#avatar-dynamics
1 messages · Page 7 of 1
what would be the best way to set up slime physics on this avatar? Both jiggling and also a small "trail" left behind
not like a particle trail, just
the bottom part of the model on the side opposite of movement direction lagging behind a little
preferably without affecting the side that is "forward" in the direction of movement
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
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
but i'm not sure how to properly do the weight painting for that
because i don't want it to make the arm mesh that's just under the surface clip out of the surface
i'd say blendshapes then using VelocityZ and VelocityX parameters on a blendtree to dictate where the "drag" should point
depending on the direction you're walking
but there could be better ways
would that look weird on diagonals?
it would just be the drag pointing in the diagonal
using those 2 vrc parameters
you can know exactly what direction you're moving
yeah but
then using a blendtree you can use some blendshapes
how many blendshapes do i need
4? 8?
to make it not look weird
because i cant control the direction of a blendshape right?
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
wait you can control direction?
wouldnt it like twist around the polygons?
and make it look weird
just a blendshape that "rotates" the polygons that the intensity blendshape affects
hm, not sure, like i said i have a very limited blender experience
but could work
yeah but if you're moving around the polygons other polygons would twist around with them wouldnt they?
Either blendshapes or a bone.
how do i get it to be omnidirectional without distortion though
Maybe 2 bones to counter the curl on the front.
Blend shapes would be easier if you're not accustomed to hacky setups.
can i rotate the blendshape without twisting distortion? or do i use multiple blendshapes depending on direction
It depends on the shader. I think if you used the bottom of series of tight loopcuts, the distortion would be harder to see.
that's true
hm
i think i should figure out my shader issues first
because depending on that i can think of some ways i could do it very easily
Yeah. Unfortunately, my mind instantly goes to grabpass transparency. Grabpass isn't cheap.
what does this mean?
i was just thinking that either way i need to find a shader that can hide the squares around the arms here
and if i do that it would also be able to hide a seperate mesh inside for the trail
Yeah. Grabpass would do that.
is there a preexisting shader with this?
It kinda does transparency but blocks your own insides from being visible. Poiyomi has it. Not sure if specialized shader. I forget.
oh is there any way to do this but exclude the head
You can still have your core visible.
i'm getting a bunch of conflicting information with the shaders. Someone said i need to modify shaders to add an invisible pass
other people have said i can do this using stencils with poiyomi
Stencils are cheap. But you gotta learn them.
and now you're saying i can do this with grab pass transparency i have no clue which one is correct
Grabpass is a special kind of transparency. But, like I said, it has perf costs if used too carelessly.
on this particular avatar how much would it hurt it?
and how much effort would it take to add compared to stencils
Not much. But if someone else in the instance uses a grabpass, iirc it can start hurting.
would you recommend learning how to do this with stencils or just using grabpass?
Stencils are a learning experience. Grabpass is easy.
Stencils enable stuff like portal-like effects and such. It's good to learn.
I'll go with stencils then, it seems easier than coding my own shader which is what i was planning to do
Can you point me in the right direction for where to learn?
I'd have to look. It's kinda abstract. Simple in theory. 
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
It'd probably hide it.
The body would be rendered over it, the stencil would toss the arm since it's behind.
would grabpass do the same thing?
Gimme a sec.
could i just use grabpass with stencils as a fallback or something
actually
wouldn't stencils also hide the arms if in front of body ?
that would kind of ruin it..
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
yeah only problem with this is i dont want it to drag the front back when moving forward, only the back
which could be fixed by using a seperate mesh
but i need the special shader for that
Grabpass.
Notice how you don't see her back or her face behind her other bits of mesh?
But you can still see through her?
yeah
the thing is ideally I DO want to see the slime's back...
just not the arms inside of it
but idk if that's possible
I can check shader. Sec.
idr if the grabpass one came with poi free or if it was poi pro. I'm gonna bet pro..
;P
grabpass is pro yea
but tbh 10 dollars is a small price to pay if i can get this working properly
I'ma check settings rq. Unity do take it's time starting.
thanks
I don't think I can have the arm show behind it but not the box using either method.
The box being a part of the arm makes it a pain.
the box can be shrunk
i can make it a circle just barely larger than the arm
Unless you like... set the box mesh as a different material.
is there any real downside to that?
Extra material.
If you're keeping it low already, 1 more isn't much. But slippery slope and all that.
it'll just be 1 extra material for a grand total of 3
it's fine
how do i do it with an extra material then?
Just don't start saying "it's just 50 materials, don't woooorry"
And we're good.
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.
?
