#avatar-dynamics
1 messages · Page 12 of 1
your settings must be weird or you have a weird setup
duplicate av remove all your colliders, try to see if vibrating go away
bet its something too close
diven, if it was fine before 30th of april update and no longer is while i have not touched the physbones or colliders
or the collision radius is too big
then vrchat changed something xd
that wouldnt really matter much
i mean, if i changed nothing it means they changed stuff no
And that doesnt really matter
If it was a widespread issue for all physbones in general then itd be an issue
Cause like none of my avatars new or old have that issue
Even with colliders
I haven't seen that on any of mine either, except when I did something obviously wrong
i mean heres the settings for the tail
Have you considered just redoing the physbone from scratch
Are you even on latest sdk
i mean heres something similair i guess
Thatd likely be because the root is also colliding
Which cant really move the root away from it
The only time mine would ever jitter is when I playspace directly to where the root of my tail collides with the floor
Or the bone is incredibly short to the point the slightest movement causes a big change
Just try redoing the physbone component entirely from scratch
One setting at a time seeing what causes it
hmm like thulen said it was immobile mostly
or not
its still doing it
what if
i make the radius smaller
Why are contacts not centered anymore
centered on what?
I can see the Z position of the game object is not 0, is that what you mean?
thats not what i meant but i figured out the issue, the gizmo thing moves with children for some reason, i swear it didnt in the past
You may have it set to "center" rather than "pivot"
Iirc keyboard shortcut for it is Z. It's easy to change by accident
is that why I keep changing it accidentally?!?
oh my god that makes so much sense, tysm
Hello, I'm trying to make a meauseremnt for punch force using contacts and "OnEnter". I've set min velocity to 30 and can barely reach it when using all my human force (contact is big enough to not miss it), but when I slightly touch it > it reaches 30 velocity. Can I somehow debug at which velocity contact was hit, to adjust it easier?
Iirc the velocity is m/s if that helps
So 30 m/s is easy to reach if you have a very short distance to go, but if you go from a far distance you can't maintain that speed
Well really it's more that the computer only measures so often, so if youre really close to the contact, you can easily reach two measurements from outside to inside that seem like 30 m/s when they really aren't
Uuh not sure if i get it right. My contact is for something like boxing machine, so size of the contact is same as average head's size
I'm standing still nearby contact, barely touch it and it counts it as 30m/s hit
And same conditions but using all my forces > you should be lucky to hit it🤷
But this actually helps a bit to understand what I should put in there, thank you xd
Honestly something I've used instead which I much preferred was a proximity contact and some AAPs to measure the time between two thresholds being reached. The idea is that once the contact is touched, it sets off a timer, then once you get close enough to the center, the timer stops. Then the time should give you an idea of how hard the punch was.
Hold on I'm still figuring out the math
Thought of that too 🤔
But I used two OnEnter contacts with 0 min velocity and they were on certian distance
I've encountered a problem that sometimes punch is way too fast so timer stays at 0
You'd need a larger distance between thresholds then, since it's capped by your framerate
Yeah, both larger distance and larger size of contact
Well it's worked fine for me
I did this to create a "punch doll" that multiplies the effects of a physbone depending on how hard you punch
It increases the weight of a rotation constraint beyond 1 with the physbone as a source
Your method sounds better than mine actually, so I'll give it a try, thank you a lot for sharing it 🙏
does anyone know of a good way to keep "rebake offsets when unfrozen" in a parent constraints position synced correctly for remote users?
I heard you can manually set up some syncing between unsynced objects for quest/pc avatars.
I managed to get it this way due to me having 2 physbones for my tail. One with OSC leash and a parameter, and one without, since i can't just animator toggle the OSC leash on and off. I'd need to modify the osc module for that sadly.
but thats with physbones you said?
How would you make it to where someone else can grab a prop off of your avatar and then move away from you with it?
The most I can gather would be obviously a physbone and then set a really high stretch amount for a container bone and then no stretching for the endpoint object
can someone with a decent chunk of freetime hold my hand thru setting up some animator controllers? i'm trying to set it up so my toggle to turn on my eye emissive makes a spooky screen effect, i have the assets/anims set up, but actually making the parameters/controller is starting to get really lost on me..
Hey question does anyone know how to add multiple animations for FX layers
Because I want to have my gesture 2 animations
Or do I just have to make animation that does both at the same time
If you want multiple animations to play at the same time, you can use a Direct Blendtree, or multiple layers. You can also combine animations together.
As in what you said - creating an animation that does both
Many ways to go about it
Is there any way to make my animations instant because nobody explains it in any tutorials
exit time or transition duration
Thank you I'll try to fix it with that information
Oh and it's tweaking out
thats vague
Basically I probably messed something up and I'll figure it out
And as soon as I say that it works now
Actually I guess not only one of them works
And I figured out why
IDK anymore mann
dont know what your toggle looks like
The fx layer or the animation itself
both
One sec
It also does a weird thing when I first load it which you will see in the video
Yay, my video clipper crashed
I can't even record it it keeps on crashing
I'm going to try one more time and if not I'll just do screenshots
you do realize windows comes with one right?
That's the one I'm using
It crashes about 10 seconds in
idk why you arent just using screenshots
It shows the motion that it's having issues with easier but one second I'll just use screenshots instead
I dont need to see you moving your mouse
Not really that, I was trying to show that it was weirdly moving when I first start it
does the animation even do anything between the start and end
No, but it didn't work if I didn't do this like how it is now
Or it worked less to be more correct
One sce
If I didn't do it how it is now it would just not do some of the animations and I don't know why
what about the idle
what does it do when you try to toggle it
to idle?
what does it do when you toggle it
Toggle what tho
the broken toggle?
Switch to a different gesture
yes but what does it do in the animator
Change to a eyes and mouth
what is it doing here
when you do a toggle you can see the animator change in playmode
like yknow what is transitioning
It does nothing there is literally nothing in it
wdym theres nothing in it
There's no animation or motion so it's going to do nothing
the only way that can keep moving like that is because its somehow repeatedly transitioning out and back
or
the one specific animation
is in fact not the same keyframe twice
I can try reverting them to the original ones
cause you have yet to show me the stuff for the broken one
And unity crashed as soon as I tried to take a screenshot
I'm just going to give up on this for a bit probably go to sleep and eventually find out that it's probably something stupid that I did
Is this where I would ask questions about setting up constraints?
Trying to see how well a skeleton handles in vrc since it has a lot of twist bones(uppertwist1, uppertwist2, foretwist1, foretwist2. Just for one arm) and I don't want to rerig the models that use the skeleton because the skeleton is too cool looking
Is there a way to just take the constraints from blender and shove them into unity?
no
Twist bones are pretty easy - just make sure you restrict to the correct axis, and use about 50% weight.
forearm uses the wrist as source, upper arm uses the lower, etc.
ah it's the Y axis on mine
(had to start Unity to check)
This skeleton is weird
ForeTwist1 is a child of the upper arm
Foretwist2 is a child of foretwist1
You need to use another rotation constraint to link foretwist1 to the forearm
ohhhh, why would you do that...
I am trying not to do any major modifications to the skeleton
I think it'd annoy me. But yeah, multiple rotation constraints seems really tricky here
And I have tried that and it makes it look a bit different then it should be
Do you want the model so you can see what I mean
it'd probably annoy me 🙂
I'll dm you the blend file
not saying I'll look 🙂
It's wack
but I am really curious now
oooh you are going to have quite a time dealing with this
I can get it working fine in blender but not with the vrc constraints
I am having some awful local physbones jitter I have been unable to fix for several months now and want help fixing.
What it isn't:
- A collider too close
- Me not usng the Ignore Other Physbones checkbox (happens regardless of this)
- Earrings not ignored (they are)
A video is provided detailing things. Please @ me if you have a solution.
you want to show physbone setup/hirerarchy/gizmos
ah the something u said weeks ago xd
are you using angle limiters? sometimes those can get a bit iffy
its kinda hard to tell what the problem is without more info yeh x-x
gizmos, physbone components
No, I don't think so, but that's because the dynamics work as intended in editor only.
I am using the earrings' included dynamic settings, though.
I also have constraints helping to pin them to the ears so they don't float away when the ears twitch.
Oh, that's probably it
I know physbones can behave a little odd when paired with constraints
do you have the physbone component's "Is Animated" checkbox enabled?
Do you mean float away as in a lack of gravity? That can just be fixed in the physbone component itself
Which would be much easier than having to constrain it
No, as the issue did not get fixed regardless of when it was.
Can you send an image of the component?
Not lack of gravity, as in the earring mesh moves out too far from the ear model. It is due to how the avatar base is set up, bone wise, and has nothing to do with the phys.
