#avatar-dynamics

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patent eagle
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yep, but it reacts to the hand then x.x

mellow hawk
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Angle limit 0ยฐ

fair sundial
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Disable collision

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enable grabbing

gritty turret
# patent eagle yep, but it reacts to the hand then x.x

You can do it by setting Collision = false and Allow Grabbing = true. Doing this makes collision with hands stop but still allow grabbing.

Of course, ensure you still have a Collision Radius in order for it to be grabbable.

rapid oasis
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Howdy, quick question! I'm setting up a button on my avatar that you can toggle (click on or off), and I have it all working to click in-- but now I'm struggling to figure out how to make it click out.

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I've tried to utilize the same way to click in, but obviously that creates a thing where you just rapidly switch between two animations :Y is there a way that I can just add a delay between them? :o

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...nevermind I forgot exit time was a thing

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lmfao

covert rock
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consider driving a synced parameter and running the logic locally only

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that prevents desync from client lag or late joiners

delicate shore
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My ear dynamics were fine then I added this christmas light thingy and now my ears are just busted

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I removed the light armature from the ears and it brings it back to normal, any idea on how to fix this?

covert rock
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Add its armature using VRCFury or define all transforms of the christmas lights in the Ignore Transforms list of your ear physbones

elfin beacon
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Hey guys, is it possible to setup a contact receiver that works off the environment rather than waiting for a collision with a contact transmitter?

elfin beacon
# delicate shore

uhh, maybe look at root transforms or end points. Looks to be the physbones wiggin out

dark drift
elfin beacon
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ok thanks

delicate shore
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Ty tho

ruby goblet
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Anyone by chance know how to fix vr chat saying I have too many Phys bones even when I take almost every single one off?

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I've tried re loading the sdk but it doesn't seem to help sadly

sullen ledge
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you need to remove the component entirely, disabling it won't do anything

ruby goblet
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I've tried deleting and reimporting the sdk and also deleting more Phys bones but to no avail

fair sundial
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quest has limits, youll have to respect those or theyll all get removed at runtime

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And yes, you do have to delete the component entirely

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you can try ignorming transforms if theres too many of those

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Or is there too many components themselves?

ruby goblet
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Everytime I reload the sdk the error goes away, but as soon as I upload it and check in game all the phys bones are deleted and the sdk once again say's I have to many

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If I find a solution I'll post it here

thorn moat
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How do I go about adding a prop to my avatar with physbones so people can pick it up and move it freely?

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I'm making a makeup minigame where you touch a brush to a palette to set the color

dark drift
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GitHub

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

GitHub

Grabbable avatar props without rotation. Contribute to ThatFatKidsMom/Grabbable-Prop development by creating an account on GitHub.

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pc only ofc, uses constraints

thorn moat
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Fuuuck

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I was aiming for Quest compatibility

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:<

thorn moat
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Settling for Quest users using their finger instead of a brush

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lol

mellow hawk
thorn moat
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And any rotation caused the brush to deform in strange ways

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Could you elaborate?

mellow hawk
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The physbones would need to not hold any weight data, only be used as transforms.

thorn moat
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That hadn't crossed my mind

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So just parent the object to the bone?

mellow hawk
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And also ignore the transforms on the prop.

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Mmm, now that I think about it, ignore the stretch value instead of transform. That way it can still be grabbed

bold jay
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My vr keeps crashing

mellow hawk
thorn moat
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@mellow hawk Like this?

mellow hawk
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I'd assume so

thorn moat
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Hmmhmm

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I've been at it for a bit now and I can't seem to get it to work quite right

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It worked kinda, but grabbing the bone with the plush would stretch so it wouldn't quite go with a hand properly

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How do I prevent that bone from scretching but still working with the stretch bone?

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@mellow hawk

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I've been trying to get the ignored transforms to work with it, but then it doesn't utilize the stretch

mental gulch
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Hey i have a question i have problems with Pysbones they wont move anymore. For a moment i though mabey it was an animation error but even with no animator they are stuck does anybody else had a problem like that and mabey know how to fix it?

sullen ledge
mental gulch
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Ok I will try that thanks I hope it's that

mental gulch
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Ok i tryed it but the thing is ist just like 2 bones that are not moving ever other bone with dynamics does its so weird

simple elk
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if they are 1 bone - add endpoint or they wont move

mental gulch
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the thing is when i use the same base model next to it with the same setting for the physbones it works fine could the base model be broken?

chrome needle
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Can anyone help me with this, when i enable them, they dont appear to others, but appear to me

stiff glen
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not enough info - it could be the paramter driving the animation isn't sync'd

chrome needle
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but

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it works fine on my end, i tried turning on sync earlier but other people still dont see

chrome needle
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i dont know, and the weird way mobile is they think you're on an nokia 3310 so i cant even enable view to see myself and test faster

chrome needle
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Hello?

stiff glen
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hi!

dark drift
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@chrome needle you can run multiple clients via vcc launcher

covert rock
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i wish you could emulate and test build android

chrome needle
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I figured it out already

chrome needle
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i build and test on my quest3

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I got everything working now so im fine

noble ivy
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hey so i have an ambitious idea, i'd like to make an avatar with a guitar prop that can be visually "played" in a slightly more accurate and musical way than typical item props. tl;dr: the guitar would be worn on a strap and anchored to your belly area, the entire neck of the guitar is a grabbable surface and if the left hand grabs it it can be slid up and down the neck without letting go, while holding a pose like a barre chord or power chord or something rather than just a fist. what kind of systems will i need to learn to implement this and can you suggest any up to date tutorials on any of them? i have made a simple cross platform avatar already but never anything with props, etc yet. i assumed i would need some kind of IK system for the left arm but someone mentioned physbones might actually be enough???

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oh the prop would be part of teh avatar itself not a world item

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in case that was unclear

covert rock
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That's probably gonna be very difficult and even impossible on quest, since it does not allow audio sources

lone cypress
warm comet
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Hi, is there a way to check the force / velocity of contact sender in a contact receiver so that i can do different things based on the velocity? In my case i want to have both a headpat and a hit sound when someone punches me in the face. I want only one to activate at a time obviously

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i know the onEnter of contact receivers have a minVelocity... But thats about it. If there was a maxVelocity i already could've figured it out i guess

covert rock
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You'll need two contact receivers, and set up the animator in a way that it ignores the lower min velocity one when the higher min velocity one activates

warm comet
noble ivy
sterile canyon
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Hi, does anyone know if it's possible for two players with the same avatars to send and receive variables so that select variables are synced?

covert rock
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Yeah, you can utilize contact senders and receivers for that

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Just keep in mind they are limited to 3m range

sterile canyon
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I've used those for one thing but it doesn't really do well with regards to syncing up animations

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I wanted to have an avatar with a partner essentially have a variable synced between us so that it's the same for both

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So if animation = 4 it should be the same for them and I'd like it to be somewhat consistent. I know of a potential way to use contacts, but I know that would be tedious

wild estuary
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hey guys, I've got an avatar with some boob physics don't don't seem to match my other avatars. When they get touched (collided with), the boobs really don't do much other than maybe compress a few centimeters and then nothing. There is a collider radius on it, and I've moved settings around a bit on the physbone to get it more interactable, but I'm not getting good results. Grabbing the physbone yields much betters results for some reason.

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nvm figured it out. It's the curve on it that is causing the actual collider to be zero. The collisions were affecting the root bone instead of the jiggley part

covert rock
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The thing is, contacts would also be affected by the same network lag, so animations would sync up

chrome needle
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so, i made a sort of selection thing that uses 1 whole gameobject instead of multiple for optimization, but when i select one thing, and switch to another in the selection, i try to select that previous one, it no longer works, can someone help?

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if this is activated once, it stops working, i tried setting it to exit or filler but that just causes it to go back and undo the changes of the animation

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and the animation changes are meant to stay until changed by other object

chrome needle
covert rock
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either make another transition back to the first state

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or make a transition to exit

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and flip the condition

chrome needle
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there's like 4 other different things that can be activated

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which all do the same but with different anims

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all meant to just change model, change the position so they're proper

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damn no response

pallid abyss
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so, this may have been addressed before, but i have no idea how to frame a query accurate enough for discord's search function... would it be possible to use avatar dynamics to make a dullahan style avatar where i could remove the head, and others could then interact with it? and then my next question would be is there a way i could get the view point from the perspective of the (now-detached) head?

sterile canyon
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This is kind of driving me nuts rn

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This a float variable, it's set to 0.11 and the condition is set to only fire when it's LESS than 0.11 yet it fires the transition anyway

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I'm not crazy am I?

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Is this just a weird quirk with the slide menu and a float variable?

dark drift
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@sterile canyon floats and equality check are not a good match. also dont forget that you have only 7bits of precision for unsigned public float (1/128, 2/128 and so on) so 0.11 is not even possible.

sterile canyon
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I guess I just have to use something else other than a float

covert rock
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what are you trying to do?

sterile canyon
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Using a combination of contact senders and receivers to create a synced animation for those who use this same avatar, it has multiple phases in the animation too that needs to sync on commmand of the users.

