#avatar-dynamics

1 messages · Page 11 of 1

simple elk
#

cannot sit in your own seats , just fake animate sit insteadratl

loud garnet
#

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?

keen sluice
loud garnet
#

oh dang really??? that's pretty interesting

#

is it a Unity Collider?

keen sluice
#

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

loud garnet
#

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

keen sluice
#

thats not how that works

loud garnet
#

wym

keen sluice
#

you need to still walk around in order to move up or down

loud garnet
#

yea, which is why it'd have to be two-axis and not four-axis, which uses BOTH joysticks

keen sluice
#

you can just rotation constrain it to your head so you just look up or down

loud garnet
#

that too, and for left and right you can use angularY or whatever its called again

loud garnet
#

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)

hybrid patrol
#

couldnt u just use gesture weight to make the collider raise and lower based on trigger strength?

stuck bane
# keen sluice you can just rotation constrain it to your head so you just look up or down

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

delicate ibex
#

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

stiff glen
#

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

delicate ibex
#

ah right. forgot. thanks!

thick bison
#

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

chilly magnet
#

what happens if your PC avatar has a different number of physbones than your Android avatar?

stiff glen
#

nothing of relevance. each platform sees the one they see

chilly magnet
#

so physbone positions aren't synced, they're all just calculated locally, even for the act of grabbing them?

stiff glen
#

I don't believe they're synced, but I'm not 100% sure about grabbing without investigating

chilly magnet
#

it seems like at least posed physbones would have to be synced?

#

for the sake of late joiners

dark drift
#

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🤷‍♂️

stuck bane
chilly magnet
# stuck bane they can get synced incorrectly.. i'm not sure exactly what causes the behavior ...

What happens if the Android version of an avatar has fewer physbones than the PC version? I suspect that physbone interactions can't all just be calculated

boreal sinew
#

Same here for everyone that help other to grow their skills thanks to yall

terse drift
#

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?

stiff glen
#

top script?

fallow nacelle
# stiff glen top script?

as in the first script added, probably
they probably have multiple scripts added onto the same object

stiff glen
#

ohhh, I see.

stuck bane
stiff glen
#

yeah use - right, that.

stuck bane
#

otherwise they will animate all of the values together, so toggling grabbing for example, that will toggle it for all scripts on the object

turbid ridge
#

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?

stiff glen
#

you can set layer weights with VRC Animator Layer Control

turbid ridge
#

Can those be changed via params?

stiff glen
#

that's a component you put onto an animation state

#

so you can drive it with parameter changes, yes

turbid ridge
#

Context: I want to create a health bar which decreases smoothly (e.g. slowly decrease while a param is set to true)

stiff glen
#

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)

turbid ridge
#

Does this also work if the animation has a timing offset parameter?

stiff glen
#

sure, you can use that also, but that iirc would take precedence

#

I'm not 100% sure, but unity docs should clarify

turbid ridge
#

Ah

#

I assume there's no way to play an animation and write the current animation cycle offset back into a parameter, right?

stiff glen
#

not quite sure what you mean but maybe - you can use VRC Avatar parameter Driver, but you can't really read animation position

turbid ridge
#

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.

turbid ridge
stiff glen
#

yeah pretty sure you can't do that

turbid ridge
#

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 🙂

finite roost
#

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

dark drift
#

@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

finite roost
#

I put it on container with an exception but I'll move it to A. It'll be better. Thanks

rare sun
#

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

hybrid patrol
#

unless im misunderstanding the goal

rare sun
hybrid patrol
#

i have no idea what was going on ngl but im glad u got it working

rare sun
#

and i succeded

hybrid patrol
#

ohhhhh i see

#

very cool

harsh copper
#

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

ivory tide
#

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?

warm steppe
#

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

fair sundial
#

Either that or your gravity curve may have something to do with it

#

It looks like its going negative

warm steppe
#

Oh yeah I did that to make the tail curve upwards but that might be making it act weird

dusky meadow
#

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.

dark drift
dusky meadow
#

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.

