#avatar-dynamics

1 messages · Page 15 of 1

halcyon vault
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the transforms is the number of objects the components are acting on

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if a bone chain has 6 bones then that's 6 transforms

tacit stirrup
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parameters of all my avatars in the project got reset wtf x.x

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is that because of the new sdk and the way i upgraded or wut

jolly crane
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is that just a PC avatar you're trying to upload to quest...?

toxic dawn
halcyon vault
toxic dawn
tacit stirrup
# halcyon vault did unity crash/close when you were upgrading?

don't think so, but now that I think about it I uploaded few avatars yesterday and didn't get any parameter red errors in the SDK.
I used the 2 tools on gumroad by Fluff / Cam (for phys bones convert / editing) and that's the only thing I can think of I did since then

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I didn't mess with the sdk since then

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sdk upgrade was like 2-3 days ago and yesterday i uploaded fine with no parameter errors so they must've been good then

halcyon vault
pearl hull
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So I updated my avatar with Phys Bone component. It works great. But when somebody grabs it it twitches around. Somebody know a solution?

dry panther
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Might happen if you animate that bone

abstract pivot
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i've been trying to animate the gravity slider and the max angle slider but it does not seem to work in game. when i test it inside unity i can see the sliders changing value but nothing happen visualy in unity or in game. Am i missing something?

pearl hull
dry panther
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Since clos beta. Grabbing was not always smooth. Is there a constraints in there?

pearl hull
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Nope. On this object and child objects is only the phys bone component

bright bolt
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can someone explain how physbones on the same asset behaves differently on 2 different avatars

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see how one looks like it has 5 bones and the other only 2, it behaves that way in game too

jolly crane
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the difference is the curve applied on the Radius

bright bolt
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only the upper half of it bends on the right one

dry panther
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Is one scale in the scene?

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Physbone don't like scaled object

bright bolt
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the scales are different, they have to be in order to be the right size, just avatar weirdness

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also

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i did not know you could click on that curve i thought it was just a visual representation

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thanks for mentioning that

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the converter applied some weird settings by default, and they aren't even the same on the same asset used on different avatars

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can be fine on one and wrong on another

fringe iron
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So im wanting to make a certain receiver a toggle, as it goes with a specific toggle prop. So I dont always want it on to where someone can summon the prop at any time. Is this possible?

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I have a helmet that has open/close animations when you hit the helmet. I dont want to accidentally summon the helmet any time I put my finger up to my head

upper raven
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at least on closed beta when you hid a receiver then toggled it back on it wouldn't work, but that was when it was on beta

fringe iron
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Yeah thats been my issue as well

lyric compass
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I've added physbones to a hat which is deformable and works fine normally when attached to my head bone. But as you know head bones are not visible in first person, only in mirrors. So what I've done is using a parent constraint to move the hat to my head. Now the problem is that when the constraint is active the physbones cease to function. Does anyone know if this is working as intended or something else I'm missing?

elfin pier
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anybody know how to move grab physbones during unity run mode? i need to test em but don't remember how

fringe iron
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use the scene/game view and drag them with your mouse!

elfin pier
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is there a way to see the bones as you do so, like vrchat's debug thingy?

fringe iron
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well, not in game mode I dont think

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You can by making sure gizmos are on in playmode on your scene!

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if youre looking for something like this!

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oh wait nvm you can! just make sure gizmos are on

bright bolt
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it's off by default (unless converted from a dynamic bone) and you probably need it on

bright bolt
spark mist
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Hello, I just recently changed to PhysBone from Dynamic Bone and its working in Unity but when I tested it out in game, all my animations drops fps and I cant see any of my animations working. Can anyone help me out which caused this and how to fix it?

torn tendon
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if an avatar already has physbones while importing do i still need to add dynamic bones?

lyric compass
bright bolt
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you would think they could just be handled locally, like the dynamic bone/physbone calculations

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still not sure what the difference between Stiffness and Immobile is

elfin pier
fringe iron
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np!

halcyon vault
fringe iron
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ive had receiver lag, if that counts

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takes awhile for me poking another users receivers for them to activate

bright bolt
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last time was maybe a month or two ago? people don't use them a lot

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i use rotation constraints to reduce the number of dynamic bones, but latency isn't really noticeable for my use case

versed tartan
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Hey I'm having a bit of an issue with my physbones. This is the hair before:

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This is the hair after.

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What would be causing this?

cursive hull
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do you have a collider on the head/nearby bone?

versed tartan
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Yeah

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lemme try decreasing the size of that collider

cursive hull
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could also get rid of the collider entirely, and use angle limits instead

versed tartan
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oh okay

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how would I do that exactly

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I'm unfamilar with physbones so

cursive hull
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In the physbone component(s), look for the Limits field

exotic sluice
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angle limits are so good bruh

cursive hull
exotic sluice
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why have colliders when you have angle limits doing the job you need already?

simple elk
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Could end up having more components with that , depends on how its set up (8 max on quest)

exotic sluice
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much more performant too

bright bolt
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and 6 is the effective limit, since below medium rating you're automatically perfblocked by most

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for fallbacks, the limit is too low to be very useful

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with 6 bones and 32 transforms you can do a lot, 4 and 16 you have to sacrifice a lot

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finally got the physbones on my main avatar looking good, takes a lot of trial and error

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dynamic bones wasn't any easier, i just had to relearn everything i learned from that

versed tartan
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Anybody got any settings they like for hair for phys bones

potent rivet
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hey is it possible to add bones to an armature in unity? i'm trying to set up physbones on an avi and it doesn't want to work, i think it's because of the bones

short narwhal
bright bolt
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it didn't need a very complicated setup to look good imo

formal raven
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question

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can i have more than one controller on an avatar, not like not the avatar itself

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lets say i wanna spawn a button, can i put a controller on that button rather than flood my avatars controller layers

simple elk
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no it all goes through your descriptor

formal raven
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awwe damn

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really wish unity had layer folders

steel thistle
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There can be animator in children objects. But you cannot control animator parameter in the children objects.

formal raven
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wait so if i wanted a controller that had paramiters that reacted to the contacts would that work?

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not menu based

steel thistle
formal raven
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ahh damn

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was hoping to make an interactable button with the new contact/senders without having to add even more layers to my avatar controller

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is oki

idle crescent
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Hey guys do you know why the new SDK with the avatar dynamics doubled my projects size? It used to be 900mb and now its 1.8gb
This is only by importing the new SDK over the old one. Deleting the library folder and let it regenerate did not help in any way, it came back to the original size, and it happened on multiple projects i have

toxic birch
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is there a way to disable grabbing of your own dynamic bones

steel thistle
idle crescent
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So.. is it fixable? Was it intended?
Idk of any additional dependencies it requires..

