#avatar-dynamics

1 messages · Page 13 of 1

idle vale
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You know, that makes sense

stiff glen
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^ direct from the docs btw.

idle vale
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I knew about spring, but I'm messing around with Advanced and was surprised to see it missing

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Ty!

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I'll start there next time

stiff glen
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Always start there!

idle vale
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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 😅

stiff glen
#

yeah, I don't use google anymore, but also, I'd still start with VRChat's docs before trying a web search

idle vale
#

Precisely, marking it now lol

tropic thorn
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ding

quiet dew
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dong

tropic thorn
#

@unborn dragon gotchu

olive tangle
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dang

torn tendon
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lol

calm owl
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Why small bones no work

swift meteor
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Who is it?

torn tendon
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hey tupper

tropic thorn
torn tendon
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tupper

unborn dragon
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Thanks Tupper

torn tendon
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should i turn off bones

calm owl
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but i export my model in x100 scale

torn tendon
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convert all dynamic bones to phys bones

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on or off

calm owl
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and unity makes it a mm big

tropic thorn
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ah, well

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.. don't export it in x100 scale

calm owl
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doh, i shoulda thought of that

torn tendon
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Oo

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Wat dis?

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Dis for pb?

tropic thorn
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I'm not really joking tho-- why can't you do that for those cases?

fading pilot
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Will being able to change both Ignore Transforms and Charts via animations be possible in the future?

torn tendon
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tupper fix the god damn update please

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Stop

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this update is ass

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Do not demand stuff out of the dev

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crashing, bugs

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this update is crashing everyone

simple elk
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im crashing?

torn tendon
shell yarrow
calm owl
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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

torn tendon
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Alr turnin off my data cuz phone gonna die

surreal coral
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There's a way to convert to meters??

tropic thorn
young beacon
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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=

short narwhal
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awesome to have a channel for this

crimson berry
#

yay finally channel for that

snow marlin
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yay

torn tendon
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woohoo..

tropic thorn
snow marlin
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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

tropic thorn
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Export from blender in the closest-to-how-you-want-it-in-Unity scale as possible.

merry cove
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quick question why do my facial expresion and toggles stop working when i add triggers onto my avatar..

surreal coral
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Oh so that stuff is tracked in Blender ok

tardy barn
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now the pain can be localized here

sour crown
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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

pulsar coral
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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?

tacit stirrup
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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?

tropic thorn
calm owl
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Ohh theres the button, thanks! 14 ways of doing everything in blender but 13 ways are wrong xD

tropic thorn
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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."

sour crown
tropic thorn
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I expect us to do some small tweaks but not major overhauls to conversion. Our focus is on improving "native" PhysBones.

halcyon vault
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We using this channel to ask for help/advice or more like a showcase?

sour crown
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Alright thanks for the answer. I'm glad to be able to still use the old version, thank you for that too !

tropic thorn
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Again, conversion is a stopgap. Ideally you re-implement your PhysBones in the editor.

simple elk
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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 🔨

snow marlin
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hopefully help lol, all avatar channels became dynamics help today 😄

tropic thorn
inner notch
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avatar dynamics

halcyon vault
verbal citrus
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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?

snow marlin
warm dust
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Where is the new SDK????

torn tendon
warm dust
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I've been looking EVERYWHERE

tardy barn
halcyon vault
snow marlin
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the website, where else man

pulsar coral
warm dust
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I looked, and it just gave me the same one I already had

tropic thorn
shell yarrow
warm dust
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No Phys Bones

forest pagoda
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tupper nuoance got mad at tupper cat

snow marlin
devout spoke
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what avi worlds have it for quest and pc?

night otter
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i cant even get the new sdk to upload no matter how many times i reload my unity

warm dust
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I can't find Phys Bones on it

tropic thorn
scenic ore
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?

tropic thorn
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In all honesty the fix is probably to skip the super-short bones during physics calc.

halcyon vault
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No images allowed in this channel?

warm dust
tropic thorn
snow marlin
halcyon vault
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ty

simple elk
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Instead of 15 tongue bones, merge - 2-3-4 is enough 🔨

tropic thorn
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oh, right

verbal citrus
snow marlin
tropic thorn
pulsar coral
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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?

warm dust
snow marlin
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"VRCSDK3-AVATAR-2022.04.21.03.29_Public.unitypackage" <- this is the file i got with the new bones

halcyon vault
cursive hull
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new channel pog

halcyon vault
warm dust
tropic thorn
# pulsar coral Sorry for the question but can someone tell me If there's a way so I can disable...

