#avatar-dynamics
1 messages · Page 13 of 1
^ direct from the docs btw.
I knew about spring, but I'm messing around with Advanced and was surprised to see it missing
Ty!
I'll start there next time
Always start there!
Not to get into a whole thing, but Google has been so enshittified that I'm going to revert back to bookmarking things going forward 😅
yeah, I don't use google anymore, but also, I'd still start with VRChat's docs before trying a web search
Precisely, marking it now lol
ding
dong
@unborn dragon gotchu
dang
lol
Why small bones no work
Who is it?
hey tupper
Stop having bones that are less than a millimeter long
tupper
Thanks Tupper
should i turn off bones
but i export my model in x100 scale
and unity makes it a mm big
doh, i shoulda thought of that
I'm not really joking tho-- why can't you do that for those cases?
Will being able to change both Ignore Transforms and Charts via animations be possible in the future?
tupper fix the god damn update please
Stop
this update is ass
Do not demand stuff out of the dev
crashing, bugs
this update is crashing everyone
im crashing?
They said there would be somw bugs
Post them in our canny please !
Honestly I couldnt find the export in Meters button so i just scale it to 100x and export in default cm so its scale is 1 in unity, instead of 100
Alr turnin off my data cuz phone gonna die
There's a way to convert to meters??
This is factually incorrect! (i get to see crash counts) If you're running into issues, please check #vrchat-support and contact support if you're having problems.
I can grab a different bone chain in each hand...
@pearl ingot I was just asking mostly for confirmation. It's a hastle but I can work around it. I'm sure that it can be added in, only, I'm not familiar with the mathematics behind it, so I can't really add much more than a hopeful comment. =w=
awesome to have a channel for this
yay finally channel for that
yay
woohoo..
This is not a good idea, don't do that! it exports to meters by default. It depends on the world settings in your Blender scene.
Hi, is it possible to offset either the collider, or the spin point on a dynamic bone?
i wish to have a grab area above the spin point/joint however i am not sure how
Export from blender in the closest-to-how-you-want-it-in-Unity scale as possible.
quick question why do my facial expresion and toggles stop working when i add triggers onto my avatar..
Oh so that stuff is tracked in Blender ok
now the pain can be localized here
I like that vrchat has put effort into making is own version of dynamic bones for performance reason, and i like it even more that we have the choice of which one we wanna use. I just wish the auto conversion worked a bit more fidelly to the original dynamic bones settings. Out of the box my avatars do not have any bone movements when I activate it, and it's not a problem of bone scale.
Sadly I do not have access to my avatar original files to update them in the new sdk myself, so i'm quite sad to not be able to enjoy the new bones feature
Heeeo, a little help, can someone tell me how I can disable the contact tag of my onw hand on a receiver but without disable it for other people?
Trying to do hair stretch animation. It only works on one hair strand even tho I put the parameter on all hair chains, can you only put 1 unique parameter per chain?
Enabled embeds for links, oops.
Ohh theres the button, thanks! 14 ways of doing everything in blender but 13 ways are wrong xD
Due to the (weird, nonstandard, unoptimal) way that DB was built, a direct conversion is really hard to do without us compromising how well PB works. It is intended to work well for about 90% of the time, and the remaining 10% of cases have to be redone in the editor. Auto-conversion is not a magic bullet, it is a "good enough most of the time" bullet.
I understand you don't have access to your original files, though. To that, unfortunately, the only response is "please keep those in the future."
Yeah, I can understand that. Any plan to work futhermore on your converter later ?
I expect us to do some small tweaks but not major overhauls to conversion. Our focus is on improving "native" PhysBones.
We using this channel to ask for help/advice or more like a showcase?
Alright thanks for the answer. I'm glad to be able to still use the old version, thank you for that too !
Again, conversion is a stopgap. Ideally you re-implement your PhysBones in the editor.
wonder how a room with 40 people that you have to auto convert dyn > phys , vs a room with 40 people that all have physbones behaves, will my cpu go... hold on im doing math !! converting the first room 🔨
hopefully help lol, all avatar channels became dynamics help today 😄
Notably that is a local-only option-- others will still see you with the conversion. Also, that option will eventually go away. Please do not rely on it.
avatar dynamics
Even the IK Beta channel xD
I got some bones with bone length 0.006 - 0.008 m, meaning 0.6 - 0.8 cm, so multiple millimeter. I export with FBX units scale, so Root, Armature and Mesh have scale 1 and not 0.01.
From testing and scaling the headbone, it looks like everything smaller than 0.01m stops working, which would mean less than a centimeter, not millimeter.
I could totally understand if bones less than a millimeter would not be considered, but less than 10 millimeters?
lol right?
Where is the new SDK????
i dont think it was meant literally
I've been looking EVERYWHERE
on website vrchat.com
The website
the website, where else man
I looked, and it just gave me the same one I already had
It is in the same place you always get it!
Less than a centimeter = millimeters 
No Phys Bones
tupper nuoance got mad at tupper cat
press X to doubt
what avi worlds have it for quest and pc?
i cant even get the new sdk to upload no matter how many times i reload my unity
I can't find Phys Bones on it
That's fine too. I can't imagine us supporting sub-1cm bones.
?
In all honesty the fix is probably to skip the super-short bones during physics calc.
No images allowed in this channel?
Doubt all you want. I don't have Phys Bones after putting that in my Unity
Enabled.
no capes images!
ty
Instead of 15 tongue bones, merge - 2-3-4 is enough 🔨
oh, right
From what I've seen, this happens on a global scale. So if my avatar were to be half the size as in scaling it locally, phys bones that worked before could stop working since they would become shorter than 1cm.
you probably have a borked project, everyone else got the new SDK just fine
The Avatar Dynamics update recently dropped for VRChat, and with it brings the highly anticipated replacement for dynamic bones, PhysBones! With Physbones, you can apply secondary motion to parts of your avatar, such as hair or skirts, making avatars much more dynamic! This tutorial will show you how to properly use the VRC PhysBone component.
...
Sorry for the question but can someone tell me If there's a way so I can disable the contact tag of my onw hand but without disable it for other people?
Literally a new project. Soooo...Sure. XD But I'll try another one. No need to be rude. And no, I've seen plenty of people complaining.
"VRCSDK3-AVATAR-2022.04.21.03.29_Public.unitypackage" <- this is the file i got with the new bones
People have been getting the Burst and Mathematics issues non-stop. I almost wish I got it so I was sure on a solution
new channel pog
People are downloading the Beta sdks instead
Okay, so I got the new SDK. But I can't find it in the search. I'll try another new project. X.x
You want to uncheck "Allow Self" on the Reciever rather than the Contact. https://docs.vrchat.com/docs/contacts#filtering-1
Contacts are a new system that allows avatars to detect collisions with itself or other avatars. These collisions can then be used to drive the animation controller and perform all sorts of fun effects. These are separate from standard Unity colliders. Contacts are broken down into senders and recei...
Trying to do hair stretch animation. It only works on one hair strand even tho I put the parameter on all hair chains, can you only put 1 unique parameter per chain?
how's that rude... if the issue isn't on download the it has to be on the project lol
unity loves breaking, its nothing against you
can you screenshot what you're trying to search?
Yes but I still want to be able to touch the receiver, I just don't want it to react with my right hand bc I'm holding it
Correct, params are per-component. So if you have a single component affecting all your hair strands, stretch will read a value if any of the strands are stretched.
I see. That's not possible at this time unfortunately!
Yeah. VRC Phys just sent me to "Add New Script" or whatever...
you sure you didn't accidentally download the worlds SDK?
But I'm trying again on a premade project, in case something went wonky in the new one somehow. Just in case. I'll have to try in another new project later
There's a few reasons this might happen.
- You're not on Unity 2019.4.31f1. We don't support older versions of Unity.
- You didn't upgrade the SDK properly. Check https://docs.vrchat.com/docs/setting-up-the-sdk
- There are errors in console.
