#avatar-dynamics

1 messages · Page 14 of 1

junior prairie
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so must be bool

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No clue if that fixes it but C# is strictly typed

lofty walrus
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but not what vrc needs

junior prairie
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no maybe change it to INT instead od bool

torn tendon
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Nah make it an Int

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I am now only realizing converting physbones by hand and having to reduce it soon for quest compatibility will be a pain...

junior prairie
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tbh no clue how this parameter is propagated to the anim controllers 🤔

torn tendon
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Mechanim things, bitfield 01 =! true and bitfield 00 =! false

rich blaze
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Where can i report a bug in avatar dynamics?

torn tendon
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remove headpat from the Parameters in that Layer

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and then readd it

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Do the same for every state change that calls for it

near violet
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Where do I find the new phys bones?

torn tendon
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Unity is saying the instance doesnt exist

harsh copper
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Please, can someone tell me. Can we animate physbone sliders or not?

torn tendon
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So get it to the point it DOESNT say that and press play

rich blaze
torn tendon
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Then readd it

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Yeah

near violet
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@rich blaze thats what i did what are they called?

torn tendon
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it should clear those states

near violet
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I cant seem to find them when putting them under an armature

junior prairie
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am gonna try this myself because docs are vrchat docs quality as usual

devout star
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Just as a quick question, what happens if your model is using PhysBones but others are using the legacy option in-game to view Dynamic Bone?

torn tendon
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remove states

rich blaze
torn tendon
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the conditions

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not the transitions

near violet
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No cause I cant find it lol

rich blaze
near violet
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Yeah i did

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and searched up phys

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and all i get is phys raycaster

rich blaze
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Do you have Pumpkins avatar tools intalled?

near violet
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yeah

rich blaze
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Delete it

near violet
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huh?

rich blaze
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I had the same, it breaks stuff for some reason

near violet
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but i need it to copy everything over

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oh ok

rich blaze
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Pumpkin made a new one, that one does work. The old one breaks everything

near violet
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can i have the link to the newer one

rich blaze
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Sure gimmy a sec

junior prairie
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Okay so my setup works @wicked lava

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I do get the same warning but it still works

near violet
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@rich blaze Do I have to redo all the dynamic bones or will it transfer

rich blaze
near violet
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so just redo everything

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fine by me

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thank uuu

rich blaze
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I sent you an invite to Pumpkins server btw

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That has all the info, download links and such

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Once you delete the old Pumpkin tool unity will either continue with an import process or you gotta drag the SDK on the project again to make it import it again, after that stuff should work.

junior prairie
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The gesture layer is for bone animations

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visemes go into FX

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just for future reference

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The network do have some delay, maybe it is worse on your end?

tawdry bluff
rich blaze
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Anyone know where i can report bugs?

tawdry bluff
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Pretty sure it's bugged

eternal venture
rich blaze
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Cuz after fiddeling with the sliders from Phys bones for a bit in play mode they just stop working. I can set them all to max or zero yet they dont respond

rich blaze
wet rune
wispy sapphire
wet rune
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Need to take a break for now though I think. I've been fiddling with this all night and need some sleep. o.z

median stream
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I was wondering if anyone else was having troubles with Lyuma's 3.0 emulator for phys bones? I cannot seem to get this thing to let me test grabbing parts in it.

junior prairie
formal raven
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refering to a previous question is it possible to animate the gravity slider?

tawdry bluff
formal raven
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cause in practice it's only set to max value?

sage mist
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why is my avatar hand is freaking out

paper kestrel
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Sorry for late reply, but that's very kind! Cause I do have an avi that I want phys bones on ^^

formal raven
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the min value doesnt getregistered

tacit stirrup
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what's the limit for quest dynamics?

summer hollow
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How the hell do people have avatars with 3000+ collision checks on physbones already?

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In instances like this, it feels actually... roughly the same as dynamic bones.

harsh copper
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because they had 10k+ checks with dynamic bones

formal raven
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hmm, having issues trying to increase the gravity on my tongue by gesture weight

harsh copper
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this community is beyond lazy and irresponsible dont expect much more

formal raven
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it doesnt seem to increase past its idle state?

harsh copper
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yeah does anyone know if we can animate physbone settings? Animating them doesnt seem to change anything at runtime

formal raven
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apparently someone did but not sure how

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unless just swap out the scrips turning one off and the other on

harsh copper
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that would be awful

formal raven
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seems like the only plausable work around atm

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yeah...

harsh copper
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I mean the script can handle being changed at runtime

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at least adjusting it manually works

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I dont see why animations wouldnt work

formal raven
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yeah

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would like my blep anim to raise the weight so my tongue hangs out without the clipoing while its animation out the mouth on float

barren wraith
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how can i try the grab thing on unity? i'm lost and trying now the phys

formal raven
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you can clid drag in there

barren wraith
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thanks ❤️

formal raven
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one thing i noticed too is the contacts cant be tested in unity in runtime

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only if the senders/rec's are in the AOI at the start

harsh copper
formal raven
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same kinda way

harsh copper
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basically I set it up so stretching a bone drives a shape key in my FX controller

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but IDK how to test that in unity

median stream
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I've been having troubles with this too

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no idea how to test out dragging or anything like that

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lyuma's 3.0 emulator doesn't work with this

harsh copper
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yeah that was my first idea but it doesnt seem to work

formal raven
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the game window allows for the bone manip and should work so long as the controller is on the avatar

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so during say a streach, it should activate the neccisary params

median stream
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nope does not do this for me

harsh copper
lofty walrus
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@tropic thorn Sorry, I dont understand what you are asking for "Or, ideally, can you post the ID of this avatar using PB?" Consider me a layman

harsh copper
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increase the max stretch

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than it should be stretchable as long as its grabbable

sage mist
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does anyone know how to fix my arm glitching it due to the new physic bone

torn tendon
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Who’s joe

fringe iron
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keep getting this when trying to upload for quest. PC works fine

noble ivy
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do the new physbones automatically make quest avatars too low quality to use as a fallback or do i just have too many?

sleek tangle
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Is there any info on pc/quest desync for bone grabbing?? Players can't see me grabbing my goggles on the opposite platform and i'm kinda big sad about it vrcChicken
Do the armatures need to match 1:1? I removed extra bones that are not needed on quest but it's identical otherwise.

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I saw someone else bringing this up earlier but I don't think there was anything concrete figured out

steel thistle
sleek tangle
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That's what I'm about to try as a test. I'll have to update if that has any effect but I can't make any promises :/

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it's frustrating since all the hierarchy paths are the same

steel thistle
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There is another case I want to test too. Like having the component on each chain on PC, opposing from having one component on root object for quest.

sleek tangle
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ooh true

civic cedar
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(Not sure if this is the right channel) any example guides created yet for how contact receiver/senders work? Having some issue connecting the dots using the documentation alone.

bronze tree
foggy forge
rich blaze
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How can i make bones grabable? And how can i check that in unity like grabbing it with your mouse or something cuz i saw a friend do that

round shuttle
rich blaze
bronze tree
rich blaze
bronze tree
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there is a grab option than needs to be checked in ur phys bones settings

willow sand
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So we are basically forced to update to physbones, because all my avatars appear broken to everbody who has them active.
My 1st question would be: why is the opt out not per avatar + visible for everybody ? (like: disable physbone conversion for avtar X and everybody sees it disabled fore only this avatar)
Disabling them globally + local for the user makes really no sense!

