#avatar-dynamics
1 messages · Page 11 of 1
aww man, was gonna do some silly shenanigans
Anyway, even more deranged question: Since GogoLoco Beyond allows avatars to fly with just a few menu inputs, would it be possible to, say, use similar methods to how Beyond allows flying to create a custom movement system?
literally all it does it stick a collider at your feet that you walk on or in the case of how it launches you forward spin it aggressively
I mean thats the only collider you physically interact with
but for the sake of movement you cant change the movement system on the avatar itself
all you can do is fuck with the already existing one by either through osc to emulate the inputs or colliders to push you up or down
i see
now that's kind of a fun way to make movement happen
heck, with a two-axis puppet, you could have one joystick be regular horizontal movement inputs and your other be an a/b/y/x scenario
thats not how that works
wym
you need to still walk around in order to move up or down
yea, which is why it'd have to be two-axis and not four-axis, which uses BOTH joysticks
you can just rotation constrain it to your head so you just look up or down
that too, and for left and right you can use angularY or whatever its called again
though, if i were to combine all of them, i could have abyx/joystick controls for any kind of movement i want :3
(however it wouldn't work with desktop, but it's a personal avatar so no losses there)
couldnt u just use gesture weight to make the collider raise and lower based on trigger strength?
Something I was thinking yesterday would be fun is to use gestures and constraints so it follows the rotation of your hand offset from the position you make the gesture in. So like if you make a fist then the rotation your hand has at the current moment is 0 (or maybe just keeps the collider at the same rotation) and then as you rotate your hand from that position it'll rotate the collider. Kinda like those world drop items that can be grabbed with an offset
how did i make bone thats all by itself move with physics again?
since i dont want the first bone on the chain to move but theres only 2 bones so that leaves only 1 left which refuses to move if i have the component on it
set the endpoint (usually Y) to a positive number and it'll "extend" enough to work
if you have gizmos on you can see it extending
ah right. forgot. thanks!
Is there any common reason why contacts will just completely stop registering?
I literally have just a single receiver and sender in this scene right now
Ive tested just two empties in empty space and the contact receivers just dont update at all.
Tried running gesture manager, av3 emulator, no emulator at all-
The console is empty with nothing really relevant being listed.
Receivers just...dont seem to work in my scene anymore.
OR at least, are very inconsistent-
Sometimes they function, sometimes they start working again randomly.
Is there like...as to how many receivers can exist in the same "space" ? LIke, Im kinda out of ideas
And sometimes they start working almost a whole minute into being into playmode, just randomly popping into reality. Like, the contact manager will go from doing nothing to just sprining to life?
Idk
what happens if your PC avatar has a different number of physbones than your Android avatar?
nothing of relevance. each platform sees the one they see
so physbone positions aren't synced, they're all just calculated locally, even for the act of grabbing them?
I don't believe they're synced, but I'm not 100% sure about grabbing without investigating
it seems like at least posed physbones would have to be synced?
for the sake of late joiners
they are synced for grabbing and use network id of component. but what happens when 5th bone is posed and quest has only 3 - who knows🤷♂️
they can get synced incorrectly.. i'm not sure exactly what causes the behavior or how to predict it, but from my observation each component will either:
- sync correctly
- not sync at all
- sync for the wrong component (e.g. you grab the skirt, other platform sees you grab the tail)
Thank you! I've made a ticket to ask them to document it, fwiw: https://feedback.vrchat.com/sdk-bug-reports/p/docs-about-what-happens-if-the-same-avatar-has-different-physbones-on-pc-android
Same here for everyone that help other to grow their skills thanks to yall
Looking for help with something a bit odd, I know you can animate physbone scripts on and off to change their values, but when I tried to do that it seemed like I could only target the top script with the animation, is there any way to animate several scripts?
top script?
as in the first script added, probably
they probably have multiple scripts added onto the same object
ohhh, I see.
it's based on names, so no, you need to put them on seperate objects
yeah use - right, that.
otherwise they will animate all of the values together, so toggling grabbing for example, that will toggle it for all scripts on the object
Is there a way to pause and resume animations reliably?
I know that it's possible to change the speed of an animation; Can that be done in real-time?
you can set layer weights with VRC Animator Layer Control
Can those be changed via params?
that's a component you put onto an animation state
so you can drive it with parameter changes, yes
Context: I want to create a health bar which decreases smoothly (e.g. slowly decrease while a param is set to true)
oh! yes - you can make a float parameter then put that into the animation state's speed value, I forget what it's actually called (unity isn't open)
Does this also work if the animation has a timing offset parameter?
sure, you can use that also, but that iirc would take precedence
I'm not 100% sure, but unity docs should clarify
Ah
I assume there's no way to play an animation and write the current animation cycle offset back into a parameter, right?
not quite sure what you mean but maybe - you can use VRC Avatar parameter Driver, but you can't really read animation position
My current implementation just uses a loop which decreases a parameter value every .25 seconds, which is then fed into an animation offset.
But I assume that's not that great for performance.
My idea was to, instead of applying the animation time from a param, that you could copy the current time from the animation into a param.
yeah pretty sure you can't do that
I figured that that was the case.
Maybe it'll already help performance if I keep the loop and adjust the speed of the animation to match the rate at which my param decreases.
I guess I'll play around with it and find out.
Thank you 🙂
Does the object_root with the physbone component on move? Or only all the children?
and a follow up question.
I want the line of A, a1 and a2 to move, and I want B move alongisde A.
If I put the physbone component on Container, A and its children will move, and B will move, but will they move in sync or separately?
If separately, I could use a rotation constraint on B from A. But for A to move, do I put the physbone component on A, or on Container and just exclude B?
Thanks
@finite roost if theres more than one child on next level, then root doesnt move, if its single chain then it does. parallel chains move independently, thats literally hair strands etc. for your case you place physbone on A and constraint B to it.
ofc you can just select different root transform so physbone script itself is still on container or anywhere else but affects A and below
I put it on container with an exception but I'll move it to A. It'll be better. Thanks
if only there was a way to make the viewport follow the head ;-; if it was i could just twist my head around to look at ppl
I know i could probably use two cameras and two render textures but i have genuinly 0 clue how to do that or how to lign them up propperly
aim/look at constraint
unless im misunderstanding the goal
nah i got it working... had a camera and just parented it to the head
the goal was to see out of the head even when its not facing were the viewport is facing
and i succeded
Ive got a parameter that I increment whenever a hand is in a contact receiver the problem is, it incremets in too large of a value so the animation the parameter drives is jittery / laggy
I tried setting the increment to a smaller value and make the entire layer run faster, but that didnt seem to help as there is seems to be a limit to how often the parameter driver can be called by an animation layer.
So how can I smooth out the parameter incremeting? is there another method?
VRC Fury can do this, nvm :D
Hey guys, got something I've tried several times before in various implementations, but not sure if I'm hitting a limitation of physbones, incorrect setup etc.
A default layout of a single bone with a endpoint added and collision works fine, however having collision at the root is causing issues with implementing other features on the avi. and I would like a more precise collider for this and other use cases.
What I would like to do, and have set up, is either via setting up the bones in blender, or, through the current setup "virtual bones" through using empties positioned.
Layout is:
Root bone > Empty(Lowered to allow the root bone to hinge vertically) > Empty (On one side of the ring) > Endpoint position (End on other side of the ring, to run a straight line collider from previous empty)
Rotation is limited only to root bone so it hinges in only one direction, and collision is limited only to the final two piecers to create a straight horizontal collider in the pic. However this doesn't want to interact with anything and won't collide.
I've run into similar issues trying to make on-avatar props that people can grab and move, using an accordion or sissor style setup with both "vitual bones" and blender bones, but had had similar no collide / interact issues. What am I doing, or expecting wrong here with the setup or physbones?