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Because it never happened with previous SDK updates..

steel thistle
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Supposedly it's intended

idle crescent
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Did it happen to you too?

steel thistle
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My project is too big to be bother to check😂

idle crescent
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Lol

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Yeah these projects are hard drive killers

steel thistle
cursive hull
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It's intended yes, the new SDK requires the Burst and Mathematics packages, which it auto-imports

steel thistle
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The two extra dependencies

idle crescent
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Oh.. so it will stay like this

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Thats nearly an additional GB for each project.
Guess I will have to save my projects without library folder

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Or buy a new hard drive/ssd 😅

simple elk
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🤷 have its own drive

idle crescent
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Hehe yeah no escape from that

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Thanks for pointing that out, at least i know now that it will stay like this

iron badge
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On my avatar, I have a secondary object with its own Animator, which is set up with parameters. I've put a VRC Contact Receiver on the object. But it looks like there is no way for that Contact Receiver to reference an animator other than the Playable Layers on the base avatar, is that correct?

simple elk
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all parameters goes from your av , only worlds can do its own controller

iron badge
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Sure, the object is a child of the avatar though, so I assumed there would be some way to use its controller. Ah well, I've thought of a way around it, it'll just take longer.

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Thanks

mellow citrus
fallow owl
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Is there a new component for the SDK? Because I'm trying to find one for my avatar but I'm not sure which is the one

short narwhal
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fallow owl
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Like, I have the new DB sdk but I can't find it for when I make a fresh avatar

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I'm trying to put the new sdk in a sdk2 avatar that I wanna test to see if it works

rapid lantern
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I apologize if this has already been discussed, but is anyone else having issues with their avatar's hair being stuck like this? This is posed like this, it just loads in like so and whenever you try to reset those hair pieces, they spring back up like this

fallow owl
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Ohhh nevermind I found the descriptor!

craggy pewter
mellow citrus
craggy pewter
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Also I just read the documentation on PhysBones, seems like a pretty good replacement for dynamic bones. I'm an avatar creator so I wanna test the limits of it. About to update one of my avatars with it

craggy pewter
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Oh dont worry, it can be as complex as ever and ill figure it out, I do some crazy cool things with avatars already, like 3 years or so experience making them now

rapid lantern
mellow citrus
craggy pewter
fallow owl
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I had that issue too with the tongue thing

craggy pewter
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3.0 ones I quit sdk 2 when 3 came out but yeah I think the update broke some stuff

fallow owl
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Yeah some of my avatars including some favorited public ones are broken ahh

craggy pewter
mellow citrus
craggy pewter
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And one of my avatars hair acts like its in zero gravity and like its blowing in the wind all the time now after the update

fallow owl
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That suckss because I don't think some of the creators are gonna update them :(

lyric compass
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Some strangeness with animated physbones not following parented constraints in-game. Works correctly in Unity. Any clues what's going on here? Appreciate the help

craggy pewter
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Oh

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Try to unlock the constraint and reposition it again then lock it again, it might have its origin spot broken so its jumping over there, weird if it works in unity still though

halcyon vault
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I'll be the weird one, idm.
That avatar, that voice, I love it

mellow citrus
craggy pewter
fallow owl
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Awww yeah :(

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Thank god some of my sdk2 ones that I really like are still functioning

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Because I have no idea how to convert their anims and everything over into a sdk3 format

craggy pewter
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Im glad that it wasn't just me with the tongue issue and dynamic bones in general. Last night I was like why tf are all my main avatars acting so weird now XD

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Its like this update forces everyone to convert to physbones instead, thats why im learning about it and playing around with it now

short bone
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The Phyc Bone component is still bussy. My breasts are broken. One of the avatars, it just vanished for nothing, and hand colliding is not working.

lyric compass
craggy pewter
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One of mine had zero g breasts XD I was annoyed

mellow citrus
short bone
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Any reason why it wont let collide with hands?

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Ears are same, still fine

craggy pewter
short bone
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I think component is still bugged, and sometimes it thinks it's Ignore Transform.

craggy pewter
mellow citrus
hollow burrow
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I know a few people have stated this, but the SDK is not working for me. I keep seeing "reload SDK" at the top. Any solutions found? I have the correct SDK, correct unity version. I deleted the SDK completely, reloaded it. Deleted unity and reinstalled. No pumpkin tools. Reloaded/updated the "mathematics" package, which is what it says theres an error with. After all that, it worked once then stopped working.

craggy pewter
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I'm so used to dynamic bones, learning how to use this systems gonna be annoying, ahhhhh I have so many avatar to fix now lol

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It does seem to work better than dynamic bones but both should be supported

harsh copper
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has the VRC team mentioned of they want to make physbone component parameters animatable?

mellow citrus
hollow burrow
craggy pewter
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Instead of setting physbones up on them

short bone
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And PB colliders have another problem: sucking effect.

lyric compass
short bone
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If you bring very near, it flipped over and can go in. It's not same as well developed DB.

craggy pewter
dry panther
craggy pewter
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Any console errors?

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if you have console errors then the scripts wont compile

hollow burrow
lyric compass
craggy pewter
# hollow burrow

Poiomi shouldn't have errors thats odd, you might need to reimport that. Maybe poiomi referances scripts from the old vrchat sdk

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Another thing you can try is to right click and reimport everything

halcyon vault
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"already contains a definition for" usually is given when there are 2 of the same file in the project; they fight each other

craggy pewter
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That poiomi error seems like you have more than one poiomi in your project since its saying that the namespace is used already

gritty valley
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If im making a finger sender, do I need all of this or can i just do "Finger Index L"

craggy pewter
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Id say just fully delete poiomi from your project and reimport it and then restart the project again @hollow burrow. See if that works

short bone
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Oke i have feeling the SDK conversion tool DB to PB is not well adjusted. It's broken at one avatar in breasts with possible extreme values.

halcyon vault
gritty valley
dry panther
supple spindle
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So when people move my avatar’s hair, it just stays there. How can I change this other than resetting my avatar?

dry panther
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should work better Ithink

mellow citrus
halcyon vault
gritty valley
halcyon vault
supple spindle
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thank u!!

craggy pewter
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Make sure that you have the same parameters in your avatars parameters as your FX layers parameters. Also double check that all your parameters are typed the exact same since its case sensitive. I have put a lowercase where there was supposed to be an upper case which will make it not work. Also how are you testing it in unity? I recommend the avatar emulator you can get, its open source and basically lets you test things as if you were in-game in unity, I can get the link if you need.

