#avatar-dynamics

1 messages · Page 12 of 1

simple elk
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my guess its the first bone(s) colliding with plane or going through it , exclude a few

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still dont explain the other things you have vibrating

oak barn
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hmm

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the hair came with colliders

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also had that before the update from 30 april

keen sluice
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your settings must be weird or you have a weird setup

stiff glen
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oh really? that embedded fine for me

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huh

simple elk
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duplicate av remove all your colliders, try to see if vibrating go away ratl bet its something too close

oak barn
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diven, if it was fine before 30th of april update and no longer is while i have not touched the physbones or colliders

keen sluice
oak barn
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then vrchat changed something xd

keen sluice
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that wouldnt really matter much

oak barn
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i mean, if i changed nothing it means they changed stuff no

keen sluice
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And that doesnt really matter

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If it was a widespread issue for all physbones in general then itd be an issue

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Cause like none of my avatars new or old have that issue

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Even with colliders

stiff glen
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I haven't seen that on any of mine either, except when I did something obviously wrong

oak barn
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i mean heres the settings for the tail

keen sluice
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Have you considered just redoing the physbone from scratch

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Are you even on latest sdk

oak barn
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i mean heres something similair i guess

keen sluice
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Which cant really move the root away from it

oak barn
keen sluice
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The only time mine would ever jitter is when I playspace directly to where the root of my tail collides with the floor

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Or the bone is incredibly short to the point the slightest movement causes a big change

oak barn
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like what do i need to change

keen sluice
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Just try redoing the physbone component entirely from scratch

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One setting at a time seeing what causes it

oak barn
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hmm like thulen said it was immobile mostly

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or not

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its still doing it

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what if

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i make the radius smaller

fair galleon
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Why are contacts not centered anymore

stiff glen
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centered on what?

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I can see the Z position of the game object is not 0, is that what you mean?

fair galleon
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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

stuck bane
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Iirc keyboard shortcut for it is Z. It's easy to change by accident

stiff glen
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is that why I keep changing it accidentally?!?

fair galleon
hearty kraken
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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?

stuck bane
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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

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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

hearty kraken
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I'm standing still nearby contact, barely touch it and it counts it as 30m/s hit

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And same conditions but using all my forces > you should be lucky to hit it🤷

hearty kraken
stuck bane
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Hold on I'm still figuring out the math

hearty kraken
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Thought of that too 🤔
But I used two OnEnter contacts with 0 min velocity and they were on certian distance

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I've encountered a problem that sometimes punch is way too fast so timer stays at 0

stuck bane
hearty kraken
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Yeah, both larger distance and larger size of contact

stuck bane
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Well it's worked fine for me

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I did this to create a "punch doll" that multiplies the effects of a physbone depending on how hard you punch

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It increases the weight of a rotation constraint beyond 1 with the physbone as a source

hearty kraken
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Your method sounds better than mine actually, so I'll give it a try, thank you a lot for sharing it 🙏

undone topaz
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does anyone know of a good way to keep "rebake offsets when unfrozen" in a parent constraints position synced correctly for remote users?

topaz moon
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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.

undone topaz
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but thats with physbones you said?

limpid gull
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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?

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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

stray juniper
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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..

wary hare
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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

stuck bane
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As in what you said - creating an animation that does both

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Many ways to go about it

wary hare
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Is there any way to make my animations instant because nobody explains it in any tutorials

keen sluice
wary hare
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Oh and it's tweaking out

keen sluice
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thats vague

wary hare
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Basically I probably messed something up and I'll figure it out

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And as soon as I say that it works now

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Actually I guess not only one of them works

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And I figured out why

wary hare
keen sluice
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dont know what your toggle looks like

wary hare
keen sluice
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both

wary hare
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One sec

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It also does a weird thing when I first load it which you will see in the video

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Yay, my video clipper crashed

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I can't even record it it keeps on crashing

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I'm going to try one more time and if not I'll just do screenshots

keen sluice
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you do realize windows comes with one right?

wary hare
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It crashes about 10 seconds in

keen sluice
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idk why you arent just using screenshots

wary hare
keen sluice
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I dont need to see you moving your mouse

wary hare
keen sluice
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does the animation even do anything between the start and end

wary hare
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Or it worked less to be more correct

keen sluice
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wdym "less"

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also you didnt show the transition

wary hare
wary hare
keen sluice
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what about the idle

wary hare
keen sluice
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what does it do when you try to toggle it

wary hare
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to idle?

keen sluice
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what does it do when you toggle it

wary hare
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Toggle what tho

keen sluice
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the broken toggle?

wary hare
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Switch to a different gesture

keen sluice
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yes but what does it do in the animator

wary hare
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Change to a eyes and mouth

keen sluice
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what is it doing here

wary hare
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Nothing?

