#avatar-dynamics

1 messages · Page 7 of 1

clever jetty
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Though your mentioning of the last bone being frozen makes me think you might need a different setup

pine flame
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what would be the best way to set up slime physics on this avatar? Both jiggling and also a small "trail" left behind

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not like a particle trail, just

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the bottom part of the model on the side opposite of movement direction lagging behind a little

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preferably without affecting the side that is "forward" in the direction of movement

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so like when moving forward the back would drag behind a little without the front being affected, but working with any movement direction instead of just forward

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the current best idea i have is just to do one physbone in each cardinal direction, weight them each to a side and let them stretch but not squash or rotate

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but i'm not sure how to properly do the weight painting for that

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because i don't want it to make the arm mesh that's just under the surface clip out of the surface

upper raven
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depending on the direction you're walking

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but there could be better ways

pine flame
upper raven
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it would just be the drag pointing in the diagonal

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using those 2 vrc parameters

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you can know exactly what direction you're moving

pine flame
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yeah but

upper raven
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then using a blendtree you can use some blendshapes

pine flame
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how many blendshapes do i need

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4? 8?

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to make it not look weird

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because i cant control the direction of a blendshape right?

upper raven
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that depends, im not munch of a blender person myself, im more of a unity guy, but you could probably use 2 blendshapes, one to control the "intensity" of the drag, so a longer drag, shorter drag etc, and another blendshape that controls the direciton of the drag rotating it 360 around the base, then mixing the direction + intensity in the blendtree you can get a cool effect

pine flame
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wait you can control direction?

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wouldnt it like twist around the polygons?

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and make it look weird

upper raven
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just a blendshape that "rotates" the polygons that the intensity blendshape affects

upper raven
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but could work

pine flame
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yeah but if you're moving around the polygons other polygons would twist around with them wouldnt they?

rugged steeple
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Either blendshapes or a bone.

pine flame
rugged steeple
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Maybe 2 bones to counter the curl on the front.

pine flame
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??

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wdym

rugged steeple
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Blend shapes would be easier if you're not accustomed to hacky setups.

pine flame
rugged steeple
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It depends on the shader. I think if you used the bottom of series of tight loopcuts, the distortion would be harder to see.

pine flame
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that's true

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hm

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i think i should figure out my shader issues first

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because depending on that i can think of some ways i could do it very easily

rugged steeple
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Yeah. Unfortunately, my mind instantly goes to grabpass transparency. Grabpass isn't cheap.

pine flame
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and if i do that it would also be able to hide a seperate mesh inside for the trail

rugged steeple
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Yeah. Grabpass would do that.

pine flame
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that just has a bone which can stretch

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oh

pine flame
rugged steeple
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It kinda does transparency but blocks your own insides from being visible. Poiyomi has it. Not sure if specialized shader. I forget.

pine flame
rugged steeple
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You can still have your core visible.

pine flame
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i'm getting a bunch of conflicting information with the shaders. Someone said i need to modify shaders to add an invisible pass

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other people have said i can do this using stencils with poiyomi

rugged steeple
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Stencils are cheap. But you gotta learn them.

pine flame
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and now you're saying i can do this with grab pass transparency i have no clue which one is correct

rugged steeple
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Grabpass is a special kind of transparency. But, like I said, it has perf costs if used too carelessly.

pine flame
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and how much effort would it take to add compared to stencils

rugged steeple
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Not much. But if someone else in the instance uses a grabpass, iirc it can start hurting.

pine flame
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would you recommend learning how to do this with stencils or just using grabpass?

rugged steeple
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Stencils are a learning experience. Grabpass is easy.

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Stencils enable stuff like portal-like effects and such. It's good to learn.

pine flame
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I'll go with stencils then, it seems easier than coding my own shader which is what i was planning to do

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Can you point me in the right direction for where to learn?

rugged steeple
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I'd have to look. It's kinda abstract. Simple in theory. vrpill

pine flame
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oh yeah last question, with stencils would it also hide the arm if it's behind the body but outside? ideally it wouldn't, but I can live with it if it does

rugged steeple
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It'd probably hide it.

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The body would be rendered over it, the stencil would toss the arm since it's behind.

pine flame
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would grabpass do the same thing?

rugged steeple
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Gimme a sec.

pine flame
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could i just use grabpass with stencils as a fallback or something

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actually

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wouldn't stencils also hide the arms if in front of body ?

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that would kind of ruin it..

upper raven
# rugged steeple Either blendshapes or a bone.

now that you talk about bones, i think it could be done using a physbone wouldnt it? a physbone rigged to the bottom part of the slime, kinda like a pendulum, wouldnt even need to mess around with animations, when moving forwards the physbone would move back,draggin the bottom part back. when moving back the physbone would move forward, dragging the bottom part forward and so on

pine flame
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which could be fixed by using a seperate mesh

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but i need the special shader for that

rugged steeple
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Grabpass.

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Notice how you don't see her back or her face behind her other bits of mesh?

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But you can still see through her?

pine flame
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yeah

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the thing is ideally I DO want to see the slime's back...

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just not the arms inside of it

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but idk if that's possible

rugged steeple
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I can check shader. Sec.

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idr if the grabpass one came with poi free or if it was poi pro. I'm gonna bet pro..

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;P

pine flame
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grabpass is pro yea

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but tbh 10 dollars is a small price to pay if i can get this working properly

rugged steeple
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I'ma check settings rq. Unity do take it's time starting.

pine flame
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thanks

rugged steeple
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I don't think I can have the arm show behind it but not the box using either method.

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The box being a part of the arm makes it a pain.

pine flame
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i can make it a circle just barely larger than the arm

rugged steeple
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Unless you like... set the box mesh as a different material.

pine flame
rugged steeple
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Extra material.

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If you're keeping it low already, 1 more isn't much. But slippery slope and all that.

pine flame
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it's fine

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how do i do it with an extra material then?

rugged steeple
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Just don't start saying "it's just 50 materials, don't woooorry"

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And we're good.

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You could set everything but the polygons you deform for the arm as a different material, but at that point, you may as well delete the non-deforming polygons anyway.

pine flame
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?

rugged steeple
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Does the entire box deform?

pine flame
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i'm deleting the non deforming polygons now

pine flame
rugged steeple
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So what you could do, in that case, is drive a material change when the arm extends at all using contacts.

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¯_(ツ)_/¯

pine flame
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yeah but

rugged steeple
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Still an extra material, affectively. But invisible inside the body, crosses body, visible.

pine flame
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of when i look through the arm

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you would see a slightly darker circle

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where it meets the body

rugged steeple
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I just understood what you mean. Was typing a paragraph for the wrong thing. eks dee

pine flame
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lol

rugged steeple
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Why not shapekey armholes and give it slight weight?

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Then you could use proximity contact instead.

pine flame
rugged steeple
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And it'd be smooth with a motion time anim.

pine flame
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this isn't rigged like a human the arm directly extends in a straight line from body center to hands

rugged steeple
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Oh dang.

pine flame
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that's why i'm having all these issues

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because i want the sliding goo arm

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wait i recorded a video lemme find it

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i intend to use unity bone constraints to make the shoulder sub-bone always aim at the hand (maybe with some math for a strength curve thing so it doesn't aim EXACTLY at the hand but at a slightly decreased angle so the arm still curves sideways a little when pointed forwards}

rugged steeple
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Maybe with stencils. I'ma have to mess with 'em a sec. No promises.

pine flame
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someone in poiyomi discord mentioned "early z transparency"?

rugged steeple
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I think with stencils, you'd have to have a cylindrical cap where the arm meets the body. And it'd need a different stencil value.

rugged steeple
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A mesh to cover the opening. Not the body or the arm. Don't take my word for it until I fiddle.

pine flame
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the end of the arm?

rugged steeple
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Where the arm goes through the body and you can still see the mesh of the body behind the arm.

rugged steeple
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Oh doodoo. I kinda did. I got distracted. Laptop is dead and I need sleep. The problem with the stencil could be the transparency. You want arm rendering over body, body rendering over the cap from one side but not the other. But you need the inside of the body to render over the cap. It'll be like a puzzle setting references and operations.

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We're on birp so it's not as easy and you'll need materials with different references and operations for the different surfaces. vrpill

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Dunno if worth.

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Outside of body, inside of body, arm, and both sides of the cap.

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😔

sacred heath
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I am trying to make a on enter contact the as accurately synced with local and remote player as possible but alot of times it just doesn't trigger on both, or if I make it only local and "manually" change a paremter ursing parameters drivers it is massively delayed on remote

stray sequoia
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Hey, why are some physbones on my head flying around when I'm at rest, but normal in an MMD world station?

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Head at the top is my real head, there are parent, rotation, and scale constraints on some of the ancestors of the highlighted transforms, but the transforms themselves (dragon whiskers) are totally normal, I just dropped the v1.1 physbone script on them and changed zero settings and they're like. whipping around.