stuck bane
dark drift
#

no

warm steppe
#

I managed to fix my physbone issues--turns out I didn't apply my transforms in Blender--whoops. Now everything works, including grabbing

stiff glen
#

ooh that moves nicely

warm steppe
#

Ty vrcLove I wanted ot give it just enough flowy-ness

#

It's my first from-scratch tail, I learned a lot from this

stiff glen
#

it's got exactly the right amount of flowy-ness

small cypress
stuck bane
#

you can try using an inside bounds physbone collider on your hand

dusky meadow
stuck bane
sharp rover
#

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

stiff glen
#

I don't believe you can do that without them having a contact sender with a known tag and you watching for it

sharp rover
#

damn

#

is there anyway to do it at all?

stiff glen
#

I'd have said so if I knew of one

sharp rover
#

damn

#

thanks tho i looked everywhere couldent find anything

#

would have spent annother 2 hours if you didnt say anything lol

stiff glen
#

haha

stuck bane
dusky meadow
#

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.

stiff glen
#

of course, physbones on the toe bones, floor collider.

dusky meadow
#

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.

stiff glen
#

yeah - I would make them quite stiff so they don't react to movement, just the collision

stuck bane
#

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

dusky meadow
formal root
#

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

stuck bane
sly robin
#

actually this should be the better channel to post this since it would most likely use a physbone

stiff glen
#

nah, it uses parent constraints

#

oh stretch and shrink - yeah a simple physbone grab then

dusky meadow
#

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.

minor ether
#

Dextro's Clone system does this already

magic hull
#

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?

stiff glen
#

Yes - a physbone chain (one component) can only be grabbed at one point

magic hull
dark drift
#

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.

abstract charm
#

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.

wispy kettle
#

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

tardy perch
#

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.

fallow nacelle
#

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

stiff glen
#

physbone of course, use the _Angle parameter (in Options at the bottom) to trigger a sound playing when it's greater than some value

fallow nacelle
stiff glen
#

which part?

fallow nacelle
stiff glen
#

can you be more specific? There are lots of videos on basic stuff about the animator and making toggles and things

fallow nacelle
stiff glen
#

do you know how to make toggles?

fallow nacelle
stiff glen
#

go learn that first

#

if you can make a menu item that toggles that sound on and off, then this part is easy

fallow nacelle
#

oh no i want it on all the time

stiff glen
#

Yes, I know

#

but you want the phsybone to trigger the sound, the process is pretty much the same.

fallow nacelle
stiff glen
#

I have no idea

#

but again, if you understand how to work with the animator, doing the thing I said will be easy

fallow nacelle
stiff glen
#

I can't teach you the basics, sorry.

#

there are lots of video tutorials that can though.

fallow nacelle
stiff glen
#

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.

fallow nacelle
#

last time i tried using the info from a toggle tutorial it broke my entire avi

stiff glen
#

i.e. I've never done this specific thing, but it'd be easy to do it.

fallow nacelle
#

worst case scenario i'll try to look for a prefab that already has done what im looking for, or a unitypackage

simple elk
#

easiest would be detect avatar movement make sound, using a physbone angle to do it might trigger it waaay too much

stiff glen
#

yeah that's why I was thinking of having a threshold before it triggers

brisk cloak
#

I have a question; anyone know the maths used for physbone physics calculations?

#

Like how it calculates acceleration

tacit pivot
# wispy kettle anyone know what might cause this new error Ive been getting after updating to t...

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 A can collide with Phsybone B
  • Physbone B can collide with Phsybone 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.

wispy kettle
wispy kettle
# tacit pivot If you find out more about this issue I'd be interested ton know too. Post: http...