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This is just the function that is supposed to enable and disable the contacts with the expression input

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Was hoping to use a slide menu for ease of use

dark drift
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if you use radial, its weird to be so precise, like idk, having 10 states is already making it hard so select. if its toggles that toggle strict float values then int is a way to go

sterile canyon
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Yea, but having buttons for the different phases is just going to clutter. But honestly, what I am doing is already asking too much of what VRC can do

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lol

dark drift
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if youre asking 100 stages out of radial, yes. if its like 5 i still fail to see the issue

swift sentinel
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You're not going to select 99% or 1% on a radial. Snapping issue.

dark drift
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as i said even inbetween it would have some problems with 7bit precision

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so i think.. 50 states are doable? youd need to be some osu grandmaster to ever hit them tho.

covert rock
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but i could be wrong

swift sentinel
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Yep.

stiff glen
pallid abyss
simple elk
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could get the view point from the perspective of the (now-detached) head << add camera that turns on when is off/grabbed this grabs your viewpoint , enjoy nausia , cause fov is gonna be very strangeratl

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think mine need 110 fov but it felt waay smaller then that and adjusting is funky , cause mine sure werent anywhere near where it was in unity

pallid abyss
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gotcha, i'll have to look into how to add cameras; haven't learned that yet

simple elk
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recommend not making it only a toggle, cause your menu gonna go bye bye (last time i did this anyway , was just a toggle+gesture , if both werent true+gesture fist i think , back to normal it went)

dark drift
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how to do so, what does it render or is it just default like the worlds

twilit sedge
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In unity the physbone of the bell works normally, in game it works for other players normally aswell
however for myself it's stiff
other physbones work perfectly fine
anyone got an idea on why?

covert rock
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show the physbone component

twilit sedge
covert rock
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hmm

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are you testing with gesture manager?

twilit sedge
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yes

twilit sedge
covert rock
twilit sedge
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it's working just fine on other peoples end so idk either

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all other physbones work just fine on my client

covert rock
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and it doesn't work in a mirror clone either?

twilit sedge
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mirror clone?

twilit sedge
covert rock
twilit sedge
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doesn't work there either

twilit sedge
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that's what it looks like in the mirror

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and there doesn't seem to be a physbone shown in the overlay

covert rock
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very weird, it seems it's just being removed on local clients

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but gesture manager sets IsLocal to true, so it's not like there's some animation toggling it off locally

tawny ermine
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Question, am I not suppoed to import dyanmic bones anymore? because every time i do, the bones dont move when in play mode; i also get an error from the sdk...

stiff glen
dark drift
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@tawny ermine while dynamic bones technically should be supported, still, 99.99% of clients ingame will convert it to physbones anyway so you better to convert it in unity and see/adjust how it looks

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does unity 2022 supports whatever dynamic bones you have is another question, probly just need to update.

spare oriole
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I seen a public avatar have feet colliders that could interact with other peoples avatars. But everywhere I look and google people say its not possible

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how is it possible I cant figure it out

covert rock
spare oriole
ruby goblet
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For some reason my index finger has a little peace of mesh that moves when the other hand moves for some reason. I thought I was a just an accidently weight painted finger, but after going threw every finger in blender and extensive posing testing it wasn't an issue at all in blender but would start happening in unity?. Has anyone else had this issue?

primal echo
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Does anyone have some input that could help me with setting these Physbones for my hair correctly? These long pieces in front in particular - they sway with my movement, they look great... Until I tilt my head, and it's like the gravity settings aren't working. I've tried so many locations on the sliders for both gravity and gravity falloff and nothing is helping?

stone pivot
dark drift
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@stone pivot limits, plane collider

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angle (cone) limits would work great

stone pivot
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ty!

ruby goblet
# primal echo Does anyone have some input that could help me with setting these Physbones for ...

Id recommend reading up on what each setting does for you to get the desired phys bone movement ya looking for, this is what helped me at least lol https://creators.vrchat.com/avatars/avatar-dynamics/physbones/

PhysBones is a set of components that lets you add secondary motion to avatars, permitting you to add motion to things like hair, tails, ears, clothing, and more! Using these well will make your avatar seem more dynamic and real.

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heres the gravity setting in detail sorta lol

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Gravity - Amount of gravity applied to bones. Positive value pulls bones down, negative pulls upwards.
Gravity Falloff - Only available if Gravity is non-zero. It controls how much Gravity is removed while in the rest position. A value of 1.0 means that Gravity will not affect the bone while in rest position at all. This allows you to have the effects of gravity when the bone is rotated off the initial position without affecting the bone's rest state.

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One way to use the Gravity Falloff parameter is that if your hair is modeled as already being in the pose you want when standing up normally, you can use 1.0 gravity falloff. That way gravity won't affect you when you're just standing there, and your hair will rest in its modeled position. If your hair is modeled 45 degrees straight out and you want it to be affected by gravity enough to have a nice curve (but not completely straight out or completely straight down), the slider allows you to fiddle with it and use like 0.5-0.8 to only have a fraction of gravity at rest pose

simple lynx
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Does anyone know how to toggle physbones? Basically I've made my model have two tails and when they're toggled off, they hide within the model. The thing is that when they're toggled off, they still fly about with the physbones outside of the body. I want to know how I can make it that when there's no tail toggled on, the physbones also don't move. For example when people make it that a tongue can move outside the mouth but when it's inside the mouth it's not effected by physbones. I hope I make sense here! Any help would be much appreciated! x

keen sluice
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you can disable it with animation

simple lynx
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ohhh okay thank you XD

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Does that require that my tails are not attached to the main mesh?

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Cause they're all linked on the same gameobject

keen sluice
simple lynx
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oki thank you (sorry for the dumb question haha) x

fast linden
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hi everyone! i downloaded vrm1.0 for this, but most tutorials are for the previous versions. Im trying to figure out how to assign joints to spring bones!

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basically ive tried clicking and dragging the joints i want to use as spring bones but it doesnt accept it, im not really sure if joints need a certain scripts on them before adding them to the joint list here

keen sluice
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They are separate things

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If you are converting a 2019 project to vrm you need to use version .99 or something like that

fast linden
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i got it figured out, turns out theres a spring bone joint script i needed to add to the joints themselves first!

keen sluice
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Yes

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What are you using this for specifically anyway

fast linden
keen sluice
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What unity version

fast linden
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im just using this as a vtuber, so not vrchat specifically. its unity version 2021.3.3f1

keen sluice
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Vrchat doesnt use vrm

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But assuming vseeface

fast linden
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oh really? totally thought it did ๐Ÿค”

keen sluice
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Or something similar

keen sluice
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But as for vtuber programs

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And how vrms are set up

fast linden
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yeah im trying out Warudo or if thats too anoying to use in the long run then ill just re-rig the character and ill be using it in unreal

keen sluice
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Essentially

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You convert physbones and shaders to vrm springbones and vrm (SPECIFICALLY VRM) shader

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Click on the univrm or vrm tab at the top and export it as vrm

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Export to desktop or somewhere other than project folder

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Then create a new folder in unity and drag that vrm you just exported into that new folder

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Which gives you the full set up vrm

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Bring that into the scene and edit that new vrm file asset

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It puts all the vrm components you need

fast linden
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sorry backing up, so are spring bones NOT the same as jiggle bones?

keen sluice
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Whatever the vrm specific was called

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But

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#vtuber #tutorial
This tutorial is a basic walkthrough of how to turn a working vrchat character into a vrm format avatar for usage in a variety of apps

My intention was to create a careful step by step walkthrough all in one take that is super easy to follow. It does not explore every single aspect of the VRM format or of avatars in unity but...

โ–ถ Play video
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Good tutorial to walk you through the process

fast linden
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ah i looked at this, this is for a different VRM version unfortunately

keen sluice
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Although eventually you can also look at the new vseeface file format that allows custom shaders and animations

fast linden
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i have everything else setup, it was just simply the jiggle bones/ spring bones i was having issues with

keen sluice
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Every version of vrm not vrm 10 is basically the same

fast linden
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but thank you for sharing! i have a different tutorial i was following but theyre basically the same

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the spring bone script in specific was different menus/setups from the previous version but i got it sorted ๐Ÿ‘

keen sluice
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Will tell ypu of you arent slready doing this but you need to use vrm not vrm10

fast linden
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yeah halfway though setting things up i figured id probably have to redo it but i dont really mind

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just sort of figuring out things for now haha

abstract ore
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Hey, is it possible to control where the end of a physbone chain is positioned with constraints? like with a tube or rope

dark drift
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@abstract ore nope, it would just drag the final (constrained) component ignoring physbones settings ie stretching

abstract ore
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I see, do you think there's anyway to achieve some that kind of effect with other tools or techniques?

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I've heard final IK works with VRC

dark drift
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perhaps spring joint

abstract ore
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hmmm

dark drift
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final ik works with vrc, no idea if its capable of this

night elbow
marble canopy
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Hey all, I've got a bit of a weird question for y'all.
If I wanted to play an animation for a specific user, is that possible?

Say, i stab someone with a knife, I want that person (and only that person) to see an animation play.
It's a pretty simple anim so Essentially I just need the person who's body is touching the contact reciever on the blade to trigger a bool and nobody else.