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Ill post it anyway in case others might wanna use it. Its a lot better than jumping back and fourth since you can watch all your animator layers in action to see whats not working, great for fixing issues like that

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Just the parameters, so lets say I have a boolean that changes my hair color called HairChange. I would have to make sure its spelled exactly like that on the FX layer parameter and the vrchat parameter

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And np

lyric compass
craggy pewter
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oh!

craggy pewter
craggy pewter
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Hm not that then

dry panther
lyric compass
craggy pewter
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Thats odd. Maybe try that avatar emulator and see if something is getting stuck somewhere in your functions. Unity doesn't read vrchat scripts like the game does, so best way to troubleshoot would be to use the emulator and watch how all the layers are effected when changing vaules, then you can pinpoint the issue

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Or the debug menu on the avatar in vrchat but the emulators easier

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To use the emulator you put it on your avatar main object and then you can choose the FX layer to debug and watch everything react when changing functions, tahts how I fix all my issues with avatars

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Some stuff can break with a simple exit time value being bad on a layer, so being able to visualize all the animator layers working is the best way to find issues

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You could try an avatar parameter driver on the layer with the blend tree. This lets your animator layers change other parameters while doing their own execution

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And I get that, but I just mean its the best way to debug things like this, you could always remove it after finding the issue if needed

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no a parameter driver is a vrchat script you put on a animator state that will change a avatars parameter while doing whatever it was designed for. Like I could have a boolean again to change hair color and make it so that when I do that it also drives another boolean on the avatar that changes the hairstyle too for example

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hahaha yeah if only

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Avatars will keep getting more complex

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We just gotta try to keep up with it haha

dry panther
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oh well

craggy pewter
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Yeah just like a hue shift

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What is the animation animating? Is it animating settings on a script because I dont think thats possible. Keep in mind I haven't started useing physbones yet so im not sure what that stretch does or where it comes from

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Ahh gotcha missed that sorry

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Documentation says the parameter is "_Stretch" remember these are case sensitive and hard coded for vrchat to look for those case sensitive parameters, might just have to change those

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It might work simply by renaming that to _Stretch

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I dont see one for gravity though

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And you renamed them on the animator parameters and also the avatars parameters?

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Maybe the script values cannot be animated, even though vrchat literally has parameters for it

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Do you have IsAnimated checked on the physbone script?

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Well you do 100% need the case sensitive parameters which you changed back so first set those to the hard coded ones, and you probably also need that IsAnimated checked. Other than that I dont think im gonna be much help clearly. But I do recommend trying the emulator to find your issue if its been causing this much issues for you and if you've spent this much time on it

cedar maple
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wait whaaatttt

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then how the heck did the avatar in the avatar dynamics testing world do it

crimson haven
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Is anyone else's contact receiver broken? might just be a me problem but it was working just fine awhile ago and now my parameter in the animation controller doesn't listen to the one on the receiver and they are labeled the exact same thing 😢

cedar maple
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there was an avatar with a string of bones attached to its hand that were all adjustable through the menu

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i'm confused why that would actually be a thing

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well if its intended then i hope it can be changed in the future, but if its a bug then i hope it gets fixed XD

remote ferry
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Its more or less possible yeah

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I mean

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I guess it depends on exactly what you want to do

bronze siren
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I'm currently trying to figure out the same thing

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I'd really like to change gravity on one of my physbones through an animation

cedar maple
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We would need a whole separate system to do that? That doesn't seem right or intuitive at all lol

bronze siren
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I have no idea

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I'm just digging through that persons repo trying to figure out how they did it

cedar maple
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Well thank you for sharing I can check this out

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Yeah if you figure out I'd love to know

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Yeah it was in the beta

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It was one of the first things I tested when the beta went live

bronze siren
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it still works on current release though

cedar maple
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Yeah the avatar still works

bronze siren
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it's all happening through animations

cedar maple
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Well that's to be expected

wide nexus
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Hello, I tried to rig my avatar but none of the physics bone to be interactable. No matter what setting I do in vr and in unity. I am using ik2.0 beta

cedar maple
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You mean like nobody can touch them?

wide nexus
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yes

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they can't even see it

simple elk
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using any radius?

wide nexus
simple elk
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0 radius

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if there is none, its impossible to touch, shows up as white lines if you enable debug in vrchat

wide nexus
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okay

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thanks

cedar maple
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heeeccccccck i hope not man

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i need that option for a few things on my avatar lol

iron tulip
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So my friends leaf, on his head, doesnt want to move. Why?

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we've tried to mess with all the settings

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and left it natural

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it works with dynamic bones, just not phys

bronze siren
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that's how it's reloading paramters :)

crimson haven
# gritty valley u get it fixed?

yes and no, but mainly no. For some reason the parameter doesn't want to change when the animation controller is not in the controller slot of the avatar. when I take it out, all the parameters that I created stop existing but for some reason it works perfectly fine when testing in game but it never wants to be published because of the "missing parameters".

gritty valley
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what animation controller, the FX layer?

bronze siren
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so we can do it

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but I'm guessing this means a bit more of a complex animation layer

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That's probably what's happening in this animation layer

crimson haven
bronze siren
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'Apply trigger'

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I'm guessing a parameter driver is just a parameter control you can do as a component

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not sure

gritty valley
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@crimson haven oh you put the same controller from your fx layer into the animator controller

torn tendon
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So they say tails can be grabbable..
Would that mean other parts are grabbable 👀

I'm asking for a friend & it's an education related question is all.
for science

crimson haven
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anything with a bone is grabbable pretty much

gritty valley
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@crimson haven i have the problem where the animation plays but it only plays for like half of a second then stops and doesnt come back until i re-enter the receiver

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but the receiver is on constant so idk why its doing that

crimson haven
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do you have a transition condition to your empty state that says the parameter needs to be below 1 to go to it?

cedar maple
gritty valley
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true to on false to off

bronze siren
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That prefab/repo is toggling on/off the physbone component every time a parameter changes through animation layers, probably because it's quite a lot more complex to have those settings be realtime

cedar maple
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yeah i read it and it makes sense

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its just weird to me

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i wonder if it was an oversight or an actual limitation

bronze siren
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a little of both if I had to guess tbh

cedar maple
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cus this new bone system seems so amazing and optimized, i dont think having a little animation to change a property mid game would be that bad

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it wasnt on dyn bones at least

bronze siren
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dyn bones were single threaded

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it gets more complicated communicating things between threads

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the thread would need to listen for any changes to the physics properties, and then adapt

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from a technical perspective, I could understand it, idk

gritty valley
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it's a bool also @crimson haven

bronze siren
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we can still do it, so

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I could change the gravity of my tail whenever I get headpats

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I'm happy tbh 😄

cedar maple
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well the hecking phys bones positions arent even synced up properly as they are lol

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friends and i were noticing a bunch of things were in different places over the last few days

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😔

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well this is mildly disappointing

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i'm sure it'll all get better over time

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i just keep encountering these things where "oh that didnt happen on dynamic bones" and such

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makes me sadd

torn tendon
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This is more a question about a concept than anything else, but would it be possible to make some sort of grappling hook with physbones? Like, the tip have a function that can attach to a world collider and then pull the rest of the avatar up somehow?