Requirements We're going to need a couple things before we can get started. Current Version of Unity. We strongly recommend using Unity Hub, available on that page.VRChat SDK - See the Choosing your SDK page to see how to choose the correct SDK for your use. Step 0 - Installing Unity Check the Curre...
Yeah. I went directly to my newest download
The first one is very common.
You must be on Unity 2019.4.31f1 (look in the title bar of the editor) for PhysBones to work. Older Unity versions do not work and do not support them.
Oh, It's ok then, I hope It can be done in the the future, for now I think I'm going to try to use 2 different receivers, one for myself and another one for everybody else, I see you're really busy, keep the good work!
Please make a feedback item! It's a good idea. The UI for the editor might be tough, you don't want to make it too confusing.
Ooook, let me find the webpage
Got it working for my old project LOL Dunno what happened with the new one, but I'll try that later.
The affects of the Gravity slider doesn't update when changed with a float value/radial menu. If I toggle the phys bone script off and on, it'll update, but until then, the bones will act as if the values were not changed
Im missing the VRChat SDK/Utilities/Convert DynamicBones to PhysBone option what did I do wrong? 😅
Just downloaded the newest AV3 SDK from the website, and installed it on-top of the last SDK
So how do I go on efficiently doing it for the whole hair, if front/back don't use same values?
unpack your prefab, right-click the head bone, create empty
move the empty into the spot you want it to be
drag all the hair bones you wanna parent to it into it.
it's important that you move the empty BEFORE parenting the bones to it, or else you'll move the bones with it.
then add your component to the empty.
that way you can have a BackHair and a FrontHair empty in the head with the bones parented to them, and each with their own Phys Bone component
I see, so for the animation for hair stretch I will need 2 conditions and 2 IsGrabbed parameters
is there a new sdk i need to download for the update, if so where do i download it at?
I see no reason why you couldn't give them the same animation parameter
unless a vrc dev wants to come bonk me on the head
the angle and stretch values would go wack, but the isgrabbed would just become an AND/OR gate
So I only have 3 parent bones but the sdk is saying I have over 8 and I wanna make it quest compatible how do I fix this?
I don't have unity open to test this tho
because 2 phys components, 2 different parameters of IsGrabbed,no?
Parent bones?
ya
What do you mean though because everything that isn't the last bone in a chain is a Parent bone.
avatar dynamics are perhaps perfect for what they are, I'll say
everyone's issues lies in the forced conversion of DB to physbones
i want contacts to measure opposite what they do now for my knife
did someone rumor that you could make arms and legs physbones and have them pullable?
I miiight want to try that, perhaps
sorry im new to the hold avatar thing but like i have the ears and tail with physbones but it says i have over 8
Do physbones still need to be on seperate chains for people to grab multiple parts? Or was that changed
I’ve seen someone in game with grabbable limbs. It was cute cause you could give them upsies.
I can't find anything in the documentation saying either way
upsies?
apparently placing physbones on humanoid transforms is bad
what words does the sdk use?
Because it's either Components or Transforms

ohhh
idk if it works though anymore, not sure if they put physbones on their arms directly or used a duplicated skeleton and constraints
I've downloaded the latest sdk, but the physbones component isn't coming up when I search "VRC Phys Bone". I feel I've definitely missed something because only dynamic bone comes up. I've ensured I am using the most up to date sdk
oof wrong channel mb
that might've been it. I found something that was causing errors, deleted it, and now unity is reimporting things. I'll update on if it works or not
Heads up to be able to upload using the new sdk I had to turn off the default unity cam and light other wise the upload will fail every time.
This was exactly the issue, and things show up correctly now. Thank you very much!
what could be the reason for some bones not being grabbable even though they are specifically marked as such?
itty bitty ones? / no radius ?
oh fuck you're right
radius = 0
that's probably it
i have another question: is there anything special or non obvious I need to do to get contact receivers to work? I added one to my avatar, set added a FingerIndex collision tag, set the parameter type to proximity, added the parameter to my fx controller but no matter how close i bring my finger to it, the value in the animator is always 0
What's the easiest way to make a big flat contact, like for plane or a box?
pretty good conversion job right?
Stop using bones less than a millimeter.... What if the bone in blender is well over a millimeter and in unity they're all scaled to 1 and now see this, the tip is the only thing that moves and PLUS in the beta I did some crash testing, said bones for my glasses chain were working completely fine in there, and now it's completely frozen but unfreezes when i scale the glasses up in unity....
There was some kind of change in the physbones that was untouched in the BETA that made it functional for accessories such as earrings, chains, etc that made it functional and you guys touched it and now it's completely unusable for them, because I believe it's completely unreasonable for us to have the need to fix something that is already functional with dynamic bones, and it was previously working completely fine
man ive been slaving for over 6 hours on this cape trying to get it looking nice
the bones are too wiggly
i see that "OnEnter" is most ideal for making a toggle button, but it still seems a little confusing for this purpose. How would i pull this off if it resets itself the frame after by default?
Use the parameter it's setting to transition into a state with a Parameter driver to set a second synced parameter
like this?
yeah. you can modify the logic a bit to make it a flip-flop style or have a second button that disables it
New to this post..
did the update break locomotion for anyone?
bobble head effect?
how do you preview the contact thing on the editor? i don't think you can just click it
i set the FX controller on the descriptor, but i don't' know what to do to cause the actual touch while in play mode
Yeah, you can make your own Sender and mark it with the Keyword that you're checking for in the Receiver. Move that into the Receiver and see if it triggers
so i have to create an object with the sender and move it in the scene?
i'm a little stumped on this one. got any ideas on how i might achieve this?
yeah, I've been using that for simulating the right and left hands
is there a PhysBones help channel?
right here
YAAAAAAA
ty for posting that physbone tutorial yesterday o7
cool
ok, i had an avi that worked perfect in the beta but now its hairs acts is if its extremely stuff and barely moves
perfect timing with the update lol
is it a public avatar or one you uploaded yourself?
uploaded myself
you'll want to update your avatar project to the latest sdk then, convert dynamic bones to physbones and tweak the settings yourself
yea that seems to work, thanks!
oh are you on quest?
also another thing, is there a difference between using "Finger" and all other variants? like "Finger L" and "Finger Index", do i need to add all of them to my receiver? or only the most general one?
a physbone limit was implemented during the beta, your avatar needs to have less than 64 transforms and less then 8 components
yes but its a PC / Ques avi
Transition into Driver On would check the Receiver Param is On and that the Synced Param is Off,
whilst the transition into Driver Off would check that the Receiver Param and the Synced Param are both On.
Both the transitions back into the Waiting would be checking the Receiver Param is Off
hmm, maybe its over the limit
Finger covers all of them but it allows you to get more specific if you want
thank you thank you !
because in the editor setting a more specific finger doesnt' work
Another issue is when I import the lates SDK or even the one before it , it breaks the avi
I guess I may have to start over with the latest sdk 😦
Can someone link me some good, accurate, and in depth avatar dynamics tutorials? I want to convert over and I don't know all the steps do do so.
try in game, i noticed earlier that i could only get contact senders to work in unity, not the built in ones like hand and finger
Couple silly questions:
- is there a way to enable collision between phys bones and one of the built-in colliders (torso, for example)?
- is there a phys bones setup out there that makes a single object grabbable and posable anywhere in local space?
Is that the PC limit or Quest limit?
Quest limit
use the autoconvert function built into the sdk, and watch the video that’s pinned
skip forward a bit til when forces are starting to be explained
Ok.
it’s pretty intuitive and similar enough to dynamic bones that it shouldn’t be too big of a jump
Welll my PC version had the same proplem so its not the limits
are you using the avatar 3.0 emulator?
also, make sure that the FX controller in question is in your avatar descriptor
yea the fx is already played on the avatar in play mode
and I should have the 3.0 emulator in the project but not in use on the avatar atm
how come i cant convert? i dont have the option to convert my bones even tho i have the new sdk?
do you have Dynamic bones installed?
yes
Can someone explain to me what avatar dynamics does for quest?