Hang on a hot min.
Are the earrings a separate armature?
To be honest you'll probably have to fix that rig in blender so it doesn't act all wonky
The earrings are affixed to the ears, but are made up of seperate bones, if that's what you mean.
They are parented to the nearest ear bone.
Here's the phys. Identical for both earrings.
So, yes, turns out I did have that checkbox ticked and was using angle limiters.
If it helps, none of my friends can see the issues I have, last i checked, so what the video shows is all on my side.
Interesting
Yeah.
I will get back to you.
Mhm
Is animated is checked too right?
No, but I will have that checked.
I am going to leave one earring at what I have already, as a baseline, so if anything changes the local jitter, we can see.
Ok, so, current phys for the ace heart earring are as follows.
Results are a nill in terms of zero jitter. Video to show the result.
It has lessened a smidge when compared to the earring on the left, but not by much.
Hm
Just to test, try disabling the constraint
Ok.
But I know it will let the earring float away from the ear, meaning I must have one of some sort on the earring.
No, I get it, I'm just not happy at the possibility that it might.
Yehh..
So, turns out it's the constraint. But I need it in order to stop the floating away you can see in the video. What do I do?
I just... Hate that it's my constraint causing the, as I need that for my earring to not float way, but otherwise don't know what to do to mitigate this, whether it be the floaty earring (the avatar base maker told me to constrain it to the mesh to fix it flying away), or the jitter when I have the earring constrained.
you could put the body and earring into Blender and combine them there, then re-export and forget about needing constraints.
I unfortunately don't know Blender, and the body modl was made in Maya.
So, I want non-Blender solutions to avoid having to convert the model from Maya to Blender.
probably you're stuck with constraints then
Yeah, I figured, but constraints give me horrid local jitter.
So I need a way to correct the jitter.
Which has been my issue from the start.
Maya still has to put out a FBX file, which Blender can just import
I do not own Maya, so I cannot utilize any of its features.
And if you import a Maya model into Blender, the bones get a weird orientation.
If someone ever says that the model they've imported into Blender has every bone sticking out of the mesh, it's likely made in Maya.
Only other thing than editing it in blender would be to try unpacking the prefab and moving it manually which may cause further issues
But shrug
I unfortunately do not know how to use Blender.
ear have bones? create a gameobject in one - drop earring in it & adjust , no reason to have constraints unless you going to move them around to other places
(gameobject cause you might need to move it abit)
ok my jitter seems gone
told you it was vrc breaking it
xd
that last update fixing my very annoying jitter on the tails and breast
now please never touch physbones again tyvm xd
- Fixed a couple PhysBone jitter issues, related to gravity falloff and frame timing code.
well i didnt have gravity falloff so i guess it was frame timing code that caused my jitter
Anyone have any idea why contact points might break specifically for me, i have a contact point behind the back to grab a hammer and others using the avatar it works for them. All the fingers on my index controller respond correctly i can make a fist all the buttons work .I've run a vrchat file repair and verify .
after 5ish hours of learning unity the issue was gestures ws turned off
😭
ok then
jitter still here
idk how
but
earlier today i didnt have it
and now i do again
not touched the avatar
Hiya. I have a question regarding VRChat's SDK in Unity's Play mode.
For some reason I can't move my avatar's physbones in Play mode. I'm using the Game camera (tagged Main Camera), but it's not letting me drag the physbones when left-clicking with my cursor.
If I put Gesture Manager on my avatar and enable Clickable Contacts and trigger contacts fine, but I can't move any physbones. Does anyone have any suggestions or tips?
I tried testing with some of the other (lite) avatars in my scene, but it doesn't want to work.
But when testing it in an entirely different avatar project, it does work.
so quick question when you set your Phys bones to immobile they aren't supposed to move right? I have them set to 100% immobile (All motion) but 5% of the physbones starts moving when I move or when I start frantically moving my hand.
here are the settings
are you clicking on stuff in the Game view or Scene view?
Do you have multiple active cameras?
hmmm
yesterday when i got on vrchat, my tails and stuff all behaved normally
in the evening, the jitter was there again
today i got on, again no jitter, went to the same worlds i was in in the evening and had jitter in, today no jitter, lets see in a few hours
cus then its something that happens overtime
needs more investigation
so far didnt see jitter, was alone by myself switched avis a lot aswell
tried mutliple worlds
Would you describe it like your avatars phys bones were almost vibrating?
people could barely see it, but now its even worse as before and people now see it
its so bad i have to make a toggle to turn my tails off
it is now actually pain to look at even for others xd
ok so most of the day it was fine and no jitter happened, then i joined a world and suddenly the jitter started, i restarted my game and theres jitter now
i have no possible clue what is causing it
because one day i get no jitter at all for like 8 hours
and sometimes it appears after a while on the other day, or it starts as soon as i start the game
its very inconsistent
i switched avatar and world and now it doesnt jitter anymore
mhmmm
maybe its certain age worlds being wonky?
guess not hmm
guess its a certain sdk
Some worlds might have strange colliders
i dont think its worlds
its something with sdk
cus some models dont have it
but newer ones do
but then again some older ones have the jitter too

A very silly question but is there a way to trigger contact event to the remote person that hits the contact but nobody else?
I'm having a very weird issue, this is 100% a bug.
https://awo.oooooooooooooo.ooo/i/zgylefdnen25l4p.gif
The head is a constraint, and the rest of it very obviously has physics, but.. its kinda stiff, and the overlay shows the physbones in the complete wrong place?
constraint applied after physbones. physbones dont care about movement, caused by constraints
Yes but only by using very silly tricks like the selective animation package by VRLabs that make use of FinalIK
Thanks, I'll look that up.
how do i sync phys bones between pc and quest? ive noticed most my avis when someone grabs my stuff on pc it moves for pc but not quest, and the other way too
To sync properly they need to be exactly the same 1:1. That's the easiest way to make sure their network IDs are the same.
Hey, so a long time ago, I seem to recall that if you had a physbone chain, it was not possible to dynamically elongate that chain (as in, increase the distance between its member points) through animation.
Is that still true? Or was that fixed/changed at some point?
Can anyone tell me how to make a contact toggle where it toggles on when it goes in.. but has to be touched again to toggle it off?
Like, I want to be able to touch something.. and it toggles on but I have to touch it again to turn it off
convert it to a switch
Can I perhaps see how those states work because I'm not sure how to go about it 🤔
the bottom has the condition of if contact is on and the parameter driver parameter is true
the top has the condition of contact true and parameter driver parameter false
then you just put a parameter driver on the top and bottom state
when you enter the contact it sets the parameter driver parameter to either on or off
then when it leaves it can only go to the other state
you then just use the parameter driver parameter to control your toggle
so like this? or am i not understanding something
because the contact receiver is always on, i only have one bool
you need a second bool which is the parameter driver parameter
what would be the second bool then?
Like i have two layers set up
one is the actual toggle
and the other is the layers to control that bool
whatever you want to name the bool?
the contact has a bool and the parameter driver has one
you literally just do 2 conditions
the transition from wait to on checks if the bool if off
the transition from wait to off checks if the bool is on
on parameter driver the bool to on
off parameter driver the bool to off
ahh i really feel like im missing something
i tried following along with sippbox's tutorial but that is for something else - but i tried understanding the logic through that but im still having a hard time
i apologize. i appreciate it either way I think im just not getting something 🥹
use a parameter driver
yep, i do have that on the "on" state and the "off" state here
that only has one condition not two
right but i dont understand the second condition 🙏
I just said
the contact has a bool
then
you have a second bool you parameter driver
like the images I put is just checking for if Im doing a specific gesture
then I have the UI bool get parameter driven
Right but I'm not like.. checking for anything i think like that? and i think thats where im getting confused
you need 2 bools in order to convert a contact into a toggle
instead of "gesture 7" what would this extra bool be doing?
false or true when the contact bool is "on"
gesture is your contact bool
right, which is like this?
and driver is what is controlling the other toggle
the other toggle?
whatever the hell you are wanting to toggle
okay im still not understanding because thats what "nightsister" is. thats whats toggling.
i apologize that im not getting it for some reason. thank you so much either way. 🙏
ill keep trying thank you.
nightsister is your contact bool yes?
you dont use that for the toggle
you use the parameter driver parameter for the toggle
you then use parameter drivers to switch it on and off
all the contact is doing is changing the bool so it switches states to then parameter driver
ohh so would I change the parameter on the receiver then to the contact bool?
i apologize, usually im not this confused over stuff like this.
thank you, ill keep trying to reread everything! 🙏 thank you so much
is it possible to make animation activation gradual?
head has hand receiver (oval mesh)
i want to do it like this - when i bring it up for the first time - blendshape activates at 10%, when i touch it for the second time - up to 20% and so on
is it possible?