Heya folks, I have a tail with physbones, but when I test grab them in Unity, the tail just kind of flies upwards. Anyone know what might be going on? The physbones work perfectly otherwise, and the only collider I'm using for it is a floor plane collider
Unity grabbing can be weird sometimes, have you tested in game?
Either that or your gravity curve may have something to do with it
It looks like its going negative
Oh yeah I did that to make the tail curve upwards but that might be making it act weird
Not sure if this is a dynamics question or not, but is there a some kind of method or trick to smooth out the rotation of some object driven by controller inputs? I thought I could use a physbone chain to achieve this, but as far as I can tell rotation (not translation) is transmitted down the chain instantly, and will always remain jerky.
@dusky meadow what.
float smoothing : https://vrc.school/docs/Other/Advanced-BlendTrees/
or maybe this https://github.com/VRLabs/Damping-Constraints
That’s perfect! Thank you!
A damping constraint is precisely what I’ve been trying to jury rig for months.
There doesn’t happen to be a big list of VRChat related github repositories somewhere is there? I know about the community repositories. I wish these projects were easier to learn about.
vrlabs has lots of these interesting prefabs. Also vrc.school has lots of interesting docmentation
no
I managed to fix my physbone issues--turns out I didn't apply my transforms in Blender--whoops. Now everything works, including grabbing
ooh that moves nicely
Ty
I wanted ot give it just enough flowy-ness
It's my first from-scratch tail, I learned a lot from this
it's got exactly the right amount of flowy-ness
Huh, I wouldn't have guessed that!
you can try using an inside bounds physbone collider on your hand
I have heard someone mention this technique before. Can you describe some more detail? Does it allow you to sort of do some IK on a physbone chain?
no, it basically turns everything that isn't the inside of the sphere into a collider. The physbone tries to stay inside the sphere
is there a way to have an animation only happen to one person
i wanna turn on the discord call sound but just for one of my friends lol
I don't believe you can do that without them having a contact sender with a known tag and you watching for it
I'd have said so if I knew of one
damn
thanks tho i looked everywhere couldent find anything
would have spent annother 2 hours if you didnt say anything lol
haha
only for specific avatars (something made by you) using contacts or by isolating yourselves so nobody else can see your avatar when the animation happens. There does exist a parameter called IsOnFriendsList that lets you animate based on that locally (so only your friends can see it or vice versa)
Does anyone know of a good guide or technique for making feet/toes that interact with the ground? I’m actually trying to create some realistic bird feet that open and close as it walks.
of course, physbones on the toe bones, floor collider.
I know the basic idea. I’m looking for some specifics. If I just toss a physbone and collider onto the avatar the toes drag around like sad sausages.
I’m sure the right combination of gravity, pull and hinge restrictions would look good.
yeah - I would make them quite stiff so they don't react to movement, just the collision
if you want to animate them as they strike the ground you can use contacts to determine when they hit
i'd reccomend constraining the contact reciever to the feet with a position constraint on the X and Z axes so that all it's detecting is the Y position (height) of the foot
since the feet have colliders on them already you should just need one for each foot, then you can animate the foot/toes based on their respective contact parameters along with default parameters for motion (X, Y, and Z velocity, rotational velocity, IsGrounded, Upright, InStation, etc)
wait i just realized there are two parameters for detecting being in a station, why is this?
both bools, both IK synced.. only difference seems to be the name?
is one for station animators??
oh it is if "seated" property is enabled on the station.. weird they don't have that in the docs
hm it's in station page but not parameters page
i think they should change that or link to station page section on it for clarity
I can already see what this will look like in my head and it is perfect for how birds walk!
Hi, im trying to create a Necklace where the amulete is grabable and the ends of the armature are immobile, but eveything i've tried so far didnt work. Does anynone know how i have to setup the rig for it to work properly? I was thinking of reversing the rig, that the amulet is the end point, but idk how, since you can't parent one bone to two other bones
You're overcomplicating it; just have a straight line from your chest to the amulet
actually this should be the better channel to post this since it would most likely use a physbone
nah, it uses parent constraints
oh stretch and shrink - yeah a simple physbone grab then
Has anyone devised a way to “record” an avatar’s motion and play it back on a clone slightly delayed? Possibly by attaching physbone chains to the avatar’s bones and parenting the clone’s bones to the end of the chains? I was curious if there was already a solution to this.
Dextro's Clone system does this already
Hi, I've noticed people can't grab my character's two twintails at the same time. Is it because the twintails is one root with a branch rather than two separate components?
Yes - a physbone chain (one component) can only be grabbed at one point
This needs to be upped
https://feedback.vrchat.com/feature-requests/p/optimized-symmetric-physbone-grabbing-allow-grabbing-two-physbone-siblings-in-tw
just use two components. i doubt it will be ever implemented since one physbone component is one networking id and having to network arbitrary amount of bones affected make it way harder, at least the way i see it.
I'm hoping they fix their physbone update. It broke so many physbone and making them run horribly and not act right. Big one being flow toys.
anyone know what might cause this new error Ive been getting after updating to the latest sdk? Cyclic dependency found for component VRCPhysbone? I can guess why it might be happening but I dont know how to fix it
Hey, was wondering if anyone can help give me some advice on how to setup this mesh for my model? So ive made a tail bone parented to the hip for the bottom half, im just curious what yall would recommend to kinda give it weight? i was told to half parent some of it to my arms, but i really wanna have that effect where when i spin lets say, itll push outwards like cloth would.
no idea if this is the right channel to ask in, but
let's say your character has a collar with a bell on it, right? and whenever the bell moves, it makes sound, right? well how would i go on about doing that? i've seen other avatars do it
physbone of course, use the _Angle parameter (in Options at the bottom) to trigger a sound playing when it's greater than some value
thank you so much! ...wait how do you do that
which part?
uh, making it so the audio plays when the physbones move?
can you be more specific? There are lots of videos on basic stuff about the animator and making toggles and things
how can i be specific when i don't even know what i'm doing or what i'm supposed to do? 😅
do you know how to make toggles?
no not really
go learn that first
if you can make a menu item that toggles that sound on and off, then this part is easy
oh no i want it on all the time
Yes, I know
but you want the phsybone to trigger the sound, the process is pretty much the same.
is there a guide on how to do this? not toggles i mean the audio plays when physbones move thing
I have no idea
but again, if you understand how to work with the animator, doing the thing I said will be easy
i need to know exactly what to do
I can't teach you the basics, sorry.
there are lots of video tutorials that can though.
but they are videos about toggles, not about play audio on angle of physbone
you aren't going to find videos about your very specific thing. You're going to find a lot of general stuff, and when you use those to learn the basics, stuff like this will be trivially easy to do.
last time i tried using the info from a toggle tutorial it broke my entire avi
i.e. I've never done this specific thing, but it'd be easy to do it.
worst case scenario i'll try to look for a prefab that already has done what im looking for, or a unitypackage
easiest would be detect avatar movement make sound, using a physbone angle to do it might trigger it waaay too much
yeah that's why I was thinking of having a threshold before it triggers
I have a question; anyone know the maths used for physbone physics calculations?
Like how it calculates acceleration
If you find out more about this issue I'd be interested ton know too. Post: #avatar-help message
It looks like the error is because two physbones can interact with each other.
Physbone Acan collide withPhsybone BPhysbone Bcan collide withPhsybone A
Afaik the components behave as expected so I am not sure why there is an error warning against it nor does the error provide too much info on how to keep the functionality and remove the error.
oooooooooh that makes sense yeah makes no sense why that would now throw up an error I think I might make a canny post
https://feedback.vrchat.com/sdk-bug-reports/p/physbone-error-when-2-physbones-on-an-avatar-can-collide-with-each-other made a canny I coppied what you said in the post I hope thats alright
Still would like to know about this. But also; do daisy-chained physbones affect one another?