Does the entire box deform?
i'm deleting the non deforming polygons now
nah this is about the max arm extend distance so just the polygons you can see deformed to the arm + a little circle around it should be fine
So what you could do, in that case, is drive a material change when the arm extends at all using contacts.
¯_(ツ)_/¯
yeah but
Still an extra material, affectively. But invisible inside the body, crosses body, visible.
wouldn't this still have the issue
of when i look through the arm
you would see a slightly darker circle
where it meets the body
I just understood what you mean. Was typing a paragraph for the wrong thing. eks dee
lol
Why not shapekey armholes and give it slight weight?
Then you could use proximity contact instead.
the armholes move around
And it'd be smooth with a motion time anim.
this isn't rigged like a human the arm directly extends in a straight line from body center to hands
Oh dang.
that's why i'm having all these issues
because i want the sliding goo arm
wait i recorded a video lemme find it
skip to 20 seconds in
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}
Maybe with stencils. I'ma have to mess with 'em a sec. No promises.
someone in poiyomi discord mentioned "early z transparency"?
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.
wdym a cap
A mesh to cover the opening. Not the body or the arm. Don't take my word for it until I fiddle.
what opening???
the end of the arm?
Where the arm goes through the body and you can still see the mesh of the body behind the arm.
did you figure it out
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.
We're on birp so it's not as easy and you'll need materials with different references and operations for the different surfaces. 
Dunno if worth.
Outside of body, inside of body, arm, and both sides of the cap.
😔
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
Hey, why are some physbones on my head flying around when I'm at rest, but normal in an MMD world station?
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.
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.
It's not my string of scale constraints, took them off and it didn't help.
(SpineAgain also had a scale constraint)
is there a way to edit the scale of the pick up orb on the hands?
Why is this happening in game its fine in unity but in game it does this?!
Works in unity, meaning testing with gestures manager and/or av3 emulator?
i have and it looks fine
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.
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?
UV tile discard, rig an animation that runs based on the animator parameter IsLocal = true
Cool, I'll look into it later. Thanks.
Yall know if the error of crashing your game is fixed?
I'm not 100% sure what you're referring to, but i did get "VRChat is not responding" twice yesterday, for seemingly no reason.
Its an error on pc that when you join vrc or you rejoin your home workd and crash or directly crash
Then I have no idea, all I can say is it hasn't happened to me, which isn't worth much.
does anyone know why this stretch bone isnt working
i move around the model while playing the project and it does nothing
unless i set the root to the model itself but then it seems to add physics to a bunch of other bones too?
huh
i got it working but now they're stretching in response to directions other than the direction they should
like i move forward and as well as the back stretching the left and right also do a bit
as you can see left and right looks fine but forward and back loosk wrong
how do i fix this
One issue I’m noticing here:
Your Angle Limits is set to 0, which is super restricted. It ain’t gonna go anywhere unless you increase that value.
I know, i don't want any rotation only stretching
does anyone know why this is happening?
is there any way to fix it
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
this is the bones in blender
this is what it currently looks like when moving
can anyone help
please? i really need help with this
Question
How would one make a grabbable arm?
My first thought, (I'm not going to give a whole lot of information on this) is to try limits maybe
⬆️ 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.
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.
I'll have to try this. I did it by putting in on the shoulder bone and I have everything set to 0 and have a "Meta" arm which has rotation constraints and lots of stuff, but I'll try this
the 4 bones are just weight painted to the bottom of the body, 1 for each direction
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.
Show us what the Contact Receiver component is set to.
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.
Because if you indeed put it in your Avatar Parameters, Local Only must be enabled.
Nope, they're not in there, or else in AV 3.0 it would be checked as in the expressions parameters
Which Parameter type did you choose to use in the Animator?
NoseBoop is the one for the contact reciever, then BoopMenu is so it sees if its toggled on.
And they're Bools
What is RNG used for?
it generates a number so if it falls between the range it plays a specific sound
This is probably why it's not working. It will only play if those conditions are met. I suggest you use them somewhere else for the Sounds.
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.
Since you have 4, make the Max Value be clamped to 4.
Of course, adjust your Transitions to accomodate this.
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
even so, i dont think the RNG is the problem
its that the SDK doesnt see these contant bools as synced
Then it needs to be properly synced. I suggest making it Local Only and adding the NoseBoop and BoopMenu Parameters to your Expression Parameters.
I see. I will try that.
kind of a stupid question, but when a trigger is pressed further, the gesture weight increases, right?
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

Yes, the GestureLeftWeight and GestureRightWeight Parameters will output the appropriate Float value from 0.0 - 1.0 depending on how far down the Trigger is pressed.
You're correct. Gesture Manager and AV3 Emulator simply just have it automatically go to 100% when you select the gesture by default.