You want to uncheck "Allow Self" on the Reciever rather than the Contact. https://docs.vrchat.com/docs/contacts#filtering-1

tacit stirrup
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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?

snow marlin
jolly crane
pulsar coral
jolly crane
tropic thorn
tropic thorn
warm dust
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Yeah. VRC Phys just sent me to "Add New Script" or whatever...

jolly crane
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you sure you didn't accidentally download the worlds SDK?

warm dust
# jolly crane

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

tropic thorn
# warm dust Yeah. VRC Phys just sent me to "Add New Script" or whatever...

There's a few reasons this might happen.

  1. You're not on Unity 2019.4.31f1. We don't support older versions of Unity.
  2. You didn't upgrade the SDK properly. Check https://docs.vrchat.com/docs/setting-up-the-sdk
  3. There are errors in console.
warm dust
tropic thorn
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The first one is very common.

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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.

pulsar coral
tropic thorn
pulsar coral
thorny isle
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ooo new channel

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i shall live here

warm dust
fading pilot
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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

wanton ether
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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

tacit stirrup
agile surge
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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

tacit stirrup
regal quail
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is there a new sdk i need to download for the update, if so where do i download it at?

agile surge
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I see no reason why you couldn't give them the same animation parameter

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unless a vrc dev wants to come bonk me on the head

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the angle and stretch values would go wack, but the isgrabbed would just become an AND/OR gate

summer jungle
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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?

agile surge
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I don't have unity open to test this tho

tacit stirrup
summer jungle
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ya

hazy karma
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new channel?

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ooo

halcyon vault
# summer jungle ya

What do you mean though because everything that isn't the last bone in a chain is a Parent bone.

hazy karma
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avatar dynamics are perhaps perfect for what they are, I'll say

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everyone's issues lies in the forced conversion of DB to physbones

thorny isle
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ck_RanPout i want contacts to measure opposite what they do now for my knife

hazy karma
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did someone rumor that you could make arms and legs physbones and have them pullable?

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I miiight want to try that, perhaps

summer jungle
mighty lance
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Do physbones still need to be on seperate chains for people to grab multiple parts? Or was that changed

thorny isle
mighty lance
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I can't find anything in the documentation saying either way

tardy barn
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apparently placing physbones on humanoid transforms is bad

halcyon vault
thorny isle
hazy karma
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ohhh

thorny isle
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idk if it works though anymore, not sure if they put physbones on their arms directly or used a duplicated skeleton and constraints

timber oxide
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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

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oof wrong channel mb

tardy barn
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right channel

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check for compile errors

timber oxide
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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

night otter
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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.

timber oxide
grave salmon
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what could be the reason for some bones not being grabbable even though they are specifically marked as such?

simple elk
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itty bitty ones? / no radius ?

grave salmon
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oh fuck you're right

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radius = 0

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that's probably it

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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

pearl ingot
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What's the easiest way to make a big flat contact, like for plane or a box?

tardy barn
lament coyote
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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....

tacit stirrup
lament coyote
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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

tardy barn
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man ive been slaving for over 6 hours on this cape trying to get it looking nice

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the bones are too wiggly

valid topaz
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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?

halcyon vault
halcyon vault
# valid topaz 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

indigo rivet
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New to this post..

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did the update break locomotion for anyone?

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bobble head effect?

supple plume
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how do you preview the contact thing on the editor? i don't think you can just click it

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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

halcyon vault
supple plume
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so i have to create an object with the sender and move it in the scene?

valid topaz
halcyon vault
leaden wing
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is there a PhysBones help channel?

remote tide
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right here

ashen swan
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ears go STRECCCC

torn tendon
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YAAAAAAA

valid topaz
short narwhal
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cool

leaden wing
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ok, i had an avi that worked perfect in the beta but now its hairs acts is if its extremely stuff and barely moves

valid topaz
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perfect timing with the update lol

remote tide
leaden wing
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uploaded myself

remote tide
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you'll want to update your avatar project to the latest sdk then, convert dynamic bones to physbones and tweak the settings yourself

supple plume
leaden wing
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the avi had all PhysBones bones in the beta

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was already converted

remote tide
supple plume
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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?

remote tide
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a physbone limit was implemented during the beta, your avatar needs to have less than 64 transforms and less then 8 components

leaden wing
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yes but its a PC / Ques avi

halcyon vault
leaden wing
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hmm, maybe its over the limit

halcyon vault
supple plume
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because in the editor setting a more specific finger doesnt' work

leaden wing
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Another issue is when I import the lates SDK or even the one before it , it breaks the avi

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I guess I may have to start over with the latest sdk 😦

vestal obsidian
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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.

thorny isle
past carbon
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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?
leaden wing
tacit stirrup
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why don't these sync with the fx layer?

short narwhal
thorny isle
vestal obsidian
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Ok.

thorny isle
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it’s pretty intuitive and similar enough to dynamic bones that it shouldn’t be too big of a jump

leaden wing
jolly crane
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also, make sure that the FX controller in question is in your avatar descriptor

tacit stirrup
torn tendon
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how come i cant convert? i dont have the option to convert my bones even tho i have the new sdk?

short narwhal
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do you have Dynamic bones installed?

torn tendon
errant gate
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Can someone explain to me what avatar dynamics does for quest?

short narwhal
valid topaz
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in the event my parameter memory hits 128 is that a hard cap or only a suggestion

torn tendon
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nvm i fixed it. i just updated my dynamic bones

short narwhal
short narwhal
# errant gate TY
jolly crane
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cannot go past 128 bits

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how did you set it up in your FX controller?