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There's nothing in it

keen sluice
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when you do a toggle you can see the animator change in playmode

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like yknow what is transitioning

wary hare
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It does nothing there is literally nothing in it

keen sluice
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wdym theres nothing in it

wary hare
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There's no animation or motion so it's going to do nothing

keen sluice
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the only way that can keep moving like that is because its somehow repeatedly transitioning out and back

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or

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the one specific animation

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is in fact not the same keyframe twice

wary hare
keen sluice
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cause you have yet to show me the stuff for the broken one

wary hare
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And unity crashed as soon as I tried to take a screenshot

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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

low wadi
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Is this where I would ask questions about setting up constraints?

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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

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Is there a way to just take the constraints from blender and shove them into unity?

low wadi
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Any tips?

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It just keeps warping the arm from the first forearm twist

stiff glen
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Twist bones are pretty easy - just make sure you restrict to the correct axis, and use about 50% weight.

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forearm uses the wrist as source, upper arm uses the lower, etc.

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ah it's the Y axis on mine

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(had to start Unity to check)

low wadi
stiff glen
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ohhhh, why would you do that...

low wadi
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I didn't do it like that

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Blame harmonix for making the skeleton

stiff glen
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well "you" being whomever here

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I'd probably end up fixing that in Blender

low wadi
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I am trying not to do any major modifications to the skeleton

stiff glen
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I think it'd annoy me. But yeah, multiple rotation constraints seems really tricky here

low wadi
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And I have tried that and it makes it look a bit different then it should be

low wadi
stiff glen
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it'd probably annoy me 🙂

low wadi
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I'll dm you the blend file

stiff glen
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not saying I'll look 🙂

low wadi
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It's wack

stiff glen
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but I am really curious now

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oooh you are going to have quite a time dealing with this

low wadi
ember trout
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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.
dark drift
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you want to show physbone setup/hirerarchy/gizmos

oak barn
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ah the something u said weeks ago xd

fair sundial
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its kinda hard to tell what the problem is without more info yeh x-x

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gizmos, physbone components

ember trout
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I also have constraints helping to pin them to the ears so they don't float away when the ears twitch.

fair sundial
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Oh, that's probably it

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I know physbones can behave a little odd when paired with constraints

fair sundial
fair sundial
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Which would be much easier than having to constrain it

ember trout
fair sundial
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Can you send an image of the component?

ember trout
fair sundial
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Physbone component*

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Oh

ember trout
fair sundial
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Are the earrings a separate armature?

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To be honest you'll probably have to fix that rig in blender so it doesn't act all wonky

ember trout
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The earrings are affixed to the ears, but are made up of seperate bones, if that's what you mean.

fair sundial
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I see

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Are they parented to the head?

ember trout
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They are parented to the nearest ear bone.

ember trout
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So, yes, turns out I did have that checkbox ticked and was using angle limiters.

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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.

fair sundial
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Interesting

ember trout
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Yeah.

fair sundial
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Try using ver 1.1

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Of physbone settings

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At the top

ember trout
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I will get back to you.

fair sundial
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Mhm

fair sundial
ember trout
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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.

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Ok, so, current phys for the ace heart earring are as follows.

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It has lessened a smidge when compared to the earring on the left, but not by much.

fair sundial
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Hm

fair sundial
ember trout
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But I know it will let the earring float away from the ear, meaning I must have one of some sort on the earring.

fair sundial
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Ye, just to see if the constraint is truly causing it

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Is it a parent constraint?

ember trout
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No, I get it, I'm just not happy at the possibility that it might.

fair sundial
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Yehh..

ember trout
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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?

ember trout
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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.

stiff glen
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you could put the body and earring into Blender and combine them there, then re-export and forget about needing constraints.

ember trout
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I unfortunately don't know Blender, and the body modl was made in Maya.

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So, I want non-Blender solutions to avoid having to convert the model from Maya to Blender.

stiff glen
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probably you're stuck with constraints then

ember trout
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Yeah, I figured, but constraints give me horrid local jitter.

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So I need a way to correct the jitter.

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Which has been my issue from the start.

sullen ledge
ember trout
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I do not own Maya, so I cannot utilize any of its features.

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And if you import a Maya model into Blender, the bones get a weird orientation.

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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.

fair sundial
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But shrug

ember trout
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I unfortunately do not know how to use Blender.

simple elk
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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

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(gameobject cause you might need to move it abit)

oak barn
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ok my jitter seems gone

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told you it was vrc breaking it

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xd

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that last update fixing my very annoying jitter on the tails and breast

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now please never touch physbones again tyvm xd

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  • 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
tame heart
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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 .

tame heart
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after 5ish hours of learning unity the issue was gestures ws turned off

small cypress
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😭

oak barn
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ok then

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jitter still here

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idk how

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but

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earlier today i didnt have it

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and now i do again

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not touched the avatar

woeful sand
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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?

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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.

frozen roost
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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.

