid bones with physbones though, my problem here is that it's happening when I don't want it to.

I'm still a little confused. The way I added physics to the hair of this avatar was that I put a PhysBone on the head and set it to exclude all child bones except for the hair. Is that the intended way to do it? Or is the intended way to have a separate PhysBone component on the root of each hair bone chain?

little owl
#

you can have a single physbone root, but it should just not be the humanoid bone itself.

spiral nova
#

Is there a way to make it so that physics does not apply to the root and just make it apply to the children?

little owl
#

you can add exclusions but exclusions affect all the children of the excluded bone, so you can't just exclude the root bone that the physbones are supposed to be on

spiral nova
#

So is that a no?

little owl
#

not the way that you're expecting

#

for example if you put it on the chest you could exclude the neck and arms, but if you exclude the chest itself then it'll just do absolutely nothing

#

the recommended way is to either put a physbone on each strand, or to make a root bone that is not a humanoid bone

spiral nova
#

Okay.

#

Well, I think the avatar is fixed now. I just changed out the one PhysBone script on the chest with four identical ones on each wing.

clever jetty
#

A bit late to this convo but a temp fix for this that I usually do if I'm merging seperate but similar physbones that are children of a humanoid bone is just make an empty child of the humanoid bone, zero it's pos and rot and then move all the bone chains I'm trying to physbone into it. Can then slap the physbone onto that new child object and it should work as expected.

It's best to create that new root bone in blender if you're constantly making changes to the model. But doing it in unity works as a good temp fix.

little owl
#

definitely do not do that unless you have backups and/or intend to never modify the avatar in blender again

clever jetty
#

True, I keep forgetting that people don't incessantly make backups like I do

sand storm
#

is the squishy bones out for unity rn? or is it gonna be released soon?

fair sundial
#

"The new SDK will be rolled out soon. Alternately, you can enable the beta version of the SDK using the instructions given here: ⁠#open-beta-info⁠ . It'll work if you're really itching to try out the new features!"

sand storm
#

tyy

fair sundial
#

gl!!

sand storm
#

is there any way to change the shape of the phys bone colliders or is it only capsules

vast prawn
#

there's capsules and planes

languid temple
#

Got a bit of a unique problem here.

When using a contact sender and receiver on one gameobject with the same radius, position and collision tag, the parameter the receiver is affecting is True as expected. However, loading into a new world instance sets the value to False without any changes being made to the gameobject.

Is there something I'm missing?

robust crest
woeful forum
#

not sure if this is an emulater issue or vrc sdk issue but in unity when i have the Reset when disabled setting active on a 1.0 physbone it does not get reset when the bone itself or a parent is disabled
any ideas why this could be

#

ok maybe im misunderstanding this reset thing since the bones endpoint seems to actually reset to its default position but the parameter values dont

wary burrow
zenith dock
#

any good setting for the sqeesh?

frank mirage
#

Idk if that's the right channel to ask but I heard about the squishy physics and I was wondering if they're out yet?

hasty hinge
#

How can I test squishy in Unity? I tried a collider, but it does nothing to the bones I'm testing

real briar
#

So I got an avatar and I'm pretty sure it's a bone dynamic issue. But anyway the physics all work fine except for the hair. Which flows wildly when moving and keeps moving around alot while stationary

#

I don't even know what to do to fix this I don't make Avatars I just picked this one up

simple elk
#

dynbones get auto convert wich is just bad, recommend just redoing it in unity

real briar
#

I have no clue what that means

#

I literally just did with the Creator said and uploaded it

tacit cliff
#

Turn the spring down on your physbones

real briar
#

H-how

#

I am the most baby of baby when it comes to this

#

Im so lost

real briar
#

I finally got my screen recorder working lmao

#

I dont even know where to start fixing this

little owl
#

first of all, you're moving it very jittery because you're using the "center" option. Click this to change it to a different mode that will move it in a more stable way

real briar
#

gotchu

#

It was being weird with the hair in actual vrc tho

#

that was my issue

little owl
#

as for actually fixing the issue, click on the dropdown for armature. Then keep opening dropdowns navigating to the hips, chest, upperchest (if there is one), neck, head, and then find the hair

real briar
#

is this what I wanna be looking at

little owl
#

yep

#

so dynamic bones had really bad default settings, they got quite wiggly like that. It's possible the avatar creator just put on default dynamic bones and left it at that, because it's a bit difficult to make dynamic bones nice and flowy. Converting from dynamic bones to physbones has to preserve the same behavior, so it ends up quite wiggly as well.