A long-awaited update on the upcoming Avatar Dynamics system! Learn about avatar-to-avatar interactions, PhysBones, avatar triggers, and more! Check out what our testers have created, and read our blog post for all the new info!
https://medium.com/vrchat/avatar-dynamics-dev-update-9582d674ab1d
in the event my parameter memory hits 128 is that a hard cap or only a suggestion
bumpity bump
nvm i fixed it. i just updated my dynamic bones
TY
cool
Avatar Dynamics is a new suite of features aimed at creating fun and interesting interactions between avatars. Understandably, these are some powerful features, so there’s a lot to cover here! The two primary features of Avatar Dynamics are PhysBones and Contacts. These features are governed by the ...
hard limit
cannot go past 128 bits
how did you set it up in your FX controller?
can you show the transition between off and on
okay, and how are you testing this? are you testing it in unity or did you try it in game
open the Debug menu in game and check if the parameter is changing
pain
how the heck do ppl get their avatar to be so unbelievably customizable with 128 being the hard limit
avoid using Floats and Ints whereever possible
you can do a lot with Bools
so what is the easiest way to get around the small bones issue with physbones? Do I have to reduce the amount of bones, or can something be done to the export scale from blender to fix it in unity?
can you give a pb a handful of colliders to be? i tried setting some colliders in the colliders tab, but they stay green instead of blue or transparent
I should repeat my question:
the ears on my avatar dont have the bones perfectly placed, a pb-s dont allow an offset.
I want to have a contact receiver add per-hit, to a float that determines a value tied to my armour animation. Just a small amount. The goal is to simulate armour damage using cumulative hits and then be able to reset it somehow. Not sure how feasible this is.
For installing the new physbones SDK, do I just drag and drop it into my project?
where do i download physics bones
it comes with the latest sdk
download the Avatar SDK off of the website
alright
Is there a reason for nothing showing up under the builder like this?
check your console for any errors
I got that once when I had problems with bones in my model
so i think ive troubleshooted a problem i have where the physbone components, if they have the hip bone as their root transform, but use the ignore transforms, dont correctly work. leading to a very messed up IK. both for the walking and when crouching or proning it rotates the whole armature by 90 degrees. (in opposite directions each, tho) has anyone else seen this? and apart from giving each bone chain their own component, has anyone figured out a workaround?
https://www.youtube.com/watch?v=5s9nwUhtrEk&t=50s the tutorial I used for headpats
SDK DOCUMENTATION: https://docs.vrchat.com/v2022.1.2/docs/avatar-dynamics
I had a few people request that I make a video covering how I made my tail wag animation and how I use it along with my headpat interaction with avatar dynamics! This video assumes you have a basic understanding of avatar dynamics and how to set up senders and receivers a...
Do I just drag and drop in the new avatars SDK?
If I use VRCSDK3-AVATAR-2022.03.04.12.28_Public It looks normal. Any SDK after that make it not have the info.
https://www.youtube.com/watch?v=t4mMA3gZlSs&t=2s this tutorial would cover that you just put the collider on the head instead of the nose
SDK DOCUMENTATION: https://docs.vrchat.com/v2022.1.2/docs/avatar-dynamics
WRITE DEFAULTS OFF: https://www.youtube.com/watch?v=Eiu7jMC7mgg
Cam's video is a good starting point for converting your avatar to write defaults off, however, I will likely be making a video in the future showing how to do this and explaining why you should do this.
A ...
yes
ok
What settings should I be focusing on for on-person pickups? is the maximum distance of the 'pickup' based on the size of the bone? or a fixed number? I'm just hopping back in blender to make changes now, so if I need to add like 6 bones to the chain that's not out of the question
Is there a way to test colliders unity before uploading avatar?
the collider interacts
basically they would be the size of the bones as basically you're attaching like the pick up objects to a leash made out of physics bones
I just imported the new SDK. Why is there nothing here?
https://i.imgur.com/pIcv0S3.jpeg something like this
same problem for me
Seen that. Same thing with having the head as a root bone.
not sure if thats the same for me, i had problems with my hair but that was because of the hair bone end points that is mentioned in the documentation. was easy to fix. didnt do this one at all, tho
did you get yours going somehow?
I restarted and I think it fucked up the project.
Oh thank fucking god I made a backup!
Had to create a dummy bone to parent the physbones too. Like with the head, the hair bones were connected to head. So I had head as root and it messed up. So I went to blender, added a bone called “hair root” to the head with head as the parent, and made all the hair parented to hair root instead of head. So basically hair root acted as a middle man
Under the vrchat sdk panel it only says "reload sdk"
with a change like that, can i update my fbx in place?
I’ve learned the hard way to always back up, and to back up your back ups haha
so make a few chonker bones like this and maybe zig zag back and forth a few times? :^)
Oh don't worry I backed up 😄
Mhm. It won’t affect anything negatively. The hair root bone in my example had no weights applied to it. It solely existed to ground the physbones without messing up the IK
I think so yeah I haven't tried making one of those kind of things before
does your ik in general, also act slightly different with the physbones? it seems like it leans more for me, even with just the components that dont have the mentioned issue?
is there a button to reset all bone positions?
Hmmm, I’ve noticed nothing of that nature.
In game? You can reset your avatar from the expressions menu
but then i needa set all my cloth again....okay thats stupid
Thanks for your help friend! I'll give it a go
this feels like the jankest science i've ever done lmao
yeah, its really weird :/
How do you make it so that players can grab objects off of your body, like detaching a hairpin off of my head for example?
From my limited testing, multiple bones together in a chain, or stretching
i wish i had a backup.
hopefully it does work okay
Anyone?
in unity play mode
hmm maybe if you checked 'to self' and try with your own avatar's bone, or just via the fx layer
I'm here to share this if anyone else has had this issue, and i'm gonna report it to the canny as well. To explain:
Back on dynamic bones i had a collider under my avatars feet so that when my avatars tail would lay on the ground, it would settle on the ground. But now with the new phys bones, there is constant jitter when it lays on the floor collider, ive tried messing with all the tail bones settings and troubleshooting many things but it always stays jittering
was wondering if anyone else is experiencing similar issues
Hmm, i see a ton of errors just importing the last SDK into a new unity project
VRCSDK3-AVATAR-2022.04.21.03.29_Public = tons of error on a new project with nothing else imported
VRCSDK3-AVATAR-2022.04.20.16.27_Public = no errors
i think that 4.21 sdk is what screwed up my existing project
i did this and smaller bones still dont move for me. I'm working with a tongue that is on my avatar (not for sus reasons lol) and i have exported it so it is the correct size with unity scaling at 1.
still doesnt move
the only thing that does work is dissolving its bones, but this reduces the quality of movement it once had
So before I go insane, what are the common reasons for a Constant Bool Contact Receiver not triggering? It works in one of my scenes, but the exact setup doesn't seem to be working in another.
the bool isn't changing
so we dont need to add colliders to the hands manually anymore, right?
your hands are automatically taken care of
thank you! ❤️
how does it know the size of the collider tho if you don't set it up yourself? does it detect the way the mesh is built?
it's on your avatar descriptor, at the bottom, under Colliders. You can size them there if you don't like the defaults.
I've had the same issue but with the physbone parameter bool, it doesn't trigger for me even tho in the script the IsGrabbed is at 1
like it just pick some default value for the radius of the finger bone colliders
um uh where did you even find the parameter? What do you do after giving it a name?
after you give it a name it generated 3 parameters that you also need to add to the fx layer parameters page
it worked for another script earlier but not anymore in this other script. tho i followed the same steps
So you manually make a parameter with a corresponding name? like Taildrag_IsGrabbed
you create the parameters yourself using those names
Riiight, thank you both!
tweaking physbones is so tedious
How come?
have you had any luck doing an animation with that yourself?