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So, SpineAgain has a parent constraint, ChestAgain has a rotation constraint, NeckAgain has a rotation constraint, Head.children.go.here has a rotation and a scale constraint, but the dragon whisker transforms don't have anything.

stray sequoia
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It's not my string of scale constraints, took them off and it didn't help.

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(SpineAgain also had a scale constraint)

honest inlet
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is there a way to edit the scale of the pick up orb on the hands?

wise meteor
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Why is this happening in game its fine in unity but in game it does this?!

mellow hawk
wicked lichen
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Anyone figure out how to hide part of a mesh for the local user of the Avatar? There's a part of my Avatar that kind of obscures my vision, as the one using it, but it's not something I just want to get rid of either. Moving it out of the way would also be difficult.
And I tried putting a scale constraint that scales with the Head, but it doesn't quite work, there's still bits that are visible even when scaled down.
It's also a part of my main body mesh, so I can't just disable it, since that'd get rid of the whole body.
So I'm thinking I need to somehow make only that one part transparent, probably via a Shader. I'm using the latest version of Poiyomi (updated it yesterday), so there's probably something in there that will help me get close to what I want to do, but it'd take a while to check every single setting and understand how they work, and I've got more high priority stuff I want to work on first, so I figured I'd ask and see if anyone can point me in the right direction, in the meantime.

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TL;DR: Does Poiyomi have something that can hide just part of a mesh, and can that somehow be made to work only for the one wearing the Avatar?

stiff glen
wicked lichen
sullen mantle
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Yall know if the error of crashing your game is fixed?

wicked lichen
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I'm not 100% sure what you're referring to, but i did get "VRChat is not responding" twice yesterday, for seemingly no reason.

sullen mantle
wicked lichen
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Then I have no idea, all I can say is it hasn't happened to me, which isn't worth much.

pine flame
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does anyone know why this stretch bone isnt working

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i move around the model while playing the project and it does nothing

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unless i set the root to the model itself but then it seems to add physics to a bunch of other bones too?

pine flame
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huh

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i got it working but now they're stretching in response to directions other than the direction they should

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like i move forward and as well as the back stretching the left and right also do a bit

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how do i fix this

gritty turret
pine flame
pine flame
pine flame
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is there any way to fix it

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i have 1 bone for each direction (if i let it rotate it would twist the mesh) and i just want them to not stretch when i am moving perpendicular to their direction

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this is the bones in blender

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can anyone help

pine flame
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please? i really need help with this

toxic granite
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Question
How would one make a grabbable arm?

toxic granite
torn tendon
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⬆️ Wasn't going to say anything, as I don't really understad. But a thought. Maybe a state in the FX layer that reinforces the position of the bones. Literally just an animation that has them, in their default position. nd turn on physbone's IsAnimated (or maybe even off to force the behavior). If one of the four bones is humanoid arms, then those two might have to go into base layer instead. Might negate physbone somehow.

torn tendon
# toxic granite Question How would one make a grabbable arm?

Today's method is adding a physbone to hips. Open Ignore Transform, set it to like 50. Add everything that isn't apart of the humanoid skeleton.
Right arm, right elbow, doesn't go here. Left eye, tailroot, hairbangs.001 goes here. Switch integration type from simple to advanced.
Set immobile and stiffness to 1. Play with the rest, they will determine how quick the bone returns. Set IsAnimated to true.
And everything else necessary to make physbones grabbable in general, like set collision, set Posing and Grabbing on, etc.
Set the physbone off. Make a toggle to turn it on. When in game, it's off, then turn it on. (adds stability, but might only work for 1.0)
When on, you can grab, and use the trigger to lock into place. Essentially, your entire body becomes poseable.
If 1.1 locks you into a bicycle pose or something, switch to 1.0.

toxic granite
pine flame
oak wolf
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Hi all, Im having an issue where my Contacts arent being seen by other players, they have shield set to allow all. I have my Parameters set up, in Lyuma they're not Synced, and in my FX all ther weights are 1 and all the animations have Write Defaults on. Is there something I'm missing? They work for me but they dont for other people.

gritty turret
oak wolf
gritty turret
# oak wolf

Alright, is it listed in the Avatar Parameters or not? It’s not required to list them, but it’ll conflict if you did that anyways.

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Because if you indeed put it in your Avatar Parameters, Local Only must be enabled.

oak wolf
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Nope, they're not in there, or else in AV 3.0 it would be checked as in the expressions parameters

gritty turret
oak wolf
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NoseBoop is the one for the contact reciever, then BoopMenu is so it sees if its toggled on.

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And they're Bools

oak wolf
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it generates a number so if it falls between the range it plays a specific sound

gritty turret
oak wolf
gritty turret
# oak wolf

Even so, that's too big of a number. You do not need to have the Int reach around 100. If you do that, nothing's gonna work because it will randomly choose any number between 0 and 100.

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Since you have 4, make the Max Value be clamped to 4.

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Of course, adjust your Transitions to accomodate this.

oak wolf
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the rng works fine when i test it in Lyuma. And works fine locally for me in game. The problem is that the bool for the action of playing the animation isnt working for others

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even so, i dont think the RNG is the problem

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its that the SDK doesnt see these contant bools as synced

gritty turret
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Then it needs to be properly synced. I suggest making it Local Only and adding the NoseBoop and BoopMenu Parameters to your Expression Parameters.

oak wolf
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I see. I will try that.

uneven thorn
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kind of a stupid question, but when a trigger is pressed further, the gesture weight increases, right?

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im testing some gun mechanics and gesture manager spawns the player at 100% weight. which wouldnt make sense because i dont think someone is squeezing their trigger at all times. so i thought maybe i was having a brain fart

gritty turret
unkempt gyro
umbral sleet
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the physbones on my avatar are desynced between pc and quest. as in someone could grab something on quest and people on pc would not be able to see it as being grabbed but everyone on quest can see it. and vice versa. im freaking going crazy trying to figure out why this is happening. ive been told that its from the physbones not being in the same place in the hirearchy however, they are in the exact same place.

gritty turret
umbral sleet
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both physbones are on the same ear bone

tacit cliff
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I’ve been having the same issues as of late, both bones have the same exact component settings / hierarchy order yet they’re not synced on platforms

gritty turret
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@tacit cliff @umbral sleet Ensure you are using the latest SDK version then (currently it’s 3.2.2 as of this writing). There is a new Networking Utility included that may help solve that issue.

gritty turret
tropic thorn
pseudo flare
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How do I make a contact reciever slowly add to a float parameter?

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Like, I have a float parameter with a slider, I want to use a contact receiver to slowly increase that slider

gritty turret
# pseudo flare Like, I have a float parameter with a slider, I want to use a contact receiver t...

Pretty easy! You will need to set your Contact Receiver to Reveiver Type = Proximity. This will allow the specified Parameter to output as a variable Float.

How it works: The closer the Sender is to the center of the Receiver, the higher the Float value will be. So if it's a Finger: Touching it a quarter of a way into the Receiver's boundaries will make the Float around 0.5 or so. Once the Finger reaches dead-center of it, it will be 1.0.

rustic ferry
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Hey folks, I am having a strange issue with a tail controller I am making.
Normally, the tail has gravity so that it drags along the floor with a collider.
Since the tail is normally controlled by gravity, I made an animation that moves the tail up and also changes the gravity of the tail to 0. The left and right poses do the same, but the down and neutral poses keep the gravity at the default values.
I watch as the value goes from 0.277 (the default value) to ~0 when I move the tail up, but in the preview it is not affected by gravity. Then, if I barely nudge the values, the tails spring up into their correct position. What is going on here? :/

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tail up animation with gravity at 0 (but wobbling between -0.0000 and -0.01 it seems

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The tail when I do as much as barely nudge any of the physbone settings

jolly crane
rustic ferry
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@jolly crane Gotcha -- that's what I was thinking was going on. I'll just pose the tail down to 'fake' gravity instead in that case 🙂

formal cliff
gritty turret
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Just a reminder since most people aren’t aware of the new behavior differences.

cedar vine
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Are physbone parameters like param_Angle read only? I'm trying to set them with OSC

cedar vine
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Darn, thank you!

jolly crane
cedar vine
# jolly crane what are you trying to do exactly?

I am making a wrist HUD system. Multiple pages with various controls on it that interact with your avatar and some external services. I want to make it similar to how XSOverlay displays it by twisting your wrist

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Do you know if it is possible to read the rotation value of the lower arm somehow?

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Like the twist value, I cant seem to get it working with just _Angle

jolly crane
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sort of, you could use contacts. I've been meaning to create a canny to allow us to read back the values of muscles

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what are you trying to achieve exactly? trying to make it only visible when looking at it?

cedar vine
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For the time being just to get it to show up when the bone's rotation is between a certain range

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How would you go about using contacts to read the rotation?

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By making a bunch of contacts around the wrist and if a detector of some sort enters one of them, then I know its in a certain angle?