I'm pretty sure this is doable, but I'm not sure of the exact method, anyone know how?

wise meteor
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is there a plug in for adding face gestures to hand gestures?

dark drift
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@marble canopy nope its not. maybe with particle driver but itd be some jank

covert rock
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not sure how easy this hai vr combo gesture thing is to use, but vrcfury gestures are super easy to use

fair sundial
marble canopy
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I figured it would be possible to trigger for the person touching the contact via some trickery with islocal

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But i guess not

fair sundial
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unless their avatar had a specific parameter on a contact sender

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but otherwise yeah probably not

marble canopy
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damn,

oak sphinx
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so, a Dynamic Bone had something called exclusions, where I select which stuff are not gonna interact with it right?

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I dont see that option for the phys bones

dark drift
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@oak sphinx it has ignore transforms, list of bones (and its children) to not be affected even while being under physbone hierarchy

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otherwise you can only allow interaction for you/others for interaction between players (hands) and all added colliders needs to be added manually

thorn moat
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Greetings :>

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I could use some help with making a grabbable brush for my makeup minigame

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I tried doing an infinite stretch physbone but I wasn't able to figure out how to make the prop bone grabbable

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I'm trying the Grabbable-Prop prefab from ThatFatKidsMom but it's pretty heavy and complex for my needs

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I just need rotation

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Not world position

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If anyone has advice it would be appreciated

ruby goblet
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Anyone know what might be causing the blend shape to not work in unity?. The blend shape works fine in blender, but after putting it into unity it just stops workinghecc

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nvm lol, just decided to just redo the shape key, don't know why I'd try fixing it since it just takes longer lol

ruby goblet
# thorn moat https://cdn.discordapp.com/attachments/360229071109619712/1197891597468176394/im...

Can try doing what on of the fallback avi's do for grabbing and using a mesh, make a set of bones that extrude from where the object is originally placed ( so away from the object ) then loop back after maybe two bones by adding another three or four on the loop back to the object, then set the last bone that you just made to be weight painted to the object and in unity make all the bones you just created phys bones and add max stretch

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will allow you to grab and move around the object in vrc but obviously in the rang of how long of a loop of bone's you create since it's relying on phys bone stretch to work

wise meteor
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can someone help me do gestures with vrcfury?

finite plume
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Anyone good with Skirt phybones with colliders?

stiff glen
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I'm not sure anyone is, that's a pain in the neck to get even sorta okay ๐Ÿ™‚

finite plume
stiff glen
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other than physbones 1.0 vs. 1.1, I don't think so

covert rock
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Skirts are horrible

finite plume
sacred kite
finite plume
covert rock
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I wonder how a horizontal capsule collider constrained to both legs would work for skirt physics

dark drift
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not great. @simple elk pls provide them the constraint setup video

covert rock
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Or maybe just constraining the skirt bones to either leg directly

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With a low weight on the opposite leg

floral linden
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constraining skirt bones to legs would be the way to go

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the horizontal capsule collider mostly works to avoid clipping through the hip area which you could accomplish better using angle limiters

stiff glen
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(or constrain, yeah)

floral linden
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parenting bones directly to legs would only work if the skirt actually sits that low

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anything above this line would break

fair sundial
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I use an aim constraint with the target being the lower leg to get the skirt bones to follow the knee

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works pretty well

floral linden
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that's a pretty good idea, yeah

stiff glen
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ooh that is definitely an interesting idea

dusky heath
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Help

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I'm applying dynamic bones (tried Simulated bones and ezbones too) on objects, and once I start the game, dynamic bones script is disabled

mellow hawk
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Why not just use physbone?

dusky heath
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I tried that too, it got disabled right after starting the hame

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I thought maybe there's conflict, so I deleted all of them from the assets and tried physbone, still got disabled on start

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They work perfectly fine when I manually enable them in unity after starting the game, my only problem is that they're disabled on start for some reason

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Oops I'm in the avatar section, I'll try the world channels

ruby hemlock
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is it possible to make a toggle that enables and disables phys bones

stiff glen
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yes, put them on an empty game object and disable that ๐Ÿ™‚

fair sundial
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yeah! youd just make an animation and disable the phys bone component itself

mellow hawk
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With PB 1.1 you even have a check box for disable resets them.

late crest
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how would i go on about to make an avatar that has a on/off toggle for an object with dynamic bone

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context:

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i also have VRChat Toggle Assistant

ruby goblet
late crest
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wait- can u do that w a gesture?

ruby goblet
ruby goblet
late crest
ruby goblet
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what you can do is make the toggle for the phys bone to be on and off, and then set the transition to whatever gesture you want it to be toggled with, so if you want it to be on the right fist, you set it up like this

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would also have to be an int parameter

late crest
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hmm i see

ruby goblet
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and if you have a chain of physbones and you want it to have like a cool on and off animation as if it's getting solid from ya arm to the blade instead of just the whole thing becoming hard at once, "Ay yooo" anyways, you could just make a toggle for each phys bone turn on one by one in order on just one animator along side with the gesture toggle, and to make it work in the fx layer, set one state to have the speed of 1, and the other to -1

late crest
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but what do u mean by "a cool on and off animation as if it's getting solid from ya arm to the blade instead of just the whole thing becoming hard at once"

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u mean like this?:

ruby goblet
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down side is you'd need to make each bone it's own separate phys bone, but meh, as long as you don't intend to have alot of phys bone's on ya avi it should be fine

late crest
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the axe has 5 phys bones

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however

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the tendrils...

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has 33

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but yea nah

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i just want like

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only the axe to have a hard/floppy toggle

#

tendrils r gonna be floppy all the time

#

ty btw lol

ruby goblet
#

would use up a lot of phys bone component's witch would be the only down side tho

late crest
#

well does it really matter since im basically using 33 dynamic bones per tendrils?

#

or is physbones something else-

#

hol on imma just see a vid ab it rq

late crest
#

i have no idea how to see how my physbones are... pressing play just puts me in the pov of the camera and i cant do anything

sullen ledge
late crest
#

Do I need to check "is animated" if I'm going to do an on/off toggle w the same object

dark drift
#

you need is animated if you use some animation on your bones that are also affected by physbone component (tail wiggle etc)

late crest
dark drift
#

@late crest no its not, it only if you animate the transforms (position rotation scale) of affected bones.

late crest
#

i also dont know why, but the modifications of my physbones wont save...

stiff glen
#

Make sure you don't make changes in play mode.

late crest
stiff glen
#

you can, just copy them (in the ... menu at the top right) and go out of play mode and you can paste the values

late crest
#

idk why, but whenever my avi is in this position, the bone of his mouth keeps opening, idk if its supposed to happen, but his default pose has his mouth closed...

late crest
#

nvm i figured it out

zinc skiff
#

Does anyone know if it's possible to set up physbones with two points of connection? I'm hoping to make something like this cable going from the avatars back to it's forearm.

austere ridge
#

Anyone been having a issue with physbones where the areas weighted to the physbone vanish sometimes in game if touched in a certain why

turbid ice
#

How would I go about a setup to swap an object freely between hands? Looking to get a springjoint to swap hands but I can't find a setup in the fx layer that has the swap animation stick nevermind, found a guide!

mortal ginkgo
# zinc skiff Does anyone know if it's possible to set up physbones with two points of connect...

You can set up a "Stay inside" collider for the final bone in the chain. So at all points it will stay inside of the arm. how ever this will not always look the best so it's generally a good idea to do this in the middle of the chain instead of at the end, so each side would have half the chain, and a stay inside collider for the last bit of each side chain. It still wont look perfect but it will get the job done.

covert rock
#

You could also add a contact sender and receiver to make sure the final bone is actually inside the physbone, and if not, reset it

mortal ginkgo
#

Very true

#

Anyways I'm looking for help myself, I'm trying to find a good asset or tutorial to achieve a proper pendulum effect, when momentum is moderately accurately achieved. A simple example would be using small movements of the hand to sway a medallion like a hypnotist would. and a much more extreme example would be what the end goal actually would be. and that's making a fire poi asset. reference here: https://www.youtube.com/clip/UgkxKReSJwESV2Ej8EUnVXHjZ1WCknqbjqz0

YouTube

43 seconds ยท Clipped by Tinkerer_Red ยท Original video "Poi Plane Control (Beginner Poi Spinning tutorial)" by DrexFactor Poi

โ–ถ Play video
mortal ginkgo
#

As a note, i'd like to do the extreme example above, but my friend asked for something like this on their avatar, but the physics dont continue the momentum (which you can see near the end of the video) so isnt satisfied with it.
https://booth.pm/en/items/2531065

fair sundial
#

If you want a consistent swing, you can always animate the bone

#

or maybe a springjoint??

#

shrug

#

springjoints have good momentum

#

They are pc only though

mortal ginkgo
#

Thats fine by me, I'm currently attempt to make use of the build in unity joints, how ever being able to get a reasonable momentum is truly something else... lol

#

But no a pre animated swing wouldnt be what im looking for

mortal ginkgo
#

I've come up with a fairly good idea to achieve the desired results though i dont know how exactly to execute it. I would like to have a rigidbody sphere stay within another sphere, so that all of the momentum is relatively accurate to what one would expect in the real world. How ever the outer sphere needs to be a stay inside collider, which the only one is VRC's phys bone collider, and making use of phys bones causes more problems then it solves.

torn tendon
#

Does anyone have an example on how to use grounderik to use as a contact sender to detect if a receiver touches ground or not?

copper estuary
#

Can you do grabbable props when the prop is already tied to a bone? (Example i have a cigarette prop tie to a bone can i make it grabbable still?) I hope that makes sense ^^"

mellow hawk
#

I mean, yeah. Mesh is always tied to a bone. All bones are one or more transforms with weight data.