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can you show the transition between off and on

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okay, and how are you testing this? are you testing it in unity or did you try it in game

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open the Debug menu in game and check if the parameter is changing

valid topaz
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how the heck do ppl get their avatar to be so unbelievably customizable with 128 being the hard limit

jolly crane
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you can do a lot with Bools

weak perch
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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?

wary karma
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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

summer hollow
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I should repeat my question:

wary karma
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the ears on my avatar dont have the bones perfectly placed, a pb-s dont allow an offset.

summer hollow
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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.

carmine elk
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where can I find a ''how to'' for phys bones? 🤔

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nvm got it

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im dumb

vestal obsidian
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For installing the new physbones SDK, do I just drag and drop it into my project?

pulsar sundial
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where do i download physics bones

tacit stirrup
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it comes with the latest sdk

short narwhal
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download the Avatar SDK off of the website

pulsar sundial
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alright

leaden wing
#

Is there a reason for nothing showing up under the builder like this?

short narwhal
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check your console for any errors

ashen swan
peak grail
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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?

short narwhal
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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...

▶ Play video
vestal obsidian
#

Do I just drag and drop in the new avatars SDK?

leaden wing
short narwhal
#

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 ...

▶ Play video
vestal obsidian
#

ok

full wadi
#

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

gentle pier
#

Is there a way to test colliders unity before uploading avatar?

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the collider interacts

short narwhal
vestal obsidian
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I just imported the new SDK. Why is there nothing here?

leaden wing
valid timber
peak grail
peak grail
vestal obsidian
#

I restarted and I think it fucked up the project.

#

Oh thank fucking god I made a backup!

valid timber
# peak grail did you get yours going somehow?

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

vestal obsidian
#

Under the vrchat sdk panel it only says "reload sdk"

peak grail
valid timber
full wadi
vestal obsidian
valid timber
short narwhal
peak grail
gray talon
#

is there a button to reset all bone positions?

valid timber
valid timber
gray talon
#

but then i needa set all my cloth again....okay thats stupid

full wadi
#

this feels like the jankest science i've ever done lmao

peak grail
rustic terrace
#

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?

valid timber
leaden wing
short narwhal
halcyon cargo
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in unity play mode

gentle pier
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You can interact with bones but what about the colliders?

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the recievers and such

halcyon cargo
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hmm maybe if you checked 'to self' and try with your own avatar's bone, or just via the fx layer

cedar maple
#

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

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was wondering if anyone else is experiencing similar issues

leaden wing
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Hmm, i see a ton of errors just importing the last SDK into a new unity project

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VRCSDK3-AVATAR-2022.04.21.03.29_Public = tons of error on a new project with nothing else imported

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VRCSDK3-AVATAR-2022.04.20.16.27_Public = no errors

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i think that 4.21 sdk is what screwed up my existing project

weak perch
# tropic thorn

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.

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still doesnt move

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the only thing that does work is dissolving its bones, but this reduces the quality of movement it once had

pearl ingot
#

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

carmine elk
#

so we dont need to add colliders to the hands manually anymore, right?

short narwhal
carmine elk
tacit stirrup
pearl ingot
tacit stirrup
short narwhal
odd grove
tacit stirrup
#

after you give it a name it generated 3 parameters that you also need to add to the fx layer parameters page

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it worked for another script earlier but not anymore in this other script. tho i followed the same steps

odd grove
#

So you manually make a parameter with a corresponding name? like Taildrag_IsGrabbed

pearl ingot
odd grove
#

Riiight, thank you both!

pulsar topaz
#

tweaking physbones is so tedious

odd grove
#

How come?

tacit stirrup
hybrid kindle
#

Is physbone broken on tiny bones rn?

remote tide
#

yes

hybrid kindle
#

Ah oki oki

odd grove
#

So can you just use the parameter in layers afterwards? and is there a way to play test in unity?