On the other hand I cant convert my projects because the new SDK is only throwing tons of exceptions.

Any ideas ?

bronze tree
lofty walrus
open kettle
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Question: On a quest avatar, if I put more than 8 Physbones Component, the physbones just don't work ingame?

willow sand
rich blaze
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any idea why this is happening or how to fix it? Cuz im lost

bronze tree
bronze tree
iron relic
willow sand
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Also my avatar went to "very poor" after converting to PhysBones ... that's a joke really. They are even supposed to be more performant ...

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Seriously ... fuck the PhysBones update

sour goblet
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I am trying to make an animation play when I put my fists together.
I am trying to use the VRC Contact Receiver for this but I cannot get it to work in unity.
How would I fix this?
is there some kind of way to emulate avatar dynamics in unity?

tidal heath
bronze tree
willow sand
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yes

tidal heath
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if you have the avatar emulator then it needs to be updated as well or it throws errors

bronze tree
willow sand
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I completly removed Pumpkin @tidal heath

bronze tree
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Maybe remove lyuma is that’s in your project ?

tidal heath
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I was talking about Lyuma

willow sand
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I mean it says Unity dependencies are missing ! The math lib

tidal heath
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that should have installed itself with the sdk so thats odd

rich blaze
rich blaze
rich blaze
bronze tree
crisp valve
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can someoen help me hwo to add physboens on vroid avatars

steel thistle
rich blaze
paper kestrel
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What are the type of phys bones? I know there is a grab and pull one and the one thatmoves upon movement, but what else?

willow sand
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Last night, the bones on most of my friends were messed up / broken. Disabled the auto-converison ... then I figured out its only locally for me so everybody still sees me broken xD

crisp valve
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can someone help me

rich blaze
rich blaze
rich blaze
paper kestrel
steel thistle
willow sand
crisp valve
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;<

rich blaze
rich blaze
steel thistle
rich blaze
# paper kestrel 8 of each checkbox?

Nah, a single component can controll a whole string of bones, so the first bone of my tail has the component linked to it, and the rest is controlled by the same component.

willow sand
crisp valve
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can someone please help me

paper kestrel
steel thistle
paper kestrel
crisp valve
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i will read it ty

rich blaze
# paper kestrel Okay tyt

This one tab you see open controls the whole tail. It has a bunch of settings, like the "allow grabbing" and "allow posing", is those are ticked on for this one component, every bone of the tail will become grabbable/posable

rich blaze
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the "tail1" is the parent bone of all the other tail bones, and all the child bones copy the parent bones settings essentially. If you start using curves and such then you can alter it more accurately and change things in the child bones that are different from the parent bone, but in a nutshell this is how it works

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Also fun thing: Because all the child bones copy the parents, if you link the root bone of the mode (often the hip) to the component, everything linked to the hip goes floppy cuz they are all copies of the parent. (atleast in Dynamic bones it did that)

paper kestrel
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So the main bone can have smaller ones for better movement

rich blaze
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No, they are connected like a rope, all following the first bone

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ignore the curves and stuff for now, i dont fully understand them either

paper kestrel
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Eeh?

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So it's then just 1 phys bone with more parts if I understand correctly 🤔

rich blaze
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Yes, one Phys bone object can controll up to 265 armature bones i think.

paper kestrel
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Okay so 1 phys bones can have 265[somewhere] components? Or parts

torn tendon
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How do I make it so the power cord on the back of my avatar's head doesn't go through the head when I move?

paper kestrel
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Or sections?

steel thistle
rich blaze
# steel thistle It's physbones component though

Its like a fuse box, each fuse is like a phys bone component, if you pull 1 fuse, part of the house goes dark cuz thats where its assigned to. This works the same, you assign a Phys bone component to a bone and that bone and all its children will then be controlled by the component. If you turn it off, the bone and all of its children turn off.

torn tendon
paper kestrel
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Also do you need to download phys bones for unity to add them?

rich blaze
paper kestrel
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Aaa

torn tendon
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why is my interactions not working, even if i added a phys bones component

bronze tree
scarlet marsh
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How do you get into the Open Beta stuff on Quest?

bronze tree
torn tendon
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radius?

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ohhhhhh

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that's why

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goddang stupid me

bronze tree
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yes ! apparently thats what people grab (:

torn tendon
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thank you very much btw

bronze tree
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no worries (:

scarlet marsh
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I want to know how to update to Open Beta on the Quest 2?

steel thistle
scarlet marsh
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oh

sour goblet
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I am trying to make an animation play when I put my fists together using the VRC Contact Receiver for this but I cannot get it to work in unity.
How would I fix this?
is there some kind of way to emulate avatar dynamics in unity?

torn tendon
strange warren
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hey boys

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do you need to put a phys collider on your hands to be able to touch the phys bones? like you had to do with dynamic bones

swift sentinel
bronze tree
bronze tree
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yes in element you drag your head from ur armature on the left

torn tendon
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okey!

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hello i have a problem i had a skin from a person except that i can't do the dance to do a backflip how do you use it?

gritty valley
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if u can find a tutorial or video or just how to do this lmk pls

deep cosmos
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Do I need to buy dynamic bones to use physbones?

gritty valley
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i got enough to make my avatar using it

brave bear
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It's might be because your bones are too small

steel thistle
orchid silo
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Does anybody have a fix or workaround for the bug of phys bones getting stuck in place due to animation to toggle the component on and off. to be more specific, I have two game objects changing which root bones im using for my jogger draw strings, they switch depending on if the shirt is on or off, if the shirt is off, then i turn it back on, the top part of the draw strings get stuck in place clipping through the shirt, most of my avatars have features like this so most of them are broken now, I really love the new phys bones its amazing but im really hoping the team is aware of this issue

torpid sphinx
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soo uhm im confused about the parameters, how do i set a value from the (parameter)_angle so the avatar knows when to play a animation?

sour goblet
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I am trying to make an animation play when I put my fists together using the VRC Contact Receiver for this but I cannot get it to work in unity.
How would I fix this?
is there some kind of way to emulate avatar dynamics in unity?

calm owl
torpid sphinx
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i know but how do i set it up so when somebody moves my hair it plays an animation

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like i know how to create bool toggles and floats for color change but this one is confusing me

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to explain more i want to play a sound when the angle is being changed

torpid sphinx
noble ivy
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quick question about bones for physbones. i got hair and chest working already and now want to do my skirt. but i kinda forgot a step in blender and now my armature looks like this:

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is there a way to parent the right leg skirt bones in unity or do i have to go back to blender?

calm owl
noble ivy
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actually i CAN'T fix it in blender, CATS won't even see the bones as parentable

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in unity? i'll try that. how do i add the middle bone (like L SKirt Parent in the example) that they will be parented to?

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cool that i can do

calm owl
wicked spear
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Hello, Is this where i get phys bone help?

tacit stirrup
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what is the limit for phys bones etc for quest? is it really bad?

short narwhal
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8 components and 64 transforms

grizzled copper
# tacit stirrup what is the limit for phys bones etc for quest? is it really bad?
valid topaz
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How might I achieve this? Afaik if only using a single parameter when the button is pressed, the parameter will go back to off state when the button is released

torpid sphinx
mellow citrus
wicked spear
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I'm trying to create a boop animation for an avatar. I've followed multiple tutorials and from what I can tell its all right but It just wont work.