But physbones by default is already quite nice and flowy already, so one way to fix this is to simply delete the existing physbones (which were created by a conversion) and then re-add the physbones, so they have new default settings

#

so click on the back hair object, and then see if that has a physbone component on it in the inspector to the right

#

if it does, take a picture of it to keep track of important things like colliders

real briar
#

Okay theres the four back hair things

#

Well shoot highlighting all of them worked

#

Im a little lost tbh so how do I delete and readd physbones

#

Wait shit I think I found my fix

#

If I lower the momentum

little owl
#

that could work as well if you want to just tweak the settings

#

it looks like this has a lot of colliders so those would've been annoying to re-add

real briar
#

I mean ill have to tweak the tail id assume but

little owl
#

yeah that's pretty good!

#

may want to do the same on the tail

real briar
#

Ill update if this works

languid temple
little owl
#

is there a reason you're doing that? Seems very odd

languid temple
#

yes. the gameobject i'm trying to use also has a particle system attached to it solely to be used to detect collision. once the particle detects it collided with something, it disables the gameobject, making the receiver parameter false.

little owl
#

oh, I see. That's... unfortunate

languid temple
#

it's used for a fetch system. a rigidbody is "shot" carrying the gameobject in question. once it collides with a surface, the pet that fetches it knows it can go collect it to bring it back

#

luckily there's a few workarounds for it, but if this is a bug it would be nice to have it fixed. im sure a handful of others have had headaches trying to figure out what was breaking their systems that relied on this functionality

charred epoch
#

Hey so I’m having some issues with colliders being deleted but still not letting me upload the quest side to my avi, Like it’s saying that the colliders are still there even thought I’ve deleted them. How do I fix this?

real briar
crisp wraith
#

so are phys bones now always subject to being stretched now

#

I thought if you set the stretch motion to zero it wouldn't stretch unless grabbed

#

at least when you set a parameter to it

turbid ice
#

im not quite getting the new update still. i have a bone chain for my avatars nose with max squish and squish motion set to 1 (numbers high bc i thought i just wasnt seeing it at first) so that the nose squishes in. it works fine in unity, but ingame there is no squish, it acts as though there's no squish value set. any ideas?

bleak prawn
turbid ice
#

Would you happen to know where you read that?

bleak prawn
#

they actually talking about it rn

red cobalt
#

Heeey, I'm stumped on a problem I'm having with physbones, not sure where I should ask it though

lime prawn
#

heres a good place @red cobalt

#

ask your question

#

never ask to ask

red cobalt
#

Alright ^^
Mini context, I own a base model that I've used for years now, never actually successfully put it into vrchat since I didn't feel like I wanted to, but now I do. I found where they kept a specific physbone script for whiskers, and I copied that script over to my own version of their base so that it has the same bounce. Unfortunately when I assigned my bone which was the exact same bone theirs used, just on a different avatar now, it also put everything else attached to as physbones. The bone was a root bone on the head that had hair ears and whiskers patented to it, but theirs didn't have the problem of these being assigned..

#

I'm not sure where I went wrong or how to fix it

little owl
#

it sounds like you copied the object and everything. If you're transferring a physbone from one model to another, you should only copy the component itself and put it on the equivalent bone on the model you're moving it to

red cobalt
little owl
#

gross

red cobalt
#

It's so they could toggle them on and off in an odd way

little owl
#

should combine things together in blender

red cobalt
#

By just enabling and disabling said object

little owl
#

there's nothing about toggling that requires you to do it that way

red cobalt
#

Everything below the red line is not an actual object

#

It's just an empty of some sort with scripts on it

little owl
#

I don't know what to tell you, you've got a real mess on your hands and you'd be better off starting from scratch. I'm sure it'd be possible to get it in a functional state from here but it would require a lot more information and looking around directly, it's not a straightforward answer to a question that this channel can help you with

red cobalt
#

I don't believe I have a mess in the slightest, this is my hierarchy

#

Thats it

little owl
#

right, that's fine

#

the one you showed above is not

red cobalt
#

There's also another issue but it's a broader unity one where my scale is 100 times... smaller? Than the other one?