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I know game scene lets you grab things, but does it activate animations upon stretching? (as an example)

rustic sinew
#

i would like to request a feature for physics bones, gravity does behave ENTIRELY DIFFERENT from dynamic bones

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in dynamic bones, gravity would only affect if the bone base was at a different orientation from the starting position

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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

remote tide
#

use gravity falloff

rustic sinew
#

you mean the curve?

verbal citrus
remote tide
rustic sinew
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OH thanks

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i see

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thank you

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btw congrats for the release of avatar dynamics

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kudos for all the team

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you all should celebrate lots

remote tide
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i can hear lots of champagne bottles popping in the server room

short narwhal
#

especially since it works so well on Quest

tropic thorn
#

That's really all you have to do.

lofty walrus
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I am VERY disappointed with physbone collider quality

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it's like the bones ignore the colliders half the time

tropic thorn
#

Can you be more specific? PhysBone colliders have fewer bugs and have higher fidelity for collision.

tropic thorn
#

You could probably pull that off with like three bones. Maybe five, with two on the end for the extra.

tacit stirrup
#

still looking for help as of why this doesn't sync with the parameters in the fx layer

weak perch
#

@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.

lofty walrus
tropic thorn
pearl ingot
lofty walrus
#

I've been trying all sorts of adjustments with simple/advanced and limits. Just can't seem to get it right

weak perch
tacit stirrup
#

i'm lost

pearl ingot
#

Well it defaults to false. it's only going to change to true while it's being grabbed

tacit stirrup
#

i was testing it in play mode while the fx layer is attached to the avatar

pearl ingot
#

it's possible the emulator is bad

tacit stirrup
#

usually testing it all in unity before going in game

bold pine
#

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

crisp saffron
#

Is there a canny issue about the new SDK counting disabled PhysBones scripts as active?

lofty walrus
#

@tropic thorn saw your reply. I'll work on a set of videos.

crisp saffron
#

Cool, now I just need to set up hand colliders.

hexed seal
#

Is there a hard phs bone limit for pc avatars?

Phys bone component limit that is?

hexed seal
#

Cause can’t upload past 8 components for some reason

crimson berry
#

bcs ur on android target probably

hexed seal
#

Nope

crimson berry
#

yes those are all android limits

#

ur unity bugged

#

reopen project

carmine elk
#

erm, which settings do I play with to get the chain fall?

halcyon cargo
#

gravity down @carmine elk

#

like 0.02 maybe and play with it from there

ionic kelp
#

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?

carmine elk
#

if that makes sense

halcyon cargo
#

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

ionic kelp
#

Oh, I need collision radius, don't I?

polar acorn
#

is there anything about how to pick up a sword or bat off your back using these new dynamics?

halcyon cargo
loud kite
#

hi miss @halcyon cargo im confused is there a sdk that suports physbone and work which do u recomend

carmine elk
halcyon cargo
#

you might have an easier time turning off the angle (to some chains) and also set the forces to simplified instead of advanced

halcyon cargo
loud kite
#

thx

arctic linden
#

has anyone been having issues where scaling the bone of a phys bone doesn't work correctly.

cedar maple
#

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

opaque glen
#

What are these red and blue balls?

rustic terrace
#

Does anyone know how to make the stretch radius longer?

#

Longer than 5

robust pecan
#

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

tropic thorn
tropic thorn
robust pecan
short narwhal
#

sdk always counts disabled components in it's totals for the ranking system

crisp saffron
#

k

robust pecan
#

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

ionic kelp
#

I'm stuck with capsule shaped physbones, eh? I can't flatten them?

tropic thorn
#

You can't look at animators at runtime either, they turn opaque (they're "compiled", basically)

robust pecan
# tropic thorn Can't do that, scanning for stats repeatedly is very performance heavy

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.

tacit stirrup
#

how come when editing the default colliders in the descriptor (hand, feet etc), it removes the collider on the unedited side

quick hawk
#

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?

robust pecan
# quick hawk the bones on my avatars belly keeps moving and locking in place without anyone m...

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.

...

▶ Play video
quick hawk
robust pecan
valid topaz
#

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 💀

hidden brook
#

i can't seem to interact with my own physbones

gray stone
grizzled meteor
#

I’m struggling to understand how it works on quest? Anyone know?

silent crown
#

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?

gray stone
silent crown
#

okay I'll give that a go thanks, maybe mine was just being weird haha

dawn sonnet
#

New channel. wow

frigid cosmos
#

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

robust pecan
hidden brook
#

not sure what's wrong here

frigid cosmos
hidden brook
#

that's what it was at before, didnt work

frigid cosmos
#

Your Collision radius is also 0

hidden brook
#

OH

#

therree we go

#

thanks

frigid cosmos
ornate olive
#

can someone explain how the contact sender work?

jaunty vigil
#

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?

karmic geode
#

if the bones are smol they wont move

jaunty vigil
#

these small? I'm not using the small ones in the head idk what those are

jaunty vigil
#

no way theyre smaller then 1cm

karmic geode
#

is it just one bone for the whole strand?