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its like the receiver wont activate the peramater

upbeat pewter
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How might I make an object toggle with the contacts?

simple elk
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contact parameter > parameter driver set something active, touch contact again tell it to be off with parameter driver

lofty walrus
mellow citrus
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Okay, I can't FOR THE LIFE OF ME figure out how to fix this physbones issue without having to change the root transform. Any insight will be greatly appreciated. This is the only avatar I use and I REALLY don't want it to be scuffed.

vapid narwhal
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uhhhh.... the tail needs to be at a WAY different angle. anyone else having this issue?

torn tendon
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when uploading an avatar, do we need to import dynamic bones still? and is physbones automatic like dynamic bones or will we have to set up everything?

simple elk
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only needed if you are converting old dyn to phys otherwise not needed in project

torn tendon
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okay thank you, does it auto put it in or will i have to everything individual?

mellow citrus
snow marlin
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😄

vapid narwhal
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its a girl

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lol

mellow citrus
simple elk
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physbone requires is animated to be on , or it goes abit blergh

simple elk
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(only if it actually animates)

snow marlin
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There's the sdk auto conversion tool

mellow citrus
simple elk
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you should put that animation in gesture tho (its own layer) , not adding another animator

vapid narwhal
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I will auto convert mine to see if i can fix the tail issue

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Will that fix it though??

snow marlin
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shrug

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Try it

mellow citrus
valid topaz
toxic birch
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like this

mellow citrus
simple elk
civic dagger
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Does anyone have a link to the tool that does better auto conversion for Physbones?

vapid narwhal
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ayyyy autoconverting worked

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oop it looks like gravity was the issue nevermind

valid topaz
turbid ridge
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How do I rotate the phys bones to match up with the ears?

fringe basin
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Blender

dusty saddle
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I'm a bit at a loss here 😄 Anyone that can explain why only the end-bone moves by the rules?

simple elk
dusty saddle
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Oof, alright. Thanks for the quick response!

simple elk
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if i see a radius 0.00x its usually too small

willow sand
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so is this a "feature" that bones get stuck mid air sometimes ? It looks like they were placed by posing, but posing is off and I am in unity ... lol

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they get stuck in VRC too

turbid ridge
mellow citrus
finite plume
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So im confused as hell, I have him ALL set up. Android says nothing about being limited. I upload him on Android/Quest and NOTHING is moving. I'm guessing thats a glitch going on atm ?

turbid ridge
toxic birch
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even on the base normal armature before the phys bones?

little owl
dry panther
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For the greater good

valid topaz
finite plume
willow sand
willow sand
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They just get stuck like that ... no matter which settings you use. Only of you set "pull" to a really high value which basically kills dynamic movement by holding them in place - then I get rid of that bug

finite plume
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I'm so confused only 15 Phys bone components and nothing moves on quest x.x-

mellow citrus
finite plume
mellow citrus
dawn sonnet
mellow citrus
simple elk
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sdk tells

toxic birch
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i mean it tells me aswell

valid topaz
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What does “synced Avatar Parameter list” mean

snow marlin
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I wonder if your hair has weird rolls in blender or something

willow sand
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NICE, and now they crashed unity when hitting play mode. 2h of work gone.

snow marlin
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save

willow sand
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This feature is pre-alpha mature

fallow nacelle
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hey so i used dynamic bones and i know they automatically convert into physbones, but, in the document it said you'd still be able to interact with them (collide and stuff), even when others interact with you, but it doesn't happen for me?? i have done so everybody can interact with me and stuff, what am i doing wrong?

little owl
civic halo
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Hello!~
I'm adding bones to my avatars tongue and it clips through the mouth when it wiggles.
I was wondering if anyone could help me fix it?

wicked spear
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These pop up when I try to upload. I cannot for the life of me find what its talking about. Any ideas?

little owl
fallow nacelle
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no, i mean if i still use dynamic bones, is there a way to fix it? (without the physbones script)

mellow citrus
wicked spear
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Yeah but I took all of them off

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I guess i'll look agian

little owl
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you don't need to convert to physbones to add it

fallow nacelle
little owl
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no you don't

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the fact that you see those white sticks means they don't have a collision radius

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if they did, there would be a thick blue region around the sticks

fallow nacelle
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what do the settings look like in the original dynamic bone things then

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so i can fix

little owl
fallow nacelle
#

ohhhh

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thank you

wicked spear
valid topaz
#

What is this

valid topaz
#

Thank you

toxic birch
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oh thats what it is

valid topaz
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So the parameter the contact thing uses only needs to be defined in the animator or w/e it called

dusty ridge
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ok sorry for me but i getting mad now you new sdk brake every singal one of my avis non will let me upload them

it keeps spitting out this nonsense and creating a prefab ive tryed uploading 3 avis now and its broke each one of them updating the sdk ive tyed puting it in a new project as well it still breaks

mellow citrus
dusty ridge
mellow citrus
# dusty ridge

you have script compile errors. I'm not familiar with this issue entirely, but it looks like maybe you have duplicate sdk scripts?
you did try starting a new project that was completely empty, right?

simple elk
dusty ridge
#

ok

formal raven
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having a weird issue with toggled physbones

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when grabbed they freak out

simple elk
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There is a newer pumkin tools, but it requires you have dynamic bone or it will break

dusty ridge
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thank you

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so mutch

azure sinew
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So when i put phys bones on a game object it doesnt seem to affect any of the childrens in that gameobject? Is that something thats going to be fixed?

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I mean empty not game object

amber karma
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Anyone figure out a way to 'shrink'(stretch inwards) a phys bone? or stretch a phys bone without having someone grab it (to allow it to decrease in stretch)? [to be clear, i mean decrease the distance between 2 bones, instead of increasing it like when you stetch it]

rugged badger
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Looks like it's not currently possible to animate gravity of a physbone. This used to be possible with dynamic bones, making it possible to put gravity on a slider, but now the change in gravity does not take effect unless I disable and reenable the physbone, which is not ideal. Does anyone know if this is a bug or if it's intended behavior?

dusty ridge
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@mellow citrus @simple elk it broke again

little owl
dusty ridge
formal raven
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having a weird issue where toggled Physbone items freak on when grabbed

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and if the parent is grabbed itdeletes the whole mesh

azure sinew
little owl
azure sinew
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Ahh, thats strange and a bit annoying

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Thank you for the help tho

willow sand
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Nice, uploaded avatar with new SDK build ... now it shows as "ERROR". I think this patch broke everything that is theoretically possible to break

bitter girder
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Having an issue where my gesture to move my ears no longer works after setting them as Physbones, is there an animator script I need to add to let gestures override the physbones settings? I would ideally like them to still be dynamic when posed

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for context: the ear on the left has it's physbone disabled

willow sand
bitter girder
#

rad

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am dumb so thanks

willow sand
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np

buoyant pagoda
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Anyone have a good preset for tail ground colliders that doesn't cause the tail to arch hard while laying down?

bitter girder
#

I just use the plane collider

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set the armature as the root bone, is this a depreciated method?

buoyant pagoda
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have you tested it while laying on your back?

bitter girder
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here I am as a normal human laying down yes

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haven't tested in game yet tho

torn tendon
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meant to turn ping off but whatever

bitter girder
buoyant pagoda
torn tendon
buoyant pagoda
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where before it laid flat on the ground

torn tendon
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it takes up so much space its weird

bitter girder
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do you have some gravity on it?