I was told that I can use the parameter driver, but I can't understand anything about it, and how to connect it with the animation and the receiver
floats are between 0-1, so if you want it to increase incrementally, you need to add that percentage of 1 (so 20% would be 0.2)
you should have it transition between a waiting state and a state that increases the parameter. the conditions should be waiting for the contact to be touched, then waiting for it to not be touched (so it doesn't spam)
if you have one for decreasing/resetting, do the same transitions but with the respective parameter for its contact and to a different state with different parameter driver settings (but from the same "waiting" state)
then you just need to either use a blendtree or an animation with motion time to set the value of the blendshape from the parameter
Does anyone know how to fix this? i imported the new avatar and its just jank
Probably you didn't set "apply scalings" to FBX All when exporting from Blender, and all your contacts/physbones are scaled up 100x
Ah that worked ty!
What's the order of operations for constraints and physbones? Myself and a couple friends are both noticing unexpected behavior with systems that involve combinations of constraints and physbones, and it's making us wonder if something odd is happening where - say - a physbone system is running its calculations before its parent (a constraint or another physbone system) animates the former. Particularly noticeable with A) gravity ("Why is my thing 'falling' sideways?") and colliders ("Why is my thing getting pushed, the collider is over there?")
constraints run on top of everything, physbones are not aware of their existence/effects
can phys bones be added in blender or should i/do i have to add them in unity
you add the bones in blender but the physbone component is done in Unity
are you using motion time? show layer setup, keyframes of animation and radial puppet
did a custom animation for an afk animation for the first time, anyone have any idea why the tail doesn't want to conform to my will and why the blendshapes dont work in play mode? 🥹 i'm using gogo loco
(i'm not sure if this is the intended purpose of "is animated" because it definitely doesnt want to animate LOL)
how is your afk setup itself looks like, i mean animators. dont forget that different playable layers exist for specific parts/goals so humanoid bones go to first four (for afk its action layer ie overriden animations) while nonhumanoid bones and everything else like blendshapes goes to fx, so in fact you should have two separate animations in different controllers that activate simultaniously.
ahhh gotcha, dunno i was just using the base gogo loco action layer
figured it had something to do with the fx layer but i wasnt sure LOL
i'll probably mess with it later since it's late, you think i'd have to copy gogo loco's afk setup over?
well in the end just a toggle, but with AFK as a parameter. i got no experience with loco or vrcf
you're right LOL i got it set up and working, still nothing for the tail though
Did you put that in FX?, cause it wont move your tail anywhere else when it detect afk
it works if i disable the physbone, but i thought i could have it animated that stinks
yup
fx and gesture
also dont use vrcfury/gogo so got no idea if that mess things up ,otherwise its just [ wait ] < false afk true > [ tailstuff ] (animation on loop)
yea, seems like gogo works just fine in tandem with the simpler afk trigger i did for the fx/gesture layer! the tail animates too, but only if i disable the physbone... i imagine the "is animated" doesn't work for animating every bone in the tail?
i sent early oops
never really tried doing it before so honestly i'm not sure if it's possible or not
'is animated' works for every bone in the physbone component, used it a few times
whaa, thats weird i can't really get it to budge
??? okay somehow i fixed it by spamming the "is animated" toggle in play mode?? 🥹 no idea what that was all about
i even recorded it that was weird, i just have to do this every time i enter play mode
does anyone know a fast way to add a bunch of emotes to an avatar like i see a lot of avatars that im pretty sure are made by different people but all have thhe same emote folders with like tf2 and fortnite and meme emotes and i want to find that and put it on my avvatar
and individualy putting every emote takes forever
honestly i wonder where they get those emotes too
i dived to find they were from someone named coffee, but i couldn't find the exact file with everything
Yo has anyone found a fix for VRC blendshape toggles breaking when you add any animation to GogoLoco with blendshapes? They toggle on, but I can't get them to toggle back off
I have this cute animation that I made and want to use for the avatar select menu but it uses blendshapes for my avi's facial expressions and blinking and such. When I add it, I can no longer toggle my VRC blendshapes off anymore in the expressions menu ;-;
Is it best to avoid ever using animations which use blendshapes for that reason?
do you have write defaults on or off?
What should they be?
on
Let me check
put emotes in sub menu, put them in action layer too, add transitions so they equal the desired number when on and not when off, make the max emotes number higher if youre planning to use more than 8
Hey y’all!! Is there any way to set up a toggle to toggle between two different gesture sets?
add a bool or int parameter required on all gestures to allow 2nd set (or more)
exsample - GestureLeft = 1 + Bool True
I wonder of LayerControl would've worked here, i remember that even if you turn off a layer, the TrackingControls on that layer still work for some reason (not 100% sure if i remember correctly)
thats +1 layer, preferable you want as little layers as possible , 3 first in fx i avoid cause of mmd stations likes to disable them ( 0 - 1 - 2 )
can be in a blendtree but i find those to be wierdly snappy - too fast 
Oh no i know that part, i also have only 3 layers with a ton of gestures on them, i was wondering if it was possible. If i remember my testing correctly, turning off a layer did not stop the TrackingControls from working
which i found weird
the visuals were incredibly helpful!! very easy!!! Thank you!! <3
can you sit in your own station?
no
thank you
Do we not have Development Advanced anymore…? Dang. Does anyone know how to get “the rate of change of a float value”? I want something to happen specifically when a certain float is changing quickly.
Is it possible to create a blendshape, and drive the blendshape's animation from 0 to 100 in correlation to a physbone Stretch value? It sounds possible, but i never tried
i'd assume you need to create an animation with the blendshape that turns it from 0 to 100, and then put that into a blendtree with the physbone in question?
yes just use a float as motion time
dont think ive ever tried it in a blendtree , that would need 2 animations ( 0 and other 100 ) , motion time only need one
there
The animation being played here in Ear_Stretch is the facial animation, right?
just some blendshapes
had a old exsample of stretch but it also does animation on avatar + blendshape
Oh nevermind, i found what i was looking for from Llindy, she made an example.
thanks still!
I have a few of these in blendtrees, exactly as Thulen says, two animations.
I do exactly this too - I have a "wincing" blendshape activate when my ears are pulled
is physbone collision only recognising the finger? is head or foot or other collision ok?
between players? only fingers/palm
vrcf can borrow colliders from fingers to other body parts
vrcf? i don’t know it, i’m sorry
what is other solution?
i want the head interaction for a squish physbone.
there isn't another solution
ah i understand. thank you
@copper fable vrcfury
thank you :)
I am trying to set up a fishing rod using parameters controlled by Phys Bones but I seem to be struggling to understand them, I have the name in the bone and the use of [name]_[parameter] but nothing, I have them in the Expression Parameters, and a debug menu to track the numbers and I am seeing no change, what might I be doing wrong or not understanding, I just wanna fish
Oh hey, Zyrexal! Hope you’re doing well over in the LPD!
Oh hi Zy! Going super well!
Happy to hear! I sadly got removed for inactivity, but I got busy irl lol.
I need help with my avatar. I don’t know how to animate it just yet. I did put an animator script on the avatar itself however, it does not show it animated at all and does not show up a emote wheel or anything like that on the avatar’s hand wheel
Do you have a humanoid rig? You shouldn't need to manually add the animator if so
you might not have the humaiod rig
Ya it says it’s non humanoid, then click on the body and the animation is set to the head not the body. But then I just set the rig to humanoid but it doesn’t seem to fix the issue any tips?
your animator looks like this ? your menu wont show up
was it just me or something appeard here and then disappeared?
no someone is like spamming stuff everywhere
and the bot is removing it
OHH
I'm looking for a way to create physbone chains in a closed loop. Imagine a chain that is connected to your torso on one side and the wrist on the other side. I'm trying it with vrc constraints right now, but nothing seems to work, the phys bones just work as usual like an open chain when I go into play mode. Google doesn't deliver anything useful as well. Has anyone got something like this to work yet and can tell me how to do it?
Physbones are one direction chains, you can't pin the end
Oh, okay then
One of the things I'm doing to this avatar is anchoring Ryoma's shoulderpads to his upper arms so that the former move with the latter.
Because that isn't a thing with the avatar I've been using, resulting in stuff like this:
Ough, the colours make it hard to read...
Okay, well I fixed the hierarchy, so how do I get rid of this error?
I've gotta save the avatar configuration somehow
How do I save it?