Like if...I make a separate physbone at the end of another physbone (one is a tether so someone could grab the prop, and the other has a different set of physics)
Kinematics for a spring with a term for dampening the velocity over time?
is anyone has an anything for jacket specially which is has an long skirt..?
What
hmm, anyone aware of an issue lately with PhysBones not updating when sliding the parameters? I'm able to grab and see them animate, but when I try to adjust the PhysBone values the sliders move, but the PhysBone still reacts the same as the initial setting and is not updating live in play mode.
seems like an issue with SDK 3.8.0
Reporting same issue
need to turn them off/on for new value, hasnt it been that forever 
no, never was like that before with me until now
whenever i change values since they were new i always disabled them first
I reverted to prior version and they're working fine.
For testing purposes I started with 3.8 on a fresh FBX with no other files, data or phys bones - this was malfunctioning.
Reverting version and only doing that made them adjustable again.
So we have a bug imo
there's a canny report for this already, and it's marked "available in future release"
ah, here it is: https://feedback.vrchat.com/sdk-bug-reports/p/380-physbones-no-longer-tweakable-in-playmode
dynamic bones is long deprecated
oh?
i have never encountered this issue before
i have been using it for 3 years
assuming you mean the non-free third-party package called Dynamic Bones here
no i paid for it on unity asset store like 3 years ago
So yes, that.
use Physbones instead.
using physbones will fix my problem then?
I don't know exactly what your problem is, I'm just pointing out that package is deprecated
not sure if that really has anything to do with the fact it's just stopped working on certain animations but ok thanks
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.
is it normal that when grabbing the child of a multi-child physbone, pulling it doesn't turn the root at all?
to be clear, this is even in "average" mode
#1138891887374237706 is probably best for that, this channel is for creating/developing avatars
anyone knows how to make a physically apropriate chain?
ive tryed to make a chani and a anchor point using a collider set as inside bounds and making only the last bone of the chain existing but didnt work (somehow it was pulling the whole chain even tho i set its size to 0??, a little inconsistant with the system if u ask me but whatever)
ive also tryed to duplicate it and put a bunch of constriants but its very complex and dosent work reliably
yeah you can't really anchor the end of a physbone
for something that droops a lot you can put the physbone in the middle, but with it that wide, that isn't going to be great either
true true, didnt think of it, but i think that if i improve a bit my current concept i could do smth that actually works, but idk realy what im doing, was kinda hoping someone did an installer or smth alike in the past
oh that actually works decently well
Does the parameter for a PhysBone create a it's own or do I need to make my own? The documentation isn't clear about this.
Also, I only need it on the client side can I make it not shared?
well you need to add it like any other parameter
Okay, the Contacts make their own parameter and I am mostly used to working with them
that's why I ask
contacts dont make their own parameter?
you put in what parameter you want the contact to control
I don't need to have a parameter listed in my FX menu though
I only care about using it via OSC, it just works without needing anything else in that case
true, I forgot my use case of just extracting data via OSC is niche, my bad
I don't care about driving reactions in the game
i got a interesting one i want to use a contact reciver to have a toggled turned on but only for the person who has correct contact sender but for anyone else nothing happens
seems easy enough, where are you stuck?
how to make a contact receiver is updated for the client who has the sender
while other who dont not have the sender will not see the animation activate
it's not about clients, it's about who has the right tag
you receive a specific tag. they have to send that specific tag
yea and update the parameter for that client only
again, there's no such thing as "specific clients" when you're doing stuff for an avatar, there's "me the wearer" or "everyone else"
so you can have players with the right tag trigger the animation, but once it's playing, either only you see it, or everyone sees it.....
you can have something desynced for everyone but the one person who sees it
oh, I suppose yeah, you could probably do that
its just that you kinda need to basically pray it works since its entirely local only
right
its just that if you do end up doing that you the person wearing the avatar would also be stuck without seeing it UNLESS you specifically make a separate layer for yourself
theres also the on friendslist parameter for people that are on your friends list
then theres also the whole local mirror detection for toggling stuff on the mirror layer
and thats would be handeled with the "is local" parameter
sure but its still going to be entirely independant from what the other person sees if they even see it to begin with
like you can have a fully local contact system and the person could end up triggering it on your end but not theirs
theres also this funny
but simply put if a contact is ENTIRELY local so both the contact and parameter is local only then that contact toggles when the person locally sees it happen
which the contact on the other person's avatar would need to be locally toggled on
Ok so if a avi has a sender that is has its parameter not synced would it trigger receiver locally as well?
Senders dont have a parameter but when its locally toggled on for them sure
Hmmm ok i will have to do some testing
hey i cant seem to grab my ears is there a box i need to tick or something?
this is my setup btw
you need radius
0 = thin line impossible to grab
see bad image of ear with radius
Thanks, I'll try it when I get home
you happen to know what this weird extra bone is?
Thats the root of the object you shoved onto the head
Every fbx object has
Fbx name > armature > bone
is there a way to get rid of it? or do i just change its origin to a place that's not so bothersome?
Change the root bone?
yea
To the actual bone
i think it's making my ear glitch when i grab it
Well yea
Its not the actual root bone you stuck it on
so i would just change the origin in blender?
in unity?
Its literally right there in the physbone
change the root bone
i have changed the root bone
but now it seems to only affect 1 ear
i guess i could just physbone each ear
You made the root just the left ear
what do you suggest i make it?
Make the ears model not like that
Combine the meshes
Put an actual root bone
There is no reason why you should have separate meshes
oh yeah i guess that is a thing i could do huh
gotta reimport the ears and stuff now jeez
imma do that tomorrow, thanks for the help though
soooooo........... i think i have another problem. should the physbones be doing this??? i had them converted from dynamic bones (this avatar is super old qxq)
oh thats not a video file that discord can see, hold on.
yeah convert it to .mp4 and it'll embed
always test in unity. Looks like you need some to increase stiffness/immobile
How do I fix Physbones not updating in play mode? It used to before but not anymore?
update sdk to latest, should be fixed
I'm already on 3.8.0 and I was having issues there?
oops, though maybe it was in beta but it isnt either. so ig i read smth wrong. hope it would be fixed soon
Hello everyone. I know this question has been asked before many times, and I know I've seen a solution here, but try as I might, I can't find it, so here's the question:
What's the best way to go about attaching physbones at both ends? I know it's not possible without some trickery due to the nature of IK, but it's exactly that trickery I'm looking for. I seem to recall someone mentioning something about using an inside-out physbone collider at one end to hold one of the ends in place, but just messing around I couldn't get it to work, so I'm thinking I'm missing something. If anyone has any tips, better methods, or videos they can link me on the subject, I would greatly appreciate it!
anybody know how i fix these 2 bones going the opposite direction of where they should go?
try rotating the bones in blender so they all point the same way (how i avoid using colliders not needed)
you mean like Z Axis?
if so i did that
then use angle limits it will never go near mesh (pitch usually)
its not a problem about colliding, they just go the opposite way of the other bones
How would one go about making a an object spin around a character's finger when you move your hand in a circular motion? I want a character's knife to spin around her finger.
I'm not sure how to explain. I just know there was a Boothill avatar that I have where you can spin a revolver around his finger doing that.