#

Their physbone radius is like 0.04, mine has to be 0.0004

little owl
#

some models are just like that, you can change scale in the import settings but unless you want to start over, doing it at this stage could completely mess everything up since it's already been built around the wrong scale

red cobalt
#

daern

#

Welp, time to finish my physbones and see if I nailed it first try, setting up my model that is

halcyon vault
#

Some gimmicks rely on scaling in a certain way and changing it whilst their on the avatar might give unexpected results. That's why it depends on how far you are with your version

red cobalt
red cobalt
#

But the prefab which uses the SAME bone, has this

halcyon vault
# red cobalt

Does theirs have anything assigned to Ignore Transforms?

red cobalt
#

...maybe...

#

I completely forgot we have that now

halcyon vault
red cobalt
#

It's infinitely better than my picometer struggle @~@

marble canopy
#

Yo,
I mentioned this a while ago and a few people threw up a few ideas but so far still not got anything that works.
I've got an Avatar with a phys bones tail and i want to IK the tail tip to a specific point. So that it can be plugged into something.

#

Anyone got any ideas how to get that working?
Parenting the end bone moves it to the correct location but the rest of the chain ignore it,
Setting up a Spring joint doesn't do anything of substance, or work in any meaningful way

calm owl
#

so it can be plugged into something uhh the funny hotdog eating shader?

torn tendon
tacit cliff
#

You won’t need dynamic bones anymore as they are deprecated and will automatically convert to physbones ingame

hard sleet
#

I have a physbone with no pull that can be moved on an hinge, for some reason whenever it moves when people don't look at it, it desyncs for them (I.E position isn't updated until it is grabbed while they are looking) is there a way to sync something like this?

dark drift
#

@hard sleet no, physbones work only when you look at them as a part of perforamce optimisation. if its not somethin too complex and controlled by a single bone you can add extra layer that animates mesh position based on synced value that comes from grabable bone.

dark drift
marble canopy
marble canopy
old gale
#

does anyone know if you can put dampening on rotation bones so that the bone doesnt snap to the end position?

#

basically trying to simulate the limited turn rate of a tank turret or something similar

severe juniper
#

Has anyone made a squishbones video tutorial yet?

old gale
#

:o

#

they are out?!

prime hemlock
#

so i have a custom contact sender and a custom contact reciever. i turned "allow self" collision off but its still triggering it on myself, why

prime hemlock
#

and you could use a specific channel setup too so only the tail would work with it

marble canopy
#

Issue with that, is that it doesn't really work with physbones. Maybe I just need to learn how to use it properly, but it didn't work very well when I tried it before at least

prime hemlock
#

it worked with dynamic bones so idk

marble canopy
#

Could be that I just didn't set it up right, I've not used it properly before, so I'll give it another go, it's worth a try

calm owl
#

Hmms i think your best bet would be to on plug in, world constraint the plug and switch the tail out to some sort of leash shader or a version thats only weight painted to the plug and body so it deforms correctly

knotty magnet
fair sundial
prime hemlock
#

so i have a custom contact sender and a custom contact reciever. i turned "allow self" collision off but its still triggering it on myself, why

marble canopy
valid siren
#

But that's just a theory, a game theory! Thanks for watching.

void helm
#

squish only seems to effect one bone in a chain. is this a setting i can change? been fiddling for a bit with no real progress

slow bison
#

Just a quick questions since I’m new to vrchat model customizing - with the new update of dynamic bones being switched to physbones, would we still need to have a copy of dynamic bones for rigs made for DB to work? Or would we only need physbone stuff now? (@ing me is appreciated and thank you in advance ! )

fair sundial
#

Only physbones are required

fair sundial
#

for older models

slow bison
#

Gotcha, thank you!

dark drift
#

@slow bison to use old avatar prefabs you can use either og dynamic bone or free dynamic bone stub, both will allow you to use sdk's convert function

real girder
#

question

#

can i use vroid models?