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I'd just love if I could upgrade my clawshots...

burnt kraken
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Anyone know world that have avatars with the new physics bone update I’m looking for some

craggy warren
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Hay does anyone know how the angles for phys bones well? I’m trying to make a butterfly knife and I got 2 parts working but the main handle keeps acting like it’s weighted on ether the left or right side instead of being able to rotate to which side the knife is at. Could anyone help?

zealous python
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can somebody help me? I want to make a avatar dynamics thing where you can push my nose and squish it- but like, have it be a proximity thing like that one example avatar where you can squish their head

prisma current
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General question, how would you go about "resetting" a PhysBone? As in stopping it from being a PhysBone and having reset to the bone's default position

Even with 'Is Animated' enabled the bone seems to ignore the fact that it's being told to go to a certain angle with an animation

lunar kraken
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@prisma current It's not possible to animate a physbone's settings, what I did was create two physbones, one will reset the position, just turn on immobilize to 1, and disable grab/pose, enable it when you want it to reset, disable the interactable one.

ivory thicket
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How would i go on about turning off a physbone.
I have a breast plate and when i have that one i would like thy physbones to disable.
I tried using the Enabled property in the animation, but when using it in-game, i was running into some problems

lunar kraken
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@ivory thicket That does work, seems like it wasn't actually disabled.

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Disabling the object or the component works.

ivory thicket
lunar kraken
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You can fix that with what I said above.

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"It's not possible to animate a physbone's settings, what I did was create two physbones, one will reset the position, just turn on immobilize to 1, and disable grab/pose, enable it when you want it to reset, disable the interactable one. "

ivory thicket
lunar kraken
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Tell that to the developers lol.

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That's the workaround I use for now.

ivory thicket
harsh copper
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and doing that completely ruins the look because the bones go back to their default position

grizzled copper
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Just quick question,
Even Avatar Perf rank itself be "Quest Very Poor", and if PhysBone limit be within "Quest Poor",
Is PhysBone going to work in this case?

grizzled copper
bronze siren
harsh copper
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they need to allows us to update the parameters in real time

bronze siren
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Personally I think it's just a limitation, sadly, but in the grand scheme of things we have quite a lot to play with now :3

errant notch
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Why is everyone all of the sudden trying to edit settings in real time? Nobody did that with Dynamic Bones before

harsh copper
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just no one complained because it actually worked

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now all of the people that did it have no way of doing it anymore

errant notch
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I've never seen anyone try it with DBones

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Most people said it wasn't allowed

harsh copper
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what?

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it cant be "not allowed"

errant notch
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Many people said it didn't work

harsh copper
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well they are stupid?

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because it worked just fine

errant notch
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Well I mean... I'll leave that answer up to interpretation

cedar maple
harsh copper
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cheers

cedar maple
lunar kraken
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I'm having a weird issue with one project where none of the default collision tags are working (head, handl) The avatar colliders are fine.

rough meteor
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hey quick question dose anyone know how to replace the default avatar contact senders with your own ones?

lunar kraken
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Just add additional ones.

rough meteor
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so is there no way to get rid of the default ones?

lunar kraken
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You can disable the colliders.

prisma current
harsh copper
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or wait.

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okay

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if I am understanding what you want

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than just disabling and enabling the component should work

rough meteor
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nvm figured it out

prisma current
cedar maple
#

i mean were they not synced in dynamic bones?

rustic oracle
cedar maple
#

right right

#

that is the same issue

#

we'll just have to see

#

i'm just getting sad thinking about it now lol

rustic oracle
#

Maybe we get an option for it. Like you can mark those with bone transforms to mark those you animate settings.

cedar maple
#

cus if it never gets fixed then i'm gonna be going for years with a fucked up tail lol

rustic oracle
#

It's been only a few days. Give it some time.

cedar maple
#

yeyeye i know

#

these guys got tons of stuff they gotta prioritize XD i'm very well aware

#

thankfully now that they do own phys bones and can change it in any way, changes can actually happen which is awesome

rustic oracle
#

Though its good that there seem to be no major issues.

harsh copper
#

I dont want to sound mean, but I have observed this in this game way too many times

prisma current
#

And it still works on the full upload of the avatar, just not the local testing one

harsh copper
#

add colliders to the tails and assign the colliders of the opposite tail to the physbone script of a tail

rustic oracle
#

It's still the weekend. I assume we can guess more how it goes by wether or not things change in the coming week.

harsh copper
#

you can, but I think just 3 colliders over other bone should work

#

they dont need to be 100% accurate, just so they dont clip trough each other

rustic oracle
#

All we can do is upvote the issues on the canny for now. And yell at Tupper (which doesn't make things go faster, but it makes me feel better.).

thorny isle
#

poor cat

#

oh that a dog

hearty kraken
#

Hey there, is it possible to make "attachable" objects to other people with Avatar Dynamics? For example I place a shelf with hats and everyone can take and put it on their head (or leg?? xd)

thorny isle
hearty kraken
#

But Im talkin about avatar SDK, not a world one

hearty kraken
agile bronze
#

I'm sure this has been asked plenty of times - is there a way to make your head/foot/torso default colliders collide with other players like your hands can?

simple elk
#

nope, people would definatly never abuse that if it was possible

twin niche
#

This is what Peak Performance looks like /s
Medium ranked

small radish
rain walrus
#

with physbones, it seems that bone physics won’t work if the bones are too smol. does anyone no how big the bones have to be?