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.
This is a known issue. Where exactly is it in the Hierarchy?
Because if it’s components are outside of the Armature, that’s exactly why. To ensure PhysBones properly sync between platforms, they should be placed directly on the Bone that you want it to affect on both PC and Quest versions of the Avatar.
both physbones are on the same ear bone
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
@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.
Whats it called?
It’s what I just said. You’ll find it under the VRChat SDK in the Menu Bar.
Posting to all avatar channels:
We've just opened up the #1139216499123437668 forum! Use this forum to make posts on specific topics and get responses in a more organized way. You can ask questions, post guides, instructions, and more!
Check out the first post here: https://discord.com/channels/189511567539306508/1139228456090087495
These channels will remain open, but we may close some less active ones over time.
How do I make a contact reciever slowly add to a float parameter?
Like, I have a float parameter with a slider, I want to use a contact receiver to slowly increase that slider
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.
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? :/
tail up animation with gravity at 0 (but wobbling between -0.0000 and -0.01 it seems
The tail when I do as much as barely nudge any of the physbone settings
animating physbone values at runtime isn't supported. the only way it'll work is if you animate values then disable/re-enable the component
@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 🙂
Playing with a wing puppeting technique using large Avatar Dynamics contacts. Very pleased with how smooth it looks!
Original Runa model by @torinyannyan1
Cyber Wings by @pipiza94_vrc
What @jolly crane said. Also be mindful that the latest SDK versions 3.2.0 and newer introduced PhysBone 1.1, which completely changes the behavior of Stiffness and Gravity. They no longer act as their own force but rather a ratio instead. You can switch back to 1.0 if you prefer the old behavior in the Component.
Just a reminder since most people aren’t aware of the new behavior differences.
Are physbone parameters like param_Angle read only? I'm trying to set them with OSC
yes, they are read only
Darn, thank you!
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
Do you know if it is possible to read the rotation value of the lower arm somehow?
Like the twist value, I cant seem to get it working with just _Angle
sort of, you could use contacts. I've been meaning to create a canny to allow us to read back the values of muscles
what are you trying to achieve exactly? trying to make it only visible when looking at it?
For the time being just to get it to show up when the bone's rotation is between a certain range
How would you go about using contacts to read the rotation?
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?
Or is there a simpler approach
- 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
the result should be the Proximity contact outputing a float value corresponding to rotation of wrist, either signed or unsigned
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
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
I'll try this real quick and see if I am following correctly, thanks a ton for the detailed guidance
one thing you might want to do is go to your Rig config, into the Muscle and settings tab, and set the Lower arm twist to a low value. something like 0.05. this will make the lower arm twist less when you turn the wrist
however, it might cause pinching at the wrist unless you also have forearm twistbones, which I always recommend
(reason for this is because VRC will automatically twist the forearm when you wrist your wrist to prevent pinching)
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
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
I have no clue whats going on
you likely exported your avatar with the incorrect export settings. make sure when you're exporting from blender that you set Apply Scalings to FBX All. otherwise, scaling is 100x off.
the radius and End Position values are likely 100x too large. you can simply type /100 into the number fields and unity will do the math for you if it's still wrong after doing the above
yup it was an export issue
make sure you export with Add Leaf Bones disabled under Armature
it looks like you have an extra bone in the chain
How can I get the ears to not go through the head? Do I need more colliders or something?
start by adding Angle limits and tweaking offsets if needed
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.
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
Sounds like the clothing is not weight painted to the bones and/or your physbone settings are too loose and you need to tune the settings better
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
animating physbones values is not officially supported, you need to disable/reenable the component
hopefully that gets fixed, ty for the reminder!
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
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
#avatar-help message this is the effect i want except not broken
is there any way to set limits on a position constraint
so that like one object follows the movement of another object but only within a set area
No clue but im throwing you an idea i have not tested at all…. Contacts. So when its outside of the area its no longer in contact with the big contact that is ”the area” and that turns off the constraint. Dont know how or if that would work
Just toggle it of and make it a world constraint while outsite the area probablt
I mean at that point you'd be better off using contacts to drive blendshapes or animations to move the bones
rather than doing contacts and constraints
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?
Like, you want to allow users to play with your hands if that makes sense? ||(plz don’t take that out of context, Moderators)||
If that’s what I’m understanding correctly, then do isAnimated = true on the Phys Bone Component. It tells the Component that the chain it’s on is also being manipulated by the Animator.
Oh, sweet, thanks 😄
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?
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?
since i play on pc is it possible to have custom animations for walking/jumping ect
try to mess around with spring settings. do you have any colliders that could be messing with the bones?
yes
Heyo, are there any systems that could be used to make objects on an avatar be grabbable by players around?