If anyone has a tutorial video too that works as well.
thats why you rotate them so they all point toward the same thing , i use 3d cursor at 0.0.0
Spring joint with no stretch
they are rotated to the hip bones, so basically the middle
I suppose a physbone might work well too
its only the back left and back right bone thats the issue
go look at your axes in blender
possibly bone roll - for skirts like this I set the 3D cursor in the middle, then pick all the skirt bones and there's a way to set the bone rolls to orient around the center point
Thank you! I'll look into that then. c:
they all are rotated
then show your axes
if you change physbone pitch and one bone goes other way , it need to be rotated
3d cursor way i use alot
^ this exactly
you using that constraint thing from youtube? notice the inverted bones
how do i notice if its inverted?
ohh
also where do i find this menu, my blender knowledge istn that good
have used it on a few av's but eeeh i find it really wierd you can do it with weightpainting and one bone attached to leg
ctrl-n when you have bones selected
sidenote , skirt thing tried the constraint awhile ago but i rather just weightpaint/transfer from legs then use those as skirt bones attached to leg
less work but good luck with loong ones
yeah long ones are hard.
Where on this would I turn off stretch? Also the knife is bouncing when I move the character and not staying on her finger even though I have a VRCFury armature link to said finger lol
"spring"
I think? I haven't tried this, I'm speculating 🙂
I have no idea about armature link here, haven't used that for spring joints and not sure why I would
oh! I bet if you set min and max distance to the same value that'll prevent any stretch, and the rest of the stuff just play with
yeah it's either this or a physbone
How would you go about a physbone?
weight paint the object 100% to that one bone, put the head of the bone at the pivot point and the tail on the object. Then make a physbone as normal, but increase the Y value for the endpoint position to about .1
am i the only one who's experiencing this? older avatars built with sdk 2.0 no longer have physics in the game... i'm on pc btw
that looks really good omg
I have noticed an issue with my avatar base since the last VRChat update. The ears twitch when they are in a down position. I've checked the Debug tool and no controllers are moving or Parameters changing that would do this. Animations are all 1 frame. It does this to a lesser degree when the ears are higher. When they are fully up it stops.
I'm beginning to think its a Physbone issue. There were bugs like this when Physbones were first introduced.
Has anyone else noticed twitching on Physbones since the last update?
OK I've found the issue. Its an edge case bug when both Gravity Falloff and a Gravity Curve are used together. I'll put a bug report in. Seems something changed in the update with this.
Hmm that shouldn't have changed since we got physbones 1.1. iirc what got changed recently was stuff with the combination of physbones and rotation constraints
Is there a way I can "lock" a physbone in place? What I mean is locking the Crane_Angle (my parameter is "Crane") when it reaches a certain amount of rotation and then unlocking it in another animation state.
you can disable the physbone then animate the bone rotation
hopefully will help address nagging situations, i.e. where the chest for female avatars constantly gets pushed around while moving
The latest patch incorporated some updates to fix jitter. Seems this maybe a result of those changes.
huh, maybe
Ya this seems like a good feature.
i mean i never had jitter before that patch and since that patch i have jitter
most of my physbones after the jitter patch and they didnt have any jitter before that patch
its not only the tails
its also skirts, hair, jackets, even the butt and chest has it
its also very specific
above 16fps
it jitters
less as 16 it doesnt
oh weird.
sorry this message was sent like . a week ago but this looks kinda cute even though its unintentional heuheu
it reminds me of this LAWL
Lol it does 😄
Hi everyone, How do i set a ShapeKey combination to be the defult face, like i want to change the resting face
Using blender i used Blink shape key to close the eyes slightly and thats a nice look, hoping to set that as the main look
in blender with everything you want on, press the V arrow
“New Shape from Mix”
Okay sweet yes
if you want the new one to be the new base shape,
you can set everything else to 0,
the new key to 1.00
then V arrow again, and “Apply Selected Shapekey to Basis”
@warm canyon
Oh okay I get you
downside is if other shapekeys are relative to the base then there may be some headaches
yes but this method is to keep the original shapes intact.
they said that they used the Blink shapekey,
so i would hate to lose the Blink shapekey by doing it the other way
Well I just want to add a slight blink using only one shape key. But I understand
with the other method, you can lose the rest of the Blink shapekey
Thank you. Would I loose the original Base Shape by over writing it ? Slightly worried about, if I make a mistake I can revert back?
when you Apply a shapekey to Basis,
it overwrites the base BUT you can go back to basis if you find it and see “ - Reverted”
i recommend not to overwrite it if you want to keep the rest of your shapekeys how you expect them to look
Okay I understand
as they said, it can bug if the other ones are relative to the old basis
so keep your new edit as a new key,
and just set it active in unity.
then nothing should break too much.
How do I set it as active then? Sorry if I'm being slow with this
in unity, select your mesh and open the “Blendshapes” category in the inspector window.
find the key, and slide it to 100
do this before you do anything else on your avatar, and don’t turn it back off
Hi everyone, not sure where to post this, Rigging or here. But whats the possible cause of this? feet not flat and clipping through
Create menu toggles, buttons and sliders
also not dynamics, #avatar-general
oh its gone
oh thank you, yeah i saw i put it in the wrong chat so i deleted it but thank you for the answer!
I need the mayu polygon texture map
Heya, any idea why my forearm twist bones shrink the mesh when I'm using them?
I have two twist bones per forearm
Both are individually parented to the hand
show your constraint settings
on Unity
Mb
0.9 seems like a lot, I do mine (single bone) at 0.5
Hmm ok, I'll take a look at it
Made it 0.5 but honestly it just takes away the point of using twist bones for me. Maybe my rigging is off idk
yeah, it's hard to guess what's going on without seeing the rigging and maybe even the weight paint for the twist bone
Sure, here's the inner bone and outer one
I have two twist bones aligned with the actual forearm bone
ok that seems reasonable
elbow bone too, nice, I like those too
I usually use Feilen's Tuxedo blender plugin to make my twist bones, it does a pretty good job without needing much manual work
Mmmh I did all of it manually because I had no clue about plugins, but perhaps I can try it
I just don't know why when I twist the bone near the hand, it squeezes the whole mesh
twist bones kinda work like this tbh
you have to twist the entire mesh
i think of it kinda like wringing out a towel
you can either wring it out really tightly in a few areas, or twist it tightly along the entire towel
basically you have a few choke points that lose all their volume (this is the pinching that twist bones seek to avoid) or you evenly distribute the loss of volume
there's not much you can do to fix this other than making your own drivers via contacts
you can use proximity contacts to drive animations to increase the volume of your arm when necessary
i personally think that smoothing out your weightpainting less may help with eliminating the appearance of a loss of volume
the only way i think you maybe wouldn't lose volume is if you had bones along the whole outside of the arm that twisted around the circumference along the length of the arm
kind like how your actual bones move
like the shape a skirt makes when it twirls if that makes sense
How I see it, the simple thing to do would be to make the twist as gradual as possible along the whole forearm to minimise volume loss, but then that means having way more bones in the same space. The driver idea makes sense too, but then it complicates the rig and clothing
I guess this is just a problem with quaternions
Hello everyone, i got a question for something simple im making. Im basically makeing a cutout of someone that is not able to join a meet. My goal is that i can put it down and it will be grabable for everyone. I already got the putting it in the world done but to get it so it can be grabbed and move is where im stuck. Is there a option in the Phys bone component?
no, but it is an option for a VRC Parent Constraint
where and is there a tutorial/guide for that?
I have no idea about tutorials but the VRChat creator documentation does cover these
the best way to do this is a combination of a physbone and parent constraint
if your physbone has max stretch set to "inf", max squish set to 1, pull and spring set to 0, and stretch motion set to 1, it will stay in place after being grabbed, although it will be jittery if you move around
to fix this, use a parent constraint with the 2nd transform in the physbone chain as the source, then animate the "freeze to world" option to disable when the physbone is grabbed and enable when it is not grabbed using the physbone parameters option
it may still jitter while people grab it if you are moving at the same time, and if that does bother you, then you can put the entire system (prop and physbone) under another empty gameobject with a parent constraint and the "freeze to world" option enabled.
this should reduce jitter by a lot in all circumstances, and remove it entirely when the object is resting
the only issue with this setup is that people are not able to rotate the object, although you could always try animating the rotation by using contacts to detect the hand and finger contacts on the player grabbing it
although it is expensive for your contact budget on quest, if you really want people to be able to grab the object and rotate it you can always use a contact tracker setup
Is this some new SDK bug ?