Something like physbones just change how those transforms follow each other.

calm jacinth
#

is thhere any voice chasnnles in here

keen sluice
twin bear
#

Does anyone have any kind of tutorial video for adding physbones? I made a model, but I can't get the Phsybones working or moving.

twin bear
#

Can you tell me how? My model has bones, I just can't figure out physbones or how to get them to move.

simple elk
#

2 messages from him both are suss (first one is like every scammer in this discord) , you dont make physbones, attach it to a bone you want to be able to move go into play mode move your avatar around it should flop (if its more then one bone otherwise add endpoint)

twin bear
#

I tried that, it didn't move though.

covert rock
supple garden
#

quick very specific question: if you disable a physbone component, does it have a positive performance impact if you also disable it's corresponding colliders?

rich trout
#

On that note, is there any kind of rough guide out there for velocity? In particular, the velocity tag on a contact receiver.
There's always trial and error, but I'd rather take the guesswork out, especially with how goddamn slow Unity '22 is.

shell jay
#

so with contact receivers is there a way so that i can make it so that only the person who comes into contact with it sees the effect
so like say if i added a button that toggled a texture can i make it so that only the person [not the person wearing the avi] who pressed it to see it

shell jay
keen sluice
#

Not sure entirely myself but its done with a local sync

shell jay
#

yeah but idk how id get the local sync to only work for the person who activated it

#

since non local is everyone but the avis user
local is only the avis user

simple elk
#

not seeing a way to do this, will always see things on your own av change - whenever someone trigger something others will also see it - you can get random results with a random driver but still will trigger for others currently there (without an annoying contact/reciver thats only on THAT avatar, not user)

shell jay
bitter kelp
bitter kelp
#

i figured it out

you have to add a second bone, in the video i only had 1 bone for the magazine and the endpoint position was a decimal

what ur supposed to do is have 2 bones with the same vertex weights, then you don't have to type anything into endpoint position and everything else works (not sure why but ok) , basically 2 bones both weight painted to the magazine and the last one is tiny

unreal moss
#

no matter what i do to the values, it either responds to gravity but is far too snappy like this, or it just floats

keen sluice
#

Also the smaller the bones the more hectic it is

dusky crest
#

is there any way I can prevent a physbone from being able to roll?

#

squishing a bone against a collider is causing it to roll 180deg upside down

stiff glen
#

Yeah, you can limit its movement, look at the limits section

#

Try "angle" or "polar"

dusky crest
#

that doesnt constrain roll though. I ended up adding an extra endpoint and telling it to point with gravity, which seems to at least always make it point towards world z, though it would better if it were local z

keen sluice
#

in order to do squishing you need to animate it

keen sluice
late crest
#

MAN idk why this is happening. As soon as i put the wings on my model, it completely shifts the parent bone's position...

keen sluice
#

its not actually moving the bone

#

unity does a whole weird center of mass thing

late crest
#

so unfixable...

keen sluice
#

theres nothing broken

#

rotate it from the transform component instead

late crest
#

i

keen sluice
late crest
#

went on vrchat with this avi

#

its doing the same thing as shown

keen sluice
#

your rig is a bit odd tbh

#

why is a lot of it just named "spine"

late crest
#

neck and head are spine 4 and 5

#

also i think i found the problem....

#

i forgot to adjust the view

long sparrow
#

yo, is there a way to detect when avatar is airborne with contacts? im making a flying avatar with the flight platform method and I want to activate flight only when i jump or fall

long sparrow
keen sluice
long sparrow
#

Doesn't work, unfortunately. vrchat considers the avatar local object i use as an invisible flight platform as the ground also, it seems

long sparrow
#

after some tinkering, ive managed to make 'grounded' work as a secondary criteria for start flight! thanks for the advice!

stiff glen
#

oh nice

onyx vapor
#

Is there some way to cause all physbones that are currently posed (not grabbed) to reset their pose (as if the wearer clicked the reset pose button), controlled in an animation controller?

ancient sphinx
#

yo does anyone know if its possible to make it so when a contact reciever is touched, it toggles a parameter on and off even while not constantly touching?

#

like
someone presses a button and a sign pops up till the parameter is manually toggled off?

onyx vapor
#

So if contact_touch = 1 and AvatarBool = 0 -> Parameter Driver sets AvatarBool = 1. And then set up the opposite logic to turn AvatarBool off if the contact is touched again

shell lotus
#

whave avatars

#

what have avatars

sacred kite
halcyon vault
#

I'll do you one better, why have avatars

stiff glen
snow spoke
#

Hi. I'm trying to find tutorials for grabbable props on avi (that others can grab) but can't find any (or i'm searching wrongly). I rigged a cup to add to my avi but it only wiggles when people try to grab it.

#

I'm assuming it's the stretching that does it but I'm not sure what I did wrong.

#

Ok i think it's working now. I have to rig it differently.

proud hull
gritty turret
#

Or be a furry.

#

Donโ€™t worry, an anime girl with cat ears and a tail is only the beginning.

covert rock
terse drum
#

is there a way to set "pull" beyond 1?

keen sluice
terse drum
#

i want faster snapping

#

or is it spring? vrchats phbl bones are confusing me hard

keen sluice
#

pull just tries to return it to the original state
spring gives it the momentum

terse drum
keen sluice
torn tendon
#

can somebody help me with dynamic bones / physbones..??? I dont even know where to start

torn tendon
stiff glen
torn tendon
#

OHH okay tysm that worked๐Ÿ˜ญ ๐Ÿ™๐Ÿป Im new to this and I didnt know that it didnt save in play mode

lavish chasm
formal ravine
#

Anyone have a good tutorial for setting up bones for an avatar?

terse drum
#

i mam yet again to consult with the gods

#

when you have different physbone colliders srt up between the quest and pc avatar, can the quest side colliders mess with physbones present on pc side? and if so, why?

covert rock
terse drum
#

ok, good to know, i mustve screwed something else up on my end then

covert rock
#

so if the same collider is also on the pc avatar, it will mess with physbones on it

terse drum
#

ok so i have another question. when you do custom collider curves like this. are the colliders actually supposed to be interacting with themselves?

#

i have an avatar that came with a really long and dynamic tail and its doing like the default gmod ragdolling by default

#

currently attempting to use the limit angle at 2 degrees in hopes it behaves better

covert rock
terse drum
#

omg i had 2 physbone components...

#

thank yall

terse drum
#

ok so.... im not sure what im doing wrong lol, so i removed all tail physbones but the tail is still acting up

#

like idk where the extra physbones are coming

#

how do you reference search vrcphysbones? its just that phrase, right?

covert rock
#

yep vrcphysbone in the hierarchy search

terse drum
#

well.... there was 4 physbones referencing the same tail lol. and they all do the same frantic jiggle motion even if one is enabled. at soon as i deleted them all, the tail stopped moving lol.... aw no idk what went wrong but ig thats for another day

obtuse lagoon
#

do you guys know if its possible to put dynamic bones in a dress in vrchat?
I want to make a vrchat avatar with a dress like this, however if itโ€™s static itโ€™s not worth making
https://youtu.be/8lpjO_W24rc

ะžั„ะธั†ะธะฐะปัŒะฝั‹ะน ะบะปะธะฟ ะณั€ัƒะฟะฟั‹ ะžั‚ะฐะฒะฐ ะ ะฝะฐ ะฟะตัะฝัŽ "ะะต ะปะตั‚ะฐะน-ะบะฐ, ัะพะปะพะฒะตะน" ั ะฐะปัŒะฑะพะผะฐ "ะŸั€ะฐะฒะธะปัŒะฝะพ ะธ ะฒะฝัั‚ะฝะพ".
ะกะฝัั‚ะพ ะฒ ะกะฐะฝะบั‚-ะŸะตั‚ะตั€ะฑัƒั€ะณะต ะปะตั‚ะพะผ 2021 ะธ 2022 ะณ.ะณ.
ะ’ ััŠั‘ะผะบะฐั… ะฟั€ะธะฝัะปะธ ัƒั‡ะฐัั‚ะธะต

  • ะคะพะปัŒะบะปะพั€ะฝั‹ะน ะฐะฝัะฐะผะฑะปัŒ "ะ’ะฐัะธะปะธัะฐ" https://vk.com/club7918445
  • ะŸะปััˆัƒั‚ ะฃะปัŒัะฝะฐ "ะฃะปะฐ" ะšะฐั€ะปะพะฒะฐ https://vk.com/ulianakarlova ะธ ะะฝั‚ะพะฝ ะ‘ะตะทะปัƒั†ะบะธะน https://vk.com/antoniobezluckiy
  • ะ‘ะฐั€ะฑ...
โ–ถ Play video
chilly magnet
#

what is the difference between "parameter" and "parameter rotation" in a Radial Puppet control?

floral linden
#

Parameter activates a parameter when you open the radial puppet and only when you open it, parameter rotation is what you actually control by sliding the radial puppet

chilly magnet
#

ahhh, makes sense, thanks!

severe basin
#

hello! I'm trying to figure out how particle systems work with avatars (this might be the wrong channel, I'm not sure) ; I have a particle system that plays a burst of feather particles when I toggle on a set of wings, and I only want it to play a single time when that toggle is enabled. Is there some way to do this with the animator or is scripting required?

sacred kite
dark drift
#

@severe basin you cannot script on the avatars. its always animator only. animate emission property

severe basin
dark drift
severe basin
#

gotcha, okay

#

thank you, I'll see what I can do with this

covert rock
harsh storm
#

:0

blazing quiver
#

Does anyone know in particular if contact senders/receivers have a capped size, or if that's just visual in the SDK?