I use this one, works pretty well https://thatfatkidsmom.gumroad.com/l/lxgbv?layout=profile
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...
oo thankuu
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
nvm found it
what is a good value for squishbones on the breasts?
Can you make it so others can grab a physbone but you can't?
In theory yes, but I can't think of an easy fix off the top of my head.
See Blanke’s screenshot above 
You must have the latest version of the VRChat SDK in order to see this option.
it was there 3mo at least
doesnt really works as well. maybe for grabbing, not for the contacts.
does anything get glitchy if there's different grabbable physbones in the PC and Android versions of the same avatar?
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.
what if like, I'm taking two physbone components and replacing them with a single one, to cut down on the number of components.
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
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
can you screeenshot the physbone component and the list of params in your FX?
for whatever reason, i got it working now lol
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?
yep
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?
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
wanted to make my glasses posable and grab-able. it works but it flies around in the user's hand
You may want to consider adding Limits to it, which can restrict how much the PhysBone can rotate. For something like Glasses, you might want to use Hinge.
what if i would like someone to grab and runaway with them?
Pretty sure that’s possible, but I haven’t personally done that myself. Someone else might be able to answer that.
also why does it look like i have 3 physbones in 1?
Either:
- There are more child Objects inside of the Prop that are being assumed to be PhysBone
- Ignore Transforms are not properly set to prevent those other Bones (whatever they may be) from being affected.
Show me the Hierarchy.
should i set the root transform further down the heirarchy? like on the armature?
.
Yeah, this makes a lot more sense why those child Bones look like that. Since it looks to me that’s a Skinned Mesh with an Armature, it might work best by putting the PhysBone’s Root Transform somewhere inside the Armature instead.
like this?
Yeah, something like that. Although you may have to set it to the first Bone inside the Armature for best results.
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.
.
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
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
ill check it out! i was lookin at parent constraints, but its a headache lol
would you happen to know if i can place it on the head so its not visible to me?
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.
got it.
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
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
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.
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
Unleash your inner anime protagonist and become the edgy gamer you were always meant to be with this new sword prefab. It features lots of avatar and world based interaction that you can look at below!No need to remember any pesky gesture combinations since it uses motion activated effects! Just swing.Share the experience as the sword is usable ...
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

a comment in his video when setting up, asked about glasses.
fatkidsmom refers us to sipp's video on contact toggles
which i think works. i just can't get the animation set up the right way i think
hi my breast clipping through the new clothes i get i know there is a easy fix for that can someone help me
Make use of Ignore Transforms. If there’s Bones belonging to the Clothes inside of the PhysBone chain, add them to the list. This will hopefully prevent bad clipping.
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
so yeah, im doing it this way. parent constraints and contact recievers.
everything is on and parented. but i can't get the animation to play. idk if i followed the guide wrong or what
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?
Physbone
kinda figured it out. needed pull to be at .2 to work
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?
You may need to enable isAnimated on the PhysBone. However, keep in mind that VRChat will not allow a PhysBone Root Transform to target the same object as a Constraint as that will mess things up real badly. So ensure the PhysBone is starting from a child object of the constraint.
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.
do you maybe have the gravity set too high? could also cause jitter
They do this even with gravity 0.
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
Anyone know how to fix my avatar from going into the ground when in chairs or any sitting animations?
just figured out a fix for my setup. I disabled the Use Auto-Footsteps for 3 and 4 point tracking option in the avatar descriptor. I don't understand the technical reason why this worked, but it worked
@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
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?
if you put "t" in the parameter box, than you can put t_Stretch in your animator parameters as a float
Oh so I name the actual parameter "t_stretch" while just keeping the one in the physbone parameter just "t"
yes
alright that's all I needed to know ty
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?
check that your animations dont have Loop time enabled
Thanks, that worked!
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.
starting with the animator, itll have to be done in one layer as the bottom most layer takes priority
i have it set up in 2
with different animations for each grab basically.
and thats what wrong, your right hand layer overrides your left one
so put them all in one layer?
yes
probly 3
i did that last night. and it was making the prop do dumb things.
idk what exactly you expect it to do, just enable parent constraint while held?
is it "avatar prop"?
thats one of them, thats my glasses.
i want umbreon to be grabbed with either hand.
nah i mean prefab
no
grabbed and thats it? what happens if you release
i want to grab it, and put it back, thats all.
so itll be like
entry -> bothtoggleback -> grab_L -> exit
entry -> bothtoggleback -> grab_R -> exit
why exit
easier than going back to bothtoggleback, either way works
on the animation, do i need to animation both hand states in each?