jaunty vigil
#

thers 2

lament coyote
#

it's a bug

#

it will hopefully be fixed because in the open beta my glasses' chain used to move now today it freezes

ivory mountain
#

how does one remove some? vid doesnt explain,,,

karmic geode
#

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

karmic geode
lament coyote
#

like there's no way it should behave like this

karmic geode
#

well based on what tuptup said who knows if it gets fixed

lament coyote
#

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

karmic geode
#

Yep, but tuptup said it's a low priority bug, and wasn't sure if they'd support bones that small

cedar maple
#

I've reported my issue to the canny now

karmic geode
#

easy solution, make the avi a squirrel

valid topaz
#

is there a more simplified way of doing this? slowly watching my parameter slots fill up 🥲

karmic geode
#

Use a single param called MENUON? a toggle should only use 1 bit

frozen breach
#

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]

torn tendon
#

Can someone help me with dynamic bones can i get them for free plz i need them

restive girder
#

Dynamic bones is no longer used

old condor
restive girder
#

Phys bone component comes with the new sdk

restive girder
#

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.

torn tendon
#

Alr ty

pearl ingot
#

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

dusty shadow
karmic geode
dusty shadow
#

I mean makes sense but still we have to redo all the chains again ^^

grizzled bloom
#

do I need to redownload the avatar sd3?

daring night
#

i updated my my sdk, and im not seeing the physcbones script

short lily
#

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?

torn tendon
#

Dose anyone know any good setting, for boob jiggle? I can’t for the life of me replicate the old physics.

cedar maple
#

no guarantee they'll be good for your avi

lofty light
#

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

flint shadow
#

avatars that i upload with dynamics arent appearing ingame for quest users

short narwhal
#

if it exceeds the poor ranking for physics Bones on Quest it removes all the physics bones

flint shadow
#

no like it literally does not appear

#

it doesnt even exceed poor

#

and it was working before when i uploaded it 2 days ago

grizzled bloom
#

I reinstalled a new sdk and physbones still arent in it but the C# VRC_PhysicsRoot is?

torn tendon
jolly crypt
#

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

whole granite
#

im tryna make a slap thingy with the new sdk
how do i make it move where the slap is

finite plume
#

Seems Phy bones are somewhat broke on quest side lol

whole granite
#

fr

austere ridge
#

Any good tutorials for contacts?

molten cipher
#

How to fix the Physbones not showing up in the scene editor? The PhysBoneManager gizmo is currently active.

patent herald
#

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?

gritty valley
#

EDIT: physbone colliders are global, at least based off of everything ive seen, where do you see otherwise

patent herald
#

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

gritty valley
#

so your thumbs arent touching what, someones hair I assume

patent herald
#

Yea

gritty valley
#

but your other fingers are?

patent herald
#

Yea, the automatic ones at least, i also added colliders to them for testing, which dont interact aswell

wary burrow
gritty valley
#

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?

gloomy hound
#

Quick question setting up phys bones, do I untick/remove the dyn bone script or can i upload with both scripts? Will they conflict?

short narwhal
#

there's a button that can Auto convert the dynamic bones to physics bones

sage mist
#

the bones are making my avatar hand freak out how do i fix that

lusty niche
#

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

gloomy hound
#

soo, will they conflict? or can i leave both ticked?

ruby nest
#

when i have two conditions in a transition, do they function as AND or as an OR?

mellow hawk
#

An interesting tutorial avi. lol

wary burrow
#

Yes that will probably break things

pearl ingot
#

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

sudden urchin
gloomy hound
austere ridge
#

cant change what the parameter is changed too I think

rocky oak
#

is there anyway i can get just the scripts phys

pearl ingot
#

(so all content is compatable)

austere ridge
#

It was more so trying to do it when it recieves a humanoid collider that it changes

#

It is a receiever

pearl ingot
#

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

austere ridge
#

I don't understand how to set this up

sudden urchin
#

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.

austere ridge
#

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

sudden urchin
ebon moon
#

how do you grab the phybone in unity?

austere ridge
sudden urchin
austere ridge
#

No sender, just a receiver

sudden urchin
#

Then it won't work.
Reciever only recieves from a Sender.

austere ridge
#

So the default triggers don't give out a torso tag

#

or any normal humanoid tags

sudden urchin
#

Don't know what you mean by normal.

ruby nest
sudden urchin
austere ridge
#

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

tardy barn
#

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

austere ridge
#

so both my animations need a driver?

meager breach
#

anyone know how to make receivers attach to other's armatures

#

or hands?

jolly crypt
#

has anyone figured out how to do the hue slider thing that is in the dynamics hub?

pine drum
#

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

gritty valley
#

google it

austere ridge
#

Do vrc avatars by default give off a sender

#

like for the collision boxes

sturdy yarrow
#

where can i download the new sdk

mellow hawk
sturdy yarrow
#

is this the one with physical bones?

mellow hawk
#

Yes.