small radish
#

yeah the animation is freezing onto it idk
it continues to play even after it should stop
I feel like this is a pretty simple fix
some value I'm missing somewhere

small radish
#

they won't work at all if that's not there

rain walrus
#

i tested. Physbone only works if i increase the size of the bone. smol bones won’t work it seems

small radish
#

how small is your avatar lmao

rain walrus
#

not thattt smoll. 4 feet tall. the bones im trying to add phys to are rlly tiny tho bc it’s for a keychain charm on her

#

su it seems the only way I can fixy is by making the key chain bigger.. Which seems silly

small radish
#

lol

rain walrus
#

i hope devs fix

simple elk
#

bones thats 10mm or smaller have issues , or very close to others

rain walrus
#

yah. seems that’s it. dynamic bones worked fine thos. idk if i should w8 for devs to fix or just figure out something else

simple elk
#

Id merge, you gonna be waiting awhile

rain walrus
#

i would but it’s 3 chain links with 1 bone for each. merging wouldn’t work right. ill prolly just make it bigger

simple elk
#

Had one earlier with 15 bones on his tongue 🔨

rain walrus
#

i could see that making sense if it was a rlly looooong tongue lol 👅

lean shale
#

i have a thicc roxy with jiggle physics

languid glade
#

How do I make it where I can grab a sword in my back and it toggles on the sword and when I put it back in my back it toggles off?

wise hinge
languid glade
#

alright take your time

ancient holly
#

thats a av3 question rather than dynamics

wise hinge
#

its using av3 dynamics

#

that is basically it, if you need help then respond @languid glade

cedar maple
#

So does anyone know how i can make it so when someone makes contact with my reciever, instead of it just playing one animation, it'll have a chance to pick a random animation?

#

i'm trying to figure out how to set it up but i'm starting to think it may not be possible, as the controller only plays one animation and will ignore the other two in my case

thin latch
#

how do i stop long hair from clipping through the torso? i gave the hair colliders but it still seems to clip through things

cedar maple
#

this is how i have it set up now (probably wrong but it works for one sound

languid glade
cedar maple
languid glade
#

nvm im not on the right sdk version

thin latch
cedar maple
#

ahhh i see what youre thinking

#

no, for you, you'd have to put a collider on your avatars chest/spine bones

thin latch
#

ohh okay, thank you!

cedar maple
#

ye good luck

languid glade
wise hinge
#

add a game object them click "add component" then search for "Receiver"

jade gust
#

Also, how do you get the contacts to actually trigger in unity?
My contactReceiver works ingame, and I created an empty GameObject with a ContactSender with a matching Collision Tag in unity, however unity is not recognising it at all

languid glade
# wise hinge

The value thing in receiver is not showing up when I type my parameter

thorny isle
#

there’s a canny to add value property back

#

it’s 0-1 int, 0.0-1.0 float, or false-true bool rn

languid glade
#

So how would it work? Do I just do (Parameter name) 1 or

#

@thorny isle ^

velvet geyser
#

hello , um can anyone help me out . when ever i have receiver on my nose that have dynamics, it don't move . do you guys have any idea how fix it?

sudden urchin
#

Do you have enough children bones under it to move?

velvet geyser
#

i still haven't figure out how children bones work or how it means.

thorny isle
#

bool, int, or float

#

should just work from my understanding

jade gust
#

how do I test out contacts in unity directly?
The docs say that you can do it, but now how to do it.
My contact works in vrchat, but I don't want to have to get in vr everytime I make a change to it just to test it

mellow shadow
#

how do i make my hair have gravity to it without my model's hair laying flat?

jade gust
mellow shadow
jade gust
#

only in the default pos I think

#

check pinned message. There is a part in the video explaining gravity etc

mellow shadow
#

yea and im swinging the head around and it renders the gravity useless

#

yea i watched that video already but i'll double check

summer jungle
#

what do i do i know only have 2 parent objects with the vrcphysbone?

jolly crane
summer jungle
#

how do i do that?

jolly crane
#

best way is using the CATS blender plugin

summer jungle
#

is there a way to do it in unity? (i dont like blender)

jolly crane
#

no, Unity is not a substitute for a 3D modeling program, it's a game engine

#

what you can do for now is reduce the amount of things you have phys bones on

#

and/or add some bones to the "Ignore transforms" list to stop them from having physics

willow sand
#

Guys are the excludes (ignore transforms) broken ingame ? Because even though it works in unity, my ingame armature is 100% fucked up and the head is dragging behind like it is animated by a phys bone

jolly crane
#

if so, don't

#

put them on empty gameobjects instead

#

or on non humanoid bones

#

for example, if your hair has a common root bone, put it on there

#

not on the head bone

willow sand
#

It should be possible to define a list of root transforms

#

Otherwise you are forced to use dozens of phys bone components - one for every hair bone

#

Also I have so many PB components then, I hit the limit and be very poor ... :(

jolly crane
#

then create a hair root bone

pearl loom
#

is it possible to make an object grabbable without having bones on it?

clever echo
#

(I'm experienced enough in unity for vrc, so don't go easy on me). I want to make something were if a hand touches the feet colliders, it triggers an animation I have. How do I even start?

wary burrow
#

Though doing it that way is hella destructive

#

But it works :)

rain walrus
#

My avi is done and rddy for upload. all of my hair bone chains are connected to the head. can i add a bone after the head to connect the hair chains to then just replace the fbx in my unity project and everything is good? or will adding a new bone break the project?

vestal hearth
#

phys bone colliders dont seem to work at all

#

nvm im a stupid dumb idiot

lament lintel
#

Unity keeps showing this, imported the new SDK multiple times and reimported it

cedar maple
# clever echo (I'm experienced enough in unity for vrc, so don't go easy on me). I want to...

You need to put a receiver component on the foot with a parameter specified in the animation controller, and set it to have contact tags with hands or fingers. That way IF something with those tags (everyone's hands by default in this case) enters that area, that parameter will be set to 1 (on) so whatever in the animation controller uses that parameter looking for it to be set to ON, will activate

#

You can test that too, just put an empty game object in your scene, give it a sender component, and make sure it has the same contact tag (hands or fingers) and you can touch them in play mode (you do need to make sure your fx controller is plugged into your avatars animator component, same way as if you were recording an animation)

jade gust
clever echo
cedar maple
#

oh

#

you can name that parameter whatever you'd like

#

that parameter is only for giving it a property in the controller

clever echo
#

Ohhh

#

Can I give both feet the same parameter?

tacit stirrup
#

anyone encountered a spazzing physbone chain and found out what it could be?
(not colliders btw)

cedar maple
#

i for example have a bell that makes noise when you hit it, set up much the same way, my parameters are named "Jingle", so when Sender touches Receiver, receiver has its parameter set to "jingle" which activates "jingle" in my controller, hence activating my animation

#

and i think so?