After updating to the latest sdk 3.8.0 I've been getting a new error on two physbone scripts "Cyclic dependency found for component VRCPhysbone" It looks like

brisk cloak
#

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)

brisk cloak
silk aspen
#

is anyone has an anything for jacket specially which is has an long skirt..?

keen sluice
#

What

fast haven
#

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

simple elk
#

need to turn them off/on for new value, hasnt it been that forever ratl

fast haven
simple elk
#

whenever i change values since they were new i always disabled them first

untold girder
#

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

stiff glen
#

there's a canny report for this already, and it's marked "available in future release"

fast zealot
#

figured i placed my message in the wrong channel, can somebody help me with this?

stiff glen
#

dynamic bones is long deprecated

fast zealot
#

i have never encountered this issue before

#

i have been using it for 3 years

stiff glen
#

assuming you mean the non-free third-party package called Dynamic Bones here

fast zealot
stiff glen
#

So yes, that.

fast zealot
#

it was 20 dollars

#

i believe

stiff glen
#

use Physbones instead.

fast zealot
stiff glen
#

I don't know exactly what your problem is, I'm just pointing out that package is deprecated

fast zealot
stiff glen
chilly magnet
#

is it normal that when grabbing the child of a multi-child physbone, pulling it doesn't turn the root at all?

chilly magnet
#

to be clear, this is even in "average" mode

noble nacelle
#

i need help

#

i used a averter called nirvana tv and it dosnt let me go on vr chat

stiff glen
loud terrace
#

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

stiff glen
#

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

loud terrace
stiff glen
#

oh that actually works decently well

lost sun
#

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?

keen sluice
lost sun
#

that's why I ask

keen sluice
#

contacts dont make their own parameter?

#

you put in what parameter you want the contact to control

lost sun
#

I don't need to have a parameter listed in my FX menu though

keen sluice
#

wat

#

you need the parameter in the fx in order to use it in a transition

lost sun
#

I only care about using it via OSC, it just works without needing anything else in that case

keen sluice
#

you still need to put it in the fx controller/layer so you can actually use it

lost sun
#

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

brave pawn
#

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

stiff glen
#

seems easy enough, where are you stuck?

brave pawn
#

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

stiff glen
#

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

brave pawn
#

yea and update the parameter for that client only

stiff glen
#

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"

keen sluice
#

well

#

no

#

you could but itd be entirely local only

stiff glen
#

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.....

keen sluice
stiff glen
#

oh, I suppose yeah, you could probably do that

keen sluice
#

its just that you kinda need to basically pray it works since its entirely local only

stiff glen
#

right

keen sluice
#

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

brave pawn
keen sluice
#

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

brave pawn
#

Ok so if a avi has a sender that is has its parameter not synced would it trigger receiver locally as well?

keen sluice
#

Senders dont have a parameter but when its locally toggled on for them sure

brave pawn
#

Hmmm ok i will have to do some testing

desert relic
#

hey i cant seem to grab my ears is there a box i need to tick or something?

#

this is my setup btw

simple elk
#

you need radius

#

0 = thin line impossible to grab

#

see bad image of ear with radius

desert relic
desert relic
keen sluice
#

Every fbx object has
Fbx name > armature > bone

desert relic
#

is there a way to get rid of it? or do i just change its origin to a place that's not so bothersome?

keen sluice
#

Change the root bone?

desert relic
#

yea

keen sluice
#

To the actual bone

desert relic
#

i think it's making my ear glitch when i grab it

keen sluice
#

Well yea
Its not the actual root bone you stuck it on

desert relic
#

so i would just change the origin in blender?

keen sluice
#

No

#

Change the root bone

desert relic
#

in unity?

keen sluice
#

Its literally right there in the physbone

desert relic
#

ii removed the transform the extra bone is still there

#

wait 1 sec

keen sluice
#

change the root bone

desert relic
#

i have changed the root bone

#

but now it seems to only affect 1 ear

#

i guess i could just physbone each ear

keen sluice
#

You made the root just the left ear

desert relic
#

what do you suggest i make it?

keen sluice
#

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

desert relic
#

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

hallow harness
#

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.

stiff glen
#

yeah convert it to .mp4 and it'll embed

hallow harness
stiff glen
#

always test in unity. Looks like you need some to increase stiffness/immobile

cedar helm
#

How do I fix Physbones not updating in play mode? It used to before but not anymore?