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Or is there a simpler approach

jolly crane
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  • add an empty object parented to lower arm, but floating off to the side of the arm
  • rotation constrain object to the wrist on the Y axis with a weight of 0.5
  • add another empty in the same position as previous, but position constrained to the other empty on the Z axis. (when you turn wrist, first empty will rotate with the wrist a bit, and the second will only track the vertical motion of the first empty)
  • add a contact sender to second empty

to read the rotation value, you can either go for signed or unsigned (direction dependant)

  • for unsigned, add Proximity contact parented to forearm but in the same location as both of the other empties. set the radius to be the maximum reach of the small contact sender.
  • for signed, place center of proximity contact at the maximum reach of the sender in one direction, with its radius extending to the maximum reach in the other direction
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the result should be the Proximity contact outputing a float value corresponding to rotation of wrist, either signed or unsigned

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you may want only a true/false for whether or not the wrist angle is within a certain threshold though, in that case you could simplify the process

cedar vine
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A specific float value would be ideal since I will be using python osc for the logic controls of various bool params and I may want to extend the rotation later for other features

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I'll try this real quick and see if I am following correctly, thanks a ton for the detailed guidance

jolly crane
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however, it might cause pinching at the wrist unless you also have forearm twistbones, which I always recommend

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(reason for this is because VRC will automatically twist the forearm when you wrist your wrist to prevent pinching)

cedar vine
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I got lazy on my armature and haven't added any twistbones yet but thinking it may be important depending on how my POC goes for this hud lol

brave canopy
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I am facing an odd issue where my phsybones extend out to a non-existent bone, and regardless of max angle setting the radius does not change

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I have no clue whats going on

jolly crane
brave canopy
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yup it was an export issue

jolly crane
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it looks like you have an extra bone in the chain

twin wadi
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How can I get the ears to not go through the head? Do I need more colliders or something?

jolly crane
gritty turret
# twin wadi how

There is a section called Limits in the PhysBone component. By default it’s set to None. Use the drop-down to change it to Angle. More settings will appear when you do this.

tough ether
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how do i stop clothing from clipping cuz of physbones being weird, everythings fine but when i go into playmode and move it the boobs are flailing out of the cloth

little owl
turbid ice
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is it possible to smoothly adjust physbones (ex: radius, angle, endpoint position etc) in an animation clip yet or do i still need to add disable/enable keyframes

jolly crane
turbid ice
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hopefully that gets fixed, ty for the reminder!

pine flame
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What is the best way to make a slime blob avatar kind of stretch at the bottom in the opposite direction to the direction it's moving in?
I tried using 4 non-rotating stretching physbones for each cardinal direction but had an issue where when i moved forwards the left and right physbones would also stretch a bit when only the back should be stretching, and when i went really fast all 4 physbones stretched

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Most other solutions i can think of/have been suggested to me have the issue that if i went forwards both the front and back would move backwards where i only want the back to move backwards

pine flame
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is there any way to set limits on a position constraint

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so that like one object follows the movement of another object but only within a set area

rare sun
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Just toggle it of and make it a world constraint while outsite the area probablt

jolly crane
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I mean at that point you'd be better off using contacts to drive blendshapes or animations to move the bones

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rather than doing contacts and constraints

forest sinew
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Is there a way to set up the dynamics so other people can grab my hand but still allow me to move my hand how i want? Like have the dynamic on a toggle or something?

gritty turret
forest sinew
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Oh, sweet, thanks 😄

fickle crow
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Sooo i have these braids i added to a hairstyle, its rigged to the hair and for some reason the braids after adding physbones look spastic, they look fine at resting position but the instant u move they seem to try to move smoothly but are extremely jittery? I tried looking online and cannot find anything at all so i figured it didnt hurt to ask here 😅 i tried messing with the gravity too and it didnt seem to change how it behaved, im still learning unity and blender so maybe im doin something wrong, i have 5 braids in total, one large on in the middle, it seems to move more smoothly but when im in game it is just as unstable as the other braids?

gloomy badger
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I have 9 senders on 9 different bones, this is a separate object from my avatar that I constrained to the world using the VRLabs World Constraint asset. I am using them as in world sliders for OSC by detecting the proximity and sending that to a different program.

I am unsure why but every time I reload the avatar a seemingly random amount of the contact senders actually move with the bones properly and the rest don't move at all, it's different ones each time which is what's confusing me, anyone have a suggestion what could fix this?

ocean prairie
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since i play on pc is it possible to have custom animations for walking/jumping ect

cinder warren
primal haven
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Heyo, are there any systems that could be used to make objects on an avatar be grabbable by players around?

blissful fossil
# primal haven Heyo, are there any systems that could be used to make objects on an avatar be g...
Gumroad

Avatar dynamics prefab to create avatar props that other players can pick up, rotate, and drop. For better documentation visit here◈ Prerequisite ◈Make sure these are installed prior to my package!VRlabs AV 3.0 managerVRLabs FinalIK stub◈ Credit ◈VRLabsRed#1832little.sophia#1000Dreadrith#3238◈ Contact ◈If you have any other questions, issues, or...

primal haven
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oo thankuu

primal haven
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ok well, new issue that i dont know even how to really look up, but how can i have a shot particle be parented essencaly to the world instead of the original emitter

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nvm found it

twilit talon
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what is a good value for squishbones on the breasts?

idle vale
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Can you make it so others can grab a physbone but you can't?

mellow hawk
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In theory yes, but I can't think of an easy fix off the top of my head.

sullen ledge
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8 hour reply but, Allow grabbing > Other > Disable Allow Self

gritty turret
idle vale
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Thanks yall

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Perfect timing for that feature to be added

dark drift
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it was there 3mo at least

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doesnt really works as well. maybe for grabbing, not for the contacts.

chilly magnet
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does anything get glitchy if there's different grabbable physbones in the PC and Android versions of the same avatar?

mellow hawk
# chilly magnet does anything get glitchy if there's different grabbable physbones in the PC and...

PB 1.1 supports network is now. So as long as you sync them up with this it will act the same.
https://docs.vrchat.com/docs/network-id-utility

A network ID is the identifier that is used to determine which object is which when it comes to networking. In most cases, you don’t need to worry about this, but it can come up when working with cross-platform worlds where players are technically loading two different versions of your world.

chilly magnet
knotty magnet
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hi i have a question, see im not a fan of dynamic bones. i prefer physbones but of course physbones dont seem to work with VRM/ VSF format for vtubing. i can never seem to get the physics to look as nice as they do with physbones on dynamic bones. im wondering if theres a way to convert physbones to dynamic bones. im tired of dealing with dynamic bones

graceful valve
#

Does anyone have a problem with _IsGrabbed? I've added a parameter to the physbone and then Name_IsGrabbed as a parameter in my layer as a transition, but whenever i grab the bone in-game or in unity it doesn't act as if the bone is being grabbed

jolly crane
graceful valve
supple garden
#

hm... we know that parameter mismatch works between the menu/synced parameters and the animator, but does it also work between AD Contacts and the animator?

supple garden
#

nice!

#

was able to cram even more layers in to my direct blendtree because if it

ruby goblet
#

I've made a punching animation where if I punch fast enough my hand triggers a contact receiver, but the animation that plays only last a few frames when my hand is moving fast enough to trigger it, and then it stops playing. how would I be able to make the animation keep playing?

mellow hawk
#

Use has exit time to play out the full animation before exiting.
You can also disable loop if you want to conditionally exit the clip

ruby goblet
#

thank, it finally works🥲

#

it doesnt show for others now tho

#

💀

charred quiver
#

wanted to make my glasses posable and grab-able. it works but it flies around in the user's hand

gritty turret
charred quiver
#

what if i would like someone to grab and runaway with them?

gritty turret
charred quiver
gritty turret
#

Show me the Hierarchy.

charred quiver
#

should i set the root transform further down the heirarchy? like on the armature?

charred quiver
gritty turret
gritty turret
# charred quiver like this?

Yeah, something like that. Although you may have to set it to the first Bone inside the Armature for best results.

gritty turret
# charred quiver the only bone? lol

Yep lol. The Armature object will most likely not do anything since there’s no Weights on it. Only the Bones will have Weights that will move the Glasses.

charred quiver
#

alright, uploading. lets see

#

i can only move them around the pivot now

ruby goblet
# charred quiver .

I was reading and had seen you wanted someone to be able to grab the glasses and run away. I've done something like this before and I used the avatar prop system "thatfatkidsmom" package give me, ill drop the link to the download site

#
Gumroad

Avatar dynamics prefab to create avatar props that other players can pick up, rotate, and drop. For better documentation visit here◈ Prerequisite ◈Make sure these are installed prior to my package!VRlabs AV 3.0 managerVRLabs FinalIK stub◈ Credit ◈VRLabsRed#1832little.sophia#1000Dreadrith#3238◈ Contact ◈If you have any other questions, issues, or...

#

can set up the glasses as the prop and give the reset container a parent constraint component / parent rotation component to your head

charred quiver
ruby goblet
#

would also not be quest compatible now that I think about it...

charred quiver
ruby goblet
#

Put a scale constraint on any parts you wish to hide in first person and target the Head bone.
The head is hidden by setting its scale to 0 for you locally, so scale constraints targetting it will also make those GameObjects scale to 0 for you locally (and look fine in mirrors/to other people)!