I had to delete other avatars from the scene, when I deleted ones that I copied stuff from using Pumpkin tools it fixed itself
Wtf
what's the bug? this looks fine?
Compare the two
or you can just explain?
ok, I guess it isn't clear for me, but that's fine, I don't have an answer anyway
Dude just look at the nber of colliders how it is different in the sdk compared to the quest tools ??????
yes, I can see that now, it wasn't clear that's what you were referring to without the explanation.
Is it possible to have physbones dynamically ignore collisions with a hand collider depending on which one grabs a parent bone? I have a few bones close together and they're often locked in place against the hand when the object is grabbed.
Hello,
I made an assest grabbale from the hip.
In the editor everything works just fine.
I have tested this with Contact Senders with the Hand L and Hand R Tag.
Moved them into position and triggerd the gestrures to grab via gesture manager.
Everthing works as intended.
But now ingame:
The right hand things its the left hand XD.
I checked it multiple times in the editor and cofirmed erverthing is in the correct place and corretly named.
At this point I think there might be something off with the Contact Reciver
Contact settings on the object:
contacts for the "Holster"
Hi hi~ I am working on an Isabelle from animal crossing avi. And I essentially want to have her little bell chime sounds play when the bells object moves around on her head, like when I’m moving/rotating. Just stuck on figuring out how to trigger the sound clip when that happens-
just stick a parameter on the physbone
I have an issue with the default idle/my custom idle combined standing animation twisting my calf bone and it making a really nasty shape out of my avatars leg. Is there a way to just disable the weird foot movement thing? It's on both legs and only when I move my head.
Also, it's only in desktop mode. I haven't brought my avatar to public yet.
Is it a constraint issue? And what should I do to fix it? I know my rig isn't like... The most normal/humanoid but I know people have completely removed the default animation for theirs, so I know it's possible.
My weights aren't the issue, either, already checked that.
I've been trying to fix this one issue for about a day now
It's still doing it on occasion but it's not nearly as bad as it was.
Is there something special needed to make physbones report the stretch value? I created a parameter in my controller, and set it blend an animation in a blend tree, but it didn't work. I check my spelling, so I'm positive it's spelt right.
its param_stretch in animator right?
Yeah
A tad late, but try ticking "is animated" in the physbone settings
I am pretty new and I want to preview physbones quickly without starting the game and so on. How can I do that? In this video someone previews physbones in the scene view: https://www.youtube.com/watch?v=PTTnWUkswkU
Did this video help you? Consider sending me a tip on Ko-fi! https://ko-fi.com/sippbox
The Avatar Dynamics update recently dropped for VRChat, and with it brings the highly anticipated replacement for dynamic bones, PhysBones! With Physbones, you can apply secondary motion to parts of your avatar, such as hair or skirts, making avatars much mor...
you go into play mode using a tool like Gesture Manager or Lyuma's AV3 Emulator, then you can move the avatar around and watch the physbones move.
I'll import the packages and then see again 👍
Thank you, that was a very quick fix
Just to follow up on this I realized I set my bone length in the wrong direction, and that was what caused the issue.
physbone appears to glitch out a bit if the animation on it moves it too fast. If I had to guess its when it reaches the limit set (an angle limit)
any ways to prevent?
(never mind on limits: that does nothing)
is there a way to make the collision between physbone and collider smooth? like the Phys bone gradually avoids the collider instead of instantly?
Thats not how colliders work so no
you can try setting a curve for the collider to mimic the effect.
i actually don’t know if colliders have curves…
hey so I'm trying to follow the physbones tutorial that's pinned and my hair won't move for some reason
add radius if you cant see the lines , try adding endpoint ( 1 bones need those )
Does anyone know why Phys Bones are so jittery when interacting with colliders now?
i would use a limit rather than collider there if you can
The phys bone root is parent constraint to the hip AND the leg to make up for some weight painting issues. So an angle limit wouldn't be ideal.
But you know what, you just reminded me of that so maybe that's causing it
To use custom emots you have to boost the discord :p
my boost is on gen1 😔
You can exclude roots in physbone settings, and make two separate physbones
I also had problems with colliders, and tend to avoid them if possible.
anyone know how to make an arm or limb stretch without distorting it, like I think it has something to do with constraints but I have no idea. I have been trying to figure something like this oout for months
Do you mean like without distorting the children?
Ah alright, you should try using a parent or position constraint on the bone where you want it to be stretched (so if you want the lower arm to stretch then put it on the hand/wrist bone)
You can also use a physbone, just set the next children bones as ignore transforms
So like put a physbone component on your shoulder and set all your first finger bones to ignore transforms
do I need to make like a stretch blendshape in blender for the arm then or can I stretch the bone in unity?
You can just stretch it in unity, it moves the position of the bone instead of scaling it
Is this for a gimmick like letting people stretch your arms out really far?
no it's a gimmick for having limbs like enlongating like a rubberhose cartoon
using a slider
heh, nice
Ohh okay, so what I would probably do is duplicate your bones that will stretch + their children in blender, then change the vertex group names to make the duplicates (I just leave it with the .001 prefix because it's easier lol)
Now you'll have bones that don't affect your mesh set as your humanoid bones
Then you can put constraints on the duplicate bones (these are the ones that move your arms) so they follow your tracking
So if you use rotation constraints on them, all you'll have to animate for your slider is the bones moving along their local Y axis
And you can animate them as transforms because they aren't humanoid bones
yep! just move them along the local y axis
nicee
Sorry to bother you again but my avatar does this when checking it in gesture manager
I made the animations of moving them along the y axis and it bends them backwards for some reason
nvm forgot to press activate oops
I'm really confused as to how my physbones react so sensitively to any movement at all. I've checked out pretty much every value of the component, but I haven't found what's causing this. Any ideas?
paste an image of your physbone settings maybe
There
Should have done it before lol
maybe try increasing immobile?
Oh wow I swear I tried that already, It looks so much smoother thank you
I'll hop on vrchat to see how it looks in-game
How can I animate a Physbone property?? I want to loop animate the gravity property of a Physbone to make a flap animation but for some reason the bone gravity only updates when I manually change another property in the inspector
You have to turn the physbone component off and on, unfortunately
The component has to get "rebaked" after changing settings
in the editor, this is done automatically when you change anything through the inspector
I also wanted to do something very similar
But does it works in VRChat?
Only if you disable and enable the component.
Which will cause a very obvious jump
Yeah that's the problem I'm having
I have an effect where a bunch of physbones rise up into the air. I have to toggle the component to do that
Thanks for asking for me Belzar btw
It looks pretty good when rising up, but then it's a huge jump when i turn it off
I'm trying to do this
God I wish I could bake a physbone movement into an Unity animation
annoyingly, you could do that with Dynamic Bone
(physbones are way, way faster, but that's one of the consequences)
Could I?
nah, they'll get converted to Physbones by the game
What would be the most efficient way to avoid a tail that collides with a floor collider to NOT roll?
Sometimes it rolls slightly causing a fin to clip through the floor
You could add bones to the fins
would that not cause the fin bones to bend? I guess I could use a curve with zero angle for the end of it?