dark drift
#

update sdk to latest, should be fixed

cedar helm
#

I'm already on 3.8.0 and I was having issues there?

dark drift
#

oops, though maybe it was in beta but it isnt either. so ig i read smth wrong. hope it would be fixed soon

warm steppe
#

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!

sharp tinsel
simple elk
#

try rotating the bones in blender so they all point the same way (how i avoid using colliders not needed)

sharp tinsel
#

if so i did that

simple elk
#

then use angle limits it will never go near mesh (pitch usually)

sharp tinsel
#

its not a problem about colliding, they just go the opposite way of the other bones

steel grotto
#

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.

simple elk
#

thats why you rotate them so they all point toward the same thing , i use 3d cursor at 0.0.0

sharp tinsel
#

they are rotated to the hip bones, so basically the middle

stiff glen
#

I suppose a physbone might work well too

sharp tinsel
#

its only the back left and back right bone thats the issue

simple elk
#

go look at your axes in blenderratl

stiff glen
steel grotto
sharp tinsel
simple elk
#

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

stiff glen
#

^ this exactly

simple elk
#

here is a bad one

#

rotated

#

ratl very handy for anything skirtlike

sharp tinsel
#

whoops caps lock

#

this is mine so far

simple elk
#

you using that constraint thing from youtube? notice the inverted bones

sharp tinsel
#

how do i notice if its inverted?

simple elk
#

all the top ones

sharp tinsel
#

ohh

sharp tinsel
# simple elk

also where do i find this menu, my blender knowledge istn that good

simple elk
#

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

sharp tinsel
#

thx

#

ill try to fix it then

simple elk
#

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 ratl less work but good luck with loong ones

stiff glen
#

yeah long ones are hard.

steel grotto
# stiff glen Spring joint with no stretch

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

stiff glen
#

"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

steel grotto
#

Okie! I'll try that then, ty!

#

I'll let you know how my experiment goes lol

stiff glen
#

yeah it's either this or a physbone

steel grotto
#

How would you go about a physbone?

stiff glen
#

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

steel grotto
#

Ooh okay gotcha

#

I at least already get how to do that method thankfully lol

fallow nacelle
#

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

spiral hemlock
#

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?

spiral hemlock
stiff glen
#

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

abstract agate
#

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.

stiff glen
#

you can disable the physbone then animate the bone rotation

turbid badger
#

hopefully will help address nagging situations, i.e. where the chest for female avatars constantly gets pushed around while moving

spiral hemlock
stiff glen
#

huh, maybe

spiral hemlock
oak barn
#

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

stiff glen
#

oh weird.

jovial compass
#

it reminds me of this LAWL

warm canyon
#

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

copper fable
warm canyon
#

Okay sweet yes

copper fable
#

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

warm canyon
#

Oh okay I get you

karmic schooner
#

downside is if other shapekeys are relative to the base then there may be some headaches

copper fable
#

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

warm canyon
copper fable
#

with the other method, you can lose the rest of the Blink shapekey

warm canyon
#

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?

copper fable
#

i recommend not to overwrite it if you want to keep the rest of your shapekeys how you expect them to look

warm canyon
#

Okay I understand

copper fable
#

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.

warm canyon
#

How do I set it as active then? Sorry if I'm being slow with this

copper fable
#

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

warm canyon
#

Ooohh sweet I can do that yes.

#

Thank you for the help!

warm canyon
#

Hi everyone, not sure where to post this, Rigging or here. But whats the possible cause of this? feet not flat and clipping through

simple elk
#

vrchat default locmotion shifts legs like that

oak barn
#

am still having the jitter

#

it seems to be getting worse ;w;

dark drift
#

oh its gone

warm canyon
ashen horizon
#

I need the mayu polygon texture map

ornate light
#

I have two twist bones per forearm

#

Both are individually parented to the hand

sullen ledge
ornate light
sullen ledge
#

on Unity

ornate light
#

Mb

ornate light
stiff glen
#

0.9 seems like a lot, I do mine (single bone) at 0.5

ornate light
#

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

stiff glen
#

yeah, it's hard to guess what's going on without seeing the rigging and maybe even the weight paint for the twist bone

ornate light
stiff glen
#

which is which?