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here are the settings

stiff glen
keen sluice
oak barn
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hmmm

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yesterday when i got on vrchat, my tails and stuff all behaved normally

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in the evening, the jitter was there again

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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

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cus then its something that happens overtime

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needs more investigation

oak barn
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so far didnt see jitter, was alone by myself switched avis a lot aswell

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tried mutliple worlds

rotund lodge
oak barn
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i posted videos of it

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here

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they are vibrating

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not always though

oak barn
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people could barely see it, but now its even worse as before and people now see it

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its so bad i have to make a toggle to turn my tails off

oak barn
oak barn
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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

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i have no possible clue what is causing it

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because one day i get no jitter at all for like 8 hours

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and sometimes it appears after a while on the other day, or it starts as soon as i start the game

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its very inconsistent

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i switched avatar and world and now it doesnt jitter anymore

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mhmmm

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maybe its certain age worlds being wonky?

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guess not hmm

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guess its a certain sdk

sturdy coral
oak barn
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i dont think its worlds

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its something with sdk

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cus some models dont have it

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but newer ones do

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but then again some older ones have the jitter too

wet night
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A very silly question but is there a way to trigger contact event to the remote person that hits the contact but nobody else?

late compass
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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?

dark drift
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constraint applied after physbones. physbones dont care about movement, caused by constraints

worn mica
vital hull
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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

worn mica
tropic zealot
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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?

shy dragon
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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

shy dragon
# keen sluice

Can I perhaps see how those states work because I'm not sure how to go about it 🤔

keen sluice
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the bottom has the condition of if contact is on and the parameter driver parameter is true

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the top has the condition of contact true and parameter driver parameter false

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then you just put a parameter driver on the top and bottom state

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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

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you then just use the parameter driver parameter to control your toggle

shy dragon
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because the contact receiver is always on, i only have one bool

keen sluice
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you need a second bool which is the parameter driver parameter

shy dragon
keen sluice
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whatever you want to name the bool?

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the contact has a bool and the parameter driver has one

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you literally just do 2 conditions

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the transition from wait to on checks if the bool if off

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the transition from wait to off checks if the bool is on

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on parameter driver the bool to on
off parameter driver the bool to off

shy dragon
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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 🥹

keen sluice
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use a parameter driver

shy dragon
keen sluice
shy dragon
keen sluice
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I just said

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the contact has a bool

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then

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you have a second bool you parameter driver

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like the images I put is just checking for if Im doing a specific gesture

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then I have the UI bool get parameter driven

shy dragon
keen sluice
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you need 2 bools in order to convert a contact into a toggle

shy dragon
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false or true when the contact bool is "on"

keen sluice
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gesture is your contact bool

shy dragon
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right, which is like this?

keen sluice
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and driver is what is controlling the other toggle

shy dragon
keen sluice
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whatever the hell you are wanting to toggle

shy dragon
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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. 🙏

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ill keep trying thank you.

keen sluice
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nightsister is your contact bool yes?

keen sluice
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you dont use that for the toggle

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you use the parameter driver parameter for the toggle

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you then use parameter drivers to switch it on and off

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all the contact is doing is changing the bool so it switches states to then parameter driver

shy dragon
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ohh so would I change the parameter on the receiver then to the contact bool?

keen sluice
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what

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whichever bool you arent using for your toggle would be the contact bool

shy dragon
whole onyx
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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

stuck bane
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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)

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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)

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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

daring walrus
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Does anyone know how to fix this? i imported the new avatar and its just jank

stiff glen
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Probably you didn't set "apply scalings" to FBX All when exporting from Blender, and all your contacts/physbones are scaled up 100x

daring walrus
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Ah that worked ty!

tropic zealot
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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?")

dark drift
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constraints run on top of everything, physbones are not aware of their existence/effects

rugged oasis
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can phys bones be added in blender or should i/do i have to add them in unity

stiff glen
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you add the bones in blender but the physbone component is done in Unity

dark drift
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are you using motion time? show layer setup, keyframes of animation and radial puppet

oblique nest
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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)

dark drift
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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.

oblique nest
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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?

dark drift
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well in the end just a toggle, but with AFK as a parameter. i got no experience with loco or vrcf

oblique nest
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you're right LOL i got it set up and working, still nothing for the tail though

simple elk
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Did you put that in FX?, cause it wont move your tail anywhere else when it detect afk

oblique nest
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it works if i disable the physbone, but i thought i could have it animated that stinks

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yup

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fx and gesture

simple elk
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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)

oblique nest
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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?