or just the one hand, and back for per hand.
madskillz
do i need to define both the hand states in the animation? or just one hand and back position per animation
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
@charred quiver better define both to be sure, so 00, 01, 10
lerping may be done just by transition time, oneframe animation is fine
i was more worried about telling them to combine all the lerps back and having it yoyo between hands on the way back lel
if its going from 10 to 00 why would it
and why 10
[1,0]
and if i doing both hands, wouldn't it be 100, 010, 001?
interpolation, so your prop doesnt jump to your imperfectly placed hand but smoothly slides in it. optional ofc.
huh
do i define both hand states, and the back position?
or just one hand, and the back position
you dont need constraint source for default position
per hand?
number one or number 2
2
so one hand, and the back position
and sources being your hands
given that without constraint your prop is in its default "unheld" position
and unless the animation tells it to, its gonna stay on the back isn't it?
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
it moves when i change it to zero
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.
if youre using anystates its not how it should be done. and its not dynamics question
This might be a stupid question but how can I delete physbone contacts? And will that make anything bad happen to the avatar?
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
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?
without having both avatars have the thing no
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.
check if the parameter is synced?
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.
Oh, it works now
Why isn't the synced box checked by default when making new parameters....
it defaults to the settings of the previous parameter
What if they did? Could they interact then?
constraints
constraints won't really work cross avatars
what you'd likely need is a contact tracker
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
no, you cannot
Crap
I know there’s a system that lets you grab an object from someone
But I think the system is pc only
correct, uses constraints
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
@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
They are wanting the physbone grabbing but with an object instead of using hand
Basically, what I want is for an object with physbones, that could be grabbed by an avi, to be grabbable by another avi, but on that avi, you’d have an invisible object that could grab the physbone, holding it in that position
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
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
in blender, you can use CATS to merge specific bones to others or to their parents
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?
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
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
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?
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?
is it normal that the last physbone in a chain never squishes?
squish and stretch do not actually squish or stretch bones at all
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
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
that's very possible
yep that was absolutely it. I paid closer attention to the overlay this time
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
id put the max angle of the limits anything near 12
stuff like 5 or less ttho depending on what ur avatar is wearing can be to little
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
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?
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
sure, you can use an int but it'll only be 0 for off and 1 for on, not an arbitrary number
not sure what would overlap in this case though?
you could just use a separate bool for each prop, and make your logic such that they don't overlap. remember that you can use Parameter drivers to set the value of other bools
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
All of that ^
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.
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)
can anyone please help me figure out why my phys bone colliders are really big?
is your armature's scale 100?
the scale is set to 1
When you export from blender, if you don't apply scale and transforms, it will be +/- 100% in side.
this is what my export settings are in blender. what should i change?
Should check the transform to see if they are zeroed out.
the only thing that isn't zeroed is my dimensions. would that be what's causing it?
Hmm.. thats weird
probably Apply Scalings should be FBX ALL
that fixed it! thank youuuu!
excellent!
Hello!! Does anyone have a good beginner friendly tutorial on making the poseable and physbones wings you see on furry avatars?
nvm figured it out
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.
i dont think theyve ever been broken. you must set immobile to 1 for it to ignore avatar root movement and thats it
Hm. I'll experiment with that then.
I thought it broke shit before.
you may need to use IsAnimated
Hello everyone here
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?
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?
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?
Hello
what do you mean by immobile 1?
🤔
@dark drift you should probably look at this too
why do world constraint objects with physbone shake
Cuz constraints are buggy. You might be able to fix it by turning on "Is Animated" on the Physbone settings.
look at video above
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
Man who comes up with this nonsense lol.
||I say that but Im like 90% sure that red's avi so it makes sense||
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
It probably isn’t rigged / connected to them
I'm not sure how I would do that
I kinda just put the clothes on the avatar by moving bones
Did you make it blender?
Well they can be made for them but you have connect them
Try connecting the bones to the pairing ones
Ping me if it doesn’t work and I’ll try to help
It it just seems like it isn’t patented / connected
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?
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.
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
In unity you have gizmos turned on?
I think in newer versions of the physbones component, there is some option that affects what the physbone shows like - have you checked that ?
there is only something to change opacity and stuff
but it has no affectz
Just to double check, you have the avatar/object that contains the physbones selected, right?
ive tried it on multiple bones and its not showing up anywhere
(you wont see the physbones unless you have it actually selected in the heirarchy)
yes i do
I've been considering if there's any method using OSC that could communicate information between us in a way that makes it work how I would hope for it to work, because I considered options similar to what you suggested and the drawbacks are still worse than just me putting up with having shoes on.