#

stick mode kinda sucks for this, you can't really see the bones

ornate light
stiff glen
#

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

ornate light
#

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

stuck bane
#

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

ornate light
# stuck bane twist bones kinda work like this tbh

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

lavish hollow
#

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?

stiff glen
#

no, but it is an option for a VRC Parent Constraint

lavish hollow
stiff glen
#

I have no idea about tutorials but the VRChat creator documentation does cover these

stuck bane
#

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

blissful garnet
#

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

stiff glen
#

what's the bug? this looks fine?

blissful garnet
#

Compare the two

stiff glen
#

or you can just explain?

blissful garnet
#

Different physbone colliders amount

#

I also described the solution but wtf

stiff glen
#

ok, I guess it isn't clear for me, but that's fine, I don't have an answer anyway

blissful garnet
#

Dude just look at the nber of colliders how it is different in the sdk compared to the quest tools ??????

stiff glen
#

yes, I can see that now, it wasn't clear that's what you were referring to without the explanation.

stray kestrel
#

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.

patent eagle
#

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"

torn tendon
#

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-

keen sluice
#

just stick a parameter on the physbone

glad cove
#

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

glad cove
#

It was my RIG dang it 😭

#

The foot joint was too low

glad cove
#

It's still doing it on occasion but it's not nearly as bad as it was.

night nymph
#

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.

dark drift
#

its param_stretch in animator right?

night nymph
#

Yeah

hybrid marsh
south canyon
#

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...

▶ Play video
stiff glen
south canyon
#

I'll import the packages and then see again 👍

south canyon
night nymph
lime stump
#

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)

fierce moth
#

is there a way to make the collision between physbone and collider smooth? like the Phys bone gradually avoids the collider instead of instantly?

keen sluice
#

Thats not how colliders work so no

copper fable
#

i actually don’t know if colliders have curves…

fierce moth
#

thanks for the replies, smooth avoidance would be cool tho

#

❤️

misty torrent
#

hey so I'm trying to follow the physbones tutorial that's pinned and my hair won't move for some reason

simple elk
misty torrent
kindred venture
mossy rampart
kindred venture
#

But you know what, you just reminded me of that so maybe that's causing it

mossy rampart
#

could be that yeah :koi

#

i cant emote this is so sad

kindred venture
#

To use custom emots you have to boost the discord :p

mossy rampart
#

my boost is on gen1 😔

kindred venture
#

nope it's not the constraint

mossy rampart
#

oooof

#

back to blender 😎

hybrid marsh
next ruin
#

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

stuck bane
stuck bane
# next ruin yes

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

next ruin
#

do I need to make like a stretch blendshape in blender for the arm then or can I stretch the bone in unity?

stuck bane
#

Is this for a gimmick like letting people stretch your arms out really far?

next ruin
#

no it's a gimmick for having limbs like enlongating like a rubberhose cartoon

#

using a slider

stiff glen
#

heh, nice

stuck bane
#

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

next ruin
#

gotcha, thank you

#

so move the bones in unity for the slider animations?

stuck bane
next ruin
#

nicee

next ruin
#

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

lilac wasp
#

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?

stiff glen
lilac wasp
lilac wasp
#

Should have done it before lol

stiff glen
#

maybe try increasing immobile?

lilac wasp
#

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

rustic cliff
#

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

small cypress
#

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

rustic cliff
#

But does it works in VRChat?

small cypress
#

Only if you disable and enable the component.