buoyant pagoda
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i don't. thats a good idea though, i'll see if adding gravity helps

magic thicket
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yall for the life of me i cant find the sdk with the new bones

bitter girder
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yeah, fine tuning the collider on the tail can help too, try to use the curve to get the collider to match the shape of the tail you want to be "solid", like how much fluff should flatten when it lays down

magic thicket
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i downloaded the newest sdk three from the website

bitter girder
dusty ridge
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i getting this error now guys

bitter girder
magic thicket
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like the sdk is in there but the new bone scripts are not

bitter girder
vestal hearth
lethal ember
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I have a setting that bunny turns black when ears are being stretched. I put this parameter in both ear bones, but its only working when pulling right ear. Is it not allowed? having same parameters in more than 1 bone so that action will occur no mater which bone is being interacted with?

little owl
#

you'll need to use one component for both or a different parameter for each component

valid topaz
#

this touch trigger stuff is confusing lol

upper raven
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it's still new for a lot of people

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you'll get it eventually

valid topaz
#

me trying to find out how to just make a touch toggle 🧠

lethal ember
valid topaz
#

i'm so confused on how to do the parameter logic in the animator

upper raven
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just make it so on enter it changes a parameter and then make an animation that will be toggled by that parameter

lethal ember
valid topaz
#

can you mute vc so i can screenshare my unity window?

lethal ember
#

example, my parameter is called bunearR
if i want to make something happen when that bone is grabbed, i just need to make a toggle with any animation and parameter under FX called "bunearR_IsGrabbed

#

now that im writting it idk how to do if just want it to activate upon touching

#

probably same thing just add this component to your bone

valid topaz
#

so use on enter & not a constant?

lethal ember
#

i think depends on what you wanna do.

snow marlin
#

question: Is the rest position wherever the bone is originally oriented, or the middle of the gizmo's cone of movement?

valid topaz
lethal ember
#

i think middle of cone IS where bone is originally oriented, no?

snow marlin
#

no

#

you can offset the movement range

lethal ember
valid topaz
#

hm i see

snow marlin
#

apparently the rest position is the original bone orientation

#

great

valid topaz
#

do the parameters need to be put in the sync avatar parameter list

lethal ember
#

in layer, fx for example, yes

#

but the parameter that is under menu, no, that is only for menu toggles and stuff

valid topaz
#

under menu

wdym by that?

lethal ember
valid topaz
#

ok so these all go in here

lethal ember
#

yes

upper raven
valid topaz
#

so then theoretically there isnt a hard cap on the touch toggles u use on ur avatar?

tacit stirrup
#

Question, will any Physbone component collide with the default avatar colliders? torso, hands, etc?

lethal ember
upper raven
#

you mean Portuguese?

lethal ember
#

language yes

upper raven
#

oh ok

lethal ember
valid topaz
#

like in the "under menu" parameter list there's a hard cap of parameter menory u can have

#

128

lethal ember
#

ohh yes

#

wont have to worry with that

valid topaz
#

awesome

lethal ember
#

cause that is the limit for things in the menu you open in game

#

but the turn on/off of phys bones is actions you do

#

nothing with menu

upper raven
#

parameters on the contacts don't need to be on the parameter menu

lethal ember
#

when i saw "stretch" and "float" i was like "there goes 8 spaces of my parameters" but in reality no

dusty saddle
#

Is there any way to make the parameter set on a Contact Receiver stick? Or a way to set an avatar parameter using the animator after a collision has occured?

inland sky
#

How do I fix this? I've got physbones on the hair, and I've got colliders on the chest and spine already

upper raven
#

and drive the parameter to the value you desire to stick

lethal ember
valid topaz
#

so to get this touch toggle to work, do i only need 1 layer in the fx to work with?

#

& 2 fx parameters

inland sky
#

Oh so that's how you do that!
Thanks

upper raven
dusty saddle
valid topaz
#

really?

upper raven
#

yeah

lethal ember
valid topaz
inland sky
#

Perfect, exactly what the doctor ordered

upper raven
valid topaz
#

my brain is deciding to be slow today

lethal ember
# inland sky Perfect, exactly what the doctor ordered

just a quick note, its exhaustive to do that for each hair string so i suggest doing it for 1 string, then you copy component and paste in the other strings. Finnally, you just change the root transform to each bone (cause they will copy like the first bone you did)

valid topaz
#

how do you make the parameter toggle something ?

upper raven
#

just like any other toggle on the FX layer

#

make an animation state, then make a transition with that parameter as a condition

sour goblet
#

So I'm getting a weird error with the sender and receiver thingies.

[VRCAvatarParameterDriver]: outermost Animator is not known: Leema (UnityEngine.Animator). If you changed something, consider resetting avatar

Does anyone know how to fix this?

upper raven
#

hmmm never seen it

scenic steppe
#

How do I fix this? Its dynamic bones and not the new dynamic's.

charred spire
#

Hello. I am trying to use the "is grabbed" parameter, but it doesn't seem to be doing anything when I am grabbing things? Do the Parenthesis need to be in the parameter?

inland sky
#

Doesn't need to be an inside bounds collider does it? It does nothing when it's not an inside bounds collider but becomes a black hole when it is

torn tendon
#

How do I enable Phys bones on quest? Sorry for being a total dunce lol

inland sky
#

Oh wait, you put it on the bone on the bone, not on the avatar
Whoops? 🤔
I figured it would work either way

noble ivy
#

does anyone have advice on limits for fabric components, specifically skirts? i'm clipping my legs through my skirt a lot and am not sure how to limit it to solve this

little owl
#

A polar limit where you make the side-to-side motion small but the up-down motion big should work pretty well

short narwhal
inland sky
#

@lethal ember Nope, it's still doing the thing

#

... I needed to set the radius for the physbone's collision didn't I.

#

Yep. Needed a radius on physbones.

floral junco
#

Need some help with contacts, specifically recievers

#

It doesn't appear to be updating my parameters in my animator, any reason why? The parameter names are the same, and the receiver detects contact senders.

inland sky
#

It seemed to have that effect. I just couldn't tell because I had no radius on physbones lmao

cloud gate
lethal ember
#

is it safe to add contact receiver to humanoid bones as HEAD?

lethal ember
torn tendon
#

How can I make a leash/chain work with physbones? Mine just gets stiff as soon as I upload it with physbones.

#

But in the unity scene it moves freely.

cloud gate
lethal ember
#

just get the regular avi, make project android and make whatever u need to make it quest compatible. Just this time wont need to delete dynamic bones, cause physbones are allowed

floral junco
#

Looking through the documentation, it seems like my receiver doesnt have a value option.

#

this isnt normal, is it?

inland sky
#

What do you have for receiver type options?