Is physbone broken on tiny bones rn?
yes
Ah oki oki
So can you just use the parameter in layers afterwards? and is there a way to play test in unity?
I know game scene lets you grab things, but does it activate animations upon stretching? (as an example)
i would like to request a feature for physics bones, gravity does behave ENTIRELY DIFFERENT from dynamic bones
in dynamic bones, gravity would only affect if the bone base was at a different orientation from the starting position
if you put gravity on bunny ears, ears would be stiff while head is in normal position, and when you tilt your head, ears would start being affected by gravity
use gravity falloff
you mean the curve?
OH thanks
i see
thank you
btw congrats for the release of avatar dynamics
kudos for all the team
you all should celebrate lots
i can hear lots of champagne bottles popping in the server room
especially since it works so well on Quest
Just separate the bones, don't have bone heads be on top of each other.
That's really all you have to do.
I am VERY disappointed with physbone collider quality
it's like the bones ignore the colliders half the time
Can you be more specific? PhysBone colliders have fewer bugs and have higher fidelity for collision.
they are separated
... Do you need that many?

You could probably pull that off with like three bones. Maybe five, with two on the end for the extra.
still looking for help as of why this doesn't sync with the parameters in the fx layer
@tropic thorn probably not no, but with the minimum needed for movement to finally work it looks worse than it did before. im currently rerigging the tongue now anyway but it just seems a little unnecessary.
But they don't seem consistent, or as "solid" for a lack of a better term. Lots of clipping when compared to dbone colliders
The core issue is the weird scaling that's going on causing distances to be far shorter than they should be, I'm just trying to help find mitigations.
yep. physbones parameters work fine for me. Contact parameters on the otherhand sometimes refuse to trigger their parameter changes in the editor.
I've been trying all sorts of adjustments with simple/advanced and limits. Just can't seem to get it right
Thats fair, and that you have done, so thank you
any idea why it doesn't sync on the image i sent above
i'm lost
Well it defaults to false. it's only going to change to true while it's being grabbed
it is grabbed, hence it's set to 1 on the right
i was testing it in play mode while the fx layer is attached to the avatar
@tropic thorn Here is an example of Dbone vs Physbone colliding. (watch the skirt and legs) https://cdn.discordapp.com/attachments/400164147654033419/967048073924718632/Tda_Models_-_Chloe_Hi_-_Pc_Mac__Linux_Standalone_-_Unity_2019.4.31F1_Personal_Dx11_2022-04-22_08-43-27-1.mp4 (dbone)
yeah i'm having the same issue with contacts. does it work in-game?
it's possible the emulator is bad
hmm I haven't tried, I guess I should stop wasting time and try it in game instead lol
usually testing it all in unity before going in game
so i set up a contact receiver, but when someone hits it, it only shows the effect for me, no one else, and i dont have "local only" checked
Is there a canny issue about the new SDK counting disabled PhysBones scripts as active?
@tropic thorn saw your reply. I'll work on a set of videos.
Cool, now I just need to set up hand colliders.
Is there a hard phs bone limit for pc avatars?
Phys bone component limit that is?
for pc no hard limit
Cause can’t upload past 8 components for some reason
bcs ur on android target probably
erm, which settings do I play with to get the chain fall?
What do I need to do to make my physbones interactable? No one can touch them with the boxes checked and they don't show up as blue.
Is it because I toggle the script in an animation?
it looks like it wants to bend but the bones bend in chain instead of individual bones
if that makes sense
gravity falloff as well
other than that i've noticed the physbones aren't great at giving each bone in the chain the dynamics it needs
Oh, I need collision radius, don't I?
is there anything about how to pick up a sword or bat off your back using these new dynamics?
yes
hi miss @halcyon cargo im confused is there a sdk that suports physbone and work which do u recomend
okay, its the angle that allows the chain to bend!
you can just turn it off
you might have an easier time turning off the angle (to some chains) and also set the forces to simplified instead of advanced
the latest vrcsdk available for download on vrchat's website
thx
has anyone been having issues where scaling the bone of a phys bone doesn't work correctly.
Ok after some more troubleshooting with my tail, it seems like the reason its flickering/jumping with the collider has something to do with the 'immobilize" option
when the immobilize option has any value to it, the tail will jump around, but as soon as its set to 0, it seems to act how i want it to
I remember during the beta some people talked about how you couldn't animate settings of physbones during runtime
is that still true? I want to change the gravity setting with an animation
This is not a bug, this is intended behavior
Turn Gravity Falloff to 0
Doesn't the SDK always count disabled stuff as active since for Performance Ranking
it wants to know the worst case scenerio of everything enabled?
sdk always counts disabled components in it's totals for the ranking system
k
It'd be cool if it could look through animations and such to get a better estimate since most avatars can't have everything enabled but eh
I'm stuck with capsule shaped physbones, eh? I can't flatten them?
Can't do that, scanning for stats repeatedly is very performance heavy
You can't look at animators at runtime either, they turn opaque (they're "compiled", basically)
I was imagining it'd only run through multiple times at upload and then when loaded in game it'd come with some metadata saying it's performance rank
plus as you're right, it'd take longer/be performance heavy, maybe it could be optional so for people who want to make avatars with a lot of stuff but know only some is shown at any given time could wait longer during upload so their avatar isn't ranked very poor.
how come when editing the default colliders in the descriptor (hand, feet etc), it removes the collider on the unedited side
the bones on my avatars belly keeps moving and locking in place without anyone moving it.it does it on its own and when i move it to fix it, it refuses to go back to normal. i thought they would have fixed this by now.
how i fix?
Here this should go over the settings that'll let you fix it
https://www.youtube.com/watch?v=PTTnWUkswkU
The Avatar Dynamics update recently dropped for VRChat, and with it brings the highly anticipated replacement for dynamic bones, PhysBones! With Physbones, you can apply secondary motion to parts of your avatar, such as hair or skirts, making avatars much more dynamic! This tutorial will show you how to properly use the VRC PhysBone component.
...
i hope i explained it well enough.
Watch the video it goes over the different settings in Unity
I think you'll probably wanna mess with Pull and Immobilze but idk
i am at my wit's end with trying to get this touch toggle stuff to work
does anyone have a tutorial they could shoot my way
you would not believe how many technical difficulties i have had in the last 6 hours that impeded on me working on this 💀
i can't seem to interact with my own physbones
https://i.penny.moe/t0d29hbgvz3e.png
Do the colliders here auto collide with all phys bones?
on the descripter
I’m struggling to understand how it works on quest? Anyone know?
How do you easily reset a posed physbone in game after someone moves it? how do you get it to reset to default without reloading the entire avatar?
U just to grab and let go and it goes back to its normal simulation
okay I'll give that a go thanks, maybe mine was just being weird haha
New channel. 
Sorry if someone asked this before, does Physbones not work on small objects? It would work if I enlarge the object but at its original size it wouldn’t move
I think it has an issue if the child and parent are too close to eachother maybe that's why?
That might be why
Not an expert on this yet but try to set colliders size to 0 since you are not assigning an element?
that's what it was at before, didnt work
Your Collision radius is also 0

can someone explain how the contact sender work?