#

Which will cause a very obvious jump

paper flax
#

Yeah that's the problem I'm having

small cypress
#

I have an effect where a bunch of physbones rise up into the air. I have to toggle the component to do that

paper flax
#

Thanks for asking for me Belzar btw

small cypress
#

It looks pretty good when rising up, but then it's a huge jump when i turn it off

paper flax
#

God I wish I could bake a physbone movement into an Unity animation

small cypress
#

annoyingly, you could do that with Dynamic Bone

small cypress
small cypress
#

nah, they'll get converted to Physbones by the game

paper flax
finite roost
#

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

finite roost
small cypress
#

The bones don't have to actually deform your mesh

#

i'm not sure what you're thinking of by "fin bones bending", actually

stuck bane
karmic schooner
small cypress
# paper flax I'm trying to do this

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!

paper flax
small cypress
#

I guess you can still just animate it up and down and still have physbones, yeah

jovial compass
spiral leaf
# jovial compass

wait quick question,, do you make that in blender and then transfer it to a rigging app?

jovial compass
#

aka i made the rig inside of blender

spiral leaf
#

ooooo thats fricken sick :33

jovial compass
#

ty ^_^

clever jetty
# paper flax I'm trying to do this

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.

paper flax
normal meadow
#

anyone got any recommendations/best practices for what one should set the Min Velocity on a Contact receiver to?

dark drift
#

4.0 is default running speed

keen sluice
#

pretty sure the value is in m/s

wary hare
#

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

velvet wren
#

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?

quartz merlin
#

If anyone has any ideas as to why it's only happening when TailBlendH > 0, that would really help me out

stuck bane
quartz merlin
nova cave
#

how would I make this lantern sway properly? Trying to figure out physbone setup + hierarchy for this

stuck bane
#

mess around with physbone forces, but the most imprtant one is gravity

nova cave
#

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

stuck bane
#

you'll want the bones to be aligned with where you want them to rotate

nova cave
#

like so :D

#

but not rotate within the hand perpendicular to the hand, just back and forth

stuck bane
#

yes, so use a hinge limit type

nova cave
#

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

stuck bane
nova cave
#

will try with armature then, it might solve the problem i am having in general

stuck bane
#

@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

nova cave
#

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)

misty verge
#

you want it to swing?

#

or look downwards at all time?

keen sluice
nova cave
#

@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.

faint marten
#

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.

#

The eyes are also affected by this, so it seems to just happen to any bones without a direct connection(?)

hardy violet
#

Can anyone help me with adding physics to my avatar?

stiff glen
#

can you be more specific?

stuck bane
#

at least if i'm understanding the issue correctly

#

the issue is that this problem happens when the constraint component is disabled?

faint marten
stuck bane
#

use "freeze to world" instead

faint marten
#

The direction of that shift seems to be entirely random too.

faint marten
#

Gotta love issues that don't show up when using Gesture Manager lol 🎉

stuck bane
faint marten
#

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
stuck bane
#

maybe try using the parent constraints without animating them and see what happens?

faint marten
#

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?

stuck bane
#

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

faint marten
#

Lets see if just activating fixes it

stuck bane
#

it moves it so that the rest position is at the center of all sources

faint marten
faint marten
#

I admit, here it kinda looks like some cool smear lines, but still 😅

faint marten
#

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.

stuck bane
faint marten
#

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?

limber knot
#

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

scarlet geode
#

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.

dark drift
#

particle subemitter. wont properly work for avatars

hybrid marsh
# scarlet geode Apologies if this is easy to find somewhere, but I need a tutorial on how to mak...

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...

▶ Play video
scarlet geode
#

@dark drift @dark drift much appreciation to you both!

limber knot
#

And for the ears

#

Sorry for the late reply

hybrid marsh
limber knot
hybrid marsh
#

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.

limber knot
#

So the green circles?

hybrid marsh
limber knot
#

The size?

hybrid marsh
#

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.

limber knot
#

Just did

hybrid marsh
#

If you did for all 3, check if it's fine again.

limber knot
#

It works now

#

I'll test it tonight

hybrid marsh
#

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"

limber knot
#

Oh

#

So then what makes the avi interactable?