Do you have this box ticked?
yup thats ticked by default anyway
do other gizmos show up in your scene? (are all your gizmos hiding, or only physbones hiding)
audio sources, particle system icons, spring joint icons
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
have you actually clicked the "Gizmos" button, not just clicking its dropdown arrow?
wooo, success!
you are my saviour
ok ive finished my morning coffee and one other idea popped in my noggin.
You could have your friend add a sphere/plan that covers their eyes with a shader set up so that it will cull your shoes (you'd have to some complimentary setup on the shader for your shoes).
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
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?
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
Its called Depth FX I believe
ooo, do you know if it might be suitable for Tenri's footwear situation?
Hmm, lemme read, one moment
This might be possible with some stencil work and render layers yeah
Here's the docs for poiyomi
The stencil section gives access to the stencil buffer, and its associated capabilities. The stencil buffer can be used to create effects where one shader can only draw where another has rendered, or cannot render where another has already rendered.
video might possibly be outdated
not sure how much has changed
I havent messed with stencil stuff too much yet, but the effect is certainly possible with some experimenting
Also some helpful unity docs* https://docs.unity3d.com/Manual/SL-Stencil.html
Had anyone ever had the problem where when not moving to much, the phybones jitter a bit? Need help fixing this issue
thanks I'll take a look
might be a physbone limiter + gravity issue
Gravity is disabled. Also how exactly dose the limiter effect it?
if its too small of a limit, the bone will jitter sometimes
can i see the settings?
possibly a collider too
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
any constraints?
and can you ss physbone settings
Again I’m not on my pc so I can tomorrow
Also it’s not the constraints. Already try turning them off
aha, so you are using constraints. that's likely part of the problem, depending on how they and your physbones are set up
Again it’s not
would be nice if you could screenshot your constraints/pb settings, and where they are located in your hierarchy
I said i already turned them off and try using it without them
The phybones are on the boob bones
Tomorrow morning I can take a pic
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 crazy
fully open to screensharing n stuff to ease the process
do you have any animations that might be affecting those bones? try removing your gesture/FX controllers
No animations
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.****
Have you tried testing in other worlds? It's kinda hard to tell from the one video but it looks like your whole avatar's mesh is vibrating slightly which makes me think wherever you were in the world you recorded this in was far enough away from origin that floating point is causing things to start to jitter.
Not the world already checked.
hi
can i rebind the F8 key somehow?
the gestures keys on PC can i change em to other keys
this is up to the avatar creator and what gesture they choose to put them on
Ah I meant more like for ME
Like gestures on PC are for example
Left arm thumbs up -> Left Shift + F2
yes, I know. That's not available, sorry
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
the canny, yes
If you want a workaround which you're probably gonna have to rely on for a while, you can take a look at these solutions https://www.pcgamingwiki.com/wiki/Glossary:Remapping#Keyboard_remapping
im not remapping my keyboard 🤣
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
Does anyone know how to solve this clipping?
shrink the base chest shapekey
assuming the avatar has one
looks like a booth model, they usually do
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
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
personally, I like to keep the ear movement less wobbly than most, trying to stay more realistic
What are your physbone settings for gravity and falloff and spring?
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
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)
tags are only for senders, colliders (except global ones) are only for your own physbones, and grabbing of physbones can be set to only yourself, only others, all, or none
Then I need to use colliders to enable the dynbones only when my avatar is near. Anyway, thanks for the info!
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)
@plucky magnet its also a particle, see subemitters
Is anybody else experiencing issues with contacts and receiver suddenly not working on older uploads ? This is both live and open beta
Made a Canny about my issue (CLick the youtube video link to see the issue on vide)
https://vrchat.canny.io/bug-reports/p/issue-with-contacts-and-receiver-not-working-correctly-ingame
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
@elder prairie place contacts around?
id need alot of contacts?
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
not realy, i want 2 _Angle paramiters
you cannot because physbone report values caused only by its own working, if you move some physbone that has other physbone compoment as a parent or a child, that other component will be still reporting 0
You dm me let discuss about it better
why? souldent they both report numbers if they both move?
@elder prairie no it shouldnt, only its own. as it shouldnt report angle 180 if youre making a handstand
but if its grabed and turned 180 it will wont it?
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
but if its a hinge then one can only do x and one can only do y. so they will report both. like how robot arms work
ye, as long as you position both. manually.
ah wait i see what you mean, if its physics you need this may work
i want to have a bone i can grab and it work out the vector its moved in
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.
ah i see
just use a non synced parameter to turn them off. have it so its on by default but once you turn on a saved toggle it turns them off just for you, is this what you're looking for?
sorry if this has alr been solved i js realized how old that was while scrolling
no not at all. I'm looking for something so it is synced and everyone can see the same thing, except for one friend specifically who wants to never see it. That's why I tried using islocal contacts
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
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
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.