Trying to add dynamics to the hair but all the hair is under the head parent. I tried both adding phys to the head and the hair bones indivisibly but when I move it around in unity it doesnt move. their a way to fix that?
if the bones are smol they wont move
these small? I'm not using the small ones in the head idk what those are
no way theyre smaller then 1cm
is it just one bone for the whole strand?
thers 2
it's a bug
it will hopefully be fixed because in the open beta my glasses' chain used to move now today it freezes
how does one remove some? vid doesnt explain,,,
Either set the end point of the phys bone, or try scaling your avi up to like 2 and test it. if they move when your avi is scaled up then its the bug
remove phys bones? click on the bone with the phys on it and delet the script
well based on what tuptup said who knows if it gets fixed
ty, ill try that
it's funny cuz as i specified in the open beta it used to move normally in game and now they might've touched something in the code that makes "tiny" bones freeze with it
Yep, but tuptup said it's a low priority bug, and wasn't sure if they'd support bones that small
easy solution, make the avi a squirrel
is there a more simplified way of doing this? slowly watching my parameter slots fill up 🥲
Use a single param called MENUON? a toggle should only use 1 bit
contact parameters don't need to be in the avatar params object. the contact reciever should sync it automatically regardless[if the docs are accurate on that]
Can someone help me with dynamic bones can i get them for free plz i need them
Dynamic bones is no longer used
bruh you dont need dynamic bones
Phys bone component comes with the new sdk
Read the provided documentation in #announcements or watch sipps tutorial video linked many times here if you scroll up
Or here anyways https://www.youtube.com/watch?v=PTTnWUkswkU
The Avatar Dynamics update recently dropped for VRChat, and with it brings the highly anticipated replacement for dynamic bones, PhysBones! With Physbones, you can apply secondary motion to parts of your avatar, such as hair or skirts, making avatars much more dynamic! This tutorial will show you how to properly use the VRC PhysBone component.
...
Nobody can give you dynamic bones for free since it's a paid asset even if you wanted it for some reason as that would be theft.
Alr ty
So after spending 2 hours trying to figure out why my contact isn't working, it turns out the emulator doesn't simulate contacts at random
worked fine ingame
But that will be fixed no? Bc that means basically almost ALL chains or assets with chains are broken till you rigged them freshly again
it's "a lower priority bug"
and tupper isnt sure if smol bones will be supported.
I mean makes sense but still we have to redo all the chains again ^^
do I need to redownload the avatar sd3?
i updated my my sdk, and im not seeing the physcbones script
I'm trying to optimize my physbone script count using the Ignore Transforms section like so.
This setup creates one chain for each ear transform on my avatar, since they are the only transforms not on the list.
It used to work with dynamic bone, but physbone seems to have issues doing this. My avatar is wobbling uncontrollably as a result.
Is there a different strategy we have to use now?
Dose anyone know any good setting, for boob jiggle? I can’t for the life of me replicate the old physics.
depends on how many bones are in them but i can share my settings you can try
no guarantee they'll be good for your avi
Is there a way for me to add a counter somehow and connect it to a blendtree? I have 2 avatars, and when they are close together I want a float value to slowly go up until it's full. The avatar's have ears, and I want the ears to slowly go up and slowly go down based on how long they've been by one another. The longer they are closer the longer the ears stay up
avatars that i upload with dynamics arent appearing ingame for quest users
if it exceeds the poor ranking for physics Bones on Quest it removes all the physics bones
no like it literally does not appear
it doesnt even exceed poor
and it was working before when i uploaded it 2 days ago
I reinstalled a new sdk and physbones still arent in it but the C# VRC_PhysicsRoot is?
I have 2 but I deleted the end bone
has anyone figured out how to do the hue slider thing that is in the dynamics hub?
i want to impliment that + a saturation slider that are kind of on top of each other, making a up down hue picker and a left right saturation picker that you kinda control at the same time
im tryna make a slap thingy with the new sdk
how do i make it move where the slap is
Seems Phy bones are somewhat broke on quest side lol
fr
Any good tutorials for contacts?
How to fix the Physbones not showing up in the scene editor? The PhysBoneManager gizmo is currently active.
Hi, idk if this was asked before, but i didnt find anything about it online. How do i make pys bone colliders global? From what i got, only the hand colliders are global, but custom added ones arent?
EDIT: physbone colliders are global, at least based off of everything ive seen, where do you see otherwise
I have custom ones on my thumbs, which do not interact with any external bones, only my own ones because i added them as colliders
so your thumbs arent touching what, someones hair I assume
Yea
but your other fingers are?
Yea, the automatic ones at least, i also added colliders to them for testing, which dont interact aswell
I don’t believe there is any way to specify custom global colliders; that would be way too easy for people to exploit
i think that might be part of it if you set up colliders on your avatar but left the other ones blank
i would do them all custom or none imo
is it possible to have grabbing a physbone overide the limitation angles?
Quick question setting up phys bones, do I untick/remove the dyn bone script or can i upload with both scripts? Will they conflict?
there's a button that can Auto convert the dynamic bones to physics bones
the bones are making my avatar hand freak out how do i fix that
slightly annoyed that physbones don't seem to stop running when i disable the bones they're attacked to like dynamic bones did. means all the bones for all my hairstyles are actively calculating at the same time till i re-do my animations to disable the physbone scripts directly x.x
soo, will they conflict? or can i leave both ticked?
when i have two conditions in a transition, do they function as AND or as an OR?
An interesting tutorial avi. lol
Why have both?
Yes that will probably break things
is it possible to make a fully "kinamatic" phys bone that can be driven by a rotation constraint?
but otherwise not move with motion
i want a rotation constraint to drive a phys bone to get it's angle param
Two condition in same transition is AND
Both have to be true.
But you can make multiple transitions to a state from the same state, those function as OR but have a priority order on what's checked first.
in case i had to switch back to live instead of beta, didn't wanna lose bones in that event
cant change what the parameter is changed too I think
is there anyway i can get just the scripts phys
if you have any tags to interact with others in a combat way, the standard is "Damage" with a capital D
(so all content is compatable)
It was more so trying to do it when it recieves a humanoid collider that it changes
It is a receiever
Ah right. No you can't. you get 1 or a proximity
if you need different values, use different params. they're free and unlimited
since they don't go in sync file
I don't understand how to set this up
You'd have to use drivers if you want to change another parameter instead of just that one
Otherwise, multiple contacts for each type of collider you want and the parameters to fire.
I don't know what a driver is. I am just trying to make it so when the sword trigger recieves a any of the above hitboxes it changes the parameter
Phys bones is now though
It does change it.
It changes it to 1. \
how do you grab the phybone in unity?
The action does not happen in unity's play mode when I try moving the hitboxes togheter
What hitboxes are you moving together.
Is your Sender set with any of those tags?
No sender, just a receiver
Then it won't work.
Reciever only recieves from a Sender.
Don't know what you mean by normal.
does it have to be the same for the exit?
You can exit based on whatever you want the reason to exit to be.
Whether it be a specific time (Exit Time) or specific conditions happening or not happening.
I am trying to make it so the sword receives action from any of the auto generated collision boxes
what is a parameter drive?
any good tutorials on this stuff, documentation is hard to process for me
parameter driver is a state behavior, so basically like a component but for the animations within a controller
parameter driver does as the name says, it drives a parameter to a certain value when the transition goes to the animation
so both my animations need a driver?
has anyone figured out how to do the hue slider thing that is in the dynamics hub?
Hey I have an avtar that some one else made but I want to add phys bones to it can some one teach me how
google it
where can i download the new sdk
is this the one with physical bones?
A tip for PHYSBONES
To prevent the bone from pushing into a mesh, don't use colliders, they take up too much data and can lag.
Use angle limits. Reduce the angle until it matches whatever curve you need for the bone chain in particular.
Use the Yaw, Pan, and Roll to angle the bones to match the curve. Don't go past the middle line, or it'll become stiff.
You can also apply a "curve" to the bones. The higher the curve is, the further it'll torque the angle to that orientation.
(situational: if you have a set of strands being controlled by one physbone component) If you want a strand in particlar to be different than the others, you can use "ignore transforms" at the topmost bone of that chain, and it'll remove it from being affected. you can then copy the component and duplicate it, changing the settings so it's just that strand. Then modify it to your heart's content
is there anyway to ignore the defaut/standard colliders on a phys bone componenet?
Hi, I downloaded this but I dont have the physbones in the inspector :/
https://vrchat.com/home/world/wrld_22ea3656-e488-4a24-bd47-8372c4c86d1f
Howdy, I made a world with a public Avatar Dynamics avatar.