#

It went into the live version so no need to download it from the discord.

plush arch
#

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

thin scroll
#

is there anyway to ignore the defaut/standard colliders on a phys bone componenet?

next basin
sudden urchin
mellow hawk
mellow hawk
#

Check that you are using the avatar sdk and the unity package has these numbers; "2022.04.21.03.29"

lusty ember
#

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

sudden urchin
lusty ember
#

That's not possible with a LOT of avis when it comes to auto convert

sudden urchin
#

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

lusty ember
#

same avi, but this is what happens when you auto convert

sudden urchin
#

Try without scaling your whole avatar down

lusty ember
#

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

sudden urchin
#

Avatar scaling in scene is bad, scale from the import fbx options

lusty ember
#

How do I scale an AVI from import FBX if I haven't imported this avi in literal years

sudden urchin
#

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

lusty ember
lusty ember
sudden urchin
#

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

lusty ember
#

I moved the view point up to show how far away it is from the moving axis

sudden urchin
#

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

lusty ember
sudden urchin
#

It’s worth a try but could potentially be the same thing if you’re bringing the bug over

compact mirage
#

funky tool

#

oh no embeds D:

solar vigil
#

cry

compact mirage
lusty ember
#

Idk why the conversion fucked up the viewpoint

#

seems like a random thing for it to fuck

sudden urchin
#

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

sudden urchin
lusty ember
sudden urchin
#

Why do you need to compensate before hand?

lusty ember
#

to see if it fixes it

sudden urchin
#

I see.
I hope you ISP is ready for the many uploads lol

lusty ember
#

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

lusty ember
stray abyss
#

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

whole osprey
#

What does phys bone collider do??

sudden urchin
#

It does what dynamic bone colliders did

short narwhal
#

except a lot more performant

whole osprey
#

I wanna make it so I can’t grap it how do I do that??

sudden urchin
#

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

jolly crypt
#

how do you force a dynamic interaction to be synced between others?

#

can you even do that?

sudden urchin
jolly crypt
sudden urchin
whole osprey
sudden urchin
sudden urchin
jolly crypt
#

i see

whole osprey
sudden urchin
#

I keep feeling like you’re moving that goal post a lot

halcyon gate
#

you need to enable colliders for the bones as well

#

and have those checked

jolly crypt
#

wait, doesnt local only mean that another person can activate the contact and you wont see it if it doesnt register for you?

sudden urchin
jolly crypt
#

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?

sudden urchin
#

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

sudden urchin
jolly crypt
#

mk

#

so

#

i tried this

#

it did not change anything

#

the problem persists

sudden urchin
#

What did you try?

jolly crypt
#

setting all the buttons to "local only" being on

#

when i press the button, people cant see the change in params either way

sudden urchin
#

Yeah, you aren’t using any Parameter Drivers then.

jolly crypt
#

what do you mean by that

shrewd ice
#

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

sudden urchin
#

Sadly it’s old documentation, parameter drivers are no longer local only but can be local or synced

jolly crypt
#

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

sudden urchin
#

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

jolly crypt
#

uhh

#

so like

#

im guessing you have to manually activate it

#

?

#

or can i get one to consistently refresh

sudden urchin
#

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.

jolly crypt
#

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?

sudden urchin
#

The driver is on enter yeah.

jolly crypt
#

okay i get it

#

thanks

inland wasp
#

ok I have a question because I wanna know if this is happening to anyone else is that fine

jolly crypt
#

actually

#

@sudden urchin while i have you, how does this work with blend trees? for example, a color hue shifter

snow spire
#

Anyone know how to set up a grabable object Letsay a Headphone.
I want to grab/pull it with my hands.

sudden urchin
raw minnow
#

Is there a minimum bone length for physbones?

cursive hull
cursive hull
inland wasp
#

ok well the bones are working for me even though I am on the same version

cursive hull
inland wasp
#

wdym by standalone like with no pc assistance?

cursive hull
#

by standalone, I mean not linked to a PC

inland wasp
#

yea

cursive hull
#

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:

inland wasp
#

ok thanks

short narwhal
#

and they put in a hard cap so that nobody runs around with like 2000 physics Bones on Quest

inland wasp
olive tulip
#

Is there a way to make colliders other than the hands global? e.g feet, head etc?

supple garden
#

quick question: do contact receivers work if you toggle the gestures off?

craggy warren
#

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

lean dawn
#

So for some reason my Ears wont work with the new dynamics, i was wondering if anyone could help me with that?

stable crag
#

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?

lean dawn
torn tendon
#

where is the " physic bone Parameters " ??

fringe iron
#

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?

supple garden
fringe iron
#

ey, answering mine too. Head contacts cant be parented to the head bone

crimson pebble
#

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.

stable crag
crimson pebble
#

I tried that, but it didnt seem to do anything.