#

I'd figure your options at the bottom change based on type

swift sentinel
#

8 max components(?) on a quest avatar

floral junco
short narwhal
lofty walrus
#

I'd like to see how many bones that skirt has though

short narwhal
#

you can easily setup angle limits in your skirt

summer abyss
lofty walrus
#

ph n\m, it shows the bones in the video

lofty walrus
#

so it doesnt make sense for a limiter to stop that from happening when the legs is "pushing it"

floral junco
haughty mango
#

Hi, Im looking at the ExampleDynamicsAvatar and have noticed that the "grab ear" function does not trigger the expression change. How is this fixed?

summer abyss
toxic granite
#

Is there a button somewhere in unity that lets you visualize the colliders and bones and what not like the ingame system?

toxic granite
#

What about the auto-generated ones

#

Like the fingies

haughty mango
#

it should still be viewable

lofty walrus
haughty mango
toxic granite
haughty mango
#

@lethal ember Hi, Im having issues with the grab function. Im looking at the example in the VRCSDK folder. When I grab the robots ears it is supposed to change expressions, however it is not. Do you know why this might be?

sick trench
#

Hey I have been trying to make a head pet thing for my model. It makes my ears and my tail wag on my model when someone is rubbing my head but I can determine if someone is moving their hand or not back and forth

upper raven
spiral bane
#

Question. Do you have to add Receiver parameters to your avatar parameters as well?

upper raven
#

no

#

only fx

spiral bane
#

Okay cool

haughty mango
#

this is clicked, right?

upper raven
#

you have to click on your Avatar as well yeah

toxic granite
#

Ah I see, no one told me I needed to specifically hit the drop down for colliders on the avatar descriptor

haughty mango
#

ohhh

#

i didnt know that

toxic granite
#

I didn't eithor till just now

haughty mango
faint dagger
#

do i need a reviver on my avatar? putting the variable (i named Button_Angle on the bone / fx controller) in the fx does nothing?

lost hedge
#

Does animating the Immobile slider work for disabling dynamics on a bone chain in-game? It doesn't work in the Unity preview.

lofty walrus
#

@short narwhal hey man, thanks for posting about that tweet. It was very helpful

short narwhal
#

glad it was helpful

azure salmon
#

Has anyone been able to drive a parameter with contacts proximity mode? I haven't been able to get it to drive a local or synced param (in game).

fading topaz
#

the updated collider handling seems to have interpreted an existing avatar's colldiers differently from in the prior version, what are the "automatic" collider radii based on? do the bones in my model have some bogus radius metadata that it's now using?

#

(they seem to be out by exactly 100 times, so at least it should be easy to manually fix)

lethal ember
#

maybe try comparing with another avi that automatic converted correctly

fading topaz
#

just trying to work out if it's an error a friend made exporting in maya or something I've done wrong on import to unity, really

#

(we've had some other problems exporting from Maya, anyway; the bones are named differently too, which I've yet to work out how to fix)

violet carbon
#

I have an issue with phys bone hand colliders

#

I set the finger colliders manually within the avatar descriptor to fit the side of my avatars finger, but it seems that it ignores my manual "height" setting upon upload

#

the colliders in game are a lot longer than what I manually set, so even though I have the colliders within the fingers, in game they extend beyond the fingers as well as extent towards the hand

fading topaz
#

hmm, looking at little deeper, the collider radii appear to be identical between the model that works and the one that doesn't; both are 0.03, but one is being interpreted as much, much larger

#

aha! the armature was scaled to 100

#

ohhh except now the model is 1/100 the size

violet carbon
#

I've had scaling mess up whenever I export incorrectly from Blender

fading topaz
#

this is from maya, but yeah, with modifications

#

just struggling to work out how to fix it

violet carbon
#

when you export from Blender, are you using "FBX Units Scale"?

fading topaz
#

I am not in blender!

violet carbon
#

oh

fading topaz
#

okay! it was a scale issue on import, yeah

violet carbon
#

hm. I'm not sure how the scaling of avatar elements would have become super large then, but you may be able to work around it by scaling the components themselves by a factor of 100

fading topaz
#

turning off "convert units - 1cm to 0.01m" fixes it

#

not clear why that scales everything except the colliders, but i'll take it!

violet carbon
#

I guess whatever you're using behaves similar to blender with scaling where it can export the mesh at the right size, but all bones will be really huge

thorny isle
#

reported to canny already

violet carbon
jolly crypt
#

hi so imm making a panel that replaces my radial menu. it has buttons that anyone can press, and the intention is to have each button toggle something on my avi, synced across everyone.
im having issues with others not seeing the changes when they press a button, even though all the buttons are defined in the synced parameter list.

#

so for instance, i have a button that toggles a springjoint. anyone can press it and i see it toggled on and off pretty consistently, but other people either dont see it happening at all, or its very inconsistent

mellow citrus
abstract pivot
#

Is it possible to animate the phys bone's gravity slider? i tried it in so many ways but it does seem to work.

fresh wasp
#

is there a way to link bones? like if you move 1 you also move the other one even if they are not part of the same root

solemn sedge
#

Hey. So my avatar's tongue is broken here since the update. This was even before I reuploaded it with PhysBones replacing Dynamic Bones.

#

How do I fix this?

#

The tongue is supposed to be straight.

fresh wasp
#

well just check on unity if you don't have a collider doing something weird there

#

or just rotate the bone with the Phys script

solemn sedge
#

I'm not really that familiar with how PhysBones works, so..

#

Even after reading the documentation.

fresh wasp
#

try with ''Pitch'' ''Roll'' and that

#

it shows a cone with the dynamic angle

#

it must be pointing straight

solemn sedge
#

Alright. I notice it was set to '180' for some reason (after the conversion from Dynamic Bones to PhysBones). So I will try this.

fresh wasp
#

yeah you might have to fix some things by yourself

#

like angles and parameters

violet carbon
#

you can have scaling on the child bones, but removing the scaling from the bone that the script was on fixed the tongue issue for me

versed tartan
#

anybody got any good physbones settings for hair, tail breasts

mellow citrus
wise hinge
mellow citrus
azure salmon
#

Im just wondering if anyone HAS been successful in driving a (float) param in game with proximity mode

upper raven
#

receivers now work with bools not just floats

covert marlin
#

Question, cause of the Phys Bones on the feathers my lower arm is going pretty weird. Is there a way to fix it that the arm isn´t affected anymore?

upper raven
#

my phone system uses them

azure salmon
#

could I ask you some questions in DM?

#

if its cool

upper raven
#

sure, tho idk how much help i can be since I'm not home until tomorrow, I'm out the country

azure salmon
#

alright no prob I just want to make sure im not missing some change i didnt see or whatevs

azure salmon
faint dagger
#

do i have to name my variable v_Angle both in my fx and the bone params?

azure salmon
#

because all the other modes work fine for my stuff

#

proximity mode is the only mode that doesnt work for me

torn tendon
#

I put Phys Bones on my avi but no one can mess with them?

#

idk how to fix

upper raven
#

yes

upper raven
#

and make sure in unity you checked "allow others"

torn tendon
#

Wait in unity?