There are four versions of it for the outfits.
All avatars are green and I'd be happy for people to use them and test them.
It doesn't show when you click "add component" like this?
correct
Check that you are using the avatar sdk and the unity package has these numbers; "2022.04.21.03.29"
So I've only seen a few people report this issue, but when I convert some avis to physbones it breaks the Viewpoint
As in, its no longer accurate to where the view point actually is
the "viewpoint" indicator in unity is actually just the rotation axis from where the moving the head will rotate from
but the real point from where you see the world from is higher than the view point indicator
Don’t have your phys bone use a humanoid bone as the root bone (like the head)
The rotations of that object will no longer be tracked to your tracking points and cause issues in look
That's not possible with a LOT of avis when it comes to auto convert
I know that has cause issues for people in the past. I do know some viewpoint issues is mostly a rig and t-pose issues.
If that really is it’s own isolated thing it’ll need to really be looked at
Make a new root bone for your hair to fall under. You can do it in Unity if you really want to
same avi, but this is what happens when you auto convert
Try without scaling your whole avatar down
The view point indicator moves, and that changes of course where it roatates from, but the actual part you see the world from is identical
Avatar scaling in scene is bad, scale from the import fbx options
How do I scale an AVI from import FBX if I haven't imported this avi in literal years
The FBX file in Unity, select it and the inspector has a Scale option
A vast quantity of avatar issues are caused by people scaling their avatar’s root in scene
Most things aren’t happy unless you’re 1,1,1 scale
that's what happens if I scale back to 1
Is the avatar in the ground or did the viewpoint move up, if so just make a duplicate and compensate it back down. Then try the conversion
I moved the view point up to show how far away it is from the moving axis
You care that much about the anchor?
You’re also on Center origin
I haven’t had much issues if the anchor is off when moving viewpoint.
Perhaps the descriptor got bugged (as it usually does)
Could toss a fresh model in and add a descriptor and see what happens
Or duplicate, remove descriptor, add new
Etc
you think if I were to export this FBX, with the new bones to another fresh project it might fix it?
It’s worth a try but could potentially be the same thing if you’re bringing the bug over
cry
I do
Alright tried most of these things and it still big broke
Idk why the conversion fucked up the viewpoint
seems like a random thing for it to fuck
Hm. Test in game of one compensated for in viewpoint and one broken but unchanged, if it’s fine it’s fine.
Otherwise it’ll be worth making a canny post to check
Love your scripts man, sad it took me too many years to learn of them
so if I compensate pre-conversion, it just has the same problem, but at the place I converted it
Why do you need to compensate before hand?
to see if it fixes it
I see.
I hope you ISP is ready for the many uploads lol
Moving the view point still moves the ACTUAL view point, but the view point in unity represents where the headset will rotate from
the actual view point is way above it
I have gigabit is whatever
Is there a good way to make touching bones look "softer" with physbones? I get the general movement looking nicely but especially if its only a couple bones it looks more like pushing around a pretty stiff chain that just moves out of the way. While with dynamic bones i can softly touch bones more separate and free rather than a connected chain
What does phys bone collider do??
It does what dynamic bone colliders did
except a lot more performant
I have no idea what that does
I wanna make it so I can’t grap it how do I do that??
Alright, phys bones are jiggly bones, they make your hair move
Phys bone colliders are things that your phys bones can knock into if you assign it
Disable grabbing on your phys bones
how do you force a dynamic interaction to be synced between others?
can you even do that?
Use a local parameter to Drive a synced parameter
okay, will that still allow others to activate a contact?
Yeah, turn off grabbing and posing
Will I be able to grab it in vrc??
Yeah, your local parameter under consideration is the float of the contact.
But you’ll drive a synced parameter to make it work
If you disable it, no.
But you can make it so only you can grab it by only limiting your interactions in game
i see
I want everyone to be able to grap it
I keep feeling like you’re moving that goal post a lot
wait, doesnt local only mean that another person can activate the contact and you wont see it if it doesnt register for you?
Local means the person wearing the avatar will have that parameter be effected
so lets say i have a button that spawns my sword
with local only, others can press the button and we will both see the sword right?
You’ll be at the whims of the network sync
I personally do a dual toggle
If the float and network sync is nice, the effect goes off with the contact
If it isn’t nice, I also at the same time drive a networked sync bool to say the effect happens so there’s a second chance to catch up
This keeps people joining late caught up too
Only you will see the sword with just that setup, but you will drive a synced parameter so everyone will see it
What did you try?
setting all the buttons to "local only" being on
when i press the button, people cant see the change in params either way
Yeah, you aren’t using any Parameter Drivers then.
what do you mean by that
So uh anyone else having the issue that a phys bone isnt being shown in the editor despite the bone being present? Every other Physbone is shown and works
https://docs.vrchat.com/docs/state-behaviors
Check the Avatar Parameter Driver section
When you've got a specific state selected in the Animator view, you'll be able to add State Behaviors. They're a bit like components for states. They do different things. Try adding them, and you'll see what they can do! Animator Layer Controller The Animator Layer Control allows you to blend the we...
Sadly it’s old documentation, parameter drivers are no longer local only but can be local or synced
i put this on the base of the avatar w/ the descriptor?
and this will force sync all params i put into it?
actually, i dont even see this script in the sdk components
I’m going to recommend playing with it and familiarizing yourself with Unity animators and the AV3 workflow.
It’s an Animator script that goes inside your animator on a state
uhh
so like
im guessing you have to manually activate it
?
or can i get one to consistently refresh
Here's my setup.
You can see the parameter driver on the side.
I only transition to Blade Grab when my contact fires off its parameter (my local one).
On Blade Grab I have a Driver that drives a Synced parameter and turns it true.
Now I have another layer that makes the effect happen when my Synced parameter is true.
I get to play with avatar dynamics,
everything stays network synced.
ill see what i can do
this sets the parameters to what you specify when the animator enters the state right?
it doesnt constantly keep it in the state you specify?
The driver is on enter yeah.
ok I have a question because I wanna know if this is happening to anyone else is that fine
actually
@sudden urchin while i have you, how does this work with blend trees? for example, a color hue shifter
Anyone know how to set up a grabable object Letsay a Headphone.
I want to grab/pull it with my hands.
Probably the same way as a state.
On enter it does its thing.
It might be a consistent thing that fires every frame inside the state, I don't remember entirely. I don't consider that much because I build in parameter resets everywhere.
Is there a minimum bone length for physbones?
don't ask to ask, just ask o:
effectively yes, very short bones will not simulate
this is a known bug, vote for/comment on it it here o: https://feedback.vrchat.com/avatar-dynamics-reports-and-feedback/p/1187-small-bones-no-longer-move-at-all-with-physbones
ok well the bones are working for me even though I am on the same version
assuming you mean they aren't, are you on standalone Quest?
wdym by standalone like with no pc assistance?
by standalone, I mean not linked to a PC
yea
You'll need to equip an avatar with physbones uploaded to it, as no existing Quest avatar has dynamic bones, so there's nothing to automatically convert
if the avatar you're using used to work in the beta but no longer does, that's likely because it's using too many components/transforms/etc, and thus it's physbones have been disabled
also, see https://hello.vrchat.com/blog/avatar-dynamics-live c:
ok thanks
That's what I figured :/
and they put in a hard cap so that nobody runs around with like 2000 physics Bones on Quest
it also happens to other peoples avatars when for them it works
Is there a way to make colliders other than the hands global? e.g feet, head etc?
quick question: do contact receivers work if you toggle the gestures off?
I’m trying to use phys bones in place of a hinge joint to have something rotate vertically in my hand relative to my wrist but it keeps acting as if there’s a permanent weight against a single side instead of relative to my wrist
So for some reason my Ears wont work with the new dynamics, i was wondering if anyone could help me with that?
hey there, Is it possible to make a bone that has a collision radius for grabbing and moving but not have it collide directly with other bones/colliders like the hands?