#

you can probably do that yeah

#

though if that doesnt work, you'd simply make a second set of parameters, layers, and sender/reciever

cedar maple
#

i also turned "immobilize" to 0 and that got rid of it entirely (though it caused a slew of other problems for my use case)

clever echo
#

And it seems any phsybones are like recievers as well

summer jungle
#

is there a way to not have quest users not lag with the new bones?

#

other then just getting rid of them?

snow marlin
#

quest users dont really lag with the new bones?

#

they put low limits in it for this very reason

tacit stirrup
#

so weird

cedar maple
#

yeah idk man i was having lotta issues too lol

#

took me two days to "fix" my avatars tail

honest inlet
#

is there going to be a fix for small dynamic bones not working when converting them to physbones?

sudden urchin
#

Low priority, won't be fixed for a while.
Just merge your bone chain down some.

crimson mist
#

How would i set up angle limits to stop my chest from moving when walking forward/backward?
I saw the freeze axis' option was removed since the beta

neat yoke
#

I have a timer that uses the VRC Avatar Parameter driver and sets the value from 0 to 4 then loops back if my high five physbone toggle is on.
I even plugged the int timer value into the expressions menu to sync up the chances of getting a "critical high five"
the video shows my friend slapping my hand and the values are desynced, as shown by him saying "crit" when I don't see one
why is this not working?

onyx vapor
#

Im having an issue where 2 particular bones will just not stretch no matter what Max Stretch value I assign them. They can be grabbed and rotated fine, but trying to stretch them has no affect. Are there any common reasons why this might happen that I could check for?
(other bones like my hair/tail are able to be stretched fine when i increase their max stretch number)

thorny isle
onyx vapor
#

Does not have an endpoint, it has an empty game object I added previously to make the DBs work correctly. I also tried adding an end position but that did not have any effect.
Changing teh Multi Child Type to First also did not allow it to be stretched

#

if i look at the scene view when i test grabbing it, i can see the collider get bigger as i try to stretch it - but thats it

#

ok so for context this is a tongue bone which is the direct child of a head bone (not the avatar head). If i add the phys bone to the head and set that as the root transform and then set an endpoint position - i can then grab and stretch the tongue

#

but this makes the while head get grabbed and rotated (although only the tongue is stretched).

cedar maple
#

its a tongue tho so its probably small bone

onyx vapor
#

radius isnt 0, but it is a small bone

cedar maple
#

my tongue bone as well as many others are broken right now

onyx vapor
#

is there a unity-workaround ?

rain walrus
#

my bones won’t work if their length is under 17mm. I had to make those bones longer in blender

onyx vapor
#

hmm, alright ill assume my problem is due to this bug and move on for now xD thanks

rain walrus
#

yah i hope they fix soons

ember zenith
#

Hey is there any way to animate physbone scaling over an animation? I want to scale the collider radius

#

it doesn't seem to be working though

hot relic
#

hi i saw the one example avatar with the squishy head can adjust its vertical position without playspace mover, how can i add that function to my avi?

craggy pewter
#

Whys my avatar like following my head and wobbling??? Confusion

#

Idk ill add final ik to it and try that, maybe the locomotion fix by wetcat is bugged now

blazing flint
#

If i have an object with a single bone of it’s own on my avatar with weight set to max on every vert for it’s mesh and attach a static physbone with a parent constraint could that be picked up by myself and others as though it were a pickup object from world?

#

I would think so but not sure

craggy pewter
#

Yeah when I turn my head my whole avatars body moves..?? Anyone ran into this after setting physbones up?

dry panther
hot relic
#

ah ok, i just found gogo loco and joined ur discord

torn tendon
#

yo good job at ruining dynamic bones bruh none of my avatars bones work as they should now the hair sticks up a lil bit.

rigid pasture
#

is there a suggestion channel? because we REALLY need a setting to make it so OTHER people only CANT pose your dynamics.

#

unless theres a way to do it somehow with toggles?

#

i want to be able to pose my dynamics and not have other people grab them every 2 seconds

peak sage
#

Maybe you can check islocal and animate the property. I don't know if this will cause posing to desync or not though.

torn tendon
pearl loom
#

heya! so I have a boop receiver on my nose, but of course when your index finger leaves the receiver it cancels the animation and particle effect, how do let the animation finish even after the finger leaves the receiver?

torn tendon
#

Does anyone know how to get the physic bones to work on the live? I got them to work on beta but now they won't work.

#

I can't get them to animate in game where they move like before

jolly crypt
#

hey is it me or are the "on enter" contact triggers incredibly inconsistent for others

cedar maple
pearl loom
#

yes! that makes sense thanks!

tough bane
#

so is the quest jiggle bones a custom thing i have to install from VRC? or is it the ones from the store?

#

ping me if you know

jolly crane
#

use the latest avatars 3.0 SDK and add a Phys bone component the same way you would add any other component

tough bane
#

ah gotcha its an updated shk

woeful tangle
#

I am completely unable to opt into the open beta branch for quest 2 and it annoys me.

jolly crane
woeful tangle
#

Oh it's just part of the release version now?

#

Well that's why then. Thanks.

fathom wagon
#

Slight issue XD

#

Here is my phys bone on a hoodie string

#

it moves just fine

#

I have a chest collider

#

to avoid the bone entering my chest

#

it looks like this

simple elk
#

wheres your radius ?

#

0 wont do much

fathom wagon
simple elk
fathom wagon
#

ah

#

i am sooth brain

#

set radius and still clipping

steel thistle
fathom wagon
#

My apologies

#

for my smoothness of brain

fathom wagon
terse rose
#

Wait why don't you just limit the movement towards the body?

fathom wagon
#

huh

#

well

#

that would

#

uh

#

be smart

#

now uh

terse rose
#

By using the limits tab?

fathom wagon
#

i mean

#

how so

#

currently im olnt familiar with angle limits

terse rose
#

angle should be fine

fathom wagon
#

as I used them with my hair

#

Pitch roll or yaw?

terse rose
#

idk move the values and see where the movement cone moves

modern island
# fathom wagon

Set the max angle to whatever value you want and then make the pitch the max angle but negative. So if you have a max angle of 45, you’d have a pitch of -45

#

You can very easily avoid colliders if you want to prevent clipping with PhysBones, which makes things look the same, and makes your avatars rank better as no colliders.

hollow spear
#

idk why, got 2 seperate physbones components, and 1 converted from dynamic bones, but still both of them dosnt have any grabbable bones..

modern island
#

Do they have a radius?

fathom wagon
#

seems alot more fleshed out

#

and feature rich

#

im just a slow learner

modern island
#

It is a little strange at first, however once you get the hang of it, it’s quite nice.

void skiff
#

also the extra documentation for the new system is nice

modern island
#

It’s also nice for it to be as tightly knit into VRChat as it is

hollow spear
#

here are the settings, i see my coat moving around but its just not grabbable and i dont see any blue points ingame

modern island
#

Set a radius

#

No radius means there’s no way to grab it

fathom wagon
#

yes, yes it is

#

Ive discovered documentation and Ctrl+F are good pals to have when learning

hollow spear
#

u mean radius under collision?

modern island
#

Yes.