Does it have a radius and grabbable turned on?
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?
the size is the number of colliders to list
holy fucking shit i am a grade A moron, thank you lmao
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?
@plucky magnet both pull and grab movement at max
even with these settings the physbones are still disrupted when a collider or something else passes through them
do you know if the angle limit can be animated? i think i have an idea
nothing can be animated without turning off physbone component first. so animating this stuff while its visible is usually a bad idea.
Physbones are better than cloth in almost every way. But you can add the unity cloth component if you must.
I had no choice
Physbones didnt work sadly
Dose the mesh have bones?
Anyway, the cloth compoent is very laggy, only works on pc, and is not synced with other players, or even in the mirror.
They will not be in the same place on each players screen, but yes they can see it.
Its better than no movement lol
ehh, no movement might be better in terms of optimization..
oh my god no movement it hurts
does anyon know the setting for physbones to wobble like this? these are dynamic bones
spring?
it's a physbone setting
But I only see momentum, pull, stiffness and gravity on advanced
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...
Thanks a lot!
I mean, same thing goes for Phys Bones to be fair
them just moving / laying on colliders is not synced
only when you pose them they are
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 😅
Theyre added by default now! Vrchat automatically generates a head, hands and chest collider
open this menu with gizmo's on and you can see em , some odd models it need to be edited on
Thanks, guys!
👍
advanced does not nececerily mean better. 90% of the time advance is just kinda meh and the normal mode works just as well
Depends on the purpose but for basic stuff yesyes
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
😄
Yeah, they do tend to be more.. stable, though. lol.
I've seen cloth be completely out of sync in the mirror.
Maybe not 100% synced all the time, but better overall.
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
mhm
Does anyone know how to test squish in unity?
Make a gameobject with a physbone collider
Go into playmode
move the gameobject with collider to squish thing
basically
Thanks
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...
you need to enable interaction with anyone, its friends only by default I believe. And you need some collision radius set >0
thanks !
question: is it still not possible, to animate physbone properties (gravity, pull, etc...) at ruintime with an animation ?
like with the newest SDK
correct, in the current SDKs available, it's not possible
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.
I've mainly seen it for things like... how do I say this... body scaling
hair length, yep, definitely just hair, mhmm
ah yes, "body scaling"
I just check and the collision radius is at 0, interaction are enable.. the physbone just appears en grey and still doesn't let me grabbed or interact with it..
This is your problem. If the Collision Radius is 0, there will be no interaction whatsoever. Period. Because there's literally nothing to grab on to.
Setting a Collision Radius value is mandatory if you wish for it to be interactable.
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
yes
okay good, thank you
how do i add physbone, i have a tail with the componant but its just stiff
Tail requires bones if it doesnt have any
You might need to put the tail root bone in the physbone component
its got bones
You might need to put the tail root bone in the physbone component
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?
wierd setup? only need a float/motion time
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.
animation set to loop ?
Loop Time is currently ticked, should it be unticked for this setup?
yup turn it off
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 ?
Huh, I wasn't aware this was an issue. But I bet disabling "Saved" on that parameter should fix it
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
Awesome thanks i'll try that wheb i'll be back home !
Thanks i'll try that as well if turning off save doesn't work . Thanks loads !
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?
use empty object to constrain instead of sword and locate sword inside it however you see fit
im confused, I would have 2 empty objects right? one for the chest and one for my right hand....I have the sword in an empty object that I put a parent constraint on and in the sources I have the 2 empty objects I created for chest and hand. I click zero and when I go to adjust the active constraint, the transform is on the tip of the sword....
I think so, if you have the sword parented with a constraint to the empty, and the empty is parented to the hand, then you could move the empty to wherever you want and it should reposition the sword
wut. i dont quite remember how Sip's guide goes but you just constrain empty object with sword in it. Overall its always handy to have empty objects everywhere i.e swort is inside empty object and both constrain targets are also empty objects on their respective bones. This way you can adjust positions for everything and dont care about the offsets.
anyone know how I can get this physbone's collider to line up with the actual geometry better?
blender
I can't really do that right now as I'm waiting on some other edits to be made
you would need to go into blender and edit the bone itself
you cant do that in unity
alright
you would simply just edit the rig and move the end of the bone down
yeah would probably have to do some trial and error to get the position right
Shouldn't have to do any trial and error, just measure the sphere part of the geometry and find the middle
Pretty sure you can eyeball it
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
have you a link?
word probably implies no, never looked up myself🫠
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
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
this may be possible, there is a method for skirts i use where you can combine physbones + constraints without jitter
you make a bone in blender just for the constraint, parent the bones you want to be constrained to that bone, and then make the angle limit 0 with curves for ONLY the constraint bone
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
heh I've watched that video like 12 times
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
does anyone have good physbone settings for ears/tails ?