Scroll down on the menu were you assign bones. And press the save button. I dont remember its exact name but yea
Uh... where?
Is it this?
since you have alot of _End bones im guessing your fingers got it , remove them vrchat wont like it and your colliders get all wierd , dont recommend ever exporting with endbones you can use other ways if a endpoint is needed
Hey guys just a quick question, does anyone know how to have like dynamics sync up on other peoples game? Like for example I’ll press like a button on my side and it does something but sometimes for the other person that’s watching, they won’t see it,
parameter driver set a bool to true , so it can synch properly
heya, working on an avatar animation thing and was wondering b/c there's lots of moments where the character grabs part of the microphone... Would there be an easier way to get all of this to line up without changing the actual animation in blender so much?
scaling the arm length to be closer to the original model for the animation might work
already tried that and it just looked weird.
it might just take editing the animation then 😔
Hi everyone, Im not too sure if this s the correct place to ask this
I have made an avi for a friend. but when she moves her arms you can see body clipping through clothes. I have tried fixing this for so long but its super time consuming
Is the better method to use shape keys or somehow mask apart of the body that is covered by clothing?
What do you all suggest, and how do i do it?
thank you ! fortunatly i know how to do that haha
would you know how to apply these Shapekey/Blendshape to the specific clothing? I do have a toggle to toggle clothing.
Assuming you already have body-shaping shape keys on the body mesh, you animate them in the same way you animate any other property change
if you don't already have them, got to Blender and make them
oh for sure okay i get you thank you!
quick question , how to test the phys bone in unity?
they just work in playmode?
anyone know if it's possible to have squish physbones actually scale the bone down? I have naively just tried to animate the bone scale down to zero as {parameter}_Squish reaches 1.0, but that does not work, the bone just gets permanently squished as soon as you press down xd
make whatever not part of the bone
ohh like one bone that does the squish, a separate bone that affects the mesh? I will try that
-# sobbing at the most passive aggressive answer of all time 😭
it's true though?
cry about someone getting the answer I guess?
bro could've worded it so much better
legit removing the question mark at the end makes it so much nicer like damn
one more keystroke just to look elitist
it's so much easier to be nicer
cry about it Ig?
like it wasnt even a message directed to you
nor was my message to that person
yet u replied
You went ahead and started crying after a person got the answer they wanted
And checking my notes
Over a question mark
Would it be possible to make a Bullwhip with physbones?
sure
Hey, im having an issue where my contact reciever isnt cooperating with the animator controller i put on my bee pet.
My guess is that its cause i have no avatar descriptor on it and im only using the animator controller, but im rly not sure..
Looks like the parameter in the controller matches the one in the reciever aswell.
Help is greatly appreciated! ^^
it's not in the avatar's main FX layer
Has vrchat recognized the capacitive trigger-touch release input for gesture controls being disorderly? I'm curious if there's a technical reason for the issue or if it's just a bug left unpatched
it causes like every avatar that has variable trigger inputs to do a full send every time the touching the trigger is released and it's super awful.
Does it on the Vulper model too
Has anyone figured out a way to measure rotation with a contact linearly? I can put a contact on the joint like a lever, but the circular motion is not linear. Is there any combination of constraints that might be able to convert it to linear? (a contact sender and receiver closer and further apart)
convert it to linear by using a constraint
What physbone settings do y'all recommend for hair?
physbones are mostly up to you to figure out since every avatar is unique
Alrighty, is there a way to test out the physics of the model in Unity without booting up VRChat?
go into play mode, grab the avatar and move it around
The play button at the top?
Is there any good tutorial for fixing the short skirt clipping issue?
unless you built yours in exactly the same way as a tutorial has, probably this is going to be more generic than specific: better weight painting, playing with physbone settings such as angle limiters, set bone roll properly, etc.
Alright then 💔
https://signyamo.blog/phys-bone_skirt/
I was following the tutorial above ↑ and the bones on both sides lifting sideways as the legs lifting, constraints and phys bone rotation limits couldn't help much either orz
I cant find any way to punch or let others touch a physbone.
In theory all im missing is a way to add velocity to a physbone from an animation, the rest can be handled with collider senders
you probably want to use contacts for that. there's a fun punchable system out there which does this well
*Yeah im tempted to buy it and reverse engineer it *
Yeah but the actual physics is in the ragdoll system
and all I have figured out from the punching one is that it uses this
yeah but the contact part isn't, if that's what you want
I should put this thing on an avatar again, it's been a while
its just 4 contacts set to on enter with a specific velocity
pretty much, yep
yeah, and they trigger the animator to run some math stuff, that sends a velocity data to these animations
thats entirely just sending force to the rigidbody
you can just animate a physbone rotation
Cuz the animations use a configurable Joint, and TBH its very confusing and only has documentation on Unitys side
The creator of that is sometimes seen around here
A little update got the configurable joint to act like a physbone!
So Ill be able to make everything else work
How would I set up a hue slider? I'd like to create a mask for it, but I don't know what that looks like. What colors do I use?
quest shader mask exsample, then just animate the color for it
note pc dont need a color in the mask texture , quest shader does
ohh, okay
what if what I don't want to change color aren't emissions? (i.e. specific accents on the avatar)
you dont exactly have decals
hue shift , my picture just have the emission as exsample, anything with a mask slot can be changed
just be aware if you have multiple materials this wont work for quest its gonna change them all 
maybe if hue shift is off, eh dunno barely use the quest shader and more then 1 material
Yea, I do use five materials. Two of them I am using for the hue slider.
It's fine if I have to make two separate sliders. As long as I can get it to work for both PC and Quest.
Would it still work then?
if you use the same materials, sure, it'll work exactly the same
and you can do it with one slider, just use the same variable in the animator
I'm using poiyomi for PC and toon standard for Quest :')
those may have different parameters, but you can just make one animation to do both
Hm, I am not familiar with animations. Ah well.
there are tutorials. you hit record, change multiple parameters
question: I'm trying to create the animation for a furry avatar, where if you tilt the head to the side, one ear will tilt down, and one up.
The animations and the contacts/receivers are easy, already did that, but I'm confused as to WHERE to attach the contacts/receivers to.
I tried putting a "Sender" to the Head-bone, and "Receivers" to the Neck-bone (but Head and Neck move together, so it doesn't work). Tried putting Receivers on the Upper-Chest bone, but this way it moves around TOO much..
yeah I'd put those on the chest (or upper chest) bone
well that's whta I did, and it makes them flop around too much. I tried comparing it to what I saw on another avatar (the khn fu cat), where looks much smoother, but I don't own the base
do you have the contact receiver in proximity mode? Are you using that parameter for the offset time of the animation?
yes, proximity, but that's not the point: the point is that the contact receiver itself, when attached to upper chest, physically flops around too much when my avatar just walks or moves.
that's why I was asking if there was a better or smarter way to attach it. Like, maybe some rotation constraints between upper chest and head, or something
hmm maybe I'm not sure why it would move weirdly?
dunno, maybe the bone is weird
I'm not sure what look you're going for but what I do for characters with slightly longer ears is put some gravity on the physbones with a threshold so it doesn't affect them until you tip your head sideways, then it pulls down a little
I can dig out the settings if needed
hmm... I might've figured it out. IU just underestimated how much the head naturally tilts forward on my avatar (Canis woof) when I'm just standing straight, compared to the other furry avatar I was using as reference (the Khn-Fu cat)... so I just need to move the contact senders a bit forwards, and play around with their relative sizes.
ahhh
yeah I figure something like this will take a bunch of playing around with position to get right
Hello,
how can I implement a throw system?
iirc VRLabs has a prefab that could get you started, haven't tried it myself though
anyone know how i would go about adding the sort of led lighting that runs throughout her outfit?
i can't get this shit fixed bro idk what i should do
Scrolling emission map, can use Poiyomi to set it up.
Looks like the shirt is not rigged to your avatar at all.
this might be a stupid question but how do you make it where the phys bone is only on the bone i put phys bones on
i only want them on the body turn
ive watched multiple tutorials and none make it clear to me
you mean not on its children also? That's not really how it's supposed to work, but you can use the "ignore transforms" slot for that
thx
parameter driver just acts as a toggle parameter but controlled via animation states
when an animation state is entered that has the parameter driver
sets the parameter selected to whatever value you put
you can make this parameter synced and saved
@jolly path sure
Yh.. I can help with that
Hey anyone else having problems with the contact system suddenly not working for avatars with 3.10, i can see the two contacts interacting but the debug menu is not reporting anything, tried it on several different known good working configs and then updated and had the same issue. Anyone know of any fixes. edit: Going back to 3.9 VRCSDK fixed it and also resolvled the issue with being unable to delete collision tags that was also occuring because of this.