#

it works in vr though, guess something messing it up.

paper vale
#

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

halcyon gate
cedar maple
#

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

real zinc
# sudden urchin You’ll be at the whims of the network sync I personally do a dual toggle If t...

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

torn tendon
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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

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Anyone have any suggestions for what to mess with?

tardy barn
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anyone might know why this isnt working? I have 3 other receivers setup on my avatar that work flawlessly

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The parameter is not even being driven in the animator

tardy barn
torn tendon
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I'll mess with it, Thank you

tardy barn
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gl

real zinc
low vortex
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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)

tardy barn
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its definitely possible, but difficult

real zinc
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unless you add phsy bones to your hand/arm people cant grab and/or pose it

tardy barn
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not as simple as tossing a physbone on your hand and arms

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yeah its not recommended, avoid physbones on rig bones

real zinc
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yeah definitely not recommended

low vortex
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Why

tardy barn
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give it a shot and see what will happen to your poor avatar

low vortex
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Oke

real zinc
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its vrc after all >_<

tardy barn
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sometimes shit works, sometimes it breaks hard

low vortex
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What if I make empty object in my hand and add phys

tardy barn
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majority of the time it breaks hard

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you will have to assign it to the transform either way, if you want people to shake your hand

real zinc
low vortex
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woosh

tardy barn
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give it a shot who knows what might happen

low vortex
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Thanks for thoughts tho
Ill play around

bronze tree
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anyone that has settings for collider set up for T pose pandas base with phys bones now?

strong cipher
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Anyone found a decent setting for physbones applied to well, boobs that aren't absolutely mcfricking crazy in the physics department?

honest inlet
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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?

upper raven
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i have the same question

thin marten
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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

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@honest inlet

honest inlet
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thankya.

gilded elbow
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helloo- since the last vrchat update, my avatar hair are acting weirdly flopping around

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before , they were static and that was for the best

thin marten
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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

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@gilded elbow

fringe iron
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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

thin marten
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you can do a trick by using another parameter

visual verge
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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🥺

sudden urchin
thin marten
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try that

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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)

thin marten
fringe iron
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Oh thank you so much!! Ill try that out!

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it works!! Thank you so much!

tacit stirrup
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how come when editing the default colliders in the descriptor (hand, feet etc), it removes the collider on the unedited side

bronze tree
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does anyone know what to do with this? it wont let me upload the updated phys bones avaatr

scenic crown
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omg the physbones debugger is exposing people for having 'bits' wheeeze

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Note: turn your physbones components off when those are.. off 😂 🤣

thin marten
thin marten
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i "fixed" it by deleting the project and start over but i don't recommend you that, try to find a fix

visual verge
bronze tree
thin marten
scenic crown
tacit stirrup
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@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?

thin marten
fringe iron
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fixed it for me! But im not sure whats causing it there

thin marten
bronze tree
torn tendon
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It is in your Gesture Layer

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Or you have masks in the FX Layer?

tacit stirrup
wet rune
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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.

visual verge
torn tendon
visual verge
torn tendon
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Hate gamebar, as I showed off the animator

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Mine is a bit more advanced as the eyes follow the position of the finger

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Also I use a proximity

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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)

visual verge
torn tendon
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Okay, then set the Animator with your FX layer, as you WILL not see changes unless that is so

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Furthermore, make nose an Int

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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)

visual verge
torn tendon
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Hmm, well if that is all right then I do not see what is wrong, this is a strange predicament

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This follows your rules

visual verge
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I feel like a BIG IDOIT

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But I really appreciate your detailed explanation, you let me find my mistake
THANK YOU SO MUCH!!
and you avatart set it very cute

torn tendon
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shy and thanks for the complements!

junior prairie
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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

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also tried setting stiffness to 1 to no avail, anyone else experienced that?

#

it's a two bones, one bone + leaf

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also seems as if the hinge is ignored too

torn tendon
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Cannot say it didn't work for me?

inland stirrup
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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.

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I just need to know if I'm wasting my time trying to chase this when, in reality, it's not synced at all.

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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.

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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.

torn tendon
junior prairie
# torn tendon

Yes, in Unity it works perfect for me as well, but once in vrchat it does not anymore

torn tendon
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Uploaded, issue is not persistent, my ear is locked

junior prairie
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almost as if it is completely ignoring the settings

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so strange

torn tendon
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Make a issue on it

junior prairie
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yeah i should, thanks for the help!

torn tendon
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Might be a niche thing, I assume your rig is generic

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might that have something to do with it

junior prairie
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i'll check that out it is pretty generic, well besides that snoot bone which is not a mechanim thing of course

torn tendon
inland stirrup
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Or at all.