#

I'd made a system for an avatar I'm making that relies on a large contact receiver, but the visible size in the Unity scene is capped at a radius of 3, though the value allows me to set it higher, and I wanted to actually make sure whether or not that's a bug or intended, and that it doesn't become any larger than that.

dark drift
#

@blazing quiver i think it was 5m in diameter? its capped intentionaly. there was bug that negative values were uncapped and kinda worked tho, but it probably fixed

blazing quiver
#

That throws a wrench in what I was planning if so, oh well

#

all it really was is a gimmick of putting a low-pass filter on audio the further away you get from it

dark drift
#

you cannot do audio filters on avatar anyway๐Ÿคทโ€โ™‚๏ธ

#

unless youre talking external software

#

but then itd be global

keen sluice
#

or multiple versions of the same audio

brazen laurel
#

If a contact is set to local only will it still impact the avatar rating ?

covert rock
covert rock
#

it's dumb but it just counts raw component count

#

sucks if you want to use things like haptic vests, especially as contacts are really cheap

brazen laurel
# covert rock yes

I use contacts for Haptic purpuses. There is no need to have anything rendered on the Remote Players side, i don't get why this would impact the ratings

covert rock
#

yeah i don't understand it either

brazen laurel
#

Only my game needs to know that a hand is close to the contact

#

dum dum rating system

covert rock
#

yup

#

really discourages you from actually optimizing your avatar if dumb things like this will then tank your perf rank xD

brazen laurel
#

I could have an excellent avatar and make it red just by adding haptic support on it

covert rock
#

when it would have zero impact on performance for others

#

and next to zero for you

brazen laurel
#

Also i have a game object toggle for enabling / disabling my contacts, does that need to be a synced parameter ? from what i think it will toggle on my side but not the others but since only my game is deciding if contacts are working for haptic i shouldn't need to make it synced ?

covert rock
#

nah, no need to sync that

brazen laurel
#

Also what is the difference between using Local Only Filtering and Self only or others ?

covert rock
#

local only means the contact is only rendered for the local avatar wearer

#

and allow self only allows you to interact with it

#

but it will still be rendered by remote clients

brazen laurel
#

But it will still impact rating

#

what's the point then

covert rock
#

there are some uses

brazen laurel
#

urgh

#

Thank you @covert rock

next pond
#

Is there any way to animate the length of a physbone (for its radius)? I'm just getting back in VRChat, trying to update my stuff to the new system.
My avatar has hair where the length can be changed with radial menu. But that obviously wont change the size of the bone moving the hair because it's a blendshape, which is fine. When the hair is short though, you can still move it by grabbing/touching where the long hair would have been. Is the physbone's radius locked to the length of the bone? Is there any workaround option I could take?

covert rock
#

You canโ€™t animate physbone properties without disabling and re-enabling it after

#

Canโ€™t you just scale the hair bones directly?

next pond
#

That would scale the hair itself as well, which causes weird scaling issues, something that uses a blendshape allows me to fix manually.
Unfortunate

dark drift
#

try two sets of physbones one working at a time?

next pond
#

Yeah, that's an option I suppose. Wouldn't be perfect, if you choose a medium hair length, for instance, but better.

covert rock
#

you just have to toggle it off and back on when changing the size

dark drift
#

oh true, you can adjust curve for colllider size. i was thinking more about editing ignore transforms and you cant animate them

next pond
#

The curve for the hitbox of the physbone can't be shorter than the bone though, right?

dark drift
#

yes but if you have multiple bones you can remove last ones

#

well not remove but make them uninteractable

#

by settung radius to 0 via curve

next pond
#

Hmm, fair. I'll look into it

finite roost
#

I'm taking the _Angle from a physbone rotation and it gives me between 0 and 0.5 due to the angle limitation I have set up.
Now my question is, can I also output this float as a 0 - 1? Either directly by modifying settings from the physbone component, or through some kind of parameter driver?
What I need is:
physbone_Angle 0 to be otherFloat 0
physbone_Angle 0.25 to be otherFloat 0.5
physbone_Angle 0.5 (which is max at the moment) to be otherFloat 1
and everything in between, acting both like regular floats and not with jumps

dark drift
#

ye avatar param driver remap

#

tho wait, idk if it will work continuous๐Ÿคทโ€โ™‚๏ธ

pure mountain
#

Is it feasible to have each group of hair tufts be separately dynamic (12) + chest + butt + ears = 18 dynamics

finite roost
#

someone suggested the maths module, which makes a lot of sense
But I'm also being told that physbone angle should be 0 - 1 based off it's max set angle?
I've never had this result and max angle always seems to be a 0.X for me

dark drift
#

@pure mountain on pc it wont make it a crasher, just why

covert rock
pure mountain
#

I can lower it to as little as 6 but I want tail dynamics so 7

covert rock
finite roost
#

I can't increase the angle I'm using, so how could I convert the results I'm getting into a 0-1 float?

dark drift
#

@pure mountain according to justsleightly having many separate components versus one with same amount of affected transforms is extra 33% worst case

#

so i dont think its a big problem. physbones well optimised overall

pure mountain
#

Ive never messed with these but im assuming ill have to mess with weightpaints and add separate bones just for them ? On the rig

#

Or is the bonings done in-engine

dark drift
#

all manual

pure mountain
#

On the .blend?

dark drift
#

well, in bledner.

pure mountain
#

Ok ok ok good thanks

dark drift
#

rigging itself i mean. physbone component added in unity ofc

severe basin
#

so I've got this particle system on my avatar's chest bone and I want it to enable whenever a toggle is turned on, and play once and then never again unless the toggle is turned on

#

I can get it to play once, but only when the avatar is loaded, and then it never plays again and I have no idea how to achieve the effect I'm looking for

#

the animation clip menu doesn't seem to have an obvious way to start or stop a particle system, and I've been told you can't use scripting on avatars - how do I do this?

#

oop, this is probably the wrong channel - I'll repost in the help channel, sorry

stiff glen
# severe basin the animation clip menu doesn't seem to have an obvious way to start or stop a p...

What I'd do is put a keyframe in the animation which enables the particle system to disable it at some point when it's "probably" done. You can't really trigger an event when the particle system ends, though you can use Stop Action in the particle system set to Disable to turn off the game object it's on. But you'd probably have to be working with a WriteDefaults = off situation for that to work right... easier to just have an animation that's "long enough".

severe basin
#

I did end up figuring it out, I had to just put the particle system onto an empty object in the chest's hierarchy and then enable/disable the empty with the animation clip

#

thank you though

stiff glen
#

yep, that'll do it, glad you solved it ๐Ÿ™‚

terse drum
#

so does anyone have like a graph for dynamic bones to vrc dynbones?

stiff glen
terse drum
sullen ledge
#

you shouldn't since it's converted in game anyway by default

#

it's not going to match precisely, the conversion math isn't 1:1 perfect. It was just for the transition period

stiff glen
#

buy it and just upload the avatar with it, the game will convert it to physbones. Might not be ideal and you probably shouldn't really, but you can kinda

terse drum
#

ok but like, ive been battling this one tail. right? and if i use dynamic bones, it behaves, but even if i use nothing, they go monkey mode on me

stiff glen
#

probably I'd just use physbones and do it from scratch - most Dynamic Bones tails move WAY too much.

terse drum
stiff glen
#

well what's wrong with it? too floppy? too stiff?

pure mountain
#

Would the bones intended for dynamics being highlighted green in the humanoid setup be an issue?

#

They arent supposed to be connected, in fact the bones are separate in blender, just connected by relation

#

The tail works as intended, aswell as the ears, as they dont have this issue, though I don't know what to do about these being connected

#

I know you can't dynamically affect things that are connected to the "Humanoid" setup, but these bones aren't / shouldn't be

stiff glen
#

the vrchat rig setup and IK will just ignore those

pure mountain
#

Anyway to forcefully separate them from the humanoid rig without adding filler bones?

stiff glen
#

I mean, they'll move along with the parent though, so that might not be desired

#

In Blender, sure ๐Ÿ™‚

pure mountain
#

Oh just remove the parent relation?