Assuming this is referring to the debug menu in Gesture Manager, a quick test of this on the SDK's sample avatar in 3.10 is showing no issues for me. If you're still seeing this problem, please consider reporting it on Canny ideally with clear repro steps and/or a video of the issue happening in the SDK so we can look into fixing it in the SDK for everyone. Thank you!
is there an alternative to https://github.com/VRLabs/Rigidbody-Throw if i want something to be throwable?
youd have to make it yourself
yes.
I tried a particle system, but for some reason.
It works in the editor: The object flies in the wanted direction.
But not if I try this in VR
I was actually thinking on this the other day, i spent a good deal of time working the rigidboy throw and honestly love it. But was just curious what other pathways exist for this other than rigid body being tracked locally and synced for the remote viewer.
I'm having some issues with jitter on my Physbones while using gravity and colliders.
The ears have gravity on them and are prevented from passing through the shoulders by a collider (on the chest). When touching the collider they barely jitter, maybe they don't jitter at all, its hard to tell. But the more they rest against the collider as the head goes back the more they jitter. Its something I've noticed on multiple avatars and I'm honestly unsure if this is a recent bug or if its always been this way.
Any ideas on a fix or ways to minimize it? This is my base, and I would love to put an update out but this is something I need to fix first.
I'd consider using limiters, if you don't already... oh a lop, ok that's harder
I'll make a canny. I have no idea if this can be fixed at VRChats end or if its something I can fix by doing something different.
ooh is that a factor in jittering physbones?
was something about it a long time ago it doesnt like super tiny things
that makes so much sense
you are trying to move like 0.000x <>
I've never encountered it 'cause I don't have the scaling issue
immobile can do funny things too,if i use it it will have a curve
Thank you ! I couldn’t figure it out in the end but I appreciate it. ✨
Asking here, cause I tried looking for it but I couldn’t figure it out, is there a max 16 tag per contact or just overall? Cause I wanna make a good dynamic system for an avatar, but I wanna make sure I can actually use it properly
Per contact
Are there any tools that make resizing/making/placing colliders easier? Avatar Dynamics Overhaul is ripperino
Never even heard of avatar dynamics overhaul
https://dreadrith.gumroad.com/l/ADOverhaul was a superb tool
IMPORTANT: The tool requires a license key and is a DLL. You'll find your license key through product's content view or entered e-mail.License is valid for ONE device, transferable.Incompatible with Mac and Linux.Now compatible with Unity 2022! EZ PZ AVATAR DYNAMICS LESS GOPre-release purchase. Not everything is implemented. Some things may be u...
Trying to make colliders is such a pain having to use the transform box
Ahhh, found https://github.com/luneSnowtail/VRCNimbatTools which is Exactly what I was looking for
oh that's a good way to do it
it's a recent bug. I downgraded my vrc sdk to version 3.7.6 and it doesn't have this issue
cant use that soon, better figure out why their scaling isnt 1.1.1 , 0.000x is way too tiny
I figured out how to do correctives with contacts and receivers in unity for vr. It wasn’t as complex as i thought.
I think I have a method I like for correctives, just need to work having the shapekeys blend/transition better.
Now there'll be less crunching hips and butt
Add all of it's children to the exception list, you'll also need to add an end length it can't be zero due to not having any animated children of it's own
(a phys bone needs some kind of length for the physics to effect it at all)
something I also like to do is add intermediate bones with constraints. For example, I made a kangaroo/dragon hybrid avatar for my friend, and the tail has a REALLY thick base, so whenever it moved around there was lots of "crunching" at the base. Easy solution was to just add bones around the base and rotation constrain them with 0.5 weight to the first tail bone
what are the settings for a physbone that only moves when grabbed?
immobile
yeah… so how will pull and spring values apply?
like how they normally would?
does the pull and spring values only apply when returning to rest position? (when the object is let go)
if yes, how does grab value (the one that is 0 - 1) affect this ?
pull
how much/quickly it tries to return to normal
spring
how much it bounces
i know that.
my question is how does grab value affect it returning to rest position (+ the pull and spring)
ah okay thank you
that clears things up
only affecting the grab, not affecting the return to rest position motion
sorry sent this in the wrong channel originally
i know they just announced this but does anyone know if item contacts can interact with avatar contacts? id like to use the gold plated lighters contact tag to light an asset on some of my avatars
in case someone comes with the same question
the answer is yes and the lighters contact sender tag is either "flame-sensitive" "flame" or "Fire" i just tried them all
Hello does anyone know how to know what contact sender/receiver the items that vrchat have? like the campfire has apparently a contact sender parameter "fire"
recently there's a new item which is the lighter i wanted to know if there's a sender parameter it sends
I'm assuming it's one of these, so "fire": https://creators.vrchat.com/common-components/contacts/built-in-contact-tags#object-traits
When working with Contact Senders and Receivers, the VRChat SDK offers a number of built-in contact tags that you can use. Using these tags is optional, and you can type in whatever text you'd like for your tags instead if you'd prefer, but using the built-in tags makes it easier to create contacts that are compatible with avatars and worlds tha...
For anybody looking at this, it's actually "Fire" because it IS case sensitive
Can avatar dynamics be animated? Specifically angular limits
physbone limits? yes - but they won't take effect unless you disable the physbone component, change it, then re-enable.
I see! Thank you. It will be fun to figure out how it works with late joiners and saved parameters..
have it be off by default then enable after a couple frames
I'm pretty sure it works without disabling the component, but that could have changed. From my memory, you only need to disable the component in order to animate force properties
hello! i need a bit of help understanding how to animate in general for the game in a sense using props. like if i make a cat in blender i have no idea how i would be able to animate a simple head bob or how people make the animated contact for like dead pats and i'm not sure how to even google around for references for that! please help-
Look up tutorials for animating in Unity or Blender. If you animate in Blender you can export the fbx with the animations embedded, then just duplicate them with ctrl+D to extract them.
Ohhh interesting!! Thank you!! I'll absolutely look into that!
a working system is divided into 3 things.
- animator
- animations
- components with their own logic such as physbones/contacts
Animations are simply keyframes that make things happen in a certain order (such as move a bone from X to Y position, or turn a physbone on/off)
Then, it's just a matter to put these animations in the right order into the animator to make sure they play when certain conditions are met (This is a very simplified version)
learn something simple first such as making an animation, and simply triggering it when a conditions is met, such as toggles, and go from there.
Ohhhh!! Thank you so much for that info!! I'll try it out then! It's a system that seems so interesting and expansive! Try a few basic animation tutorials and such!!
How do I breathe
breathing animation in additive layer
I'm trying to turn off the fire with water to test the water tag on my avatar and it isnt working, does anyone know if the campfire is broken?
The campfire item doesn't support being extinguished like that, sorry!
Wait, there is a way to extinguish it?
No, you can't extinguish the campfire in any way.
Anyone know how to fix this? I put a bone in the chest area but its still showing up
is it the actual chest bone? Like, in the right place in the spine hierarchy?
Yeah this is what I'm seeing right now, yet that issue still pops up
from what I can see here, that looks pretty good
Ah okay, but I still see that error while trying to make the avatar
nvm I fixed it
Anyone know how to fix the grayed out standard shader so I can make this avatar quest compatible?
replace the material - that one is embedded in your model file and can't be edited.
Replace as in how? Delete them or drag the working texture into my assets?
make a new material and drag it into the slot inthe mesh renderer.
Is it possible in any way to get the velocity of something via dynamics and drive an animation from it? Context is I'd like to implement shaking sounds to my little props (via osc but by grabbing a nonsynced parameter) but am uncertain as to if this is possible.
you can get the velocity of yourself via animator parameters.
for other objects you'd have to get that from a collider they enter
You can also use physbone angle or stretch (I recommend stretch, I use it for my sword's swing to trigger sounds and effects)
hhow did you fix it?
how do you fix this?
Go into the rig setup in Unity and make sure those bones are in the proper slots.
If the bones don't exist, you'll have to go back into blender and fix the rigging
ok
when i toggle off the physbone objects this number doesn't go down. do i need to delete them entirely?
by toggle off i mean this
(not trying to make a "toggle" i just want to disable these physbone components entirely without deleting them in case i decide to toggle them on in the future)
delete - anything disabled but still on the avatar may be enabled at runtime and thus counts against this statistic.
ah
is there a way i can just detatch it from the avatar so i dont have to delete it? i'm not very knowledgable with the unity side of things
if you want to "save" it, make a new empty game object, copy/paste the component to that, then drag that game object into your project, it'll become a prefab.