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Or runs on a "If the 'grab' fires and 'bone' is in the 'zone' it is grabbed."

bronze tree
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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

torn tendon
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Well I mean, the Avatars in the Dynamics room seem all good?

inland stirrup
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See, that's what I'm saying.

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However, I can't find anything about it.

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And I've poured over the documentation multiple times.

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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.

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That one was easy, share params, regardless if one used all of them or not.

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They suggest running two different Assets for both platforms but man is it giving me a headache sometimes. lol

torn tendon
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Me waiting for an exposed ID system AA_Satania_Sigh

junior prairie
torn tendon
junior prairie
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x3

inland stirrup
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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.

torn tendon
inland stirrup
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My dude, Quest has it's own avatar.

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I'm medium spec on both platforms.

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I wish to pass away.

inland stirrup
torn tendon
inland stirrup
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I haven't hit the realm of retopology so for now it's 14800 or so with decimation and fixes by hand.

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Maybe one day.

torn tendon
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how do i get the new physbones stuff i wanna convert avatars into physbone

inland stirrup
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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.

inland stirrup
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I recommend still doing it by hand. The conversion isn't perfect.

torn tendon
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oh thanks :D

torn tendon
inland stirrup
torn tendon
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i was about to breakdown

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Lmao

inland stirrup
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Especially how hard the Eye's were to keep.

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the dream.

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For now, I'm just trying to figure out cross platform bones. I've been waiting patiently to give Quest some physics.

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Might settle for that, for now.

paper kestrel
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Quick question if I were to add phys bones to a model is this channel correct to ask help?

paper kestrel
bronze tree
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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

tacit stirrup
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click the gizmos at the top right

bronze tree
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oooooooooh haha thanks !!!

paper kestrel
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Is adding phys bones hard

bronze tree
paper kestrel
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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

torn tendon
bronze tree
junior prairie
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nothing is ever easy once physics is involved

bronze tree
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i agree

torn tendon
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true

paper kestrel
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I didn't even had a chance to actually try unity yet

torn tendon
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recalls Physics AP course

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you got it easy ^^

bronze tree
torn tendon
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same here so if one of us are busy and you need help you can also dm me

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Been using unity since 4.3 AA_Cute_Giggle

bronze tree
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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

torn tendon
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oooo i wish i started earlier

junior prairie
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No gravity?

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I think depends on the hair 🤔

torn tendon
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gravity is animated for me

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I have a slider for how much I want applied

tawdry bluff
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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

bronze tree
torn tendon
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easy

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Uhhh

junior prairie
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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

torn tendon
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Sorry ping'd wrong vid

junior prairie
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is that parameter being used on the node to the on state?

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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

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lemme show in a sec

torn tendon
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Here

tawdry bluff
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You'll just have to set up a simple animation that triggers when the set parameter is true

wet rune
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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.

junior prairie
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does this work in unity play mode? so enable and disable plays your animation

torn tendon
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There is 2, just the UX is garbo

tawdry bluff
torn tendon
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Int because it don matter

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0 and 1 are 0 and 1

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0 == false and 1 == true

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Mhm

tawdry bluff
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So, what is actually not working for you pooch?

torn tendon
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That doesn't effect anything

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If the avatar animates, then you are good

tawdry bluff
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cus, the setup looks correct

torn tendon
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The way you animate effects zero, I am more worried on the logic

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Is the layer weight 1?

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I said, it is just 2

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I have 2 trackpoints

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The UX is garbo

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I have a large bump for my backhair, so a sphere doesnt work for me

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Yeah, you will track way too early

steel thistle
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User Experience

torn tendon
tawdry bluff
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ye, just move it down

torn tendon
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No?

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Restrict the colider ot hand only

tawdry bluff
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you can select what affects it

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just put it to hands

torn tendon
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Make an empty gameobject with this

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This mimmics the ones that VRChat has

tawdry bluff
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All Hands are contact senders by default

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I mean, are you moving sth into it to actually trigger the contact?

torn tendon
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wait whats a good physbone value for puppy ears?

wet rune
torn tendon
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can I see your reciever config

tawdry bluff
wet rune
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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.

brave bear
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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

tawdry bluff
torn tendon
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i would break down to that

junior prairie
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maybe it is looking for an INT parameter

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since it is setting it to 0 and 1

brave bear
junior prairie
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your headpat is a bool

harsh copper
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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

lofty walrus
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thought they all needed to be floats

junior prairie
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your parameter is a checkbox