#

They ought to move along with the parent though, the tail has the same setup aswell as the ears yet they don't have this issu

stiff glen
#

really depends what your ultimate goal is.

pure mountain
#

need 2 animate the tufts of hair ideally

stiff glen
#

.. and how they're painted and connected and such. Likely you want them to move with the parent

#

but possibly they'd move better with constraints to make them move as a blend between two others, you'd have to see what they actually do I guess

pure mountain
#

I'll try shoving an empty in there, then maybe the humanoid wont pick it up

#

Or maybe i can just set up my own thing might work I'll try them and see if it gets me anywhere

pure mountain
#

As you can see those bones are all connected to the Chest, but only by relation.

terse drum
#

sorry, im not a vrchat creator by heart, i do normie-unity stuff so like... maybe im literally using the physbones wrong

pure mountain
stiff glen
frigid tinsel
#

It seems with the new SDK for some reason just breaks dynamics entirely. Then it just errors out in play mode.

sullen ledge
#

for that, just disable "error pause" in the console

fair sundial
#

helpful

sacred kite
#

I never thought of it that way

severe kite
#

I have a physbone with one segment in it (bone => bone_end). Using either integration type, I set all values to zero except for gravity, but nothing happens. I can drag the avatar around in Unity and the bone will react to momentum, but that's all it does. Gravity says it will pull bones down when >0, and it is very clearly not doing this even when set to 1. It just stays put.

Is this a bug, or a mistake in documentation?

#

Looks like a bug, pull has to be greater than about 0.01 for it to work. Pull says it tries to return it to the rest position, which isn't what I want, but I guess that's how I fix this

#

Unless "Rest position" doesn't mean the original transform and instead means the current rest position as controlled by physics, which makes some amount of sense

#

Yeah that seems more sensible

boreal walrus
#

Apologies for pinging if you don't want me to, just ask and I'll leave you alone!
I'm looking to setup some particle systems. I've noticed that you make particle systems and I have a simple enough question. What is the best way to test particles that require motion? @tardy perch

#

I would DM and ask, but I feel like it'd be better to have information here for others who'd like to know as well in the rare case.

tardy perch
#

If you mean motion like player walking or running I'd recommend uploading the avatar. If you just wanna see how it looks if you move a bit. You could just go into play mode and wiggle your avatar a little back and forth

tardy perch
boreal walrus
#

I need to figure out is how to setup many sound emitters. In Unity dev I would just make an array with sound paths and swap during runtime, any ideas on how to do something similar with the Contacts they're?

boreal walrus
glossy finch
#

why is the SDK lying to me?

#

and blocking my upload like an idiot

sullen ledge
# glossy finch

day late, but validation errors are from things added during the build process. Mainly VRCFury or Modular Avatar can be the culprit here

glossy finch
#

yeah ive never liked vrcfury, but unfortunately have to have it

#

unfortunately the people writing the vrchat sdk aren't very clever, so there's no way of knowing what got added

sullen ledge
#

what're you adding through VRCFury?

simple elk
#

thats vrcfury for you, av good in unity - very poor after in vrchat (certain one ratlthat add alot of contacts ) not sdk fault

glossy finch
#

any avatar that has any amount of lights in it is automatically very poor

simple elk
#

you can test this in playmode to see how many it actually adds

glossy finch
#

which is why avatar ratings are a joke and are ignored by everyone

sullen ledge
#

VRChat should definitely differentiate light types, that is true. They've been procrastinating that for a while

glossy finch
#

anything not a quest avatar is very poor

#

ratings aren't useful to anyone

#

test this in playmode

#

this seems like an interesting idea

glossy finch
#

tried it, same components

#

Contact Component Count: 50 (Maximum: 16, Recommended: 2) - This avatar has too many VRCContact components. All VRCContact components will be removed at runtime.
i wonder if the idiot that wrote this error message was the same idiot that decided to block the avatar build completely, or if those were 2 separate operations by 2 separate idiots

sullen ledge
#

what file are you searching through? I'm assuming this is the editor.log file and you using VRCFury's "List all components" feature. Make sure this setting is enabled in VRCFury (If your menu format doesn't look like this, update VRCFury through VCC), then search t:VRCContactReciever then t:VRCContactSender when in play mode

glossy finch
#

yep, that helped

#

i had it turned off because i wanted to minimize the impact of vrcfury screwing around with my stuff

covert rock
#

its like taking a drill to your wall then complaining that the drill made holes in it

ruby goblet
#

anyone know how to fix bounding box not showing up?, I'm trying to edit the bounding box on the avi but every single piece of mesh for some reason doesn't seem to have a bounding box?. I even tried recentering the bounding box to 0 but that didn't do anything

stiff glen
#

turn on gizmos?

#

(little planet-looking thing in the upper right of the Scene view)

ruby goblet
#

gizmos are on

#

I imported a new version of the fbx since I wanted to change some thing's, and the new fbx just doesn't have and bounding boxes but the old one I can still see and edit fine

stiff glen
#

weird

late crest
#

Anyone know how the fuck can I make a particle system like that

stiff glen
#

there's a lot of animated stuff there

late crest
#

sure is, i know how to dissolve the arm

#

idk how to have the polygons appear like that lol...

stiff glen
#

Yeah that'll be tricky to do

stiff glen
#

yeah, I'm sure you'd be using mesh particles but scaling them up is going to be the fun part

late crest
stiff glen
#

well you can scale a particle over time, with a curve even, but that just seems really fiddly to do

late crest
#

although i COULD use a simple cube mesh, stretch it, rotate it, and yoink sploink it in an animation in unity

stiff glen
#

yep

late crest
#

but unity doesnt work like blender, so making the cube effects around the arm look symetrical will be a nightmare

keen sluice
#

Not really

late crest
#

how so?

#

there isnt a symetrize tool that exists, at least to my knowledge..

keen sluice
#

assuming you wont do any more special rotation besides 1 axis to do the visual the other axis would be easy to mirror as then itd just be the negative value of the other

late crest
keen sluice
#

use the transform in the inspector tab

#

thatll do the local rotation so you can easily just set the objects as the negative value

late crest
#

but wont it be exhausting?

keen sluice
#

not really

late crest
#

i mean im the guy who prefers to rotate things manually

keen sluice
#

youd just have all the cubes you need

late crest
#

but doing it localy could save me some slack...

keen sluice
#

then while all of them are selected

#

change the rotation in the transform component

#

which applies it to all of them

late crest
#

all of them selected??

#

i know what u mean

#

but am i not trying to make them come out from different sides??

keen sluice
#

that you just do separately since the position and rotation can be animated separately

late crest
#

alr alr ill do the animation now

#

goofiest animation tbh lol

#

i wish i could make it stationary somehow without parenting the cubes to the arm

#

but

#

idk how to do that without making it wonky

#

eh doesnt matter

#

wait

#

is there not a way i can copy the rotation data of an object to the other?

#

i know ctrl c ctrl v exists but isnt there another way?

keen sluice
#

right click copy
right click paste

late crest
#

ye but that would copy all the other rotations, to the ones that had different initial rotation-

#

damn

#

ah doesnt matter...

#

ill be back in a couple hours lol

late crest
#

should i make the cubes at the beginning asymmetrical?

#

or would it look better if they all moved and were scaled the same?

keen sluice
#

all the same then after rotate them to make the ring

late crest
#

its looking pretty good so far

#

however, copying the transform data over and over and modifying it is taking way too long

#

is there a way i can copy an object while saving its key frames

#

so i can just modify the transforms of the objects already done?

late crest
#

holy fuck im "done" the animation finally

late crest
stiff glen
#

oh wow that looks great

late crest
stiff glen
#

I honestly didn't expect you to get this close so fast

late crest
stiff glen
#

oh I know

late crest
#

and im still not quite done yet..

stiff glen
#

can't wait ๐Ÿ™‚

#

seriously, this is cool

late crest
#

thanks!

late crest
#

i added particles

covert rock
late crest
late crest
# late crest

also i got a question: what should i be worrying about when doing an animation like this?

stiff glen
#

using too much of everyone else's VRAM ๐Ÿ™‚

late crest
#

how would i avoid that lol

stiff glen
#

don't make a billion mesh particles with large textures on them

late crest
#

is it just mesh, or the amount of transform keyframes too

stiff glen
#

yes

#

๐Ÿ™‚

late crest
#

damn

stiff glen
#

basically you're making someone else's computer work harder. don't overdo it and it's probably fine for an occasional toy

late crest
#

tbh im just making this avatar to flex lol

stiff glen
#

you might consider going WAY overboard then ๐Ÿ™‚

late crest
#

no way is it gonna be for oculus, you can forget completely optimization

stiff glen
#

and then just be careful when you show it off

late crest
#

i see

noble pollen
#

is there any way to make so that activating the fly in the go loco menu activates the wing flapping animation of the bts wings prefab? i already have go logo and the animation for the wings

covert rock
#

find out which parameter is being used when fly is active and use that to activate the wing flap animation

summer swan
#

is there a way to have an avatar with the whole body having physbones and still being able to control the arms and head?

pearl ingot
#

What's the easiest way to get eye look direction within a controller

keen sluice
summer swan
keen sluice
#

not entirely because then one armature is just tposing while the other isnt

summer swan
#

so how would i create a second set of the bones?

keen sluice
#

you would need to constrain it so it can also follow your humanoid armature

#

while still being affected by physbones

ruby goblet
#

is there a way to fix chairs' on an avi's so it doesn't make the recipient pose in the sitting animation from the avi's hip height but not from where the chair is located?

summer swan
keen sluice
#

constraints

noble pollen
covert rock
chilly magnet
#

I've got a phys bone with several children, and 'multi child type' set to 'average', but when I grab and move the children, the root doesn't move at all?