#

for vr chat

simple elk
#

export route, vroid export as vrm > blender (optimize stuff here ) > unity > vrchat (yes)

#

theres tools to convert in unity but not a fan of them, leaves you with multiple materials and messy bones (no rooted bones ect)

silent thorn
#

Anyone experienced animations used for contacts breaking when you apply them via the VRCAvatars3Tools plugin? Everything worked before I transferred them and they should still work after, the receivers are receiving as seen in the debug of Gesture Manager but the animations refuse to play... 🤔

gritty turret
#

It is important to make sure your WD preference remain consistent across all of your Animator Controllers for your stuff to work properly in-game. So if some Animations on your Avatar are already using Write Defaults, then it’s important to keep it that way by making sure it’s consistent across all Animator Controllers you are using. Avatars 3.0 Manager will tell you this.

silent thorn
bright oasis
#

looking for assistance with avatar dynamics. could really use some help with avatar prop triggers

bright oasis
#

to explain it simply i want other people to grab a sword off my avatar

bright oasis
mellow hawk
bright oasis
#

also my physbones and lipsync isn't working properly

bright oasis
bright oasis
#

i am dumb and can't figure this out

bright oasis
#

ok thank you

old trench
#

Does anyone know if there's anyway to change the width of a collision in physbones? Sometimes I need a wide collision in one direction (ex: z-axis) and not wide in another direction (ex: x-axis) if that makes sense

hybrid pelican
#

I'm trying to add phybones, but the body keeps stretching (as in some parts of the body just stretch into infinity). How do I fix this?

bright oasis
#

im working on iut

#

you attatch the pysbones to the armaure for the part you want to move, not the mesh

blissful fossil
#

I haven't done avatar stuff (or played) in a while so I'm not up to date on the dynamics stuff - does this include the "Allow Self" and "Allow Others" checkboxes when Allow Collision is set to "Other"? I would hope that we could toggle that on/off.

mellow hawk
#

Afaik yes

blissful fossil
#

(Unfortunately it does seem to include them after a quick test I should have just done in the first place lol)

#

I suppose I could try the jank workaround it mentions for now and see if that works, it's just a private avatar so if it breaks no big deal

dark drift
#

@blissful fossil yep, nothing in physbones is supposed to be animated

regal marsh
#

Is there any way of spawning in a world anchored Skinned mesh with an armature that only my avatar can grab (sort of like any prop you'd grab in a world). Basically I have a plushie that I made and rigged so that it could have basic physics with physbones. I want to have that spawnable / grabbable like any prop only by me.

dark drift
regal marsh
#

With the world constraint.

dark drift
#

you'd fake it being grabbable by enabling disabling world constraint + contacts + if gesture=1

#

so its either stays in world or follows your hand

#

and immobile=1 is because its still part of your avatar and otherwise it would wiggle every time you move

chilly magnet
#

is there any way to have a bone's angle range decrease as it's squished?

#

so that it can be pulled at various angles, but as you push it in, it stops turning so much

cloud silo
#

You mean like physbones?

chilly magnet
#

Physbones, yes.

cloud silo
#

Maybe try the limit angle option and then change the squish settings for however much?

#

Or maybe it has a pull physbone component and a squish physbone component?

chilly magnet
#

I am using limit angle, but I don't know how to connect that limit to the squish amount

#

right, but the angle on the pull one would still apply when squishing the other, I think

cloud silo
#

Not sure if you can connect it to the squish amount, 'cus I think the angle is limited to when the phybone is moving and not being touched

chilly magnet
#

no, angle definitely affects it being grabbed too

cloud silo
#

then idk lmao

chilly magnet
#

is there any better way of dealing with the _end bones that Blender makes, than always manually excluding them

simple elk
#

dont need em , add endpoint in unity if its for physbone

chilly magnet
#

right but I mean, I need to attach weights to the end of a bone for the physbone to stretch