#

Don't put the scale constraint component on your head, put it on the object you wish to hide, and set the constraint setting to the head. If you put the constraint component on the head and and set the constraint setting to the object it wont work properly.

charred quiver
#

also, im not sure how to set it to stick to head, and only move when we grab it

#

it just spawns in the item at my set location

ruby goblet
#

add a position and rotation constraint. And if its still buggy and not working you can also try adding a contact receiver and set it to where gesture !is true which means if someone grabs it with a fist gesture it will activate. so basically add a contact receiver and set the collision tags to a finger or just one of your hands, preferably both, then make the idle state toggle of the final ik so its just a normal object. But once someone grabs the glasses have it turn on final ik for the galasses. Doing it this way would probably also require you to set up a sycn menu if you're using a bool toggle if you're having issues people not seeing it

#

I feel like your pain for just havening grabble glasses is growing

#

theres probably a better way to do this but its just how ive been doing it

#

I mean you can just make it a physbone and have the stretch or pull setting really high. It just wont rotate that much in there hands is all but will have a similar affect or grabbing it and running away

#

grabbable objects go burrrrr

wicked lichen
#

Yeah, making grabbable objects on your avatar is difficult. Exponentially more if you want other people to be able to grab them, too.

#

I don't envy you guys. I thought about having something that other people could grab. A Hat, in my case. But after a lot of work, I ultimately just decided to only let myself grab it.

ruby goblet
#

its easier to just have an object you spawn in like a gun or sword and let them pick it up, having something on your avatar thats meant to stay in place be kinda hard to make

#

I mean this is a good example of an object thats on your avatar but others can use

#

works like how you're trying to get your glasses' to function

#

not saying you can just copy and past it onto ya glasses' but the system and how it works is what you're going for. Can download it and try and do a little copying till it works, final ik is just tricky to learn at first tho

charred quiver
#

which i think works. i just can't get the animation set up the right way i think

real chasm
#

hi my breast clipping through the new clothes i get i know there is a easy fix for that can someone help me

gritty turret
gentle pier
#

Im currently trying to make a crown just float about the avatars head, how do i go about do that? So when the move it just follows them floating

charred quiver
#

everything is on and parented. but i can't get the animation to play. idk if i followed the guide wrong or what

wide harbor
#

does anyone have a prefab for avatar dances and animations? like one you can plug into avatar manager and add like 20 dances to your menu?

jolly steppe
#

Anyone know why this happens?

jolly steppe
#

kinda figured it out. needed pull to be at .2 to work

stray sequoia
#

I’m trying to stop the jitter I get in my physbones that are behind parent constraints… If I put my physbones as direct children of my Hips, but parent constrain them from there to sources outside my Armature, will that work right?

#

Right now my physbones are outside my Armature and stuck on with parent constraints and they jitter REALLY badly.

#

I do need to parent constrain them and animate them… are they always just going to jitter no matter what, wherever they are on my avatar?

gritty turret
stray sequoia
#

I know about that, this is a separate issue. I have them set up correctly, they jitter anyway.

#

Like: I’ve set them up incorrectly both those ways, and resolved those issues. Now, they seem to work fine, but overlaid on their motion is always this “shaking” or jitter.

#

Worse when I move around. Turning up Immobile to 1 resolves it for when I use the parent constraint to worldspace my phys bones; without immobile set to 1, they jitter like caffeine freaks even while stuck in space.

jolly crane
stray sequoia
#

They do this even with gravity 0.

uncut hinge
# stray sequoia I know about that, this is a separate issue. I have them set up correctly, they ...

this sounds similar to a problem I'm currently trying to figure out with normal bones. I've got a set of bones adjacent to my hip bone in the armature hierarchy, and they jitter/shake for some unknown reason.

Thus far I've confirmed it's not related to any custom animations I've added. But, I have noticed that in-game when I crouch or go prone, the shaking/jittering stops. I'm set up as a humanoid avatar using the default animation controllers across the board.

Have you been able to figure anything out? I'm looking for ideas and threads to pull

ruby goblet
#

Anyone know how to fix my avatar from going into the ground when in chairs or any sitting animations?

uncut hinge
stray sequoia
#

@uncut hinge I’ll try that, because, yes, that’s a symptom for me as well.

#

Though I think I do still get jitter when crouched it might be a bit less

turbid island
#

Alright so I'm trying to make it so the physbone stretch parameter affects a blend tree depending on how much the physbone is stretched since they're both floats and should work in theory, but the documentation doesn't really explain what this all means

#

Do I name the parameter within the parameters on the FX layer and add the "_Stretch" after it in order to have them work?

calm owl
#

if you put "t" in the parameter box, than you can put t_Stretch in your animator parameters as a float

turbid island
#

Oh so I name the actual parameter "t_stretch" while just keeping the one in the physbone parameter just "t"

turbid island
#

alright that's all I needed to know ty

fleet jackal
#

When using gesture weight with the quest controllers, they register as 0 weight when fully pressed. This messes up animation states that use motion time between 0 and 100.
Does anyone know a fix for this, or work around?

jolly crane
fleet jackal
charred quiver
#

im trying out contact recivers. and i want this backpack to be grabbed with either my left or right hand.

#

it seems to work fine in one hand, but not the other. kinda jumps around a little.

#

wondering if i can't have 2 contact reciver scripts on the same game object.

calm owl
#

starting with the animator, itll have to be done in one layer as the bottom most layer takes priority

charred quiver
#

with different animations for each grab basically.

dark drift
#

and thats what wrong, your right hand layer overrides your left one

charred quiver
dark drift
#

yes

charred quiver
#

do i need 4 animations for it still?

#

im not really sure how to set it up

dark drift
#

probly 3

charred quiver
#

i did that last night. and it was making the prop do dumb things.

dark drift
#

idk what exactly you expect it to do, just enable parent constraint while held?

#

is it "avatar prop"?

charred quiver
#

thats one of them, thats my glasses.

#

i want umbreon to be grabbed with either hand.

dark drift
#

nah i mean prefab

charred quiver
#

no

dark drift
#

grabbed and thats it? what happens if you release

charred quiver
#

i want to grab it, and put it back, thats all.

dark drift
#

then ye just 3 animations, normal, left hand, right hand

#

2 contacts

calm owl
#

so itll be like
entry -> bothtoggleback -> grab_L -> exit
entry -> bothtoggleback -> grab_R -> exit

dark drift
#

why exit

calm owl
#

easier than going back to bothtoggleback, either way works

charred quiver
#

on the animation, do i need to animation both hand states in each?

#

or just the one hand, and back for per hand.

dark drift
#

madskillz

charred quiver
#

do i need to define both the hand states in the animation? or just one hand and back position per animation

calm owl
#

well i guess depending on how you do it, lerping to a constraint... might want an idle -> toggleback_l -> lefthand_l and just go back when its satisfied

dark drift
#

@charred quiver better define both to be sure, so 00, 01, 10

#

lerping may be done just by transition time, oneframe animation is fine

calm owl
#

i was more worried about telling them to combine all the lerps back and having it yoyo between hands on the way back lel

charred quiver
#

😒

#

what is lerping

dark drift
#

if its going from 10 to 00 why would it

charred quiver
#

and why 10

dark drift
#

[1,0]

charred quiver
dark drift
#

interpolation, so your prop doesnt jump to your imperfectly placed hand but smoothly slides in it. optional ofc.

#

huh

charred quiver
#

or just one hand, and the back position

dark drift
#

you dont need constraint source for default position

charred quiver
#

per hand?

dark drift
#

ye

#

if both sources zero it is in its default position

charred quiver
#

number one or number 2

dark drift
#

2

charred quiver
#

so one hand, and the back position

dark drift
#

and sources being your hands

#

given that without constraint your prop is in its default "unheld" position

charred quiver
dark drift
#

set back weight to zero, if it doesnt move remove that source. if it does then idk suit yourself, you may leave it or move prop on that object

charred quiver
#

it moves when i change it to zero

dark drift
#

then 100 010 001

#

tho its a bit unoptimized

grizzled shale
#

Does anyone know how to make an emote stop when I start moving? I tried adding transition conditions for when VelocityX and VelocityZ are greater than .3, but that didn't stop the emote either.

dark drift
#

if youre using anystates its not how it should be done. and its not dynamics question

bold edge
#

This might be a stupid question but how can I delete physbone contacts? And will that make anything bad happen to the avatar?

astral atlas
#

I have a phys bone with a stretch on is stretch motion what returns it to rest position? like pull does for other movement?

#

nvm its not that still have no idea how to get a stretched bone back to rest

median void
#

hey, just a question, the system an avi uses to grab a physbone, is there possibly a way to somehow put that on an asset? or make it so a physbone could be toggled to be connected to another avatars physbone?

keen sluice
#

without having both avatars have the thing no

rain crater
#

There's something bothering me for a good while now, I have a character with a two-axis puppet to control the wings, however it seems like only I can see it in VRC.