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i sent early oops

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never really tried doing it before so honestly i'm not sure if it's possible or not

simple elk
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'is animated' works for every bone in the physbone component, used it a few times

oblique nest
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whaa, thats weird i can't really get it to budge

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??? okay somehow i fixed it by spamming the "is animated" toggle in play mode?? 🥹 no idea what that was all about

near hornet
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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

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and individualy putting every emote takes forever

oblique nest
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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

radiant laurel
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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

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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 ;-;

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Is it best to avoid ever using animations which use blendshapes for that reason?

fallow nacelle
radiant laurel
fallow nacelle
radiant laurel
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Let me check

fresh bone
steady grotto
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Hey y’all!! Is there any way to set up a toggle to toggle between two different gesture sets?

simple elk
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add a bool or int parameter required on all gestures to allow 2nd set (or more)

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exsample - GestureLeft = 1 + Bool True

hybrid marsh
#

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)

simple elk
#

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 ratl

hybrid marsh
#

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

steady grotto
copper fable
#

can you sit in your own station?

stiff glen
#

no

copper fable
#

thank you

stray sequoia
#

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.

stiff glen
hybrid marsh
#

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?

simple elk
#

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

hybrid marsh
# simple elk there

The animation being played here in Ear_Stretch is the facial animation, right?

simple elk
#

just some blendshapes

#

had a old exsample of stretch but it also does animation on avatar + blendshape

hybrid marsh
#

Oh nevermind, i found what i was looking for from Llindy, she made an example.

#

thanks still!

stiff glen
#

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

copper fable
#

is physbone collision only recognising the finger? is head or foot or other collision ok?

dark drift
#

between players? only fingers/palm

#

vrcf can borrow colliders from fingers to other body parts

copper fable
copper fable
#

i want the head interaction for a squish physbone.

stiff glen
#

there isn't another solution

copper fable
#

ah i understand. thank you

dark drift
#

@copper fable vrcfury

copper fable
compact sorrel
#

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

molten jetty
hybrid marsh
molten jetty
ruby tendon
#

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

stiff glen
#

Do you have a humanoid rig? You shouldn't need to manually add the animator if so

pure cosmos
ruby tendon
# pure cosmos 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?

simple elk
#

your animator looks like this ? your menu wont show up

pure cosmos
#

was it just me or something appeard here and then disappeared?

hearty sun
#

and the bot is removing it

pure cosmos
#

OHH

unreal quiver
#

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?

stiff glen
#

Physbones are one direction chains, you can't pin the end

lyric glade
#

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?

rare sun
simple elk
#

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

neon garden
#

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,

simple elk
#

parameter driver set a bool to true , so it can synch properly

flint scroll
#

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?

mossy rampart
flint scroll
mossy rampart
warm canyon
#

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?

stiff glen
#

shape keys work pretty well

#

always better to delete if you can 🙂

warm canyon
warm canyon
stiff glen
#

if you don't already have them, got to Blender and make them

warm canyon
balmy onyx
#

quick question , how to test the phys bone in unity?

dark drift
#

they just work in playmode?

shy ore
#

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

keen sluice
#

make whatever not part of the bone

shy ore
#

ohh like one bone that does the squish, a separate bone that affects the mesh? I will try that

long sage
stiff glen
#

it's true though?

keen sluice
long sage
#

one more keystroke just to look elitist

#

it's so much easier to be nicer

keen sluice
#

like it wasnt even a message directed to you

long sage
#

yet u replied

keen sluice
#

And checking my notes
Over a question mark

grizzled bloom
#

Would it be possible to make a Bullwhip with physbones?

stiff glen
#

sure

serene sedge
#

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! ^^

fleet spindle
#

it's not in the avatar's main FX layer

stiff nimbus
#

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

dusky crest
#

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)

keen sluice
mystic wing
#

What physbone settings do y'all recommend for hair?

keen sluice
#

physbones are mostly up to you to figure out since every avatar is unique

mystic wing
stiff glen
mystic wing
stiff glen
#

yes

#

I suggest AV3 Emulator or Gesture Manager to help make play mode testing easy

warped lodge
#

Is there any good tutorial for fixing the short skirt clipping issue?

stiff glen
#

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.

warped lodge
#

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

runic berry
#

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

keen sluice
#

what

#

physbones already let you touch and move them

runic berry
#

Yeha but like, let others punch it

#

Like im making a punching bag rn

stiff glen
#

you probably want to use contacts for that. there's a fun punchable system out there which does this well

runic berry
stiff glen
#

it's a pretty simple concept

#

oh right, that's free

runic berry
#

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

stiff glen
#

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

keen sluice
#

its just 4 contacts set to on enter with a specific velocity

stiff glen
#

pretty much, yep

runic berry
keen sluice
#

thats entirely just sending force to the rigidbody

runic berry
#

YES! thats the part im confused about

#

how does one do that!

keen sluice
#

you can just animate a physbone rotation

runic berry
#

Cuz the animations use a configurable Joint, and TBH its very confusing and only has documentation on Unitys side

keen sluice
#

well yea

#

that is entirely unity based components

stiff glen
#

The creator of that is sometimes seen around here

runic berry
#

Yeah id love to ask some questions!