I actually prefab all my physbones so I can just drop the prefab onto avatar variants and not have to change all of them if I want to update
Hello im going to need assistance with physbones for quest is there a video or i can get a run down for it
you could start here: https://creators.vrchat.com/common-components/physbones
PhysBones are a set of components that lets you add secondary motion to objects on avatars and in worlds, permitting you to add motion to things like hair, tails, ears, clothing, wires, plants, and more! Using these well will make your avatars seem more dynamic and real, and your worlds more immersive.
When I upload my Vroid avatars to Unity I always get this I cant seem to remove
Weird black under the pant and shirt
Since mobile avatars can only use a few shaders idk what to do lol
the black is likely because those parts require transparency
you'd need to cutout the black parts in blender with the knife tool
Sadly I dont know blender
No easy way to fix in Unity?
not that im aware of
theres plenty of how-to videos on the basics of blender though and its been discussed in #avatar-help a few times (which is the channel you should've been asking this in)
Unity cannot be used to edit meshes.
Face it, lots of it is outdated
Nothing related to this topic has changed in years though
What would be the easiest way to detect that a worn avatar has not moved (with analog stick) for a certain length of time. I want to make a sign saying to wake me up...
VelocityScalar
Right but what's the most reliable way to do a timing method?
smth like any state -(if velocity>0)->empty reset state->15m empty anim without exit time->afk anim. unless you need late joiners
Yea. Only main part of blender tutorials that differ between major versions is kinda only the shader node system caue geonodes work diffrently
Wrong
yo yo anyone know if its possible to have the same animation that i trigger by pyhsbone_is grabbed be affected by a toggle?
sure, that's easy, just make another transition with the new conditions
in a new layer basically set up a toggle with it or?
you don't want to run the same animation at the same time in different layers, so I'd probably just add conditions to the existing one... but that's very generic advice not knowing anything about your project
im new to avatar making and im already trying to do next level stuff at beginner level 😭
i have a scythe i bought from booth i tried to follow youtube videos but its not the same because it has effects and sound, spin animations and im so lost
im having troubles making the animation stay at said state after pulling on the pyhsbone what´s the setup for that are there any tutorials out there? or do ya perchance know?
not sure what you mean?
Also it's very rare I'll have a tutorial link, I don't exactly keep a list of those, and don't really use them myself.
my quest physbones arent working at all
im not over htel imit so idk what else can be the issue
please help its a commision D:
you sure those are the only physbones?
yes, can others just not show up there or smth?
Bullshit like vrcfury
hm its mosly basic toggles except for some prefabs, ill try removing extra prefabs 1 by one to see if any caused it maybe
does anyone know the exact ordering between contact/constraint/animator updates?
All avatar dynamics components update their states after animators have run earlier in the frame.
Constraints update either before or after physbones depending on the parent/child relationships between them. Contacts update after both physbones and constraints.
One edge case exists for constraints where they may update after contacts if needed to maintain a technique used by some older avatars to hide content in first person by constraining it to the avatar's head bone.
i think i might be noticing the edge case getting triggered in the following scenario:
the object has a deactivated (by turning off component) parent constraint targeting a child of the head bone. this somehow causes a separate position constraint on the same object to be evaluated after contacts. does this sound plausible to you?
Yo, how exactly should I go about adding a contact thingy that activates a sound? I am making a plushie prop where if you boop it, it makes a sound. Not sure how to set that up.
same as any other toggle, just turn on/off the game object with the AudioSource component.
I'll inquire about it more thoroughly once I actually finish this model. Never added a custom contact before.
K, how exactly do I work with contacts?
If your position constraint depends on the result of your parent constraint, then yes, that would make sense.
but this happens when the parent constraint is turned off?
Yes. We pre-sort constraints on avatars once because avatars may toggle them every frame which can cause performance issues if we were to sort them again every time.
I see. Thank you!
Hey, how do I go about setting up this contact correctly? I'd like for it to trigger a sound effect upon contact.
Put a parameter name in there, it'll be set when the contact is active.
K, I named it "boop". What do I do next?
use it in your animator logic
I apologize, I do not know what that is.
You can use this as a parameter for animator transitions. If you don't know how to use the animator, probably watch some tutorials on that.
Hey so let's say hypothetically that I have a physbone, but the collision radius in the settings for the physbone is not the size of the object I want to move with the physbone (I want the physbone to move when touched). Is there a way to use something like a sphere Collider instead as the collision box for the physbone?
no - physics colliders and physbones don't interact
no, but if you want to use a sphere collider you can just increase or decrease the collision radius to match the size you need
be sure to use curves to change the size over the length of the physbone chain for precision
I just gave up and settled tbh
There's no way to influence the expressions menu during runtime is there?
Want to dynamically show settings for connected haptic stuff depending on stuff fed via OSC
unfortunately no, but I wish we could. The best you can do is use menu parameters to "lock" a menu from opening
it seems contact receivers with one custom tag ignore senders with multiple custom tags
is this intended? dont see anything mentioning that on the website
A contact receiver should trigger if the incoming contact sender has any tags that match it. So in your case the single tag on the receiver should be the same as any of the tags on the sender. For self collision on an avatar Content Types needs to include Avatar, and Allow Self should be ticked.
If that's how yours is set up and you're confident the contact still isn't triggering, feel free to open a report on Canny with the ID of the avatar and we can take a look. https://feedback.vrchat.com/avatar-30
how exactly is constraint execution order determined? in particular,
i would assume it's not multithreaded?yes but unrelated to questions below- is it presorted? can the order ever change after an avatar is loaded?
- if it's presorted, does the sorting take into account which constraints are enabled by default to break ties for cycles?
- do constraints on a parent object always execute before constraints on its child objects? if not, when would the reverse happen?
How do I use this rotation constraint? I'd like the sleeve bone to rotate slightly along with the hand.
like that but click "activate"
Ah, right, thank you!
- Constraints run in parallel where their dependencies allow it, and sequentially otherwise.
- Yes, constraint dependencies are pre-sorted. The order will never change after the avatar has loaded. This is done for performance reasons.
- It does not.
- The parent will always run before the child, unless you have a cyclic dependency of constraints where the parent indirectly depends on the result of the child, in which case the order is undefined. If that's the case you should update your hierarchy to break the cycle. We recommend never using constraint cycles, as does Unity in their documentation for their own constraints system.
i have a constraint cycle A -> B -> C -> A, if i change it to A -> B -> C -> D where D is a child of A, would that be considered as breaking the cycle?
Probably yes, since D can unambiguously run at the end in that case.
Great. Thanks!
Wait... Actually that doesn't make sense. It's still the case described in point 4 again.
Is there really no way to force one constraint run before another in a cycle?
But in this case D does not have a constraint so it's fine probably? I should just try it out tomorrow...
In the example you've given, I'd expect D to be at the end of the chain, since none of the other constraints need to run after it. Would be best to just try it!
So the change did fix my problem, but i flipped my arrows in my previous message, so it's actually
A <- B <- C <- D where D is a child of A, would this be considered as a cycle? can I expect C <- D to run first?
Also i still cannot make sense of the behavior of my previous setup:
A <- C1
B <- C2,C3
C1,C2,C3 <- D
D <- B
B is a child of A
Constraints on A, B are off by default
Animator has 3 states, in state 0 constraints on A, B are not animated, in state 1 animated off, in state 2 animated on
In game the states go from 0 > 1 > 2 > 1 > 2 > 1 > 2 ....
The really bizarre part of this is that the constraint on B seemingly executes before the constraint on A if and only if it's the first time entering state 2.
This seems inconsistent with predetermined order?
Sorry for the long post...
I think we're getting to the limit of how much I can accurately help ad-hoc over Discord 😅
If in your case C uses the result of D, B uses the result of C etc. then that's still a cycle, because D needs to both run before A (since A needs D's result) and after A (since D is a child transform of A). That would mean the ordering is undefined.
If you think there isn't a cycle and there's a bug with constraint order then please feel free to open a Canny report with an avatar ID that demonstrates it. Bugs with ordering usually appear as constraints lagging behind/jittering as they move around.
understandable 😅
one last question though. when you say the ordering is undefined, can i assume that it's still deterministic, and everyone sees the same ordering?
When running in-game, the ordering should remain constant after the avatar loads and should currently be the same for everyone. Again though, cycles are undefined behavior, so nothing can be promised about how they behave. It would be best to design your hierarchy to not have any constraint cycles in it.
Thanks! Good to know.
Unfortunately cycles can't always be avoided...
while constraints are one per gameobject, you can have all of your vrcconstraints on one gameobject. This fixed most of my jittering and constraint depth issues
Hello,
for a rpg group, I needed a hide toogle for my avatar.