#

where?

leaden wing
torn tendon
#

i turn the one ingame on but did not see a unity one

leaden wing
#

its

#

its "allow grab" and "allow pose"

#

tick box

#

one each bone

#

on*

torn tendon
#

that is on for each bone

#

maybe its my in game setttings?

toxic granite
#

with the contact receiver is there no way to specify an index? Lets say I have 4 distinct shirts controlled from 1 parameter and I have 4 recievers, am I not able to specify them?

leaden wing
leaden wing
faint dagger
#

do i have to have a VRCContactReceiver for my own bone to update a variable on my fx?

wise hinge
#

The 1st parameter is what you put in the phys bones parameter section

honest inlet
#

So i have a quick question. i have some bones that should have jiggle like tummy, thighs. some other parts that got converted to physbones and i checked if there's a physbone on them. there is, but it isnt always visible but they dont even move anymore at all. just wondering what ive done wrong because they worked fine with dynamic bones.

wise hinge
#

Then you put all those parameter in your fx layer

toxic granite
upper raven
#

you choose the parameter you want it to change when interacted with

#

and the value you want it to get

toxic granite
#

where?

upper raven
#

in the FX

#

those are just the logics to control it

versed tartan
#

Hey I'm having an issue where my bones won't keep its shape with physbones. I want it to be more rigid. What setting should I mess with?

upper raven
#

you have to use parameter drivers with empty animations just to server as placeholders to have a parameter driver to driver a parameter to the value you want

toxic granite
#

Would you be able to point me at a tutorial or a video or something for it?

upper raven
#

you make an empty animation with nothing and then in a new layer place it and add a parameter driver to it that sets a parameter to any value you want

#

and use the parameter that changed with the receiver as a condition to play that animation

#

there's no tutorial for that unfortunately

faint dagger
#

do i need a VRCContactReceiver for a bone on my avatar to effect my fx layer?

upper raven
#

no

toxic granite
#

so then for example, if I have 4 shirts I make 4 FX paramters labeled top 1, top 2, top 3, top 4. The reciever gets top 1. Top 1 gets an empty thingy thing, which then drivers top with a value of 1 and then that will change my top

upper raven
#

you just set a parameter to that bone

faint dagger
#

hmm, doesnt seem to work, my param is called v_Angle

toxic granite
#

Why did they make this so complicated, haha

faint dagger
#

same with my fx layer

upper raven
#

like make each receiver with different parameters, and in FX make it use that parameter as a condition to play an empty animation that has a parameter driver that would set the parameter value as anything you'd want

#

wish I was home

toxic granite
#

so yah 4 bool type FX parameters one for each receiver all which alter the singular top parameter, right?

upper raven
#

yeah so basically 4 bools that you just need to put in the FX and 1 synced int

toxic granite
#

That seems really over complicated in my opinion, but college is almost over so I can script this in my free time because this will be a pain in the booty eventually

languid glade
#

How do I make it where my hair wont be crazy when i move?

upper raven
upper raven
sonic flint
#

theres a bug i noticed when developing with avatar dynamics, Using the "on enter" with velocity wont play the animation for other users. i had a hit animation that would play when hitting someone (entering the head contact point at a velocity of 4, but it would refuse to show up on other peoples ends. idk if theres a fix for it, but just letting yall know\

tacit stirrup
#

anyone has an efficient way of doing a facial gesture upon hair stretch when the front hair isn't using the same dynamic settings on all strands?

#

i could make a condition for multiple parameters in the fx layer but i assume that's not good performance wise?

torn tendon
#

I got the phys bones to work for my breast but not my hair even though its set to allow grab and posing

torn tendon
#

no I haven't how do i set that up?

olive tulip
#

There's an option called radius, just change the number in there till the orbs surround the hair strands

torn tendon
#

wait I see it now under collision?

olive tulip
#

Yep

torn tendon
#

Thank you omg

olive tulip
#

No problem

torn tendon
faint dagger
#

do i have to have my bone component on the root of my avatar for the param to work?

azure salmon
languid glade
#

How do I test out grabbing and posing for physbones?

toxic granite
#

I believe you can through the game window in playmode in unity or ingame

thorny isle
#

Made 2 cannys regarding PhysBones if any of you want to pop a vote on them.

[Bug] Animated PhysBone when grabbed resets Max Angle.

Grabbing an animated physbone treats the max angle as if it were at rest when grabbed.
My animation moves the physbone to the extreme end of the max angle limit, so I should not be able to drag it past that point.
This bug treats the pose I grabbed it at as rest pose, which offsets the max angle past the extreme point.
https://youtu.be/7CJ2AFd9Q9o

https://feedback.vrchat.com/avatar-dynamics-reports-and-feedback/p/bug-animated-physbone-when-grabbed-resets-max-angle

[Bug] Grabbing a grabbed PhysBone freezes the bone for remote players.

If I grab a physbone locally and someone else attempts to steal it from me, it'll freeze in place on their screen.

https://feedback.vrchat.com/avatar-dynamics-reports-and-feedback/p/bug-grabbing-a-grabbed-physbone-freezes-the-bone-for-remote-players

languid glade
#

Yeah grabbing is not working. I have it checked for allow grabbing so why is it not working?

toxic granite
#

From what I've seen it should work with everyone, but it only works with yellow-tagged friends

languid glade
#

no in unity not vrchat

toxic granite
#

oh

languid glade
#

i saw sippbox do it in his new youtube video so its kinda weird that i cant

latent cove
#

I downloaded the latest SDK but I can't find the Phys Bones Script

torn tendon
#

How does one make a receiver activate an animation that stays after the contacts are no longer touching?

#

(For example, toggling an object after a touch)

zenith jetty
#

is there a way to have contact receivers set a value of an int? Like have one set an int to 1 and another to 2

faint dagger
#

theres no info on how parameters on the bone work? tried setting fx params to same name and no luck...

zenith jetty
#

you're not supposed to have _IsGrabbed on the physbone component

#

only in the fx layer

faint dagger
#

ah ok ty

cedar maple
#

has anyone figured out how to properly animate a phys bone?

#

i wish to increase gravity on a phys bone component through an animation, this used to work fine in dynamic bones by simply recording the animation and increasing gravity, but it doesnt seem to work that way for phys bones

torn tendon
#

Gotcha, time to research that

zenith jetty
#

I mean having the contacts themselves control the ints, I dont want a bunch of bools using up memory

upper raven
#

they don't use memory

#

because tou don't need to put them in the parameter menu

#

only on the fx

#

the only parameter you need to be synced is the int

zenith jetty
#

oh, I thought that was only for the grabbed, angle and stretch params

upper raven
#

that's the only way, you can't set a specific value to an int directly through a receiver

upper raven
#

just parameters to use as conditions to drive synced parameters on the FX

crisp bough
#

Hey
I try to put an item on the head of my avi
It has bones is in the amature hierarchy placed correctly but does not stay on my avatar when it moves/plays
any idea?

#

It was the root bone in the skinned mesh renderer of the item I tried to put in!!!
put it to Head and it works
thx anyway

lost hedge
#

Does animating the Immobile slider work for disabling dynamics on a bone chain in-game? It doesn't work in the Unity preview.

crisp bough
#

nevermind
It stays put but the whole object moves around still.

snow spire
#

So I set up the IsGrabbed parameter, do I also have to put this parameter in the Expression Parameter?

#

Like add _IsGrabbed here

#

And in the Animator Parameter

crisp bough
#

U just put in sth. like "Hair" in the phsy script itself
From there you go to your inspector, there in the parameters you refer to the bool with "Hair_IsGrabbed"

stoic wadi
#

Hey question, when making a contact point do you have to define the parameter in your general avatar parameters file? Trying to just make a simple clap/slap and having issue when I cant get it to trigger. TBH I am pretty clueless on audio trigger in general so overall advice would be great

#

I do know already they have to be a float and stuff

#

I can post an image of my hand trigger and my FX layer if it helps

thorny isle
thorny isle
# snow spire Like add _IsGrabbed here

You do not need to add the parameter to your VRCExpressionParameters list, Avatar Dynamics runs on all clients so it does not need to be manually synced.

thorny isle
fallow owl
#

I’m not really sure if I can see people grabbing my tail?? I was in a random world yesterday and some stranger wanted to grab my tail but I’m not certain if they were able to

#

I have the “allow” thing turned on too

bitter mason
idle scroll
# snow spire So I set up the IsGrabbed parameter, do I also have to put this parameter in the...