#

None of this makes sence to me RN

runic berry
#

A little update got the configurable joint to act like a physbone!

#

So Ill be able to make everything else work

mystic wing
#

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?

simple elk
#

quest shader mask exsample, then just animate the color for it

#

note pc dont need a color in the mask texture , quest shader does

mystic wing
#

ohh, okay

#

what if what I don't want to change color aren't emissions? (i.e. specific accents on the avatar)

keen sluice
#

you dont exactly have decals

simple elk
#

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 ratl

#

maybe if hue shift is off, eh dunno barely use the quest shader and more then 1 material

mystic wing
#

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?

stiff glen
#

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

mystic wing
#

I'm using poiyomi for PC and toon standard for Quest :')

stiff glen
#

those may have different parameters, but you can just make one animation to do both

mystic wing
#

Hm, I am not familiar with animations. Ah well.

stiff glen
#

there are tutorials. you hit record, change multiple parameters

silk stone
#

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..

stiff glen
#

yeah I'd put those on the chest (or upper chest) bone

silk stone
stiff glen
#

do you have the contact receiver in proximity mode? Are you using that parameter for the offset time of the animation?

silk stone
#

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

stiff glen
#

hmm maybe I'm not sure why it would move weirdly?

silk stone
#

dunno, maybe the bone is weird

stiff glen
#

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

silk stone
#

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.

stiff glen
#

ahhh

#

yeah I figure something like this will take a bunch of playing around with position to get right

patent eagle
#

Hello,
how can I implement a throw system?

stiff glen
#

iirc VRLabs has a prefab that could get you started, haven't tried it myself though

jolly path
#

anyone know how i would go about adding the sort of led lighting that runs throughout her outfit?

mystic flume
#

i can't get this shit fixed bro idk what i should do

prisma tinsel
prisma tinsel
runic wasp
#

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

stiff glen
#

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

runic wasp
#

thx

night burrow
keen sluice
# night burrow

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

signal sail
#

@jolly path sure

nova vale
#

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.

frozen coral
patent eagle
patent eagle
nova vale
spiral hemlock
#

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.

https://youtu.be/XdysLuLpZDM

stiff glen
#

I'd consider using limiters, if you don't already... oh a lop, ok that's harder

spiral hemlock
#

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.

simple elk
#

extremely small radius there, scaling wack

#

0.0xx is fine under that is miniscule

stiff glen
#

ooh is that a factor in jittering physbones?

simple elk
#

was something about it a long time ago it doesnt like super tiny things

stiff glen
#

that makes so much sense

simple elk
#

you are trying to move like 0.000x <>

stiff glen
#

I've never encountered it 'cause I don't have the scaling issue

simple elk
#

immobile can do funny things too,if i use it it will have a curve

night burrow
heavy bear
#

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

bronze siren
#

Are there any tools that make resizing/making/placing colliders easier? Avatar Dynamics Overhaul is ripperino

keen sluice
#

Never even heard of avatar dynamics overhaul

bronze siren
#
Gumroad

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

bronze siren
stiff glen
#

oh that's a good way to do it

vital arrow
simple elk
#

cant use that soon, better figure out why their scaling isnt 1.1.1 , 0.000x is way too tiny

deft cipher
#

I figured out how to do correctives with contacts and receivers in unity for vr. It wasn’t as complex as i thought.

light prism
#

testing a follower

deft cipher
#

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

pearl ingot
# runic wasp

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)

stuck bane
copper fable
#

what are the settings for a physbone that only moves when grabbed?

copper fable
keen sluice
copper fable
keen sluice
#

pull
how much/quickly it tries to return to normal
spring
how much it bounces

copper fable
keen sluice
#

grab is when its grabbed

#

and how much the grab moves it

copper fable
#

ah okay thank you

#

that clears things up

#

only affecting the grab, not affecting the return to rest position motion

keen sluice
#

immobile is based on either all motion or world motion

#

entirely separate from grab

copper fable
#

yes i know

#

well i understand it now

#

thank you!

violet hound
#

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

violet hound
shy berry
#

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

stiff glen
#

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...

vocal frigate
#

For anybody looking at this, it's actually "Fire" because it IS case sensitive

bitter python
#

Can avatar dynamics be animated? Specifically angular limits

stiff glen
#

physbone limits? yes - but they won't take effect unless you disable the physbone component, change it, then re-enable.

bitter python
keen sluice
stuck bane
neat oasis
#

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-

stuck bane
neat oasis
hybrid marsh
# neat oasis hello! i need a bit of help understanding how to animate in general for the game...