Everyone can see all my other animations, just not the wing position one, not even my friends can see it, and the fact I can and it works well bothers me a lot.

Been trying to find help all over but couldn't find anything, so I decided to join this server see if someone can help or has any clue at all why this happens.

iron wedge
rain crater
#

They're floats and they aren't synced, but neither is the last animation I made, though that one can be seen by everyone.

Nonetheless I don't remember if I checked sync box or not, so will check that out.

rain crater
#

Oh, it works now

#

Why isn't the synced box checked by default when making new parameters....

keen sluice
median void
keen sluice
#

constraints

jolly crane
#

constraints won't really work cross avatars

#

what you'd likely need is a contact tracker

median void
#

My issue is, I was hoping I could make it work on quest

#

But constraints don’t work on quest

#

That’s why I was hoping you could grab a physbone with something other than a hand

jolly crane
#

no, you cannot

median void
#

Crap

#

I know there’s a system that lets you grab an object from someone

#

But I think the system is pc only

jolly crane
#

correct, uses constraints

median void
#

Crap

#

So there really is no way

#

Dangit

#

I was hoping there may be a way to figure out how the system for hands grabbing physbones works

dark drift
#

@median void i dont quite get what you want but you can have a prop on the end of invisible physbone chain and it will be grabbable and posable by other players. but you wont be able to control its rotation so not many props will look ok with it

#

you can fixate its rotation with a strong gravity at the ungrabbable end, a bit twitchy when moving but it wont let prop rotate at all

keen sluice
median void
ruby goblet
#

I exported the pc version and imported into another project to make it quest, so its a 1 to 1 avatar to pc nothing differently except for some crunching. The avi works fine but when I switch build targets it breaks and idk why since everything seems fine

even tried removing gogo and re installing it but to no avail

twilit talon
#

hey, so I'm working on my avatar (Remaking it from scratch to have a cleaner + generally better copy) and I have a really dumb question but this item I'm adding is a Really big physbones hog... It had 14 components and 54 transforms.... I figured out a way to reduce the componets down to 1 while still having all of them but now I wonder if theres a way I can reduce the transform count it uses

jolly crane
twilit talon
#

is reducing the amount of bones in it the only solution?

#

I'd like to keep everything within unity if possible

#

but I'll take it to cats if that's the only solution

#

wait... can't I just use ignore transforms?

jolly crane
# twilit talon is reducing the amount of bones in it the only solution?

Physbone transforms is the total amount of segments affected by physbone components, typically bones (but can also be any objects). preferably, you would want to reduce the amount of bones to not only reduce the amount of physbone transforms, but also bones in general. alternatively, you can ignore transforms if there are parts you don't want to move at all, but keep in mind that you can't ignore a specific bone in the middle of a chain. it "cuts off" the chain.

#

you will need to use blender when working on models. going between blender and Unity should be painless, especially if you use a saved export preset and just override the file in the Unity project

twilit talon
#

I'm not very confident in my blender skills as I am with maya but I ain't paying the outragous price for maya

#

I used the ignore transforms for the bones that I didn't feel where needed to have transforms and it helped cut off alot of the count

twilit talon
#

Is there a way to quickly apply a second armature to a pre-exsisting armature?

#

for example I have a model with it's own armature and I have clothes I want to add to the model but it has it's own armature. is there a way to quickly parent the new armature bones to the pre existing armature?

coral ether
#

Hello~
I have a receiver that makes a sound when it hits either heads or a table (that's on the model) that I set up with a sender, the sound works well in Unity but it doesn't work at all in-game, could someone point me in a direction? Might it be related to my Descriptor?

chilly magnet
#

is it normal that the last physbone in a chain never squishes?

jolly crane
#

bones are single points in space parented to one another with vertices affected by them. they do not have "length" to squish, nor do the bones get "scaled" (length is just a concept blender has). what squish and stretch actually do is allow bones to spread out or get closer together

chilly magnet
#

well, however you want to describe it: the endpoint of the final bone in a chain isn't affected by squish

#

or the distance between the two final bones

#

wait, I just realised: I might have just not been GRABBING the final bone in the chain

jolly crane
#

that's very possible

chilly magnet
#

yep that was absolutely it. I paid closer attention to the overlay this time

indigo pivot
#

can someone give me what they would consider good breast values for an avatr? nothing too jiggly preferably, ive been testing some so if youd like heres mine which imo are more on the realistic side

tough ether
#

stuff like 5 or less ttho depending on what ur avatar is wearing can be to little

stiff glen
#

My breast-owning friend worked out settings based on how her IRL ones move, I've been using the same settings since:
pull: 0.316, spring: 0.25, immobile: 0.6, and an angle limiter at 20, though that could likely be a bit less

prime bluff
#

Question, is it possible to set several different contact toggles to Integers rather than Bools. I have an avatar with 3 props all operating on that contacts but they overlap with bools. I was told to use Integers but I don't know if that is possible or how to set that up. Any ideas?

simple elk
#

was a time you could use a int on contact and set a number , dont think thats a thing anymore

#

can use a bool that drive a parameter drive to change a int however

stiff glen
#

not sure what would overlap in this case though?

jolly crane
#

also, the bools you use with the contacts should not be the same ones used to determine the state of the props. the ones for the contacts should only exist in your FX controller, and be used to drive logic to then set the state of the props by setting those synced bools using parameter drivers

stiff glen
#

All of that ^

prime bluff
#

The overlap is is one prop is active and my hand hits the other contact when I put the first prop away the second one then activates.

stiff glen
#

k, do this: When a contact is entered, set a flag. if any other is entered, and the flag is set, it does nothing. when you leave all contacts, only then trigger the item to be toggled

#

could also toggle when you leave the main contact but then wait for all to be left in order to reset the system.

#

(trailing edge triggering)

earnest summit
#

can anyone please help me figure out why my phys bone colliders are really big?

halcyon vault
earnest summit
mellow hawk
earnest summit
mellow hawk
earnest summit
mellow hawk
#

Hmm.. thats weird

stiff glen
earnest summit
stiff glen
#

excellent!

unique arch
#

Hello!! Does anyone have a good beginner friendly tutorial on making the poseable and physbones wings you see on furry avatars?

unique arch
#

nvm figured it out

vital shore
#

Ey, anyone know if there's still issues with having a physbone chain downstream from a constraint?
I have a gun rig, and want to add slide racking, but I remember that physbones, before, broke if you had them downstream from a position constraint.

dark drift
#

i dont think theyve ever been broken. you must set immobile to 1 for it to ignore avatar root movement and thats it

vital shore
#

Hm. I'll experiment with that then.
I thought it broke shit before.

jolly crane
vital shore
#

Hm.

#

Will try.

bitter bridge
#

Hello everyone here

steep gyro
#

hi! silly question. if i buy an older booth model that still uses dynamic bones, would i need to purchase the dynamic bones prefab in order to convert them to physbones?

simple elk
vast shoal
#

Hello, i have an object with physbones that is parent constrained to my avatar’s head. When I’m in game it shakes/vibrates whenever i toggle it on, but when im sitting it doesnt do that. Can anyone tell me a fix for this?

lost pebble
#

i have a friend that is currently trying to make a world constraint and the world constraint has physbones on it but whenever he moves around in the world, the bones flop around like crazy, what is the reason for this?

viral pier
dark drift
#

immobile 1

#

@lost pebble

lost pebble
dark drift
jolly crane
#

@dark drift you should probably look at this too

vast shoal
#

why do world constraint objects with physbone shake

wicked lichen
wispy kettle
#

hey odd question but does anyone know of anyway to make the gravity falloff not think the starting point is whatever way your bodyis oriented when the script gets toggled off and on

mellow hawk
# jolly crane

Man who comes up with this nonsense lol.
||I say that but Im like 90% sure that red's avi so it makes sense||

limpid lily
#

hi I'm having a problem with physbones. I put clothes on an avatar and everything is perfect except the breasts of the actual avatar don't move with the clothes. And if I just temporarily move the clothes breast bones off the avatar the actual breasts start moving again???????? I am so lost. Any help would be nice

digital willow
limpid lily
#

I'm not sure how I would do that

#

I kinda just put the clothes on the avatar by moving bones

digital willow
#

Did you make it blender?

limpid lily
#

No

#

It was clothes for the base anyway

digital willow
#

Well they can be made for them but you have connect them

#

Try connecting the bones to the pairing ones

limpid lily
#

I'll try when I get home

#

Ty

digital willow
#

Ping me if it doesn’t work and I’ll try to help

#

It it just seems like it isn’t patented / connected

eager terrace
#

I'm trying to set up something in my avatar to help a friend who's had some bad experiences with feet. I normally have my feet exposed on my avatar because I feel weird with my immersion if my feet have no socks or shoes on irl, but then I do on my avatar, it messes with my phantom sense.
So I was brainstorming a way to help my friend and thought of using a radius 3 contact receiver around my avatar that's listening for the collision tag I gave my friend to put on their own avatar as a radius 3 sender.
So when my friend is near me, my fx controller is set up to automatically put my shoes on.