The bones don't have to actually deform your mesh
i'm not sure what you're thinking of by "fin bones bending", actually
If they aren't weight painted then no, but either way you should use the angle limit curve that way since the colliders need to match how the fin moves
if only I could animate them swapping transforms
been thinking about some workarounds
you could duplicate the bones and parent the new ones to their source, so you'd have
- Original Bone 1
- New Bone 1
- Original Bone 2
- New Bone 2
- Original Bone 3
- New Bones 3
The new bones would control the mesh.
You could then animate the new bones waving around
and then make a physbone chain out of the old bones
It'd be an approximation, at least!
L o l
That's just… animating the cape with extra steps
I guess you can still just animate it up and down and still have physbones, yeah
wait quick question,, do you make that in blender and then transfer it to a rigging app?
i did the rig from scratch
aka i made the rig inside of blender
ooooo thats fricken sick :33
ty ^_^
There's a kinda cursed way I heard of that might work. Never tried it myself tho.
I might be misremembering the process but you can copy right click the rotation values of the bones in the transform component as keyframes and paste them into an animation.
With that apparently you can go into play mode w/pause turned on and step through on frame at a time using the 3rd button at the top and just copy the rotations every frame to a new keyframe.
I've thought about it but that's a crazy amount of work. I don't think it's worth it anymore
anyone got any recommendations/best practices for what one should set the Min Velocity on a Contact receiver to?
4.0 is default running speed
pretty sure the value is in m/s
Hey got a question, would I need bones for any like a tail,
-# I had looked at some references and it showed to add bones on the tail and ears, basically phybones I think, but the avatar bone viewer I looked at doesn't show the bones in the tail or ears
Update on what I mean, would I need bones pre built into my model for phybones
I answered my own question by reading
Hello, anyone knows why when I turn on a collider that is inside the physbone, it does not interact with it till I move the avatar?
Please, I need help diagnosing this issue I'm having with the tail puppet I set up
If anyone has any ideas as to why it's only happening when TailBlendH > 0, that would really help me out
it's probably an issue with your animation; check that all frames of the animation have the correct values
Thanks, I had a keyframe in there I forgot to delete
how would I make this lantern sway properly? Trying to figure out physbone setup + hierarchy for this
mess around with physbone forces, but the most imprtant one is gravity
Yes, so I have figured that out but I am mostly thinking about the origins, setup and positioning of the individual objects in the hierarchy
like what order they should be in, does the origin even matter, do they have to be bones with weight painting etc
do you want the handle to rotate in your hand?
you'll want the bones to be aligned with where you want them to rotate
like so :D
but not rotate within the hand perpendicular to the hand, just back and forth
yes, so use a hinge limit type
definitely
I only had buggy stuttery movements so far or results where only the lantern itself would sway but not the handle
the lantern has no weight painting/armature, i thought it might work without it but I have no idea
well it could, but they'd be separate meshes, which isn't very good for performance since it incurs extra draw calls
will try with armature then, it might solve the problem i am having in general
@nova cave after playing with it for a bit i think the best solution is to add an extra physbone at the start of the chain. You can make it really small. Set the gravity value to 1 and then add a curve to it and bring the 2nd key down to 0 and close to the beginning like in the picture
gravity is kinda weird on physbones, it doesn't really let you move stuff
it gets really stiff
so the idea behind this is that you use regular physbone movement for the lantern to return it to its "base" position, but that position is affected by gravity since the parent for those bones is affected by gravity
So I tried it with an armature and physbones but it is spasming out still and I can't figure out for the life of me what's causing the issue
(left hand collide is named that way but has no collider in it, just an empty, ignore it)
@nova cave something like this?
you want it to swing?
or look downwards at all time?
you have multiple physbone components or constraining it?
@keen sluice @misty verge
My ideal would be like this (picture below). The hinge having a polar with Gravity affecting it, so it stays vertical. The lantern should have a hinge to just sway back and forth.
Right now for some reason though, even in the most simple setup with just a single hinge physbone component that affects all bones down the hierarchy of the lantern, it will start to jitter.
I don't know if that is because I am using actual bones with an armature for the mesh right now.
I did have one physbone on the hinge and one on the lantern itself so one behaves polar and the other one like a hinge. But even after getting rid of the extra one, it still jitters a little.
Okay I figured it out for a separated game object like in your recommendation @misty verge. That did help me, thank you. 🙏
It's still weird that this doesn't seem work for Physbones on my Armatures, but I guess Physbones have trouble with small angles or something like that.
I also was able to separate polar and hinge by limiting the yaw with a falloff curve.
Hello! (I'm guessing Constraints also fall under Avatar Dynamics?)
Anyhow, I've been trying to get a low fps effect going on my avatar. I've achieved this by having a duplicated armature that isn't weight painted to the mesh. The user and physbones affect the duplicated armature. From there I use a bunch of VRC Parent Constrains that then map the movement of the unweighted set to the weighted one. From there they can be toggled Active and Inactive at the desired framerate.
It's almost working perfectly, except that for some reason physbones without a connection to another bone seem to snap to some sort of default position, instead of where the controlling bone actually is.
Example:
The Tail directly attached to the hips is working perfectly, but the ears which are parented but not physically connected to the head seem to mess up.
visualized
The eyes are also affected by this, so it seems to just happen to any bones without a direct connection(?)
Can anyone help me with adding physics to my avatar?
can you be more specific?
you are doing the low fps affect wrong. You should be using "freeze to world"
at least if i'm understanding the issue correctly
the issue is that this problem happens when the constraint component is disabled?
When the Is Active toggle is set to false.
okay, so do not disable the component
use "freeze to world" instead
That's helped a ton! Though now it seems to be doing some sort of shift...
The direction of that shift seems to be entirely random too.
Gotta love issues that don't show up when using Gesture Manager lol 🎉
honestly not sure, maybe incorrect offset values or something?
maybe? I'm rather certain I've zeroed everything repeatedly, so the weighted bones should match their controlled clones perfectly. not to mention that they look fine, unless frozen, so I doubt it's a positioning issue?
Okay, removing the constraints seems to fix it (though obviously this removes any of the movement that should be there).
So either
- The Controller bones are messed up
- The Parent Constraints were messed up
maybe try using the parent constraints without animating them and see what happens?
Yup, just tried that. It seems the Controller Bones themselves are messed up for some reason.
Would there be any way to reset the bones to their default position, juuuust to ensure none were nudged?
oh actually that's probably the issue
it's not supposed to be 0
if they're offset
like your ears, eyes, etc they are offset from the head
just make sure to activate your constraints before locking them
By zeroing I mean pressing the Zero button, which I assumed just makes it so the position is matched between the parent and child bones.
Lets see if just activating fixes it
zero moves the rest position as well
it moves it so that the rest position is at the center of all sources
Mmh, seems to not have fixed it, unfortunately.
Very odd...
I admit, here it kinda looks like some cool smear lines, but still 😅
My theory is it's because the bones aren't directly attached to any other bones, because the stretching is happening to the ears as well, so while they don't jitter, they do visually lag behind.
Why they jiggle? No clue. Who knows.
Hmm. I had an issue like this when using constraints to control bones with the sources set to physbones. There was a somewhat noticeable delay. Maybe offset the animation for those bones?
Possibly… my problem is the inconsistency. Why do the ear physbones seem to not have this same issue, at least to such a huge degree? They’re also physbones that aren’t directly connected to the head bone.
And why the eyes? I already checked, and I have made it so the eye controller bones are being moved, not the eyes themselves (which could cause some sort of fight), so why those specific bones? Why that random movement??? And why only when it’s frozen to the world?