#

Don’t make the radius too large.

hollow spear
simple elk
#

white line = ungrabable

steel thistle
#

Definitely too large

void skiff
#

you want the balls to be as close to the actual size of the thing you want to be grabbable as possible, within reason

#

obviously it's not possible to be super accurate unless the thing is spherical

hollow spear
#

imagine grabbing the whole armature and every part of your face

void skiff
#

lmao did you set the root as hips?

#

ah i see now

hollow spear
#

289 bones

void skiff
#

upload that then watch and laugh as your entire avatar is just a ragdoll

hollow spear
#

originally made this edit to use the character for animation purposes thats why so many bones

#

just having the script on drops my fps from 60 to like 5..

fathom wagon
#

Thank you very much for helping me sort the issue XD, the dynamic to PhysBone auto converter was a bit wonky for me/I needed to learn the new system eventually and it was quiet fun. The support channels are POG, keep up the good work ^-^

hollow spear
#

even with radius it doesnt show any grabbable bones..

steel thistle
hollow spear
#

npthing

steel thistle
#

One physbones component can affect only up to 256 transforms. You said you had more than that number so physbone won't going to work for you

hollow spear
#

ah restrictions

willow sand
steel thistle
hollow spear
#

works fine if i selectcroot as normal

sacred heath
#

Wouldn't the colliders be reduntant if I have colissions on?

snow spire
#

Is the Contact Receiver Parameter always set too bool?
can it be set to Int or Float?

snow spire
#

Uhh the thing is since I want it to be Int, is it ok to use the same Parameter on these?

crimson berry
snow spire
#

Ok

simple elk
#

av3 emulator updated so it can do int/bools now

#

was waiting for that so i can update the jukebox float mess

sacred heath
#

Is colliders ruduntant if I have Allow collision on?

#

aka if I have a physbone collider on the arm for example will it collide with everything that is set to allow collision?

simple elk
#

Still need em, those are for others to interact stuff with your av , if you need something on your av to collide, you need collider

sacred heath
#

I have colliders

#

I am just wondering if you have to specify colliders for all the physbones?

#

Or will they collide wiht all colliders if I set it to allow collision?

noble tapir
#

What exactly does "Local Only" do on the Contact Receiver?
It says "Limit this contact to work only on the local client"
Is this referring to the person in the avatar or just a person activating the contact in question?

Because I'm looking for a way to have an animation play on only my end when someone contacts a part of my avatar

crimson berry
#

other players wont see if it receives anything

noble tapir
#

Alrighty good, that's what I'm looking for then, thanks a mill ^^

languid glade
void skiff
#

do phys bones just automatically collide with the colliders built into the avatar descriptor, or do i need to define that manually somehow?

pastel flame
void skiff
pastel flame
#

All good. I also made that mistake lol

void skiff
#

it would be kinda nice to be able to allow your own colliders to interact with your bones locally, but not other players for specific bones.

lyric mulch
#

Hi

#

i have big issue

small radish
#

So rip

lyric mulch
#

i have sync issues with Senders and recivers! can someone help me?

small radish
#

Exit times

lyric mulch
#

it all set to 0 for me

small radish
#

Is it sounds?

#

Or just playing them

lyric mulch
#

They have sounds to

small radish
#

The sounds have to have like no silence at the start of them

lyric mulch
#

u mean start on awake?

small radish
#

No like the sound file, if there's a bit of silence before the actual sound it will play that too

#

So the sound will come in late

lyric mulch
#

No! its not problem with the sound

#

so, aam if i am equiping a weapon! they cant see it in my hand! but i can see it

small radish
#

So it works for you just fine no one else can see it though?

lyric mulch
#

Yea

#

i can show u what i mean if u want

small radish
#

Yeah get like a short video idk

lyric mulch
#

i need u in vrchat for that

small radish
#

You don't have obs or anything?

lyric mulch
#

No?

#

i dont even know what this is

small radish
#

Ok that's a very good video recording software

lyric mulch
#

Oww! BS

#

i have that

#

OBS

simple elk
#

screentogif , super small & easy

lyric mulch
#

It not the point if it works for me

small radish
#

Gifs are really hard to use to help identify problems

#

You can't pause them

simple elk
#

it has 'gif' in its name, but it does mp4 too

small radish
#

And you can't hear anything

lyric mulch
#

i mean i have only gun realted things

small radish
#

Ohh

#

Cool

#

That setup looks weird, so you just want to toggle on and off right

lyric mulch
#

Yea

#

(With the sound)

small radish
#

The rice equip box has it turned on right

#

Or the bottom left box

lyric mulch
#

rice equip box?

small radish
#

The bottom left one

#

RifleEquip

lyric mulch
#

Bascily it goes there if rifle is equiped

#

and stays on that state

#

only continues if rifle is unequiped

small radish
#

Does it start with the rifle off

lyric mulch
#

No

small radish
#

You don't need the RifleUnequip box at all it makes things slow

lyric mulch
#

Its fine

#

i like how it ges

#

goes

#

i wanna only know the sync issues

small radish
#

You want to start with the rifle off, so in the unity scene, you should toggle it off too. I think that's why only you can see it

#

The orange box is basically the same thing as the UnequipRifle box so you can put the transition to it going to to orange instead so there's only 2 boxes. It will probably get rid of the sync issue

lyric mulch
#

Only problem is sync issue

simple elk
#

0 delay? try 0.2~ , had synch issues with contacts when it was instant , also same as other person - you really dont need that first state

bronze tree
#

i cant seem to make my tongue move at all with the new phys bones, does anyone know why?

simple elk
#

they are tiny?

bronze tree
#

yea it is small

bronze tree
#

aaa okey thanks !!

simple elk
#

Can get this is too if i scale my av down to 0.6 of orginal size

simple elk
#

transition

lyric mulch
#

let me test it now

#

it worked

sacred heath
#

Do you have to specify colliders for all the physbones?
Or will they collide wiht all colliders if I set it to allow collision?

sacred heath
#

I have done that

#

that is not my wuestion

#

If I make a collider will that collider the included for the option "allow collissions"

silent lava
#

since we cannot put physbones on humanoid bones. is the go to way to just create an empty gameobject under the humanoid bone and throw in the bones that need a root?

pastel flame
#

My misunderstanding. Physbones will only collide with contact senders and bone colliders.