The downside is that I don't love when my shoes are on so it's weird for me when it happens. I was thinking maybe I could use IsLocal set to false with it, and have that make my shoes not appear for me. This works, but it still shows my shoes on for everyone else too not just my friend. I prefer it if most people see my avatar how I see it, and only my friend sees me with shoes on.

I thought maybe I could have my friend set the contact sender as a toggle in their own avatar, but make the toggle use IsLocal true so only they would see it.
But when we changed it to that, suddenly it stopped working at all.

Does anyone know if there's a way to get this to work so my friend and only my friend (or anyone else with the random collision tag I suppose) would see my shoes on?

onyx vapor
# eager terrace I'm trying to set up something in my avatar to help a friend who's had some bad ...

I can't think of a fancy/elegant way to do this, but I can think of jank/dodgey method, if your up for that! Although, it comes with compromises.

Idea 1: Have your friend disable animations on your avatar. Then you can have the footwear on by default but have an animation take them off - so for yourself and anyone else (with animations on) will see your feetz, but your friend wont.
Compromise: If you have any animations on your avatar your friend wont see them, so probably not the most ideal if you sign with them

Idea 2: Have your friend disable shaders on your avatar. You can set up a shader option that culls/hides the footwear in its default state (and you can still toggle them with animations affecting that special shader property) so the fallback shader your friend sees will always show the footwear.
Compromise: Your friend will be stuck seeing how your avatar looks with a fallback shader, which may be fine, depending on how dependent you are on fancy shader things

Hopefully someone else can jump in with a proper solution, but figured its worth suggesting a jank way if the compromises are not that big of a deal to you.

muted summit
#

Hey so im having a big problem right now
the physbone preview stuff isnt showing
like the colliders and the lines and stuff are not showing up and i cant work with it like this

onyx vapor
muted summit
#

yup

#

its on

onyx vapor
#

I think in newer versions of the physbones component, there is some option that affects what the physbone shows like - have you checked that ?

muted summit
#

there is only something to change opacity and stuff
but it has no affectz

onyx vapor
#

Just to double check, you have the avatar/object that contains the physbones selected, right?

muted summit
#

ive tried it on multiple bones and its not showing up anywhere

onyx vapor
#

(you wont see the physbones unless you have it actually selected in the heirarchy)

eager terrace
onyx vapor
muted summit
onyx vapor
muted summit
#

what else would show?

#

like the axis thingy and stuff?
cause that is visible

onyx vapor
muted summit
#

i have not noticed anything else wrong about my project except the physbones

#

oh wait

#

yeah those icons dont show

#

what

#

this one doesnt have anything yet so i didnt notice

onyx vapor
#

have you actually clicked the "Gizmos" button, not just clicking its dropdown arrow?

muted summit
#

oh

#

my fuckin god

#

thank you

onyx vapor
#

wooo, success!

muted summit
#

you are my saviour

onyx vapor
#

oh wait your friend wants to see shoes

#

This is getting a bit too deep into shader magic for me, but the idea of having their vision masked by a shader that can hide/reveal your shoe things - i think that might be a method worth looking into

eager terrace
#

Huh, that shader idea kinda makes sense as a possibility, I'm not god with shaders, but would it probably be a render layer thing?

onyx vapor
#

I remember watching some.. poiyomi(?) tutorial about masking, but i never used it

#

It was related to doing a 2d plane portal effect, where you could look through the portal and see things in it that you couldnt see when not looking through its aperture

fair sundial
onyx vapor
fair sundial
#

Hmm, lemme read, one moment

fair sundial
fair sundial
#

Here's the docs for poiyomi

#

video might possibly be outdated

#

not sure how much has changed

onyx vapor
#

it is 4 years old

#

xD

fair sundial
#

I havent messed with stencil stuff too much yet, but the effect is certainly possible with some experimenting

torn tendon
#

Had anyone ever had the problem where when not moving to much, the phybones jitter a bit? Need help fixing this issue

fair sundial
torn tendon
fair sundial
#

if its too small of a limit, the bone will jitter sometimes

#

can i see the settings?

#

possibly a collider too

torn tendon
#

It doesn’t have a collider that will effect it

#

The only one is the floor one

#

And I’m not on my pc rn, but I remember what it is enough

#

Pull 0.8 momentum 1 stiffness 0.57. Stiffnes, and momentum have curves. Also the limiters have curves

jolly crane
#

and can you ss physbone settings

torn tendon
torn tendon
jolly crane
jolly crane
#

would be nice if you could screenshot your constraints/pb settings, and where they are located in your hierarchy

torn tendon
#

The phybones are on the boob bones

#

Tomorrow morning I can take a pic

torn tendon
quiet river
#

could any1 give me a hand at some point/explain me how to fix the locomotion/anim layer? mine's fully baked and the avi stays on her idle pose even when in actual motion. This is my very first project when it comes to avis n stuff and this driving me crazyvrcSkull

#

fully open to screensharing n stuff to ease the process

jolly crane
# torn tendon

do you have any animations that might be affecting those bones? try removing your gesture/FX controllers

late bridge
#

im having an issue where i am still getting a small output to the param var_Stretch even though stretch motion is set to 0 when I move around. Not sure how to fix it.****

clever jetty
torn tendon
plucky wagon
#

hi

#

can i rebind the F8 key somehow?

#

the gestures keys on PC can i change em to other keys

little owl
plucky wagon
#

Like gestures on PC are for example
Left arm thumbs up -> Left Shift + F2

little owl
#

yes, I know. That's not available, sorry

plucky wagon
#

just an example, so is there a way i can rebind the "F2" button to something else

#

ahhh that sucks

#

Is there a way for us normal people to recommend stuff to devs or is it just up to them

#

because it would help a lot

little owl
sullen ledge
plucky wagon
#

i got a K55 keyboard so ima just use the built-in macros

#

then hop in iCue and reassign them to only work in VRC

thin knot
fair sundial
#

shrink the base chest shapekey

#

assuming the avatar has one

#

looks like a booth model, they usually do

stuck bane
#

is anyone good with physbone settings?

#

i'm trying to make a physbone that's light, but not floaty

#

i want it to be very reactive and move easily, but have full gravity

#

it's for a mace

#

i don't want it to feel like its' stuck facing downwards

#

i want it to be able to fling around

#

but i feel like it either is unable to do that or it does so but takes very long to move anywhere

#

i think i might have found a setting that works

acoustic burrow
#

what settings do you guys use for your ear and hair physbones? trying to get a sense for how much I want them to move around

jolly crane
acoustic burrow
#

What are your physbone settings for gravity and falloff and spring?

jolly crane
#

don't wanna just reveal my secrets, but my gravity is 0.2 (falloff1) and I use Advanced integration, not simplified

#

but the pull is low and momentum high

#

keep in mind this is for bunny ears

bitter python
#

Is it possible to have something like "Allow grabbing only for left hand"? Or perhaps "Allow grabbing only in combination with this tag"?

#

Wait, that's only for colliders, maybe? I'm not sure how this works after all. The intention is that I can tease my friend while others can't (since only my avatar will match the parameter)

jolly crane
bitter python
#

Then I need to use colliders to enable the dynbones only when my avatar is near. Anyway, thanks for the info!

plucky magnet
#

Hello! I'm trying to make an object on my avatar that plays a particle effect when it collides with something in the map (and if possible other players). What type of collider can I use to make this happen? (I've seen it on a few assets such as the bow one, where the arrows hit and stay stuck in the walls)

dark drift
#

@plucky magnet its also a particle, see subemitters

blissful garnet
#

Is anybody else experiencing issues with contacts and receiver suddenly not working on older uploads ? This is both live and open beta

elder prairie
#

Is there anyway to get a bones angle p_Angel only provides one float worth of data. How could I tell the direction it's pulled

dark drift
#

@elder prairie place contacts around?

elder prairie
#

heres another question, could i have two hing bones where one is 0 leangh, so one hing dose x and one does the y, i feel like bones 0 long would brake stuff

crude mauve
#

You can just add the dynamic bone

#

Dm for better explanation

elder prairie
dark drift
crude mauve
elder prairie
dark drift
#

@elder prairie no it shouldnt, only its own. as it shouldnt report angle 180 if youre making a handstand

elder prairie
dark drift
#

but it will be working of a physbone. so to get x and y you need to grab and position two physbones.

#

not just slap one to another and hope second one will report smth other than 0 when you grab first

elder prairie
dark drift
#

ye, as long as you position both. manually.