It looks like theres a few bones wont let move at all with the dynamic
where is the " physic bone Parameters " ??
tying to make the head contact a little wider but unity crashes every time on upload. Any idea why?
so the 'head' receivers are still effected by his muzzle
it uploads if the collision target isnt head
but id think, for head receivers to hit that, it needs to be head yeah?
to answer my own question, yes the receivers work with disabled gestures
ey, answering mine too. Head contacts cant be parented to the head bone
is there a way to test contact receivers in the editor before uploading? I have something that's supposed to activate on hand touch but I dont want to load into vr every time to test it.
you can make an empty object in the hierarchy and assign your sender to it, then in play mode just move it to where it needs to touch
I tried that, but it didnt seem to do anything.
it works in vr though, guess something messing it up.
moving this to here since i just noticed they made an avatar dynamics channel
im still confused on something with physbones and i havent been able to figure it out 😭
basic summary,
any bones that are grouped into one empty gameobject cannot be grabbed simultaneously.
they can be posed, but if you grab it again and let go to reset the pose it will reset every bone contained in that group.
this means if i wanted to, for example, play with two ears at once, i cannot do that cause it prevents me from grabbing more than one bone at a time.
the only solution i have to this so far is making the direct bones i want to move have physbones, but it makes optimization for quest a huge pain and also adds a lot more components that shouldnt be needed 💀 i could make ~15 physbones components be contained in just 5
ill include a gif that sort of shows what i mean
if i cant have them all in one root bone without them doing this please tell me 🥲 i just barely figured out physbones and im getting issues already
sounds like it could be an issue with gravity
is anyone else not able to record gravity? like in an animation i want to animate gravity increasing on an object but despite the animation having had worked in dynamic bones increasing the gravity, this new animation (set up the same way) isnt changing whatsoever
which is weird to me because in the avatar dynamics testing world there is that avatar with the fishing rod like object that you can adjust all the bone settings on in the menu
so i see no reason why this shouldnt work
I tried something like this, the issue I have is that it doesn't trigger remotely the first the you activate the trigger. But it does for you, so the whole thing gets offset for you and everyone else. It's visible for you when its hidden for them and vise versa. I hope this is an actual bug, and not just me screwing up something (and I don't think I did). so to my knowledge at least this won't work until they fix that issue
I'm so confused on the new system, I'm trying to make hair dynamics and I just can't find a setting/setting combo to make the hair move more loosely
Anyone have any suggestions for what to mess with?
anyone might know why this isnt working? I have 3 other receivers setup on my avatar that work flawlessly
The parameter is not even being driven in the animator
I have this setup, reduce pull and momentum for a bit more flow
gl
someone beat me to it >_<
but here you go, this is for very long hair with gravity, not 100% sure how it looks without
Quick phys question without having touched any of it yet. Can I shake peoples hands now or do people have to shake mine? (Grabbing im guessing)
its definitely possible, but difficult
unless you add phsy bones to your hand/arm people cant grab and/or pose it
not as simple as tossing a physbone on your hand and arms
yeah its not recommended, avoid physbones on rig bones
yeah definitely not recommended
Why
give it a shot and see what will happen to your poor avatar
Oke
its vrc after all >_<
sometimes shit works, sometimes it breaks hard
What if I make empty object in my hand and add phys
majority of the time it breaks hard
you will have to assign it to the transform either way, if you want people to shake your hand
I think at a early point like this, you just have to play around and test out your ideas to see what works and what doesent ^^
woosh
give it a shot who knows what might happen
Thanks for thoughts tho
Ill play around
anyone that has settings for collider set up for T pose pandas base with phys bones now?
Anyone found a decent setting for physbones applied to well, boobs that aren't absolutely mcfricking crazy in the physics department?
quick question. i have this collider set to the leg. i changed the transform to leg it moves with leg. i set it to none it moves with leg. is there any reason to change it from none?
i have the same question
not at all you can keep it on none:
if you keep it on none the collider will follow the game object where you put the script
if you set the root to another transform (hand for example) it will strictly follow your hand whatever you do with your leg.
this is used to make you able to put the script on an empty object in the root of the avatar and make it still follow a bone so you can access the script easily without searching in the armature
@honest inlet
thankya.
helloo- since the last vrchat update, my avatar hair are acting weirdly flopping around
before , they were static and that was for the best
you have to change the setting of the physics bone of your avatar on unity. the automatic conversion work well but it's not perfect.
it is recommended to update your avatar to the new version of the sdk and fix everything on unity
@gilded elbow
can you set receivers and such as toggles? Ive tried but I cant seem to get them to turn on as a toggle. They work when left on in the hierarchy, but I cant seem to turn them on with an animation
you can do a trick by using another parameter
I would like to ask if anyone knows which step I am doing wrong on fx?
The acceptor goes from 0 to 1 after a collision, I think I'm not setting it wrong
but fx always stays the same,I have tried multiple setting(Many people have different settings LOL) and bool or float but nothing works🥲
Thanks a lot if anyone can point out my mistake🥺
That’s why I do a double action version for two chances, one that works locally for me and the network synced parameter driving.
Works fine, I have no issues.
try that
on the first clic it should play the animation and in the second clik it will disable it (note that it doesn't work really well with loop animation it work well with only toggles)
i don't know it's the same for me... i alway test it in game to make sure
how come when editing the default colliders in the descriptor (hand, feet etc), it removes the collider on the unedited side
does anyone know what to do with this? it wont let me upload the updated phys bones avaatr
omg the physbones debugger is exposing people for having 'bits' wheeeze
Note: turn your physbones components off when those are.. off 😂 🤣
np 😉
ouch i know this issue but don't know really how to fix it
i "fixed" it by deleting the project and start over but i don't recommend you that, try to find a fix
I will try to upload the check 
But are my FX settings correct?
Yea as a avatar creator that’s going to be my worst nightmare
it is
to me it's a normal thing... i restarted so much time that i can create a speedrun category by itself and do a WR XD

@thin marten is it normal when changing the 'Automatic' option to descriptor collider for the hand, it lets me edit the left hand collider while the one on the right disappears?
i don't know i never tried that, let me check
ah ive gotten this error before! My issue was accidentally having the fx animations set to a bool state, while having them as floats in the parameters menu
fixed it for me! But im not sure whats causing it there
it doesn't disapear on my side so yeah it's not normal
Thankyou ! I’m going to look into that
You got it in the wrong place lol
It is in your Gesture Layer
Or you have masks in the FX Layer?
hmm... weird, it puts the pivot on one of the left hand collider while the other one is gone
Hmm... having a strange thing that I've set up a menu action I want to activate using a contact point. But while it said contact point works for me locally, other people don't see the effect.
I tried using gestures to test but it still doesn't work T-T
and there are only preset settings for mask
Are you changing a blendshape, then the gesture layer is most deff not the place to play. Furthermore, are you using that wierd AV3 emulator, or are you straight up only using default unity playtime. If it is the latter then try putting said anim in the animation controller at the root of the avi.
I use blendshape, and I tried fx and the gesture layers you said didn't work
And I really don't understand T-T about your later explanation
My English is not very good
can you explain in more detail please? Thank you so much T T
So the way I handle is a little different
Hate gamebar, as I showed off the animator
Mine is a bit more advanced as the eyes follow the position of the finger
Also I use a proximity
I do not sync with params (that is a waste imo for this use case)
Try setting the nose variable to a Int for shits and giggles, (0 is false and 1 is true)
AHH
I understand what you mean, I use UNITY test
Okay, then set the Animator with your FX layer, as you WILL not see changes unless that is so
Furthermore, make nose an Int
I use that over the other as it just seems more trustworthy imo (description says 0 and 1, and although the technical bool is a 0 and 1 in bitmath, it is Mecanim we are talking about here)
I think I got these steps right
int bool fl,I have tried
yes i test like this
Hmm, well if that is all right then I do not see what is wrong, this is a strange predicament
See here
This follows your rules
I found the problem!!