Hello, so I am trying to make the ears and tail on my avatar interactable, but for some reason it just goes insane, can somebody help with this? Thanks
show the physbone settings
Apologies if this is easy to find somewhere, but I need a tutorial on how to make a gun asset that stop and explodes when it hits an obstacle like the floor, a wall or another avatar.
particle subemitter. wont properly work for avatars
this is how i learned the foundamentals of particles, but it's what TheLeastMost said.
https://www.youtube.com/watch?v=2UaOIAAcbPc&t=2400s
Particle images for download: https://imgur.com/a/6BcT9PL
My gumroad store for VRChat assets: https://liindy.gumroad.com
Chapters:
00:00 What we will make
00:22 Introduction
01:12 Setting up
02:14 Adding a Particle System
06:25 Adding a texture to particle
10:14 Adding post processing to unity
13:10 Particle culling and mirrors
14:16 More sett...
@dark drift @dark drift much appreciation to you both!
Check if it happens if you get rid of the colliders
Will it still be interactable if I get rid of the colliders?
Yea, but i'd handle everything one at the time, and check if the reason for it doing that, is the collider.
To be clear, i DO NOT mean its own collision size, i mean the external colliders it interacts with.
So the green circles?
This one, the size
The size?
Yup
Size just means how many collider slots you want the physbone to have
Size 5 = you can make the physbone interact with 5 colliders.
Just did
If you did for all 3, check if it's fine again.
Yup, that was it then.
If a collider is too close to a physbone, it will keep "spazing out"
As it "gets pushed away", and then "tries to go back to its position"
Oh
So then what makes the avi interactable?
Is it the collision radius or something?
If it helps, here https://youtu.be/PTTnWUkswkU?si=zgPGqSIV1xRmO8t6
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The Avatar Dynamics update recently dropped for VRChat, and with it brings the highly anticipated replacement for dynamic bones, PhysBones! With Physbones, you can apply secondary motion to parts of your avatar, such as hair or skirts, making avatars much mor...
it's a mix of collision size, grab settings, and stretch.
And to a point, armature setup, for it to work as you want it to. (Not always doh)
I guess that's what it is
I just sorta did exactly what I saw blindly
Collision size = "hitbox"
Stretch = how much the physbone can stretch
Grab = all the settings that decide how it works, and whom can grab the physbone
Yupyup, good luck
I'm making a tribal avatar with a long loincloth and I want suggestions on the best way to set up the physics.
Should I do one line of bones and done?
Two parallel lines at each edge?
Unity cloth physics?
I want it to hang, and collide with the thighs
Unity cloth suuuuuuucks
I used it once AGES ago and yeah, it was not good
it is not.
Once again, I shall wish for Magica Cloth. it works awesomely in ChilloutVR.
Reckon I should go with something like this with large collision?
Or two/three lines?
I would use it on like, everything 🙂
oh if that's as narrow it is, yeah, 1-2 chains should work decently well
this is right at the edge but I guess I could do two chains kind of in the middle and that's it
yeah probably two in the gaps there is fine
I guess I'll just need to make sure the weight painting is very smoothed over the whole thing so it doesn't make harsh splits or turn inside out, right?
Yup - the blur tool is your friend here
Hi! I have a bit unusual question: When avatar locomotion is off in locomotion layer and head and body orientation is driven by current animation, How can I place anything on current existing view point position and tracking this position? As example: I put my avatar in dancing mmd animation and disable head tracking in current moment. If I'd had some static game object not connected to avatar armature and this object constrained to view point of my head it could be moving while avatar is still dancing. I've seen such avatars, but still can't figure out how is it working.
Is there a way to stop a set hand from grabbing physbones
for example
I have a physbone in my right had that I dont want to be able to grab with my right hand, only with my left
don't cross-post. But yes - one sec, I'm looking this up, the docs for this are unfortunately out of date
Set "allow grabbing" to "other" and then uncheck "allow self".
for some reason the documentation has images from physbones 1.0, this came in 1.1
this would just disable grabbing for the local player entirely on that component
they're asking if it's possible to disable grabbing for a specific hand per-component
which I don't believe there is a solution to unfortunately
Yep, it's the best you can do right now
mmmh.. that's tricky. I wonder if you can animate "Allow Grabbing", cause if you can, maybe you can set up an animation with a contact.
where it is off by default, and only turns on when the contact receiver from the correct hand makes contact.
you can certainly enable and disable the physbone entirely
yes you can
you can animate it with the physbone on and it will update
some properties can't be animated properly without resetting, but these are only properties that affect the physics behaviors afaik, so forces, stretch/squish
but interaction settings can be animated with it on (grabbing, posing, collision)
Interesting, could try that then. Just be mindful to sync it with boolean or similar as this will NOT be sync-friendly at all
@devout heron
?
yes it will
physbones are ik synced
They are, but for IK smoothing shenanigans, or culling, it can mess up
Even grabbing it too fast can make it mess up
They work good enough for the majority of applications however, so it's up to the user. I want it to always work.
I have a weird issue. For some reason, my physbone doesn't want to reset properly, despite the fact there's no physbone collider around it. It just shoots straight to the edges and idk how to fix it.
Nvm, its because the animation was editing the scale of the bone itself.
How can I go about fixing jitter in bones that are always resting on a collider?
I tried checking "bones as spheres" on the collider but it didn't fix the jitter
i'm sure someone can reply to this better than i can, but in the meantime, check that the collision sizes aren't too close to eachother
i do believe that certain values on the physbone make it smoother as well. Someone else might tell you more about that.
I have this on my tail when i lay down in my avatar.
It just starts jorking it lol 😂
my "front tail" is giving me problems lmfao
got an adjustable collider that I can change when I lie down or stand up but yeah the jitter is unbearable
||Disclaimer to any mods reading this; That was a joke, I'm working on a completely SFW avatar||
physbone limits even on pc?? wtf
Hey y'all, if I wanted to have a physbone chain that connects from shoulder to the wrist; would I stick the physbone root to one end and slap a VRCParentConstraint onto the tip of the chain, pointing it at the transform I want it connected to? Basically, I was aiming for a Mr. Fantastic/Plastic Man kind of effect
The hands are still part of the main skeleton, it's just I have the arm's mesh bound to a different chain of bones
I hadn't figured it out yet, so in the meantime I had to settle for putting two physbone roots on both ends of each limb, splitting the limb into two chains merely pointed at each other. Since I can't really make the hands fly out in VRChat, I figured that would be serviceable until I can get it to work for real
The physbone roots for the wrist-ends are actually children of the forearm bone here, so even when someone has physbones disabled it wouldn't break the arm rigging for them
Which would lead me to another question about if I could toggle a different constraint opposite of the physbones as not to break the arm rigging for people with it disabled
Oh right, I guess the words I was looking for were "any way we could set an IK target transform for the endpoint of a physbone chain"
But I suppose not
I'll give using a constraint on the endpoint bone a shot but it sounds like a lot of people have tried that before
On the other hand, maybe that recent patch note mentioning a fix for a problem related to constraint and physbone interaction might have done something
hey so whenever I put dynamics on this dress I put the bones on myself they show that the angles are reversed idk how to fix it
Your bones are rotated backwards
ah is their avy way to fix them in blender?
yeah, swap head and tail basically
Does anybody know how can I fix the SDK, the dynamics error and etc? Bc I cant get the sdk to load in the project to make the avatar? It deleted my stuff.
which Unity version is that
2022.3.22f1 the recommended version
ok good
so what should I do?
I don't really have anything else except perhaps reinstall the SDk
My physbones on pc and quest are not synced. Any clue why that could be?
-# ping on reply ty
try using vrc quest tools, they have a physbone sync component iirc
I found it lol, it was stupid. I removed a component on one platform but not on the other one, but thanks for the suggestion 🖤
Managed to get it fixed ^
Are Dynamic bones required for particle systems?
those things shouldn't really have anything to do with each other.
we dont use that anymore
got replaced with this wich isnt terrible 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.