#

ah wait i see what you mean, if its physics you need this may work

elder prairie
#

i want to have a bone i can grab and it work out the vector its moved in

dark drift
#

yoou grab x bone - you move it only along x, you grab y - only along y, since grabbing wont propagate to previous physbone component. as i said, contacts, you can get some sort of triangulation with 4 proximities and blendtrees, tho its tricky.

winter plume
#

sorry if this has alr been solved i js realized how old that was while scrolling

eager terrace
winter plume
#

oh

#

sorry i misread, you can do the same thing then with a local saved contact toggle

#

so its only them

#

basically your contact exists for everyone, theirs is only on for them

eager terrace
#

We tried that, I think I said so in my original message

#

because I don't see their contact, it seems to not know to trigger even on their end

crimson pebble
#

so upon logging into the game, I noticed that only ONE of my phys bones specifically decided that it can no longer be grabbed. The avatar had not been updated since the Unity upgrade. Is there a known cause or fix for this? I can confirm that nobody else was able to grab the bone either.

mellow hawk
#

Does it have a radius and grabbable turned on?

fast frigate
#

so, when looking at this section of the menu in unity, there is no option to add, remove, or even the list it says should exist, save for a 'size' input box. what is this for?

halcyon vault
fast frigate
#

holy fucking shit i am a grade A moron, thank you lmao

plucky magnet
#

heyya!! does anyone know how i can make a physbone that doesn't move when someone is just brushing their hand through it but does move if someone is grabbing it?

dark drift
#

@plucky magnet both pull and grab movement at max

plucky magnet
#

do you know if the angle limit can be animated? i think i have an idea

dark drift
#

nothing can be animated without turning off physbone component first. so animating this stuff while its visible is usually a bad idea.

lofty spear
#

Anyone know how to mess with cloth physics

mellow hawk
#

Physbones are better than cloth in almost every way. But you can add the unity cloth component if you must.

lofty spear
#

Physbones didnt work sadly

mellow hawk
#

Dose the mesh have bones?

lofty spear
#

Its already done

mellow hawk
#

Anyway, the cloth compoent is very laggy, only works on pc, and is not synced with other players, or even in the mirror.

lofty spear
#

Its synced

#

My friend can see it

mellow hawk
#

They will not be in the same place on each players screen, but yes they can see it.

lofty spear
#

Its better than no movement lol

fair sundial
#

ehh, no movement might be better in terms of optimization..

tender violet
#

oh my god no movement it hurts

compact aurora
#

does anyon know the setting for physbones to wobble like this? these are dynamic bones

fair sundial
#

lots of spring

#

and very low pull

compact aurora
sacred kite
compact aurora
#

But I only see momentum, pull, stiffness and gravity on advanced

kindred venture
#

ah

#

switch to simple

#

There is a pretty good video from Sipp about Phys Bones
https://www.youtube.com/watch?v=PTTnWUkswkU

Did this video help you? Consider sending me a tip on Ko-fi! https://ko-fi.com/sippbox

The Avatar Dynamics update recently dropped for VRChat, and with it brings the highly anticipated replacement for dynamic bones, PhysBones! With Physbones, you can apply secondary motion to parts of your avatar, such as hair or skirts, making avatars much mor...

▶ Play video
compact aurora
#

Thanks a lot!

kindred venture
#

them just moving / laying on colliders is not synced

#

only when you pose them they are

compact aurora
#

one more question, since physbones make avatars hands automatically collide with anything they touch, is it no longer necessary to put a physbones collider into wrist bones so they collide with the avatar's own hair, ears.. etc?

#

this might sound stupid, but I've seen people selling avatars without colliders in hands 😅

fair sundial
simple elk
#

open this menu with gizmo's on and you can see em , some odd models it need to be edited on

compact aurora
#

Thanks, guys!

fair sundial
#

👍

rare sun
fair sundial
#

Depends on the purpose but for basic stuff yesyes

compact aurora
#

I use advanced to turn off stiffness for tails bcuz I remember a long time ago, when everyone used dynamic bones, if there is an armature collider under feet and an avatar's tail or long hair has stifness, it vibrates on floor like crazy when the avatar sits or lays down. Idk if vrchat fixed that with physbones, so I do this just in case

#

😄

mellow hawk
kindred venture
#

not sure how phys bones work together with the mirror tbh

#

maybe they just calculate them normally and then just copy over their positions, who knows

mellow hawk
#

¯_(ツ)_/¯

#

Definitely better than cloth components though

kindred venture
#

mhm

lone quartz
#

Does anyone know how to test squish in unity?

robust pecan
hallow glen
#

Hi, does anybody know how to make it so that anyone can grab my physbones? In unity I make the physbone settings and I don't change much of it but when I go in VRChat the physbone can't be grab by anyone it is just grey and I would like to fix this- sorry if it is a dum question but I just don't know what I did wrong...

dark drift
#

you need to enable interaction with anyone, its friends only by default I believe. And you need some collision radius set >0

hallow glen
#

thanks !

willow sand
#

question: is it still not possible, to animate physbone properties (gravity, pull, etc...) at ruintime with an animation ?

#

like with the newest SDK

stiff glen
#

correct, in the current SDKs available, it's not possible

halcyon vault
# willow sand question: is it still not possible, to animate physbone properties (gravity, pul...

You can but it's not intended so it could just stop working one day.
Right now if you change the settings, disable and then enabled the component, the new settings will be applied.
Personally I use the Parameter part of a Radial control to know when to disable the component, adjust the settings as needed within the Radial and when said control is closed the component is re-enabled now with the new settings applied.

stiff glen
#

oh huh

#

of course right now I don't remember why I wanted to do that

halcyon vault
#

I've mainly seen it for things like... how do I say this... body scaling

#

hair length, yep, definitely just hair, mhmm

stiff glen
#

ah yes, "body scaling"

hallow glen
dark drift
#

why is it at 0

#

theres nothing to grab onto

gritty turret
safe portal
#

If I set up a physbone so it has colliders but is not grab-able, will other players still be able to ‘push’ it when their hand touches it? Like hair or furry ears moving out the way y’know

dark drift
#

yes

safe portal
#

okay good, thank you

elder prairie
#

how do i add physbone, i have a tail with the componant but its just stiff

keen sluice
#

Tail requires bones if it doesnt have any
You might need to put the tail root bone in the physbone component

elder prairie
#

its got bones

keen sluice
#

You might need to put the tail root bone in the physbone component

dark drift
#

or the other way around

#

what is your test process

fickle lagoon
#

I've got a physbone_stretch powering a blendshape animation but it keeps disabling and enabling randomly, is there a cause for why it keeps doing that?

simple elk
#

wierd setup? only need a float/motion time

fickle lagoon
#

That's basically what I've got. I've got an empty with a 0p 0s Physbone that I use the stretch parameter for to power an animation. The animation works perfectly, but randomly it'll toggle between the first frame of the anim and the final frame with seemingly no cause for why it's doing so.

simple elk
#

animation set to loop ?

fickle lagoon
#

Loop Time is currently ticked, should it be unticked for this setup?

simple elk
#

yup turn it off

fickle lagoon
#

I'll give it a shot now!

#

Yep! That fixed it, cheers for the help!

dreamy solar
#

Hey everyone, sorry to bother again but I looked bit deeper in my proximity contact issue.
Turn out when you change instance if your contact sender is already in the receiver. The parameter value stays at 1.0 until the sender is out of the receiver at least once, then only the value starts getting update.

Would anyone know of a way around that issue ?

little owl
halcyon vault
# dreamy solar Hey everyone, sorry to bother again but I looked bit deeper in my proximity cont...

I had something like this for a system that was getting around the issue the scaling parameters have for remote users when loading in; value was stuck at 0 even when sender was in the receiver.
I set up a layer that would loop an anim turning the Sender on and off till Value Greater 0 to which it'd transition into an anim that was forcing the Sender on. Parameter was Synced so the receiver and this logic only ran locally

dreamy solar
dreamy solar
sterile knot
#

Im trying to make this sword grabbable by my right hand from my back. Im following a tutorial by Sipps on youtube however when i go to relocate the chest parent constraint its on the tip of the sword and not in the center or hilt like it is in the tutorial. Any idea what im missing?

dark drift
#

use empty object to constrain instead of sword and locate sword inside it however you see fit

sterile knot
stuck bane
dark drift
half night
#

anyone know how I can get this physbone's collider to line up with the actual geometry better?

half night
#

I can't really do that right now as I'm waiting on some other edits to be made

keen sluice
#

you would need to go into blender and edit the bone itself

#

you cant do that in unity

half night
#

alright

keen sluice
#

you would simply just edit the rig and move the end of the bone down

half night
#

yeah would probably have to do some trial and error to get the position right

rugged field
#

Shouldn't have to do any trial and error, just measure the sphere part of the geometry and find the middle

keen sluice
#

Pretty sure you can eyeball it

patent eagle
#

was the Scaling behavior for contraints to the head-bone changed?
Because I was used to, that items that are attached to the head are invisible from within the viewport

dark drift
#

ye apparently its borked

#

maybe theyll revert it

#

theres probably canny to upvote

patent eagle
dark drift
#

word probably implies no, never looked up myself🫠

patent eagle
#

because I made an asset, thats attached to the head (parent contraint), it was not visible in the viewport a few days ago, but now it is

tepid rain
#

Is there a way to put a constraint on a physbone without it becoming jittery?