#

Is it the collision radius or something?

hybrid marsh
#

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

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

▶ Play video
#

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)

limber knot
#

I literally watched that tutorial already

#

Lol

limber knot
#

I just sorta did exactly what I saw blindly

hybrid marsh
#

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

limber knot
#

Ohh ok

#

Anyway, I'm going to go study now

#

I'll test the avi tonight

hybrid marsh
#

Yupyup, good luck

finite roost
#

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

stiff glen
#

Unity cloth suuuuuuucks

finite roost
stiff glen
#

it is not.

#

Once again, I shall wish for Magica Cloth. it works awesomely in ChilloutVR.

finite roost
#

Reckon I should go with something like this with large collision?
Or two/three lines?

stiff glen
#

I would use it on like, everything 🙂

finite roost
stiff glen
#

oh if that's as narrow it is, yeah, 1-2 chains should work decently well

finite roost
#

this is right at the edge but I guess I could do two chains kind of in the middle and that's it

stiff glen
#

yeah probably two in the gaps there is fine

finite roost
#

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?

stiff glen
#

Yup - the blur tool is your friend here

mellow heart
#

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.

devout heron
#

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

stiff glen
#

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

stuck bane
#

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

stiff glen
#

Yep, it's the best you can do right now

hybrid marsh
#

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.

stiff glen
#

you can certainly enable and disable the physbone entirely

stuck bane
#

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)

hybrid marsh
#

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

stuck bane
#

yes it will

#

physbones are ik synced

hybrid marsh
# stuck bane ?

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.

lapis eagle
#

Nvm, its because the animation was editing the scale of the bone itself.

ashen patio
#

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

hybrid marsh
#

i do believe that certain values on the physbone make it smoother as well. Someone else might tell you more about that.

topaz moon
ashen patio
#

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||

fast zealot
#

physbone limits even on pc?? wtf

cerulean tree
#

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

cerulean tree
#

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

vague lotus
#

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

keen sluice
#

Your bones are rotated backwards

vague lotus
#

ah is their avy way to fix them in blender?

stiff glen
#

yeah, swap head and tail basically

hearty basin
#

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.

hearty basin
stiff glen
#

ok good

hearty basin
stiff glen
#

I don't really have anything else except perhaps reinstall the SDk

topaz moon
#

My physbones on pc and quest are not synced. Any clue why that could be?
-# ping on reply ty

deft arch
topaz moon
#

Managed to get it fixed ^

fathom verge
#

Are Dynamic bones required for particle systems?

stiff glen
#

those things shouldn't really have anything to do with each other.

simple elk
#

we dont use that anymore

#

( and free )

fair sundial
#

It comes with the sdk

#

Network id utility

#

From my experience it works well once you figure it out

topaz moon
#

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

ember trout
#

I am having horrendous local jitter. My earrings are trying to fly away from me.

  1. They are excluded from my ears.
  2. They are constrained to my ears.
  3. 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.
fallow nacelle
oak barn
#

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

stiff glen
#

what are the constraints for?

oak barn
#

i dont use constraints for my tails, unless ur asking what the constraints do outside of what i just said

stiff glen
#

oh it still jitters on the tail with no constraints involved? Okay

oak barn
#

not only

#

basically

#

all of mine jitter

stiff glen
#

I was reading the thing about the ears, thinking maybe the physbone + constraint jitter was the one vrchat mostly fixed recently

oak barn
#

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

stiff glen
#

that sounds about right

oak barn
#

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

stiff glen
#

I haven't experienced this yet myself

dark drift
#

consider properly merging meshes and not mixing physbones and constraints, since constraints prevail.

oak barn
#

like i said

#

i dont use constraints

stiff glen
#

You did say you had them on your ears initially

oak barn
#

no?

stiff glen
#

I'm a bit surprised the jitter is there without constraints

#

oh sorry, that wasn't you

dark drift
#

oh lol same

oak barn
#

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

ember trout
#

And I've ben experiencing this issue for several months at this point, even before I made the head collider.

fair galleon
#

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

night osprey
#

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+

slender talon
#

I've noticed a similar issue when physbones stop working after using an MMD station

oak barn
#

can we maybe just stop messing up physbones ;w;

night osprey
# night osprey I'm having he exact same issue with most of my avis, it seems to pause an un-pau...