This makes my avatar invisible and everthing works as it should.
Can I also use this toggle to mute myself?
Can I use Parameter drivers for "Voice" and/or "MuteSelf" ?
I have voice mod,
can voicemod interact with OSC?
Yeah, the default avatar parameters like Voice and MuteSelf are read-only, so you can’t control them from an avatar toggle or parameter driver. The only way to automate muting like that would be through OSC or an external tool. I’m not 100% sure if Voicemod can directly interact with OSC though — you might need a bridge script or middleware for that.
You can move your head bone (or entire body) far into the sky via an animation and your voice will go with it (thus making people unable to hear you)
Is there a way to make a physbone "twist" instead of the usual wobble
limit its movement to just the twisty axis?
like a constraint on the bone itself or with the Limits on the physbone component
the physbone limiters. I haven't tried this, just speculating on what might work
hmm i needed it twisting on its y-axis which i could get yet but i might try rotating the bone itself and retrying with the limits
ah maybe endpoint position has what i need to do in unity cause it is just a single bone, was just confused on how to approach it cause my method in blender is different.
ah yeah, with just one bone you'll definitely need to increase that a little
https://taeliouwolf.gumroad.com/l/PullCord
how would i replicate this
A rigged pull-cord setup with Physbone for any time you need to quickly pull in emergencies :3Includes:Rigged pull cord with Physbone setup. Allowing you to pull and stretch it out in-game. 1 material, 368 triangles. Blender, Substance Painter, and FBX files. Quest Compatible. This asset can be used on Quest as long as you change all the materia...
like what physbone settings would i need
Hi all,
hoping to get some help on this goal.
I have made an avatar with an equippable gun. I also have an animation that I made in blender that raises the arm into a firing position.
The goal is to have a "desktop mode" option for the gun. This would enable a desktop user to activate a menu in vrc to activate the blender pose.
I can add this to the avatar with VRC fury, and the pose for holding the gun works.
However, it also disables all other animations. In particular, it disables the desktop walking animation.
Is it possible to add the animation in such a way that it only affects the hand and arm, while leaving other bones "free" to be affected by other animations? Perhaps by making the pose only override certain bones, or behave additively?
VRC Animator Tracking Control
Yes, I have tried setting this to only affect certain bones. I'm not sure if VRCFury interferes with that, but unless I am missing a step it seems to have no effect
anyone know why i cant grab this phys bone?
or does anyone know a world where i can visualize the physbones so i can know whats going on
because the only worlds ive seen that let me see bones only show the main body bones
the grey circle is the collision ive set
nvm im just never gonna use physbones for this
sus.
Hello, I don't know If I'm on the good channel for this kind of topics (at my first guess it is but maybe not)
I search to add a way to grab an object and using it on an avi
Like actually the object got physbones, the handle of the object got a constraint to the hips (like it's on a belt).
And I was wondering if there is a way to make it grabable by his own Avi, to be able to just move it around ^^
My first guess was a change of constraint but that's a bit an on/off situation, I would love to see if their is something more fluid.
If you got video that already show this kind of topics you can send me them 🙂
hi guys, anyone have any idea why my constraints are doing this to my avatar? i recently added rotation constraints to the legs, hip, spines, chest and neck bones, but only the leg ones work properly, the rest make my avatar look really weird in play mode?
also theres this massive "armature" bone, but i dont think it would be the cause of this
Yo ive had the idea of a throwable prop using FinalIK, but saw that VRCRaycast is a direct replacement and id like to utilize it. I have not played around with FinalIK at all and am new to it. What are some things youd recommend me have a look at? Is there any video tutorials anybody can suggest?
To explain what im trying to achieve: I want my prop to be held and thrown into a direction, then stick in whatever it collides with
@grand sable im yet to see any kind of finalik guide. throwable prob is acheived with this https://github.com/VRLabs/Rigidbody-Throw or https://github.com/VRLabs/Rigidbody-Launcher
This looks perfect. So FinalIK isnt even needed for it then id assume?
hmhm i see
Thank you very much for linking! Ill have a look through these examples 🙂↕️
is it possible to use gogoloco fly, without a active mirror?
it relies on mirror collider so no
Can't i just change the collision layer back to normal or local player?
I found a solution that fits my needs:
I added this collider to the "Collider" object.
Seems working fine
@patent eagle afaik layer override is a disabled unity 2022 feature (when they originally forgot to do so we got avatars that can trap other people), we only supposed to have global collision matrix decided by devs (well, worlds can go beyond but not change existing layers). tho maybe i missed something if youre saying it is working (make sure world doesnt have its own mirror tho).
originally mirror is working since for whatever reason mirror layer does collide with playerlocal layer
i can indeed confirm that the world has no mirror an i dont have any personal mirror active
I'm unable to find something in the docs about this, was there something offical?
Idk if anyone is familiar with jiggle physics for VRChat if anyone knows how to put ass physics on a avatar for VRChat please LMK I been having issues any help will be very much appreciated:)
oh - I didn't see you asked here too, I'd have replied here if I noticed.
only asked it 5 places 
sighs
why are these numbers out of bounds?
doesnt matter it will be 0 in play mode
i get random numbers too in a blendtree before it
Yeah it seems to just make stuff up. doesn't really affect anything though.
contacts arent working correctly
how can i see what the output value is of this?
what is the islocal from
what is the connector called for onenter
i dont understand any of this
is islocal the output of the receiver?
how to activate a contact sender with a contact receiver?
how to make a counter with a contact
it's a variable that VRChat sets for you, though it's a boolean normally, true or false.
you can sorta cast it into a float though
is the islocal from a contact?
it's from VRCHat
This document requires knowledge about Unity's /Documentation/Manual/AnimationParameters.html">Animator Controllers and /Documentation/Manual/class-AnimatorController.html">Animation Parameters.
whats all of this
You cropped that too close so I don't know what component that is
Contacts are a system that allows avatars and worlds to detect collisions with other contacts. You can use collisions to drive avatar and world behavior to perform all sorts of custom interactions.
right so, see the documentation link I provided
its somehow connected here but i cant find out where
contacts set parameters you can use in your animator
you have to add the parameter to the animation controller
When used on an avatar, a Contact Receiver will respond to contact signals by setting Animator Parameter in the avatar's animator.
whats damage
it's a tag
When working with Contact Senders and Receivers, the VRChat SDK offers a number of built-in contact tags that you can use. Using these tags is optional, and you can type in whatever text you'd like for your tags instead if you'd prefer, but using the built-in tags makes it easier to create contacts that are compatible with avatars and worlds tha...
i think a vrcsdk update broke it this is what it is on a working version and its called custom
that's fine - the new stuff has some pre-defined settings, but the actual tag name is the same
the one in the new sdk doesnt work so idk what broke
dunno without you doing some debugging, the settings look equivalent
yeah its some sort of sdk update that broke it ill give up because i got no idea how this was even made
by "broke" what do you mean?
that the contacts or animation system doesnt work anymore as in the pre 0.3.9
works in this version
wow that's quite old. Okay but "doesn't work" is also very vague - can you be more specific?
but ofc new avatars require a new version which has it broken
is it not setting your animator variable when you expect? Under which exact conditions?
I use this thing often, haven't had any issues with 3.10
it just doesnt work anymore the contact turns green ingame but it does nothing
ok so you didn't do any debugging?
in the unity editor? is the contact setting the animator parameter?
its the same as the old one
not what I asked
did you test in unity in play mode, watching that all parts of the process happen as expected?
it doesnt work in that because it requires vr to move the hand
it doesn't require that - you can make a game object with a contact sender on it to test that
so i have been uploading new versions with changes constantly for 10h now
oh, what changes have you tried?
changing the size of the collider changing the position redoing it 1000x nothing worked
ok so you don't know which parts of this work and which don't, okay
the beginning part is where it has to activate a sender
that part already doesnt work
maybe it cant activate a sender if the sender itself is animated as a active gameobj since one of the updates
not sure what you mean here
there is 4 contacts one is a sender that then goes to a receiver that then activates another sender that then goes to another receiver
okay this sounds complicated, you'd have to check each part of that, I again suggest testing in unity in play mode
im gonna install a different system which will take up most the paremeters on the avatar but since this one no longer works and idk how to create something that is effcient like the old one i dont know what else to do but to give up on this
no idea what "system" you mean, but each part should be testable independently, it probably isn't very complicated
would this make it stay always on?
what part of that?
thats after the receiver got activated
you'd have to show, but I mean what part of this image are you calling "this" when you say "will this..."