Shameless plug haha, but I just released a video explaining using the _Stretch value on physbones for animations. Here's a link if you're interested: https://www.youtube.com/watch?v=612jHghFGWA

SDK DOCUMENTATION: https://docs.vrchat.com/v2022.1.2/docs/avatar-dynamics

WRITE DEFAULTS OFF: https://www.youtube.com/watch?v=Eiu7jMC7mgg

NOSEBOOP TUTORIAL: https://www.youtube.com/watch?v=t4mMA3gZlSs

In this video, I am covering how to use the "_Stretch" value with Physbones to play face animations, but this could be used for a multitude of ...

▶ Play video
fallow owl
short narwhal
snow spire
#

Aah Much appreciated.
Thanks Wolfy and NotAKid

idle scroll
short narwhal
#

yeah I know definitely be excited for those new tutorials as there's so much cool stuff people can do and it'll be interesting to see if people make any Unity extensions that help make this kind of stuff

sick trench
#

No one can interact with my receivers, does the animator need to be on a certain playable layer for this to work or?

fallow owl
#

Uhh guys I tried following the steps for importing the new SDK to one of my SDK2 avatars but I don't think it's doing anything??

#

It has the new SDK in the project but there are errors saying "AvatarDescriptor does not exist in the namespace VRCSDK2"

#

And when I try to open the dropdown menu, it shows "reload SDK" instead

idle scroll
errant carbon
#

allow posing should work if checked and I can move my hair but it doesn't. Any setting that I'm missing? The hair moves right back.

unique spruce
#

so im trying to make a phone using the new phys bones, do i have to add bones where the buttons would be? cuz i cant get the bone spheres to appear

#

like the home button on an iphone for example

#

i dont need the button to actually move, just register when its pressed

#

i saw someone do something like this in the beta version

honest inlet
#

this sounds like a stupid question and probably is but is there a way to make the physbone into an orb and not a cylinder?

sick trench
#

so when ever my hand touches my receiver or when ever anyone touches it, in the contacts debug display thing all my senders and receviers on my model flash when touched and don't do what they are suppose to

bright bolt
#

updating the quest version of my avatar with physbones, and realized rotation constraints aren't supported on quest, which really sucks as i use that to reduce the number of dynamic bones/physbones needed (without affecting the look) and much more of my avatar would be able to be dynamic within the performance limits with them

brazen moth
#

Is it possible to grab a Physbone object and place it anywhere you want it?

#

Instead of it having it Position Constraint?

upper raven
#

yes

#

but you'd still have to have it constrained

craggy warren
#

What would be the best settings to get physbones to act in the same way hinge joints do?

gritty valley
#

saw a video and it said the parameter from receivers are always floats is that true?

gritty valley
#

thanks chief

quasi cliff
#

forgetting atm, whats the component called where you can play an animation via someone entering the touch zone

short narwhal
#
quasi cliff
#

ah, thanks!

#

just forgot the name of the contacts for a bit lmao

jolly crypt
#

why cant my friends see the contact i have its actually killing me at this point

gritty valley
#

local only?

#

i mean is it set to local only

graceful marlin
#

hey i want some physbones avatars can someone help me out

short narwhal
#

it's going to take time for people to upload them

graceful marlin
#

i found some already so is it out of beta then or...

#

like is it only certain ones rn?

brave bear
#

One question, so if you have a Physbone's avatar on, would people that have Dynamic Bone enabled/Physbone off be able to see your bones move?

graceful marlin
#

yes

short narwhal
stable stone
#

guys what is the work around for when phys bones dont want to detect the front hair
i somehow fixed it but dont know how to replicate it again

lament lintel
#

With the physbones added to a protogen avatar the face disappears, but shows when doing emotes via controller

vague grotto
#

what makes physbones different from the original dynamic bones? why were dynamic bones so bad with performance?

torn tendon
#

i have everything on but now phys doesnt work

#

help

vague grotto
#

can you explain? i got my physbones to work perfectly

torn tendon
#

it was working fine earlier, and I just got on and can’t see it on myself or others with the same settings on

short narwhal
vague grotto
bleak light
#

having an odd issue with phys bones on all my avatars, when people interact with them i can only see them being moved in a mirror or camera, but not from my actual view point, what do i do to fix? L:

torn tendon
bleak light
bleak light
#

🥺

vocal frigate
#

Simple Head proximity expression change

#

If somebody's head gets close enough to mine, my expression changes

bleak light
#

ahg, really annoying. people interacting with my hair is super common now and without seeing it its really immersion breaking, im craptastic at blender so doubt id be able to do it

#

i understand the culling being good for the front part so you dont just have hair in your viewpoint constantly but with pigtails it really is a nuisance

thorny isle
#

^ that’s what i do for my hair

#

i duplicated head bone, named it HeadParent, parented to neck, moved hair over, and constrained HairParent to Head in Unity

vocal frigate
#

You guys can avoid all of that by just adding a scale constraint to anything you don't want to scale down, and setting the source to anything else in your avatar that isn't on your head.

#

Like your descriptor

#

@bleak light @void helm @thorny isle

#

Unless you're on quest, yes

#

constraints are PC only but the scale constraint is great

#

I only recently discovered it

#

it's been pretty useful

thorny isle
snow spire
#

For the claping effect, do you use Contact Receiver or Contact Sender

torn tendon
#

Hey do any one know why i cant see ppl mess with my Physbones in game but thay see it?

torn tendon
snow spire
#

Not sure if this is the right set up for the clap/slap effect

fair wave
#

I try to make a PB parameter at my Tail that someone grab my tail would make facial change
But nothing change in game view and scene with play mode :

  1. Tail PB script added parameter keyname call "Tail"
  2. Animator controller add parameter call "Tail_isGrabbed" then set type bool
    3.New layer conditions use "Tail_isGrabbed" Ture to facial animation ,false to idle

I'm confuse looks the step not doing fault, may someone solve this ?

toxic dawn
#

How do I move my model to see if the physbones are working correctly in Unity?

frosty orchid
#

any1 got those errors after importing the sdk and converting bones? / I think about redoing the project

bronze tree
fair wave
frosty orchid
#

@bronze tree no / I'm aware of the pumpkin update

bronze tree
fair wave
#

I do it again it still not working
Have i miss something ?

rustic oracle
#

I tried animating the phys bone values, but only turning on and off the whole script, allow collission/grabbing/posing worked.

toxic dawn
#

How do you move your model to test if the physbones that were added works? I tried moving it and no physbones appeared. Referring to this video. 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
bronze tree
cobalt girder
#

how do you get the radius to match the exact same way as your avatar

#

for the colliders

toxic dawn
toxic dawn
bronze tree
wet rune
#

@junior prairie @tawdry bluff I managed to resolve the issue I was having with Contacts not working. Having the contact match a name with one that was already on the Sync'd Parameter list was making them fight.

wet rune
junior prairie
#

but that it is making issues is mentioned nowhere x3 ye those docs quality is .. eh

toxic dawn
cobalt girder
#

i had to play around with the curve to get the size

strange whale
#

is it only me or can't you exclude the first Bone in the Chain? For instance: I want to use for my hair 1 Script. So i put it in head and exclude everything that is not needed. The issue i have now is that the head is always slightly twitchting when moving

#

also if i exclude the bone itself

toxic dawn
#

I keep getting this problem and can't seem to fix it, how do I move the tail back to its original place? (the back of the model)

remote ferry
#

You have to create an empty Gameobject as a child to your head and then drag all of your hair bones into the empty Gameobject as children

#

And then put the Phys Bone Component on the empty

#

@strange whale

strange whale
#

Oh god Thanks.. i was like: Do i really have to go into blender and add a "Ghost Bone"

bronze tree
toxic dawn
#

yes its in gamemode, should i try turning off each collider to see which one's causing it?

bronze tree
toxic dawn
#

Thank you!!