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

clear cipher
oak barn
#

uhhh

#

how can i make it so my tails stay above the ground with a floor collider without them jittering like crazy

keen sluice
#

Just use a collider set to plane?

lime sparrow
#

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

ember trout
stiff glen
lime sparrow
oak barn
#

and its jittering like mad

#

funny thing is that my pony tail does it too but that only uses cilinder shaped ones

keen sluice
#

none of my physbones jitter

stiff glen
#

mine either

simple elk
#

ratl want to see these physbone setups what they are doing, yet to encounter it

stiff glen
#

same

simple elk
#

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 ratl

oak barn
#

@simple elk @stiff glen

#

C is the ground collider

#

located here

stiff glen
#

why you ping me?

oak barn
#

u wanted to see the setup

stiff glen
#

oh! I see

oak barn
stiff glen
#

nothing looks odd there though

oak barn
#

i also use marshmellow pb on my chest

#

that jitters aswell

simple elk
#

heard about it never used it , very basic one i rarely ever use immobile ratl your bones dont really align with the tail

oak barn
oak barn
#

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

sturdy coral
#

What's up now?

#

I've been reading chat a little bit

oak barn
#

i just went closeup to the chest area

#

it jitters so bad

stiff glen
#

is that extremely subtle?

keen sluice
#

I literally dont see any jitter in that video

stiff glen
#

is this even visible if I'm not trying real hard to see it?

#

ok not just me then

oak barn
#

ok let me

#

from my viewpoint then

#

at 5 seconds it gets really bad

stiff glen
#

ok that I see.

oak barn
#

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

stiff glen
#

possibly there's a bug report on canny for this

oak barn
#

oh i reported it in less as a week after that update

#

just never got a reply xd

stiff glen
#

that sounds about right.

oak barn
#

different base, same setup now

keen sluice
#

I still dont see any jitter at all

stiff glen
#

I do in this one right at the beginning

#

ah and other times too

oak barn
#

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

simple elk
#

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

oak barn
#

what debug exactly ;o

simple elk
#

id remove things in physbone until it behaves to figure out wich setting doing it (immobile would be first)

#

buried in the options

oak barn
#

cus theres multiple debug things xd

simple elk
#

most of my stuff use angle limits and rarely collider so 🤷‍♂️

oak barn
#

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

keen sluice
#

marshmellow is needlessly overcomplicated for what it does

oak barn
#

well they got a new 2.0 version but updating it is kinda annoyin xd

simple elk
#

I avoid scripts if i cant do it myself (vrcfury/modular/ect) ratl yes they can speed up stuff but also need updates every now and then

keen sluice
#

the only special thing it does is the "mutual interference"

oak barn
#

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

keen sluice
#

the fact that marshmallow cant even be used on quest is incredibly stupid

#

like its just physbones and contacts

stiff glen
#

.. why the heck not?

oak barn
#

constraints

keen sluice
#

a n d ?

#

vrc constraints exist

stiff glen
#

does it use unity ones or something?

oak barn
#

the version i have uses the parent constraints from unity

simple elk
#

is old script

oak barn
#

but i think in the new 2.0 one thats changed

#

idk tho cus i havent tried that new one

keen sluice
#

a good portion of what the prefab does can be cut down by a lot

oak barn
#

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

keen sluice
#

recently used isnt a sorting option

#

its a temporary avatar tab

oak barn
keen sluice
#

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?

oak barn
#

yeah but it defeats the purpose of recently used if its not showing recently used avatars xd

keen sluice
#

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

oak barn
#

by default

keen sluice
#

good job?

oak barn
#

yes it looks like a mess but that is because theres a ribbon at the back aswell

#

its having issues with the ground collider

keen sluice
#

should probably mention you should change your format off of hvec

oak barn
#

why ;o

keen sluice
#

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

oak barn
#

heh

#

its mp4

#

xd

keen sluice
#

hvec format dont work

oak barn
#

for me it does, wierd

#

i put in obs to h.264 instead then?

keen sluice
#

probably?