( and free )
I use the vrc networking tool thing
It comes with the sdk
A network ID is the identifier that is used to determine which object is which when it comes to networking. In most cases, you don’t need to worry about this, but it can come up when working with cross-platform worlds where players are technically loading two different versions of your world.
Network id utility
From my experience it works well once you figure it out
I haven't played around with that but saw it exists.
I didn't include a component in my quest avi, which my pc avi had. Thats why both sides could move the physbones but it would not sync correctly
I am having horrendous local jitter. My earrings are trying to fly away from me.
- They are excluded from my ears.
- They are constrained to my ears.
- Both ears and earrings have "Ignore Physbones" checked.
Regardless of what I've done, the jitter persists. Please @ me if you have a solution. Video details the situation more.
seems like there is some sort of physbone collider that's in the way somehow?
i basically have this issue since that one update that was "supposed" to fix jittering, before it used the same setup on my tails for 2 years or something without issue xd
the jittering got so annoying and a pain to the eye
that i just removed the colliders for my tails
since i tried a lot to fix it
but the jitter persists
what are the constraints for?
i dont use constraints for my tails, unless ur asking what the constraints do outside of what i just said
oh it still jitters on the tail with no constraints involved? Okay
I was reading the thing about the ears, thinking maybe the physbone + constraint jitter was the one vrchat mostly fixed recently
even if they dont use colliders
yeah been having this issue since may 1st
and before i never had a single issue
i reported it cus they said if you find problems report it
never got a reply xd
2025.2.1, build 1626 is when my jitter started
30th of april
that sounds about right
and i legit
tried messing around with every single settings of a physbone
the only way to fix it
is either
delete the colliders
or
limit my game to 15 fps
cus then it stops jittering
I haven't experienced this yet myself
consider properly merging meshes and not mixing physbones and constraints, since constraints prevail.
You did say you had them on your ears initially
no?
I'm a bit surprised the jitter is there without constraints
oh sorry, that wasn't you
oh lol same
like here u can see the bangs and the tail in the background jitter, inside unity with gesture manager, there is no jitter to be seen
There shouldn't be. Neither are anywhere near, including the nearest one.
And I've ben experiencing this issue for several months at this point, even before I made the head collider.
anyone else's physbones stop getting simulated when one (in this instance only the ribbons) is disabled?
this seems to be a very new thing (everything was working fine last night) so i suspect this was due to the steam patch
I'm having he exact same issue with most of my avis, it seems to pause an un-pause the physbones when you turn on or off some pieces of clothing that use physbones. I've also had it happen regularly when someone swaps avis in the same instance as me. (example in the attached video)
started about two hours ago i think for me, i thought i messed up in unity for a bit but i realized it affected avatars i hadn't touched in a year+
I've noticed a similar issue when physbones stop working after using an MMD station
can we maybe just stop messing up physbones ;w;
I’m unsure of what a good fix would be since it freezes/un-freezes when someone
#1 joins/leaves an instance,
#2 swaps avatars in the same instance as you,
#3 turning on or off an asset or body part that is affected by physbones.
I have only been able to produce it in these ways personally, it also seems to mostly affect avatars with high numbers of physbones but I can’t be sure on that. It seems to only be visible client-side for steam vr users (like myself ;~; ). Ive been able to recreate the issue on two public avatars and pretty much half of my uploaded. I’ll probably make a support ticket or something later but if anyone else is still having this issue please reply to me so I can see if y’all fixed it
having same issue after the newest update
uhhh
how can i make it so my tails stay above the ground with a floor collider without them jittering like crazy
Just use a collider set to plane?
I'm trying to find a way to make a particle system only be active for avatars of the same type. I'm creating a line of avatars, 3-4 ish, and I want there to be a particle system that works between all of them, but doesn't show for anyone that isn't in the 3-4 avatars. Is there a way I can do this via colliders or an animation?
Any help or guidance would be helpful. Even if just pointing me in the right direction
Issue still persists despite the most recent update. Each earring only has two colliders tied to them, video provided should help show the issue and my current Phys setup.
you'd need to use a contact receiver on the one with the particles and a sender on the other to turn it on, and not use a synced variable
I'll see if I can figure it out. Thanks for the right direction
its already a plane collider
and its jittering like mad
funny thing is that my pony tail does it too but that only uses cilinder shaped ones
none of my physbones jitter
mine either
want to see these physbone setups what they are doing, yet to encounter it
same
could be some crazy immobile and world mix
or the very old one insanely tiny physbones
tongue need bones that are 0.01mm each
could be as simple 2 colliders arguing on wich one ment to push it too / inside one ect , can think of more 
why you ping me?
oh! I see

nothing looks odd there though
heard about it never used it , very basic one i rarely ever use immobile
your bones dont really align with the tail
(just spoilered cus swimsuit and basically the easiest way to show)
i dont have one tail :3
i got 2
xd
but yeah ingame u can see it jitters
and its been driving me insane looking in mirrors xd
used that for a long time
but only one update broke it
and idk how to fix
dont want my tails in the floor xd
oh god
i just went closeup to the chest area
u can even see the bangs go wild, its a barbiedoll underneath so its fine
it jitters so bad
is that extremely subtle?
I literally dont see any jitter in that video
ok that I see.
thing is
i had this setup aswell before we fully went over to 2022 unity
never had jitter ever
only since 30 april this year
with an update that "fixed jitter", i didnt have jitter before it and since then i have
possibly there's a bug report on canny for this
that sounds about right.
I still dont see any jitter at all
the tails are really visible
that they are shaking like mad
before the update
They didnt even move at all when laying down, only when someone would hit it with their hand or pulls on it
funny thing
i used this setup in 2022 already
like 3 years ago
i load that avatar up from 3 years ago
and same exact jitter xd
that it didnt have before
enable debug ingame to see your colliders if they are spazzing , out - not see it on any of my avatars but i rarely ever sit or lay down unless in about to pass out
what debug exactly ;o
id remove things in physbone until it behaves to figure out wich setting doing it (immobile would be first)
buried in the options
cus theres multiple debug things xd
most of my stuff use angle limits and rarely collider so 🤷♂️
marshmellow pb looks like a mess with this btw xd
its a system to make the chest more realistic
lots of my friends use it too
marshmellow is needlessly overcomplicated for what it does
well they got a new 2.0 version but updating it is kinda annoyin xd
I avoid scripts if i cant do it myself (vrcfury/modular/ect)
yes they can speed up stuff but also need updates every now and then
the only special thing it does is the "mutual interference"
ok am i also the only one noticing that clicking the recently used in the avatars has a sorting option and that doesnt default to recently used
the fact that marshmallow cant even be used on quest is incredibly stupid
like its just physbones and contacts
.. why the heck not?
constraints
does it use unity ones or something?
the version i have uses the parent constraints from unity
is old script
a good portion of what the prefab does can be cut down by a lot
kinda unrelated but this kinda is defeating the purpose of the tab when it is default to this sorting option
there is a recently used sorting option but why is it not just recently used without sorting options there
it just so happens to also have a sorting option
have you considered that the sorted by is used by all of the avatar tabs on the left not just recently used?
yeah but it defeats the purpose of recently used if its not showing recently used avatars xd
thats not what the recently used means
the recently used avatar tab is a temporary list of your recently used avatars favorited or not
the sorted by recently used is putting the avatars you used recently at the top of the list
but that tab doesnt show me the recently used avatars it shows me the ones a uploaded last
by default
good job?
but yeah here the debug
yes it looks like a mess but that is because theres a ribbon at the back aswell
its having issues with the ground collider
should probably mention you should change your format off of hvec
why ;o
its unreadable by discord and windows in general without getting a program specifically to be able to read that extension
like I am having to go out of my way to convert it to mp4 just to be able to see the video
probably?