#

Btw, how do i test on the pulling and grabbing on my model? (I have it ticked on)

bronze tree
toxic dawn
#

oo, thank u! <3

bronze tree
toxic dawn
#

ye uhm-

frosty orchid
#

Create a dice or something and put a collider on it

toxic dawn
#

How do i create a dice?

#

I don't really want a second tail so i tried deleting it but didnt work, it says to open a prefab or smth

steel thistle
toxic dawn
#

nvm i fixed it, accidentally doubled the avatar xD

#

How do I give movement to the tail when the player moves ?

steel thistle
toxic dawn
#

just letting the physbone doing its thing

#

instead of it being in the same place

steel thistle
#

If you already added physbone component and it should already be doing that

toxic dawn
#

hmm, then how do i add in a tail animation?

steel thistle
#

To add more motion than physbones does?

toxic dawn
#

yup

#

nvm, its alr i fixed it with the immobilization thingy

#

:D

#

another questionn, when i pull on my tail and release it, how do i make it go more bouncy whne its returning into its original place?

steel thistle
gritty helm
#

I'm sorry to interrupt, I have a constrained extra hand but I need a global physbones collider on the parented hand. Is there any method to set the global collider in the avatar descriptor to the custom hand? or make a physbones collider into a global one. (image is just an example). Thank you 🙂

toxic dawn
west yoke
#

wait so

#

does "is animated" not work on quest?

#

it seems to work fine on pc but doesn't animate on quest

steel thistle
#

I saw you asking since yesterday. Have you tried to come up with one idea?

#

There're more things to consider. For example, the state of the cloth while being grabbed, how it would react when pulling, tearing, etc.

#

First thing is just thinking about idea in depth, then implementation will come later

#

Or it just could be simple as turning off cloth if grabbed.

#

Which demo?

halcyon vault
#

damn, what demo did I miss

#

???

#

it was in Open Public beta for a long ass time. You had access to it too

shell yarrow
#

Everyone had access to it at the same time

#

Not sure why you're trying to spread misinformation

#

Avatar dynamics has been in open beta for almost two months

tawdry bluff
steel thistle
#

I think you're the one who sounded salty

#

Simply from misunderstanding

shell yarrow
#

It was internal only back then, so literally impossible

steel thistle
#

Technically it could be done even before avatar dynamic.

halcyon vault
#

Do you have any proof of the system being used before the beta opened March 5th?

shell yarrow
#

Then you misunderstood what the tweet was

halcyon vault
#

Find proof instead of labelling an entire race as "Entitled"

shell yarrow
#

You can fake that with gestures

#

That doesn't require avd

halcyon vault
#

or with particle drivers/constraints

shell yarrow
#

Sure, position constraints

halcyon vault
#

cloth and/or dynamic bones

shell yarrow
#

It's just bones/objects

#

The tweet was probably showcasing a concept that would be made easier by avatar dynamics

halcyon vault
#

I've seen people pick up and carry wedding dresses with it all being cloth, a default unity component

jolly crane
#

could have been Hai's Track constraint system

#

complex and tedious to set up

#

most avatar creators don't have the knowledge/patience

halcyon vault
#

Because if it was easy then you wouldn't be asking how to do it

thorny isle
jolly crane
#

they have a setup tool for it on their github

#

still hard to set up

thorny isle
#

it’s complicated kzShiioCrySad2

halcyon vault
#

I'm still looking forward to seeing this 'showcase' that was mentioned

steel thistle
#

"Constraint Track Animation Creator "は、制約条件を利用してオブジェクトをトラックに沿ってスライドさせるアニメーションを作成するギミックを自動化するものです。 Documentation / 説明書 / 설명서: https://hai-vr.notion.site/Constraint-Track-Animation-Creator-b8e60b42401140e28b2ba05ff21b71bd GitHub: https://github.com/hai-vr/av3-constraint-track-animation-creator

thorny isle
#

in our dms

steel thistle
#

So just the same one

thorny isle
halcyon vault
#

okay so they're not grabbing it. It's a toggle in the menu and they're acting

steel thistle
#

btw, think Hai is a Vietnamese, not Japanese

halcyon vault
#

looks really really cool though

thorny isle
#

ohh looking in our dms i helped with the misunderstanding at the time kzPaimonDead2

hushed marsh
#

Just Curious. Do i need a special sdk for PhysBones? Because in the normal SDK3.0 it doesnt show up..

halcyon vault
#

they're definitely there.
What sdk patch do you have?
and do you have any console errors?

hushed marsh
#

Did

#

but to no avail

ember goblet
#

Looks really cool temporarily. But it looks like something that's not future proof. For example, could be broken in the next avatar 4.0 update

jolly crane
#

since OSC became a thing

steel thistle
#

Avatar OSC, like since February

#

They're smart people

halcyon vault
#

Because they're actually talented and passionate people unlike the West

hushed marsh
#

cough racism cough

shell yarrow
#

I mean, Hai is french teehee

ember goblet
#

The keyword is competency

steel thistle
halcyon vault
#

I mean, when you see 50 people doing amazing things it's easy to ignore the 50,000 who can do nothing

#

There are talented people from everywhere

steel thistle
#

Didn't they?

halcyon vault
#

a lot of the time it's a product so they don't give away free lessons on how to build it.

steel thistle
#

I think even told, it'd be hard to digest.

ember goblet
#

The joker from batman said "If you're good at something, never do it for free"

halcyon vault
#

It's also really difficult because you could show half the people here just a showcase and they could suggest multiple different ways to make it.

#

It's hard to keep something a secret

simple elk
#

Right , if i see something i could probably figure it out, would not be the same way they do it

halcyon vault
#

true, but once you know how to do it there's always the chance you won't buy it. Assuming it's a product which a few of them tend to be

cursive hinge
#

I need to make a spoon people can grab & rotate with their hand, is that doable with physbones? it seems to just bend with the movement direction instead of following wrist rotation

lethal ember
#

craziest thing

#

credits to this person here btw

#

ikr

tacit stirrup
#

hey guys do I need to set up a wrist collider and put it in the phys script or does by default my Hand interacts with any phys bone?

simple elk
#

You have one auto

jagged sigil
marsh plank
#

Hi guys i'm trying to place a physbone on my finger and make it not move uless grabbed so that people can pull my finger but my fingers start to twist weirdly and im not sure how to fix it does anyone have ideas for settings that might work

tacit stirrup
jolly crane
#

and set the max stretch to ~0.2?

marsh plank
#

Figured it out but thanks for the help 😋

opaque glen
#

What do I set wrong? I want to make It strechable but doesn't work

toxic dawn
#

Am i supposed to be concerned abt this-

halcyon vault
toxic dawn
#

hm, alrighty

#

ill limit on the physbones

toxic dawn