I put the fx into the avatar after in unity playmode
I put the fx in before play mode and it worked
I feel like a BIG IDOIT
But I really appreciate your detailed explanation, you let me find my mistake
THANK YOU SO MUCH!!
and you avatart set it very cute
It happens to all of us! No problems, we all have our silly moments.
and thanks for the complements!
I tried to set the bone on my snoot to immobile but in vrchat it is still moving when i move 🤔
Works fine in unity though
also tried setting stiffness to 1 to no avail, anyone else experienced that?
it's a two bones, one bone + leaf
also seems as if the hinge is ignored too
Cannot say it didn't work for me?
So I've been trying to narrow down how physbones interact cross platform. Is there any place to see this? At the moment, my two avatars, one for quest and one for PC, have issues where people on each platform can grab/lock bones and see it on their end, but people on the opposite platform can't. For example, Quest User grabs, pulls my tail. However, on PC, this doesn't happen; I can see them essentially pantomiming the act of doing so, but my tail, on PC, does not move.
I just need to know if I'm wasting my time trying to chase this when, in reality, it's not synced at all.
I see nothing on it, but for things like "Is stretched" or "is grabbed", it'd be odd that it can't fire, identically, on both platforms when someone, for example, pulls a tail.
To note, my armatures are identical, running identical Physbone setups (Copied over from the PC one to Quest with Pumpkin tools) and confirmed working on each independently. However, in cross platform usage, syncing grabs still seems to be hit or miss. At one point, a quest user grabbing my tail actually pulled my umm... well, chest, across the map. Hilarious, but frustrating. That was before I made them identical, however.
Yes, in Unity it works perfect for me as well, but once in vrchat it does not anymore
Uploaded, issue is not persistent, my ear is locked
Make a issue on it
yeah i should, thanks for the help!
Might be a niche thing, I assume your rig is generic
might that have something to do with it
i'll check that out it is pretty generic, well besides that snoot bone which is not a mechanim thing of course
WEIRD, maybe the ids are tangled? I am not sure about cross syncing, but maybe it is not well sync'd?
Or at all.
Or runs on a "If the 'grab' fires and 'bone' is in the 'zone' it is grabbed."
is there a way to have colliders and phys bones not visible in play mode? so i can see the actual mesh moving, normally i would turn off dynamic bones in gizmos but i dont see the phys bones there
Well I mean, the Avatars in the Dynamics room seem all good?
See, that's what I'm saying.
However, I can't find anything about it.
And I've poured over the documentation multiple times.
I had this same issue with avatar paramaters, where if the two independent avatars have identical params, to a point, but differ after, they would still fire incorrectly cross platform.
That one was easy, share params, regardless if one used all of them or not.
They suggest running two different Assets for both platforms but man is it giving me a headache sometimes. lol
Me waiting for an exposed ID system 
You got me an idea there, the bone was not parented to the head, now i parented it and it works, that's odd
seems it might have just been a one of those days thing lmao
x3
Welp, time to just push "yay physics" to both and chase this stuff till another day. I simply cannot make them more identical, as I set them up on PC version, sorted all issues, then copied them over.
On god, you deserve a gold star for giving the Quest people a slice of the dynamics to begin with. Pat yourself on the back.
My dude, Quest has it's own avatar.
I'm medium spec on both platforms.
I wish to pass away.
I appreciate though. I just... wish answers to this stuff wasn't such a pain.
Don't we all (me having WW2 flashbacks to making that kissma model 9.8k tris, AND LOOK GOOD)
I haven't hit the realm of retopology so for now it's 14800 or so with decimation and fixes by hand.
Maybe one day.
how do i get the new physbones stuff i wanna convert avatars into physbone
Basically, setup your unity project with everything you need, including the latest version of the SDK, then put in your avatar package. From there, there is a tool you can use there to convert them.
I recommend still doing it by hand. The conversion isn't perfect.
oh thanks :D
Update SDK > do things > read sdk, and be cool
Is it weird that I actually remember that as I was scrolling through. lol
Especially how hard the Eye's were to keep.
the dream.
For now, I'm just trying to figure out cross platform bones. I've been waiting patiently to give Quest some physics.
Might settle for that, for now.
Quick question if I were to add phys bones to a model is this channel correct to ask help?
The most perfect one
Okay thanks c:
is there a way to have colliders and phys bones not visible in play mode? so i can see the actual mesh moving, normally i would turn off dynamic bones in gizmos but i dont see the phys bones there
click the gizmos at the top right
oooooooooh haha thanks !!!
Is adding phys bones hard
the auto convertor worked fine for me ! maybe finding the right settings for longer meshes is more of a challenge
Well I had a hard and difficult relationship with unity rn, I had to waste 6h to fix it, and rn it is fixed but I didn't had a chance to use it, so I am very very noob and new to all this
Mmm, Inert did not translate well for me
yea i think a lot are struggling, myself included
nothing is ever easy once physics is involved
i agree
true
I didn't even had a chance to actually try unity yet
don't 
if you need help you can always shoot me a message ! im still trying to figure out phys bones but im familiar with most of unity (:
same here so if one of us are busy and you need help you can also dm me
Been using unity since 4.3 
if someone did find good settings for long hair so it wont be so stiff with phys bones u would be a life safer for me
oooo i wish i started earlier
4.5, 4, 9, 0
I encountered an issue with Sensors:
I have 2 On-Entry sensor on my avatar that are supposed to trigger an animation when entered at a certain speed. (In this case a sound effect)
This actually works perfectly fine ON MY END, but not for the others in the lobby.
So they can trigger it and I can trigger it, but only I get to hear the resulting effect
thankyouuu <333333
From the docs it is an animation parameter so you add it to the anim controller and use it?
Did not do that yet but that's how i understand it
is that parameter being used on the node to the on state?
you have nodes between each state going from off to on and vice versa
there are constraints on them you can set that tells the node to pass from one state to the other
lemme show in a sec
You'll just have to set up a simple animation that triggers when the set parameter is true
Hmm, is anyone here familiar with Contacts yet? I'm having trouble with a contact not being set or unset for non-local users unless its pressed several times.
does this work in unity play mode? so enable and disable plays your animation
There is 2, just the UX is garbo
Same issue here, the networking appears to be faulty for contacts
So, what is actually not working for you pooch?
cus, the setup looks correct
The way you animate effects zero, I am more worried on the logic
Is the layer weight 1?
I said, it is just 2
I have 2 trackpoints
The UX is garbo
I have a large bump for my backhair, so a sphere doesnt work for me
Yeah, you will track way too early
User Experience
ye, just move it down
All Hands are contact senders by default
I mean, are you moving sth into it to actually trigger the contact?
wait whats a good physbone value for puppy ears?
This is what I have happening. VR me trying to poke an 'on' and 'off' button on the avatar. You can see when I press it, on the local avatar it turns the light on right away, but it doesn't turn on until several more pokes. Likewise when I use the menu to manually trigger it, I have to make several presses as well.
can I see your reciever config
Yea, I have a Contact as well that is only working properly on my end and not for other people
Its not seemingly a problem with the 'boop' thing I did, that works but its only firing off an animation that then exits. This is trying to control a toggle.
Hiya I run into this problem where the tongue of my avatars aren't working with the new Physbone due to the bones being too small?.... Will there be a fix in the future for this, I tried to resize them in Blender but it still doesnt work
Devs said that it is a low priority fix unfortunately
i would break down to that
Damn 😭 Literally no matter what I do, it just wont work
your headpat is a bool
Can we animate physbone settings with animations? I wanted to animate the gravity and immobile sliders and put them on a radial but it doenst seem to do anything in practice
thought they all needed to be floats
your parameter is a checkbox