#

ok I just noticed that the root DOES respond to the squish and stretch of the children, but not the rotation

keen sluice
ruby goblet
#

I'm making a chair on this titan fall avi, but I'm running into the issue where whenever someone sit's in the chair it seems to make them sit in the chair at there standing height, but in the sitting animation. Is there an animation controller that could fix this issue?

stiff glen
#

stuff i've read recently makes me think this behavior is a bug in the current vrchat

noble pollen
keen sluice
#

Changing the actual animation would break it more often than not

covert rock
noble pollen
#

i've been looking, it's not on the avatar that is in the scene

keen sluice
#

the avatar descriptor just go through the menus till you find it

#

because either you have goloco on the avatar and its in the expression menus or its not on the avatar

noble pollen
#

in this case goloco is in its folder but it gets mounted by vrcfury only when publishing it

noble pollen
#

the only thing i found is this and i replaced with the wings flapping animation but nothing changes

late crest
#

Sorry but wtf are blendtrees????

stiff glen
#

a "tree" of animation states that blend between states

civic pebble
#

How would i do something like this and make it interactable? I tried physbones with constraints on the red part but it didn't seem to work. In blender you could write your own driver expressions, is something like that possible in unity?

stiff glen
#

ooh that's done well. On an avatar though, you'd have to animate this, you could use bones, but it might be easier to just make it a blendshape

#

iirc you can't really setup constraints in a way that'd make this work nicely

civic pebble
#

anyway to partially play the animation when pulling the thing back tho? like pulling it back and holding it there?

stiff glen
#

yeah you should be able to do that with a float value and a blendtree

civic pebble
#

ok thx ๐Ÿ™‚

covert rock
#

which you can then grab and stretch

#

physbones can output their stretch as a float parameter, which you can then use to drive the animation/blend tree

late crest
#

wouldnt it be difficult if not almost impossible to keep the red part where It's supposed to be tho?

#

i mean if its an animation, that could work

civic pebble
#

animated the the blue and green parts with like 10 keyframes then just used a rotation constraint on the red part to keep it straight

#

did the physbone thing on the green part with the dynamic bona parameter setup thingy seems to work

covert rock
#

they perform rather poorly and are not supported on quest

civic pebble
#

My avatar is not supported for quest anyway got it to work without constraints

clever jetty
#

Personally for something like this I'd animate the actual movement. i.e. First frame is down, final frame is fully pulled back. Then set up a driver physbone in the same location with empty objects, 0 angle, and some stretch. Then read the stretch value on the physbone and use that as the motion time on the animation.

#

But it sounds like you already got it working and if it works the way you want it to I'd say don't change it

finite roost
#

Trying to make physbones for a halo. I want it to bounce up and down though ideally not hinge up and down. Can I get movement to affect stretch or something like that?

dark drift
#

probly easiest would be realively long > shaped bones, then angular movement wont be that noticeable. dont make them too long tho cause jitter

fluid jungle
#

how do I make a physbone to pull a bow string or a slingshot back

#

I tried max stretch 5 and grab movement 1 and immobile 1 but it doesnt pull when I grab it

dark drift
#

you cant have two-point connection with physbones alone, for a bow an animation+invisible physbone in the middle that just controls stretch parameter (as motion time) probly is the way

fluid jungle
#

Ive used physbone for pulling before but forgot what settings I had

dark drift
#

collider size>0? still, it wont keep both ends connected.

fluid jungle
dark drift
#

tho now when i think about it with the right weightpainting its doable without animation since the string is always straight

#

unlike chains

fluid jungle
#

yeah it is good weightpainted

#

its the same slingshot ive used for other stuff just that was long long ago and I dont have the settings saved

#

I know I only did it with physbone

#

I just dont know what I am doing wrong it is not moving at all when grabbed and dragged

dark drift
#

distance between root of physbone and its end should be >0 ie gizmo should look like a sausage

clever jetty
#

Does it move in unity when you move the bones around?

fluid jungle
#

it just wobbles in play mode or vrchat

#

not moving when the physbone is pulled

fluid jungle
clever jetty
fluid jungle
#

yeah

#

Ive been making for a good while now its just I havent used the physbone settings for a slingshot in ages

clever jetty
#

Have you tried it with an endpoint pos set to all 0

fluid jungle
#

I changed it now to 0

#

should I try it again?

dark drift
#

make collision radius as curve so you can only grab the end?

clever jetty
# fluid jungle

Cause this looks a little odd, like it's doubling back on itself

fluid jungle
#

or more curved

dark drift
#

ye smth like this

fluid jungle
#

it wont curve anymore than this

dark drift
#

try

fluid jungle
#

was it the end point 0.1 the reason why it was broken you think

#

ill try it then

clever jetty
#

Also, when testing in vrc make sure to use the physbone overlay in the radial settings menu if you aren't already. Will help you see how the physbone reacts

fluid jungle
#

alright will do

#

ill reply when i am done testing it to update

fluid jungle
#

is it because of immobile or something?

#

it wasnt immobile just tested it without it on

#

so it moves fine but dont wanna get pulled bruh

stuck bane
# fluid jungle like this?

If you want it to be a sphere then bring the leftmost node in the curve editor over to the right. Make sure it's more than halfway.

quasi thicket
#

Anybody know how to fix PhysBones for jiggle physics? it works in normal unity, but is broken in both playmode or in game, after it is uploaded.
And is there a way to make the phys bones a better shape + better position?

calm owl
#

All the hand colliders are there by default, listing them again is redundant. And to better fit them, ignore the end bone than use endpoint position right under ignore to better define where the center mass is

#

And you have bones with the same name a few times, this will cause some odd behavior

quasi thicket
quasi thicket
uneven thorn
#

grab the root of the avatar and shake it a lil to see the physics working ^^b

#

while in playmode

uneven thorn
quasi thicket
uneven thorn
quasi thicket
#

i do not, but gimme just a moment to finish my level and i'll record a video for you ^-^

simple elk
#

if its one bone, add endpoint

quasi thicket
quasi thicket
#

the picture of the avatar descriptor was right before i loaded in to take the video, to show that it isnt working.

#

apologies for taking so long to get the video, level lasted a minute. @uneven thorn

uneven thorn
#

ยฏ_(ใƒ„)_/ยฏ

quasi thicket
#

yeah i have no idea, i never had this issue with an avatar before. so im at a complete loss haha

stiff glen
#

your avatar scaling seems wonky with the collision radius so small and 46 physbone components is a lot but otherwise what are we testing here? Lack of physbones affecting the breasts?

#

angle limiter seems a lot higher than I use on boobs, more like 25-30.

#

it'd help to see what the physbone looks like in the editor

short kestrel
#

So, am I missing something here, or are the PhysBones doing the exact opposite of what they're supposed to? This isn't how weight and momentum work. Is there something wrong with my bones or something?

stiff glen
#

yeah that's wrong. how's the bone setup though? roll may be upside down?

short kestrel
#

Hmm! It seems that the root bone and the end bone are swapped somehow...

#

They're goin' the wrong way!

#

Lemme see what I can do

stiff glen
#

ooh that'll do it

quasi thicket
#

and what do you mean by see the physbone in the editor?

stiff glen
#

enable gizmos, in the unity scene mode, click that physbone (or well the root bone) and screenshot it

quasi thicket
#

alright give me just a moment to load it up :)

#

here you go, sorry the avatars all black, lowered the brightness so the bones were visable

stiff glen
#

hmm that looks totally reasonable.

quasi thicket
# stiff glen hmm that looks totally reasonable.

i've worked on avatars for maybe 2-3 years. never had issues adding phys bones for butt boobs or hair, now all of the sudden these are having so many issues. cant get a decent positioning and size of the bone, nor get them to move the boob/have interacts

#

its makes no sense to me thats why i was hopin maybe i could get some help here lol

stiff glen
#

yeah I don't see anything very weird

quasi thicket
#

i have a slight feeling it could possibly be the avatar base that im using, if so i might contact the creator to see if they know, but just wanna see if i can possibly get it fixed before i go bother em

spice pecan
#

So a physbone parameter changes when its moving the avatar but not on its rotation, its "jiggling" But in reality the physbone isnt rotating at all

torn tendon
#

I'm having issues with "on enter" contacts recievers not getting tripped consistently or at all I have it set up right and the min velocity is low it just only seems to work in weird spots or it wont activate at all

random cipher
#

Okay so I understand this is a very strange use for Physbones, but I'm attempting to make a system that allows for picking up a player's model.(Just the model, not the whole player object which I believe to be impossible with what we have.) So far I've been able to make a Physbone that controls a grabbable point, and that point is the parent of three other Physbones with Stretch and Squish set to 1, and with different variables set to read those Floats. I've gotten the Floats to move the player model via Additive Root Translation animations, but the floats only go to about 0.135~ when the point is moved in Play mode. So it's reading the movement, but it seems to be limited by some variable I can't figure out... Just throwing this out here in case anyone has any ideas!