#

which means creating the bone in Blender

#

but then that creates an extra bone in Unity that doesn't do anything

simple elk
#

dont have that on export , cats also does it

chilly magnet
#

AHA! thank you :)

#

yeah I keep meaning to check out Cats, I guess I really should

pale hollow
#

Editing an avi here, and theres dynamics on the tummy and booba, im a little confused on what/how drastic the settings should be for squishy stuffs, like being able to just poke them

candid radish
#

Yo, I have a kinda specific problem. I'm working on an avatar where I need to animate physbone properties.
Yes, I am aware that doing it is not officially supported. There's a tracked feature request on Canny about it, and at the rate that it's getting votes, I sadly do not expect it to get worked on anytime soon.
I've had the suggestion of disabling and re-enabling the physbone too. This would have worked for me but unfortunately, physbones reset their assigned bones to resting position when enabled, completely preventing any visually smooth transition when disabling a physbone, changing its settings and reenabling it. The bones just teleport around when I do the thing, it's very jarring.
Basically, I can't get a smooth physics switch because Physbones have a Reset When Disabled option but no Reset When Enabled option (the latter behavior being thus always turned on).
I'm really surprised this issue hasn't had that much traction to be honest. I don't suppose anyone knows a fix?

mellow hawk
#

Right now, there is no way to disable and keep the offset.

candid radish
gritty turret
#

So if you want to make a specific pose after it’s Disabled in the Animator, then manually animate it’s Bones in an Animation State that follows it.

#

This is the only options you’ve got.

#

Of course, always enable “IsAnimated” before animating bones on a PhysBones chain.

halcyon vault
#

not sure if this is really relevant anymore but
A reason I see Reset when disabled was added/requested was due to the bones keeping their current offset upon the Physbone being disabled. This gave issues as people were modifying the weighted mesh with blendshapes causing the mesh to effectively 'explode'.
To stop this, users had to animate all the bone orientations back to their defaults any time this was present. This option has stopped this from being needed.

gritty turret
simple vortex
#

Is there a way to have a higher phys bone limit or to just ignore it, I got a model but it exceeded 8 phys bones and is giving me issues

sacred kite
#

you can have as many as you want on pc though

sacred kite
#

I mean you can upload it with the physbone errors not all errors prevent upload

dark drift
simple vortex
dark drift
#

@simple vortex you cannot exceed the amout of physbone components. if somehow you manage to upload it, all physbones would be completely disabled for everyone anyway. if its not really meant for quest, then its not really meant for quest and you should think again about what youre trying to do.

simple vortex
#

I just want Pc

sacred kite
#

then you shouldnt be getting physbones errors just switch to windows build

halcyon sleet
#

Hey there!
So regards with the new update, I've been trying to figure out how to fix a things so some of my droopy-like clothes like my sleeves here to the way they were before the squishy update.

So what I originally had and liked was that my sleeves were able to be pulled and posed pretty far, but since with the update and how certain values and components changed with how they functioned, I can't seem to get it working the way I'd originally had it.

So basically as the .gif shows, the rotation of the object (in this case my wrists & sleeves) will just sort of fling out in all kinds of directions.
I'm wondering if I can set it so I don't have this effect, but still being able to grab them and pull them normally with the stretch modifier ingame/unity? (there is gravity of course and all so they can droop down)

Because at the moment, messing around with a lot of the values and different modifiers on both 1.0 and 1.1 and I can't make heads-or-tails of it.

Any and all help would be appreciated! Thank you so much if anyone could help!

cloud silo
# halcyon sleet Hey there! So regards with the new update, I've been trying to figure out how to...

Are you used to using the new updated version of stuff yet or no? I might be able to help, I know a bit about using physbones so maybe DM me if needed. You might need to redo the physbones on it if those are the settings causing the problem. I believe you can turn off the squishing in the physbone settings if you don't want it to squish. You might need to reduce the pull and or immobile amounts because those can sometimes cause the physbone to pull back weirdly if set too high. Anyway, I might be able to help if you DM me with more specific stuff about it.

amber fable
#

What settings do you need to use on physbones to have them directly follow my hand when grabbed. Right now it leaves a gab and doesnt follow my hand one to one.

dark drift
#

@amber fable grab movement 1

amber fable
#

now it works

pastel token
#

Is there a desktop arm controler prefab out there yet? The only thing i can work off of is an outdated tutorial

short hornet
#

Hi - why can't I grab my own PhysBones? Other people can grab them, I can touch them to interact, when I switch to another avatar I can grab my own, but this avatar which I uploaded recently fails

gritty turret
# short hornet Hi - why can't I grab my own PhysBones? Other people can grab them, I can touch ...