i dont want to use the islocal thing because maybe that broke
isLocal is true for you the person wearing the avatar, and false otherwise
it has not changed at all a long time
its somehow a float value here
yeah because whoever made that chose to use a float. So true will be (around) 1, and false (nearly) zero
no idea why you'd make it a float though.
what happened here?
haha
did my unityproj corrupt
you could try restarting
i narrowed it down to the IsLocal paremeter
the islocal is a float because its used in that way but vrc 3.10.2 doesnt output it as a float anymore so it just breaks
but the function requires a islocal float
IsLocal should be a bool... but you can use a float and it ought to work depending how how you do the comparisons. But I don't see why you would use it as a float unless it's in a blendtree.
what is the * in global parameter is that a universal making it all global parameters?
what component is this?
how can i see parameters change live values in play mode?
im trying to debug more
this was apparently a thing to make all parameters global
that doesn't really answer my question, but okay.
in play mode you can use a tool like Gesture Manager or AV3 emulator to watch the parameters on the avatar or in the animator
i got av3 emulator
it's the one I prefer too
can a parameter read from an object?
i need to replace a function that uses an animation to drive a parameter but this doesnt work anymore so need a different way for a parameter to read a value
what do you mean "read a value"?
i need to use the animation to enable object that then gets read by a parameter and that paremeter uses the true or false value then to do things
if you are using an animation to enable an object then you can set a parameter on that state with VRC Avatar Parameter Driver
can i do that for a blendtree?
so when value in blendtree is a certain number then do a true or false
nope, can't put that component into a blendtree
what?
yeah in the emulator it disconnects it in the debug
this is it normally
this is in the debug
Do you have VRCFury involved here?
so it all works now after reverse engineering ans 2 days of work
this animator method was responsible for breaking it all
Hello humans, I have a general direction question. I have face tracking and fix ears on my avatar. I would like them to wag when I smile. Is the approach making a new layer in fx, wait for smile to be >.5, and playing animation? Tried editing the face track driver and it only played the first key
Yep - that's what I would do, add another layer and use a blendtree to run those animations
why a blendtree. idle <-(smile>0.5)->wag. dont forget isanimated checked for ears physbone
im so fast
v2/MouthSmileRight would be the parameter?
and I did forget to check as animated 😔
beats me, imagine having ft. you should check the path in the avatar parameters and not omit path or spaces, being just 'v2' (of what?) and not idk, 'vrcft v2' looks sus
I got it
works in gesturemanager
the blendtree was too smooth unless ppl would want a gradual animation, but that's only for static poses
Can somebody help me with avatar contacts? For some reason, it doesn't want to work despite it set up correctly
no, I mean, ask specific questions, not re-ask the generic one
I don't know what to say. I did all the steps provided by a tutorial video found online, and it's not working when I enter test mode
well we can't help without specifics, "it doesn't work" tells us nothing about the problem
What do you want me to say? Like I'm using the contact sender that's set to hand, and the contact receiver responds to hands and fingers, but when I move the test sender into the receiver, it doesn't play the animation and audio I've set it to play.
That. That is way more info than "it doesn't work"
I've set up the animation to play in the FX layer, but for some reason, it doesn't work
Probably it's best to debug each step. First verify when you move the sender into the receiver, the variable is changing as expected.
How do I do that?
I do this in play mode with AV3 emulator (gesture manager works), watching the variable change in the animator or avatar parameters
It doesn't seem to activate
Got the spelling of the variable correct? Case too?
Yes
Got the right settings? Like allow others vs. allow self?
Yes
and the right tag?
I'm pretty sure, yes
that's about all I can think of
huh!
I need a quick suggestion. Im making an avatar who is a drone, and im using a Contact Receiver to detect when someone punches it, so that the drone gets disabled (can be useful if someone gets a bit annoying with the avi). But idk what I should put as minimum velocity, so that it doesn't trigger on a light tap.
afaik the velocity is in m/s, so you could always take a video or set a timer of you moving your fist a certain distance to get an idea of how fast a punch is
maybe somewhere around 0.7? vrchat scale can also be a bit odd since many people wear avatars much larger than the average person, so they can punch much faster relative to world scale
I've currently set it to 1,5... I thought maybe that could work?
create a temporary ball or something that only respond to you , slap it ingame , you might be able to animate to change velocity trigger too
not like id trust unity testing but velocity is animatable
@lapis eagle walking is 2, running ie top fwd speed is 4. given world settings are default.
thus having speed below 4 usually makes not much sense for a random running around
I am noticing that Physbone gravity doesnt work quite weill when constraints are involved, I have a chain of physbones at the end of a bone chain that is constrained to another bone chain (The physbone bones are not constrained to anything, just parented to a bone chain that is constrained)
And for some reason this causes the physbone to think gravity down direction is at a 45 degree angle.
Is there something I am missing here?
nothing, just stuff works in a certain order with constraints being calculated last. so physbones when theyre doing their math dont care about the constraint part ie act as if its off, then constraint grabs the whole result and moves/rotates it however
so theres nothing I can really do to fix it in my situation..
if you need random angles then afaik not, if its always from 90 to 45 then just rotate constrained thing initially
hiii really simple question: does disabling a physbone prevent it from moving?
yes
the entire chain is disabled
I mean, a disabled game object is disabled, so if the child bone is on a disabled parent, yup, it's disabled too
oooop, i mean can i just disable some child bones to prevent them from moving w the rest of the physbones?
Sure, you can disable anything you want
it might look weird though, or disable anything related
you could also use curves in the physbone component, nearly all the values can use curves.
or, add those transforms to the physbone's "ignore transforms" box
Anyone know how to close a mouth for a neutral position? Do I not have enough geometry?
you just kinda drag the top lip and bottom lip together
Ok. I thought as much, but kept getting a deformed lip and thought maybe I was doing something wrong. Just trial and error, I guess.
proportional editing can help here too
Anyone know how to fix this?
The bottom layer becomes invisible the second another object is overlayed on it.
Not sure what setting I may have checked on or off by mistake.
Your avatar mesh might be inside out.
to see if thats the case, turn this on
if the avatar turns red, its inside out. fix it with this in edit mode
Small question, can anyone here specifically fix meshes/topology? I’d love a quote to possibly fix topology on a sculpt I made that I can’t quite figure out how to fix myself sobbb I’ve no idea where to even look for assistance like this or if I’m even asking for the correct thing. Apologies if this question happens to not be applicable etc.
Head over to the VRC Traders discord to commission people, you'll just find scammers here.
I know a fair bit of retopology and can offer free suggestions on this. What do you have?
Looks like it could be a normals or backface culling issue, try selecting the mesh and recalculating normals (Alt + N > Recalculate Outside), then check the material settings and turn off backface culling.
If it still happens, the visor/object on top might have a transparency or blend mode setting that’s hiding the mesh underneath.
Is there a way to see what's driving specific blendshapes ? Like which animations My issue is that for some reasons a few of my blendshapes are not moving when some of my expressions are active, and when I try using the slider in play mode I can't. Thank for the help ^^
nope. What I do is disable all the animator layers, then turn them on one at a time to see which affects it.
(I'm using the vrcfury gestures to make my expressions not the animator)
I'm having expression overlap and it looks really weird idk how to fix that and make it so that it only shows one expression at a time
VRCF Gestures has exclusive tags
I've found a non-tech use for raycasts
The plug now dynamically finds floor level, rather than using player Y height
works great on flat surfaces, slightly falls apart when on a steep slope, or when it gets stuck on a ledge, since the plug is the arbitor for the entire power cord
yep finding floor levels for tails was its main usage since beta testing
oh - guess I need to do something with that now, I totally forgot about that use-case
not going to be perfect but you could do a raycast at your feet and at the plug and then parent the collider to one and set the other as an aim constraint source
that will make it slope as an average between the two points
and also set the aim constraint source as the object for the world up (object rotation up world up type) so that it rotates with the angle of the floor
Any1 know if it’s possible to use osc values to change a blend shape? I’m using touch designer to get my music to have bass and treble volume OSC values and I’m trying to map said values to an emission parameter
you can use OSC to set an avatar parameter, and then use that parameter to do whatever you want.
That is seriously awesome
Does anyone have advice for making physbones a little more bouncy? I'm working on something and when the avatar, say, hits the ground after jumping, the physbone just goes down and then back to rest position. I'd love it if it would yo-yo a bit before coming to rest, but not sure which setting to tweak
Spring - Amount bones will wobble when trying to reach their rest position. Only available in Simplified Integration Type.
Momentum - The amount bones will wobble when trying to reach their rest position. Only available in Advanced Integration Type. Despite the description being the same, the effect is slightly different from Spring.
Ah