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.

neat oasis
#

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!!

hollow stone
#

How do I breathe

random merlin
#

Inhale and exhale

#

👍 you got this

scenic wasp
#

breathing animation in additive layer

opal quarry
#

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?

frozen coral
scenic wasp
#

Wait, there is a way to extinguish it?

frozen coral
left thunder
#

Anyone know how to fix this? I put a bone in the chest area but its still showing up

stiff glen
left thunder
stiff glen
#

from what I can see here, that looks pretty good

left thunder
#

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?

stiff glen
left thunder
stiff glen
#

make a new material and drag it into the slot inthe mesh renderer.

boreal walrus
#

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.

stiff glen
#

you can get the velocity of yourself via animator parameters.
for other objects you'd have to get that from a collider they enter

vocal frigate
supple gale
supple gale
#

how do you fix this?

stiff glen
#

If the bones don't exist, you'll have to go back into blender and fix the rigging

supple gale
#

ok

tired drift
#

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)

stiff glen
tired drift
#

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

stiff glen
#

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

honest zealot
#

Hello im going to need assistance with physbones for quest is there a video or i can get a run down for it

stiff glen
proper ermine
#

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

rich tulip
#

you'd need to cutout the black parts in blender with the knife tool

proper ermine
rich tulip
#

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)

stiff glen
proven grove
stiff glen
#

Nothing related to this topic has changed in years though

pearl ingot
#

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...

dark drift
#

VelocityScalar

pearl ingot
dark drift
#

smth like any state -(if velocity>0)->empty reset state->15m empty anim without exit time->afk anim. unless you need late joiners

rare sun
rare sun
stiff glen
#

?

#

Rule #10: don't advertise here.

#

wrong channel too

dark spindle
#

yo yo anyone know if its possible to have the same animation that i trigger by pyhsbone_is grabbed be affected by a toggle?

stiff glen
#

sure, that's easy, just make another transition with the new conditions

dark spindle
stiff glen
#

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

still basalt
#

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

dark spindle
stiff glen
#

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.

waxen flax
#

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:

keen sluice
#

you sure those are the only physbones?

waxen flax
keen sluice
waxen flax
rose relic
#

does anyone know the exact ordering between contact/constraint/animator updates?

frozen coral
# rose relic 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.

rose relic
mystic wing
#

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.

stiff glen
#

same as any other toggle, just turn on/off the game object with the AudioSource component.

mystic wing
#

I'll inquire about it more thoroughly once I actually finish this model. Never added a custom contact before.

mystic wing
#

K, how exactly do I work with contacts?

frozen coral
rose relic
frozen coral
#

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.

rose relic
#

I see. Thank you!

mystic wing
#

Hey, how do I go about setting up this contact correctly? I'd like for it to trigger a sound effect upon contact.

stiff glen
mystic wing
stiff glen
#

use it in your animator logic

mystic wing
stiff glen
#

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.

nocturne shoal
#

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?

stiff glen
#

no - physics colliders and physbones don't interact

stuck bane
#

be sure to use curves to change the size over the length of the physbone chain for precision

nocturne shoal
#

I just gave up and settled tbh

lost sun
#

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

stuck bane
#

unfortunately no, but I wish we could. The best you can do is use menu parameters to "lock" a menu from opening

digital crescent
#

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

frozen coral
# digital crescent it seems contact receivers with one custom tag ignore senders with multiple cust...

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

rose relic
#

how exactly is constraint execution order determined? in particular,

  1. i would assume it's not multithreaded? yes but unrelated to questions below
  2. is it presorted? can the order ever change after an avatar is loaded?
  3. if it's presorted, does the sorting take into account which constraints are enabled by default to break ties for cycles?
  4. do constraints on a parent object always execute before constraints on its child objects? if not, when would the reverse happen?
mystic wing
#

How do I use this rotation constraint? I'd like the sleeve bone to rotate slightly along with the hand.

stiff glen
#

like that but click "activate"

mystic wing
#

Ah, right, thank you!

frozen coral
# rose relic how exactly is constraint execution order determined? in particular, 1. ~~i woul...
  1. Constraints run in parallel where their dependencies allow it, and sequentially otherwise.
  2. Yes, constraint dependencies are pre-sorted. The order will never change after the avatar has loaded. This is done for performance reasons.
  3. It does not.
  4. 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.
rose relic
frozen coral
#

Probably yes, since D can unambiguously run at the end in that case.

rose relic
#

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...

frozen coral
#

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!

rose relic
# frozen coral In the example you've given, I'd expect D to be at the end of the chain, since n...

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...

frozen coral
# rose relic So the change did fix my problem, but i flipped my arrows in my previous message...