Settings look fine, and you have a Collision Radius so you should be able to grab it.

It’s worth noting that PhysBones grabbing behavior recently changed. It will not show it’s been grabbed until you start moving your hand once you grab a PhysBone. If you don’t like that, you can enable Snap To Hand on the Component to revert it to the old grabbing behavior. You can try that and see if it makes a difference.

young plaza
dark drift
#

same shit

young plaza
#

Okay well I just found my issue, I apparently had 2 physbone components with the same parameter. One of which had no root. Been driving me nuts for the past 2 days

short hornet
#

Turning on the PhysBone radius overlay is a good idea to verify it's even there

simple elk
#

you are on a old sdk and that radius is extremely small 0.000x , dont add anything to a canny if you are on older one (or least mention wich one it is), no idea if they still behave as grabbing is one thing i rarely test

#

if your av is scaled 1.1.1 its usually around 0.0x <> 0.00x

reef epoch
#

adding a toggle to disable an object that has a phys collider ,
is kinda buggy , its like the collider is always on , eventho i turned the object off

hollow delta
#

can the position of a physbone plane collider not be changed with an animation?

#

the gizmo moves, but the physbones affected don't react to the change

gritty turret
#

The latest SDK allows you to now choose PhysBone 1.0 or 1.1, both of which have so many differences in how they function now (mainly with Stiffness and Gravity). In addition, Stretch Motion is a new feature gimmick exclusive to 1.1.

#

See if the SDK 3.2.0 is any different.

short hornet
#

Ohhhh. My b. I'll update

short hornet
simple elk
#

its still way too small, your scaling is off, only wierdly scaled get 0.000x

#

they had to change physbone awhile ago since that was nearly ungrabbable, since some people had earrings super tiny and had issues with it

short hornet
#

Changing radius, updating to 3.2, changinge Snap To Hand does not fix it 😦

gritty turret
#

My best guess is that it could be too small.

gritty turret
#

It would be this Pink sphere:

foggy finch
#

anyone have any recommended squishy bones settings for cheeks? I wanted to add them to the face bones I have set up

gritty turret
dark drift
#

@gritty turret wait what? we have a separate contact to grab? i thought its the same yellow stuff as for touching

gritty turret
# dark drift <@252338669094961152> wait what? we have a separate contact to grab? i thought i...

That Purple sphere you see that is used for Grabbing is automatically generated based on where the default Hand Contact Sender is.

All of those default Colliders are determined automatically by the Avatar Descriptor. To see them in the Gizmos and to customize them, scroll all the way to the bottom of the VRC Avatar Descriptor and expand a tiny collapsible section called Colliders.

That will show you where all the magic happens by default. The location of them are automatic based on the Humanoid Bone mapping you configured for your FBX. But you have total freedom to override them through that little section in your Avatar Descriptor.

So if you modify the Hand Collider’s Radius, it should also influence the size of the Grab Collider.

short hornet
#

My avatar in unity has the hand configured correctly

short hornet
tacit pivot
#

Hi, I am trying to get avatar contact to work but it seem to have broken my gesture expressions. Anyone know what might be going on here? I've gone through multiple tutorials and the issue remains the same.

gritty turret
tacit pivot
gritty turret
#

But my first guess is that your .anim is Looping.

#

Which, if so, disable Loop on the .anim file for it.

tacit pivot
#

Checking for the loop

gritty turret
tacit pivot
#

What's strange is that gesture expression used to work before. After adding the contact expression my gestures attempts to use the contact expression.

gritty turret
#

Use Avatars 3.0 Manager to fix that.

tacit pivot
#

Can you elaborate? I have never used the 3.0 manager before.

gritty turret