#

I would make another bone to separate them but the physbone component has multiple children, and I shouldn't add another component. It needs to be a constraint too, not a physbone rotation limit

#

nvm, searched this discord and it doesn't seem possible. :/ i'll try to get the same behavior with contacts and animations instead

sage tide
#

here is what i mean; in the first screenshot, the bone used for the constraint is in blue, and red are the bones you had before
second screenshot is what the max angle curve looks like to prevent the physbone from interacting with the bone you have constraints to
and here is the video i am taking reference from https://youtu.be/kTYWWvWXJ4Q?feature=shared&t=607

#

wait damn they arent even in this server anymore, unfortunate

stiff glen
#

heh I've watched that video like 12 times

novel bloom
#

What are the requirements for physbones to squish? I can only seem to get stretching to work?

#

I'm not at my PC rn so no pics unfortunately.
I just recall that it didn't work with just a single bone

unreal ferry
#

does anyone have good physbone settings for ears/tails ?

loud kiln
#

my ears do some funny wiggling..

#

but are still smooth when i tilt my head side to side..

#

I'm still working on his tail...but its made of chains so its supposed to be heavy.

#

if you hold the cursor over the toggle bars it should give a description of each slider

loud kiln
#

example: MiddleFinger3_R_end

pale root
blissful garnet
#

I have made an avatar as a commission, and both PC and Quest versions use the same FBX. When the customer poses one of the hair phys bones, it works on PC but on Quest people are telling him it's not posing anything.
I am pretty sure the hierarchy, phys bones settings etc are the same. Any ideas what might be happening and how to fix it ?

torn tendon
gritty turret
torn tendon
#

Eh, some similar stuff has existed since 1.0. 2.0 gave more tools. If VRC keeps the functionality of previous versions when updating, it'll probably work forever. Survived Unity 2022 upgrade. Figured I'd mention it, since you like physbones*shrug

chilly magnet
#

is there any way yet to make a physbone chain that's attached to the avatar on both ends?

full niche
#

could i have some help implementing one of these solutions to 4 arms on quest? i've barely worked with physbones outside of simple moving bones and i've never worked with contacts.
I'd like to use physbones elsewhere on the model so contacts would be better due to upload limits, but i don't know which one is practically better or how to actually implement either

short kestrel
#

This is likely a very basic question, but, my avatar's skirt seems to be ignoring the colliders I have placed on the legs. Any idea why?
-Legs have colliders
-The skirt bones have a collision radius

covert rock
short kestrel
covert rock
#

Yeah

short kestrel
#

I'm gonna try adding rotation contraints to them to make them not do that, I think. Just looked up that as an option

#

Apparently skirts are super annoying! Didn't know that!

covert rock
#

You can try putting some sort of limits on the physbones

#

Don‘t use rotation constraints

#

Unless limits is what you meant

short kestrel
#

Rotation contraints are the only way I can think to allow the legs to move

#

But I'll look into em

covert rock
#

Try something like this

#

Limit Type set to polar with Max Pitch 35 and Max Yaw 20

short kestrel
#

Hmm! Okay, I've been doing Angle ones

covert rock
#

Those could also work, but wouldn't allow any side to side movement at all

#

Just play around with these values in play mode until you find some that look good

#

Then right click the component and click Copy Component

#

After exiting play mode you can then paste it again to retain changes you made in play mode

short kestrel
#

Yep, I'm familiar with that technique at least

#

I'm a Unity dev as my day job, so the Unity interface itself I'm fine with. It's VRC's specific SDK that I'm learning

covert rock
#

Ah, cool ^^

covert rock
#

The limits apply to each joint, so if you set a limit to 5 degrees with three joints, it‘s 15 in total

short kestrel
#

Right, as you go down the skeletal hierarchy, each bone gets to move 5

covert rock
#

If you click on the the C button next to a slider value, you can also define a curve for the value

#

So that the skirt start off with much stricter limits at the root and can move more freely down the chain

covert rock
blissful garnet
#

I have made an avatar as a commission, and both PC and Quest versions use the same FBX. When the customer poses one of the hair phys bones, it works on PC but on Quest people are telling him it's not posing anything.
I am pretty sure the hierarchy, phys bones settings etc are the same. Any ideas what might be happening and how to fix it ?

covert rock
#

Bones get a network ID which is also used to sync physbone grab

#

There is some way to set the ID manually to ensure quest and pc are the same

dark drift
#

@covert rock ye the problem is network id utility requires vrc scene descriptor ie the world sdk

covert rock
dark drift
#

ye, open it

covert rock
#

looks fine

#

and seems to export/import fine too

dark drift
#

🤷‍♂️

covert rock
#

Odd

#

Maybe they installed the worlds SDK

#

Or the network id utility was just copied from the worlds SDK and hadn't had its texts changed

fathom kestrel
#

Should I use plane colliders? I'm conflicted on this because planes don't have anything to limit their size

#

I might like a rectangular collider for instance, if it were say box shaped, but unless I start hacking with multiple capsules, I'm not sure what I should do

fair sundial
#

are the colliders on the leg bones themselves?

#

where are they parented to

fathom kestrel
#

I mean I managed to get something working, although I wish they had box colliders or colliders with different shapes than infinite plane

#

I sort of figured it out, I'm just not entirely sure the best way to go about implementing dress leg collisions like this

#

I had an idea..

#

Suppose instead of having the capsule collider aligned with the leg, I turned it 90° to the leg on the y-axis

#

And had two or three of them spaced out so they form like a ramp

fair sundial
#

i see

#

uh

#

so they are a child of the leg bone?

#

Id suggest having one collider for each leg bone

#

So one for left upper thigh, right upper, lower etc

#

Then theyll rotate along the leg without needing to use constraints

#

From the screenshot, looks like the collider component is on the root

blissful garnet
#

I have made an avatar as a commission, and both PC and Quest versions use the same FBX. When the customer poses one of the hair phys bones, it works on PC but on Quest people are telling him it's not posing anything.
I am pretty sure the hierarchy, phys bones settings etc are the same. Any ideas what might be happening and how to fix it ?

gritty turret
blissful garnet
#

And it's a bone under the Head bone, it's not outside of the hiearchy

covert rock
blissful garnet
#

It seems it's meant for worlds, not avatars

covert rock
#

Weird, it works for me

gritty turret
blissful garnet
#

Thanks for letting me know, I did not know about this tool

dark drift
#

That tool shouldve been available since squishy bones (1.1 or whatever its called) tho.🤔

blissful garnet
cold depot
#

Is it possible to release poses through animations?
Like, if I make an animation that turns off physbone posing, and turns it back on, will it release the pose? Can I even turn off physbone posing through animations?

#

answered the second question myself. You can turn off physbone posing through animations

proven viper
#

is there a way to make a prop act with other players' physbones like it was a hand?

i gave my prop a 'hand' contact sender but thats only going to interact with hand contact receivers

and i know i can make my avatar's physbones react to the prop by including it as a collider for all of my own physbones

but is there a away to have the game treat the prop as an extension of my own hand?

keen sluice
proven viper
#

like use custom contacts for both avatars?

dark drift
#

@proven viper vrcfury can borrow some bones from hand but idk if it would work with props

keen sluice
#

well just have the other avatars check for that contact

proven viper
#

i see! thank you!

keen sluice
dark drift
#

i mean i just know it exists but never tried to use so idk the limitations overall

proven viper
#

oh right there was another part of this

i saw an avatar with a lightsaber that had a sound effect and particle effect when it detected the lightsaber interesecting colliders in the world and other players

i was wondering how it did that

dark drift
#

particles can collide with worlds. and you can detect player collision with contacts (and for example spawn your local collider).

proven viper
#

oh so theres a collision receiver option for just any part of a player?

dark drift
#

@proven viper no, just torso and head

#

and feet hand ok

#

no way to collide with lets say, leg.

proven viper
#

i see!

#

thank you! that's still neat

dark drift
#

unless both use same custom colliders ofc

#

senders/recievers i mean

#

colliders are local

proven viper
#

yea

#

thank you!

blissful compass
#

I’m struggling to learn phys bones

blissful compass
#

Why is the tail clipping through my avi

covert rock
ruby goblet
#

anyone know why my armature scale is set to 100? I've reworked the fbx in blender and when I put back into unity the armature is now 100 instead of 1, how would I fix this?

#

oop

#

nvm

#

figured it out lol

#

had to change my settings in the exporting tab to make it work

#

might as well share what I did just in case someone else has my problem lol

sullen ledge
#

also uncheck "add leaf bones" in the armature dropdown or it'll add end bones to everything

ruby goblet
#

🤣

keen sluice
dark drift
#

it doesnt collide with it either, only with fingers/hands

#

feet torso etc is just senders, not colliders

royal sentinel
#

dont ask in this server, you'll only get scammers

ruby goblet
#

I have this weird issue where the avi I uploaded has a broken arm?, when I rotate my hand the whole arm shifts around In weird directions?

#

Or even when I move around my arm moves around in weird ways

patent eagle
#

Can I made a Physbone, that is only grabable?

mellow hawk