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.

rose relic
frozen coral
#

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.

rose relic
#

Thanks! Good to know.
Unfortunately cycles can't always be avoided...

calm owl
#

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

patent eagle
#

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" ?

dark drift
#

no, default avatar parameters are read only

#

osc can do it tho

patent eagle
#

I have voice mod,
can voicemod interact with OSC?

crude drum
# patent eagle 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.

vocal frigate
trim geyser
#

Is there a way to make a physbone "twist" instead of the usual wobble

stiff glen
#

limit its movement to just the twisty axis?

trim geyser
#

like a constraint on the bone itself or with the Limits on the physbone component

stiff glen
#

the physbone limiters. I haven't tried this, just speculating on what might work

trim geyser
#

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.

stiff glen
#

ah yeah, with just one bone you'll definitely need to increase that a little

willow kindle
#

https://taeliouwolf.gumroad.com/l/PullCord

how would i replicate this

Gumroad

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

weary granite
#

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?

stiff glen
#

VRC Animator Tracking Control

weary granite
#

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

oblique junco
#

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

stiff glen
#

sus.

oblique junco
#

I got it working with position constraints

#

Now that i know how to use them im set

fluid niche
#

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 🙂

wet socket
#

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

grand sable
#

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

dark drift
#

@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

GitHub

System for letting you throw physics objects. Contribute to VRLabs/Rigidbody-Throw development by creating an account on GitHub.

GitHub

Launch an object with collision against the world. - VRLabs/Rigidbody-Launcher

grand sable
#

This looks perfect. So FinalIK isnt even needed for it then id assume?

dark drift
#

havent ever seen anything bound to it

#

other than spider avatars ofc

grand sable
#

hmhm i see

#

Thank you very much for linking! Ill have a look through these examples 🙂‍↕️

patent eagle
#

is it possible to use gogoloco fly, without a active mirror?

dark drift
#

it relies on mirror collider so no

patent eagle
patent eagle
dark drift
#

@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

patent eagle
patent eagle
#

I'm unable to find something in the docs about this, was there something offical?

blazing quartz
#

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:)

stiff glen
#

oh - I didn't see you asked here too, I'd have replied here if I noticed.

simple elk
#

only asked it 5 places vrpill

stiff glen
#

sighs

blissful cairn
#

why are these numbers out of bounds?

simple elk
#

doesnt matter it will be 0 in play mode

#

i get random numbers too in a blendtree before it

stiff glen
#

Yeah it seems to just make stuff up. doesn't really affect anything though.

blissful cairn
#

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

stiff glen
#

you can sorta cast it into a float though

blissful cairn
#

is the islocal from a contact?

stiff glen
#

it's from VRCHat

blissful cairn
#

whats all of this

stiff glen
#

You cropped that too close so I don't know what component that is

blissful cairn
stiff glen
#

right so, see the documentation link I provided

blissful cairn
#

its somehow connected here but i cant find out where

stiff glen
#

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.

blissful cairn
#

whats damage

stiff glen
#

it's a tag

blissful cairn
#

i think a vrcsdk update broke it this is what it is on a working version and its called custom

stiff glen
#

that's fine - the new stuff has some pre-defined settings, but the actual tag name is the same

blissful cairn
#

the one in the new sdk doesnt work so idk what broke

stiff glen
#

dunno without you doing some debugging, the settings look equivalent

blissful cairn
#

yeah its some sort of sdk update that broke it ill give up because i got no idea how this was even made

stiff glen
#

by "broke" what do you mean?

blissful cairn
#

that the contacts or animation system doesnt work anymore as in the pre 0.3.9

#

works in this version

stiff glen
#

wow that's quite old. Okay but "doesn't work" is also very vague - can you be more specific?

blissful cairn
#

but ofc new avatars require a new version which has it broken

stiff glen
#

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

blissful cairn
#

it just doesnt work anymore the contact turns green ingame but it does nothing

stiff glen
#

ok so you didn't do any debugging?

blissful cairn
#

i did

#

for 8h already

#

10h

stiff glen
#

in the unity editor? is the contact setting the animator parameter?

blissful cairn
#

its the same as the old one

stiff glen
#

not what I asked

#

did you test in unity in play mode, watching that all parts of the process happen as expected?

blissful cairn
#

it doesnt work in that because it requires vr to move the hand

stiff glen
#

it doesn't require that - you can make a game object with a contact sender on it to test that

blissful cairn
#

so i have been uploading new versions with changes constantly for 10h now

stiff glen
#

oh, what changes have you tried?

blissful cairn
#

changing the size of the collider changing the position redoing it 1000x nothing worked

stiff glen
#

ok so you don't know which parts of this work and which don't, okay

blissful cairn
#

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

stiff glen
#

not sure what you mean here

blissful cairn
#

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

stiff glen
#

okay this sounds complicated, you'd have to check each part of that, I again suggest testing in unity in play mode

blissful cairn
#

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

stiff glen
#

no idea what "system" you mean, but each part should be testable independently, it probably isn't very complicated

blissful cairn
#

would this make it stay always on?

stiff glen
#

what part of that?

blissful cairn
#

thats after the receiver got activated

stiff glen
#

you'd have to show, but I mean what part of this image are you calling "this" when you say "will this..."

blissful cairn
#

i dont want to use the islocal thing because maybe that broke

stiff glen
#

isLocal is true for you the person wearing the avatar, and false otherwise

#

it has not changed at all a long time

blissful cairn
#

its somehow a float value here

stiff glen
#

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.

blissful cairn
#

what happened here?

stiff glen
#

haha

blissful cairn
#

did my unityproj corrupt

stiff glen
#

you could try restarting

blissful cairn
#

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

stiff glen
#

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.

blissful cairn
#

what is the * in global parameter is that a universal making it all global parameters?

stiff glen
#

what component is this?

blissful cairn
#

how can i see parameters change live values in play mode?