#

Configs for Anchor Physbone and the X, Y, Z positional Physbones

stuck bane
#

that could be the issue

#

because iirc the stretch parameters are based on percentage of max stretch

random cipher
#

Type in "inf" in the Stretch box

stuck bane
#

it would work practicaly the same if you had it set to a large number right?

random cipher
#

The XYZPos are what I'm reading the Floats from, so that shouldn't be the issue

#

But I'll try that

stuck bane
#

that's true

#

i think i might be a little confused on how you're doing this because i've tried stuff like this before and never fully gotten it working

#

i just don't know how you're separating the X, Y, and Z physbones to get the positions from

random cipher
#

If you don't mind, can I add you as a friend and do a quick screen share? Lots of moving parts and stuff.

stuck bane
#

sure ^^

foggy skiff
random cipher
foggy skiff
#

dont worry, it's free to download.

random cipher
#

I'll try it out, thanks!

#

Unfortuantely, this seems to use Position Constraints and won't be compatible with Android uploads... Thanks though!

foggy skiff
#

rip. That's unfortunate. Sorry.

stuck bane
random cipher
#

Ohh, I didn't think about stations... maybe!

#

As far as I can tell, Temporary Pose Space is mostly for vertical repositioning.

#

And while you CAN spam a couple empty animation states to update it, it's probably not the best idea because of how jittery it would be.

loud abyss
#

random question of the day: The fact that this layer (first or unique layer) under Action Playable Layer, is greyed out, does that mean that is 0 ? Greyed out + 0 ?

sullen ledge
#

the first animator layer is forced to be the weight of 1

loud abyss
sullen ledge
#

can you link the source of that

loud abyss
sullen ledge
#

Animator Layer is different from Playable Layer

#

VRChat merges all the playable layers into one in game essentially so it'll have a weight

loud abyss
prime coral
#

its been MONTHS since I used unity, this is my first time trying physbones, I was here when dynamic were the ones, somehow at first they collide, then just clip, any suggestion?

stuck bane
prime coral
stuck bane
prime coral
#

but still appreciate it thx thx

tepid rain
#

Never mind, figured it out. When stretched, bones aren't scaled, their positions are moved. I had to move the weight paint to the leaf bones.

fallow nacelle
#

okay so i know i already posted this in the #avatar-quest channel but i'm not entirely sure where this belongs, but...
how come whenever i add "ignore transforms" or "immobilize" on physbones for quest, they no longer render?? like, the physbones get removed completely. despite these methods being used to "optimize" physbones...

random cipher
#

Ignore Transforms tells the Physbone component to not factor in any of the transforms including and past that GameObject, and Immobile causes that Physbone not to factor in any movement from the transform it is attached to, typically leading to no movement in general.

#

Honestly my personal best way to optimize Physbones is just to figure out which compenents I don't REALLY need and remove them.

fallow nacelle
#

it's not that many physbones to begin with.

#

but it still does that

fallow herald
#

So I've been stuck on this for a while... not sure if it's actually possible aha, but I'm trying to make a contact receiver on my avatar that ONLY triggers an animation for the person touching it.
I've tried using some local-only recievers and non-synced parameters, but the best I've gotten is an effect that plays for everyone in the lobby and not for me. I'm trying to make it only work for the person touching the zone! I know I'm close on this, but a little nudge in the right direction would be nice c:

spice pecan
#

Ok, I have this physbone On a Physbone with a Angle parameter, as I walk the parameter jitters based on the direction but the physbone visually doesn't rotate, How can I fix this?

dark drift
#

jitter/wrong reported angle value is a thing. i dont know the reasons/never got an answer/fix, what i did to kinda resolve it is to use sender/proximity reciever (on and outside of physbone) to get somewhat similar data

spice pecan
#

Ok, Thank you!

warped vapor
#

Hi everybody. I'm facing a very serious problem in the MMD worlds. Eye tracking is constantly turned on during the dance. I don't need it. Does anyone know how to disable eye tracking in the MMD world while dancing?

ruby goblet
#

Is there any possible way to fix the legs in unity?, or would it be an issue that can only be fixed in blender

#

the leg's bend more and more out the lower I go up until the sitting animation

simple elk
#

blender , straighten them or get bowlegged

sacred kite
ruby goblet
#

sigh... was hoping I didn't have to take it back into blender lol but it is what it is ig

sacred kite
#

i feel that on a personal level lol

ruby goblet
#

it's fixed...

#

but it cost me my sanity

#

I shall rest now

terse drum
#

what is the update rate for physbones?

dark drift
#

probly like everything else, every frame locally, up to 10hz remote

terse drum
#

oh

split perch
#

Can anyone tell me why my ears move this way with physbones? This is with side to side movement, they appear like zig zags instead of move nicely

grave hearth
#

Anyone know how to fix this phys bone collider radius issue?
When I set it up it was normal but somehow it has now flipped 180 degree and is inside the hip

simple elk
#

check blender , bone should be halway inside a 'circle'

celest pasture
#

I've got a fresh challenge! So, physbones...

Lets say I have a bone chain coming off of the players head. They can waggle about and the bones respond accordingly.

Now, I take the same bone chain, and toggle on a parent constraint to move it to the player's hand/foot/butt/etc... It continues to waggle, but the movement is always relative to the head rather than it's new position/rotation.

Has anyone done something like this and/or solved that issue?

sage tide
#

have you tried resetting the physbone (turning the component off briefly and then back on in an animation) after you move the bone's position? currently testing and i have found this does nothing actually

celest pasture
#

yep, I tried that -- handy for modifying jiggle physics when scaling, but it doesn't seem to fix relativity.

sage tide
#

i think i have found a solution, one moment

celest pasture
#

oh man... this seems crazy, but what if, in addition to moving the bone chain, I tack a rotation constraint for force the head bone to match the new position.. XD

#

~testing

sage tide
celest pasture
#

in your example, does it continue to work if the game object it snaps to is oriented differently at the start?

#

(looks like they have the same rotation there)

sage tide
#

empty gameobject (so you can move and rotate it) -> empty gameobject with constraint -> start of physbone chain

celest pasture
#

interesting...

#

basically just one extra bone between the head (in my case) and the physbone chain; so the bone that moves isn't the one with the phys script on it.

#

Thanks for sussing that out. ๐Ÿ‘

sage tide
#

ya! physbones and constraints are pretty weird to work with

sage tide
#

usually its not *that* noticeable from what ive seen, but it is definitely something you can see if youre looking for it

celest pasture
#

My goal is to do a hand puppet toggle without having separate meshes -- the default state is on the head/chest. I don't know if this'll work well, but with the new headchop script, I'm closer than ever

celest pasture
#

I'm realizing my setup may be to complex for this...

#

I have to animate a series of constraints to send a puppet.chest bone to a puppet.head bone.chest.target, then that puppet.head bone to a wrist target; each under a different thing in the hierarchy.

#

that much works okay, but the constraint zero positions don't seem to reset going in and out of the animation. I'm sure I could sort that out with some pos/rot keyframing, but the original issue persists when I don't have this set up under a single parent

#

for context, the puppet head/chest are under their respective humanoid bones.

#

the physbone is on Puppet.Body.000... hmm... maybe I can get it to work relative to Puppet.Chest...

celest pasture
#

hek, I found my issue -- chest > body > physbone wouldn't work if chest was being constrainted

#

evidentally, it must be the direct parent

#

so I got rid of puppet.chest and just have puppet.body (with constraint) and then 000 with it's physbone

#

a'ight -- I have a version that seems to work, but doesn't reset position/rotation when turning off the constraints. If I can figure that out, this'll work ๐Ÿ‘

#

aaand solved, just needed to turn that constraint on outside of the keyframed stuff.

frigid slate
#

Hello, i hope you're all doing great, can someone help me understand why the physbone on the tail make it go crazy like that ?
It's connected to the hips on blender too.
Thank you in advance.

frigid slate
frigid thistle
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would it be possible to remove 3 or 4 physbone transforms from wings?

covert rock
frigid thistle
frigid thistle
covert rock
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how so?

frigid thistle
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likefrom blue to purple

covert rock
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sounds like something is animating it

frigid thistle
covert rock
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no, i can't see your animator/project

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you'll have to find that in one of your animators

inland stirrup
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Not sure where to go, cause this is an avatar issue, with physbones, using a tool that.... is originally for worlds. It's a cross topic problem, apparently.

I'm curious if you can simply... Just change Network ID's yourself? The tool, when I bring in the exported ID's from the PC avatar to use on the quest and the minute I try to select the Loaded ID to sort the conflict?

"Object reference not set to an instance of an object", clears my network ID list on the quest version and throws that error, over and over until I clear ID's of the avatar or regenerate them.

this happens even if I clear them, import the PC network ID's, ignore what I don't need and click "Accept All" for what's left.

Basically, any time I try and go "Okay, Quest version, use these network ID's" that error throws, not matter what I pick. Smh, all I wanna do is sync up physbones, cross platform, even though they differ. If you don't stop it, the error throws as often as it can while the tool is running!