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
I think you need a second bone with .end on it..
example: MiddleFinger3_R_end
Also possible to let Blender do this on export, just select "Add Leaf Bones" during fbx export
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 ?
Hair: pull 0.5, Spring .8, Immobile 0.85, gravity 0. Tail: Pull 0.2, Spring 0.5, Immobile 0.1, gravity 0.01. Hair and ears might be similar. Came from here. https://www.youtube.com/watch?v=PTTnWUkswkU
.
@gritty turret since your bio mentions physbones, out of curiosity, have you seen this https://github.com/happyrobot33/physboneconstraints ? world, lookat, position constraints for Quest.
That is a system that I do not know about, nor do I think would be reliable with future VRChat updates. Sorry.
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
is there any way yet to make a physbone chain that's attached to the avatar on both ends?
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
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
It looks like they are colliding, but the mesh is still being deformed and clipping because of physbones going past the colliders
Oh, like, they're sliding past them?
Yeah
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!
You can try putting some sort of limits on the physbones
Don‘t use rotation constraints
Unless limits is what you meant
Rotation contraints are the only way I can think to allow the legs to move
But I'll look into em
Hmm! Okay, I've been doing Angle ones
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
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
Ah, cool ^^
You might want some stricter limits than this since the skirt has multiple physbones
The limits apply to each joint, so if you set a limit to 5 degrees with three joints, it‘s 15 in total
Right, as you go down the skeletal hierarchy, each bone gets to move 5
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
Did you get it working :3
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 ?
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
@covert rock ye the problem is network id utility requires vrc scene descriptor ie the world sdk
?
ye, open it
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
bump
I need help with physbones and colliders
https://cdn.discordapp.com/attachments/1156550082217390151/1183527258288304229/image.png?ex=6588a8a7&is=657633a7&hm=e5b21aba16c30b305c6a349fc5d94ba249d1fc0b203bb8854552c8521fd35a97&
This just runs the bones on the outside of the hips. I want the dress to either hit the leg and bounce off, or else slide between the legs when she steps.
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
I meant to get something sort of working on the leg bones, never quite ideal though but...
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
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
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 ?
Sometimes it comes down to the location of the component. There is a known issue where if the component is located outside of the Armature but targets a bone in the Armature, it may not sync properly. Syncing tends to work best if the PhysBone Component was itself attached to the starting bone of the chain instead.
I am pretty sure I have it setup so the component is on the root bone of the transform
And it's a bone under the Head bone, it's not outside of the hiearchy
copy the network ids from the pc version to the quest version
It shows this, what do I do ?
It seems it's meant for worlds, not avatars
Weird, it works for me
You may be on an older SDK version.
Yeah, I upgraded to 2022 and I used the tool. Now I am waiting for the client to confirm it solved the problem
Thanks for letting me know, I did not know about this tool
That tool shouldve been available since squishy bones (1.1 or whatever its called) tho.🤔
I used the tool to generate new IDs, export the PC version ID and import it onto the Quest version. It did not fix the problem at all. Do you have any other ideas ?
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
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?
without doing something you arent supposed to no
for specific avatars you can "sync" them
like use custom contacts for both avatars?
@proven viper vrcfury can borrow some bones from hand but idk if it would work with props
well just have the other avatars check for that contact
i see! thank you!
yes and no
depends on the setup
i mean i just know it exists but never tried to use so idk the limitations overall
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
particles can collide with worlds. and you can detect player collision with contacts (and for example spawn your local collider).
oh so theres a collision receiver option for just any part of a player?
@proven viper no, just torso and head
and feet hand ok
no way to collide with lets say, leg.
unless both use same custom colliders ofc
senders/recievers i mean
colliders are local
I’m struggling to learn phys bones
Why is the tail clipping through my avi
set up limits or a collider
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
Use "FBX All" for apply scalings
also uncheck "add leaf bones" in the armature dropdown or it'll add end bones to everything
oooh thank youuuuu, I didn't know why I had like 4 extra bones lol
🤣
Because it doesnt collide with anyrhing by default
Except the hand feet head and torso the avatar descriptor gives you
it doesnt collide with it either, only with fingers/hands
feet torso etc is just senders, not colliders
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
Can I made a Physbone, that is only grabable?
Yeah, just set immobile to 100% and it would only be grabbable