#

im trying to debug more

blissful cairn
stiff glen
#

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

blissful cairn
#

i got av3 emulator

stiff glen
#

it's the one I prefer too

blissful cairn
#

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

stiff glen
#

what do you mean "read a value"?

blissful cairn
#

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

stiff glen
#

if you are using an animation to enable an object then you can set a parameter on that state with VRC Avatar Parameter Driver

blissful cairn
#

can i do that for a blendtree?

#

so when value in blendtree is a certain number then do a true or false

stiff glen
#

nope, can't put that component into a blendtree

blissful cairn
#

the transition keeps deleting itself

#

why does it do that

stiff glen
#

what?

blissful cairn
#

yeah in the emulator it disconnects it in the debug

#

this is it normally

#

this is in the debug

stiff glen
#

Do you have VRCFury involved here?

blissful cairn
#

so it all works now after reverse engineering ans 2 days of work

#

this animator method was responsible for breaking it all

wild estuary
#

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

stiff glen
#

Yep - that's what I would do, add another layer and use a blendtree to run those animations

dark drift
#

why a blendtree. idle <-(smile>0.5)->wag. dont forget isanimated checked for ears physbone

#

im so fast

wild estuary
#

and I did forget to check as animated 😔

dark drift
#

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

wild estuary
#

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

shadow flax
#

Can somebody help me with avatar contacts? For some reason, it doesn't want to work despite it set up correctly

stiff glen
#

no, I mean, ask specific questions, not re-ask the generic one

shadow flax
#

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

stiff glen
#

well we can't help without specifics, "it doesn't work" tells us nothing about the problem

shadow flax
#

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.

stiff glen
#

That. That is way more info than "it doesn't work"

shadow flax
#

I've set up the animation to play in the FX layer, but for some reason, it doesn't work

stiff glen
#

Probably it's best to debug each step. First verify when you move the sender into the receiver, the variable is changing as expected.

shadow flax
#

How do I do that?

stiff glen
#

I do this in play mode with AV3 emulator (gesture manager works), watching the variable change in the animator or avatar parameters

shadow flax
#

It doesn't seem to activate

stiff glen
#

Got the spelling of the variable correct? Case too?

shadow flax
#

Yes

stiff glen
#

Got the right settings? Like allow others vs. allow self?

shadow flax
#

Yes

stiff glen
#

and the right tag?

shadow flax
#

I'm pretty sure, yes

stiff glen
#

that's about all I can think of

shadow flax
#

Thanks for the help.

#

Oh! It works now!

stiff glen
#

huh!

lapis eagle
#

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.

stuck bane
#

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

lapis eagle
#

I've currently set it to 1,5... I thought maybe that could work?

simple elk
#

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

simple elk
dark drift
#

@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

harsh copper
#

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?

dark drift
#

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

harsh copper
#

so theres nothing I can really do to fix it in my situation..

dark drift
#

if you need random angles then afaik not, if its always from 90 to 45 then just rotate constrained thing initially

amber dust
#

hiii really simple question: does disabling a physbone prevent it from moving?

stiff glen
#

yes

amber dust
#

yay okii

#

oh does that also work for child bones of the physbone?

stiff glen
#

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

amber dust
#

oooop, i mean can i just disable some child bones to prevent them from moving w the rest of the physbones?

stiff glen
#

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

flint siren
#

Anyone know how to close a mouth for a neutral position? Do I not have enough geometry?

keen sluice
#

you just kinda drag the top lip and bottom lip together

flint siren
stiff glen
#

proportional editing can help here too

flint siren
#

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.

chilly tide
#

to see if thats the case, turn this on

#

if the avatar turns red, its inside out. fix it with this in edit mode

tall jungle
#

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.

stiff glen
#

Head over to the VRC Traders discord to commission people, you'll just find scammers here.

chilly tide
dusk brook
# flint siren Anyone know how to fix this?

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.

edgy bluff
#

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 ^^

stiff glen
tepid temple
#

(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

limpid gull
haughty bone
#

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

dark drift
#

yep finding floor levels for tails was its main usage since beta testing

stiff glen
#

oh - guess I need to do something with that now, I totally forgot about that use-case

stuck bane
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that will make it slope as an average between the two points

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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

red tulip
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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

stiff glen
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you can use OSC to set an avatar parameter, and then use that parameter to do whatever you want.

idle vale
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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

stiff glen
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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.

idle vale
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Ah