#

They won't collide with each other unless one of those are used

#

They will also collide with the default body colliders as well

quiet fog
lofty walrus
#

@tropic thorn you previously asked me to post my avatar ID in the canny. Are you talking about the one unity provides when you upload? I thought that shouldn't be shared in public. Just looking for clarification - willing to provide anything I can to assist

steel thistle
sudden depot
#

Anyone know how to fix a slight problem where when a quest user messes with my physbones like grabbing them, sometimes it works and sometimes it doesn't? Ears kinda of work, they don't follow their hand though and the tail never works correctly unless it's another PC user.

lofty walrus
steel thistle
lofty walrus
steel thistle
#

So if you create a new avatar, and the assets you put into your avatar are applicable to publication, it's your choice if you want the avatar itself to be public or not.

thorny isle
lofty walrus
thorny isle
#

upload a dummy avatar specifically for the canny if you feel it makes your avatar vulnerable ck_RanPat

lofty walrus
#

I'll most likely try to work on giving him the info on the side to pass onto the devs

torn tendon
#

Where do i access the physbones stuff in unity not seeing it anywhere.

lofty walrus
#

add components > search for "phys" - should pop up

torn tendon
#

All i see is "raycaster" with that. nothing about phys bones

toxic dawn
#

Do you need colliders for people to grab parts of ur avatar?

#

If so, how do I make the collider grabbable?

torn tendon
#

is there a new sdk?

toxic dawn
lofty walrus
toxic dawn
lofty walrus
#

then should be there -

toxic dawn
#

So if I were to put the physbone collider on like the end of a tail

#

do i just need to activate the grabbable feature

torn tendon
#

where do i get it? not seeing it on any of the sites

toxic dawn
#

then it should work?

toxic dawn
#

type: Vrchat SDK

#

or smth

lofty walrus
torn tendon
#

already did that its leading me back to this discord and the #open-beta-info Channel but there isnt a link that channel for a download

#

let me see

lofty walrus
#

so once you place it anywhere, it can be grabbed

torn tendon
#

Its only giving me the sdk3 option...?

steel thistle
lofty walrus
steel thistle
toxic dawn
torn tendon
toxic dawn
#

ill test it out

torn tendon
#

Are we still using the 2019.4.31f1 unity project handler?

toxic dawn
#

ye

torn tendon
#

thanks :3

toxic dawn
lofty walrus
#

You mentioned adding it to the end bone before I think. Add it to the beginning - exlcude any other bones you dont want to use. Also, set the collision radius

toxic dawn
#

o

#

i think the collision might've been the problem

#

lemme test it out again

torn tendon
#

from what i saw there should be a cone that shows the limit of your moveablity. if its not showing a cone then its gonna be a static bone

lofty walrus
#

they are off by default

#
toxic dawn
torn tendon
lofty walrus
toxic dawn
torn tendon
lofty walrus
toxic dawn
#

o, got it

#

thxxxx

toxic dawn
#

I added some colliders on the tail, turned on the grabbing and pulling, tested it in the play mode

#

they didnt seem to want to move

torn tendon
#

So, I have a Hair Root Transform where I placed a Phys Bone script, but it's not showing up at all neither working... could it be because of the way the avatar is made? I also tried to put the same script on each children of the Hair Root Transform, still same results... any idea?

#

could it be because of the way the script is being setup?

simple elk
#

Try end point

gray talon
#

Someone heard of the issue that A bone With a Endpoint Position bends towards the position of the Collider Defined under Colliders?

#

when activly changing the colliders it activly changes the direction of the bone pointing towards the position of the collider defined

torn tendon
dusty rapids
#

are the phys bone colliders able to collide with the bones on other avatars or just yours?

torn tendon
#

Actually they seem to be moving a tiny bit with a lot of force, here is how the script look like see image below should I change a certain value in here?

vestal hearth
torn tendon
opaque wasp
#

I made this little sketch of what I feel is how all the different physbone values interact with the bone in advanced mode. Haven't verified any of this, but it's just guessing

snow marlin
#

even if it isnt like that it feels well explained, better than the docs at least lol

inner notch
#

@valid timber quick question, how many contacts does your keyboard prefab have?

modern quest
#

This diagram makes sense, I'm taking it.

sinful badger
#

is this actually the new menu? Or is this a glitch? Cause if this is the new menu istg..

lofty walrus
#

something doesnt look right there

sinful badger
#

Yeah thats what i was thinking

inner notch
#

rad thanks for the response

swift sentinel
#

click

lofty walrus
sinful badger
#

Yeah, but like I think its cause I reimported stuff cause poi wasnt working

#

I just wasnt sure

#

if they updated it

limpid nymph
mellow hawk
lofty walrus
sinful badger
#

glad it wasnt an update LOL

mellow hawk
#

Fair enough, do you mind if I take a crack at it in illustrator?

opaque wasp
#

Go ahead!

mellow hawk
pearl hull
#

What is the effect of the curve from Max Stretch?

opaque wasp
pearl hull
#

How can I edit this curve that for example the last bone doesnt get stretched at all? Because its like from 0.0 to 1.0

pearl hull
opaque wasp
#

it multiplies the max stretch value

cerulean agate
#

I updated my Avatars 3.0 Emulator to fix some issues with physbone parameter type conversion and AAP/animated animator parameters. Available on Booth and Github:
https://lyuma.booth.pm/items/3480610
or
https://github.com/lyuma/Av3Emulator/releases

Lyuma's Avatars 3.0 Emulator: ### About the Avatar 3.0 Emulator: This is an emulator for Avatars 3.0 reimplemented in the unity editor on top the the unity PlayableGraph API, using the AnimationControllerPlayable and AnimationLayerMixerPlayable APIs. Lyuma's emulator is designed to accurately

GitHub

Emulator for VRChat's Avatars 3.0 system, built on the Unity PlayableGraph API - lyuma/Av3Emulator

snow marlin
#

Amazing

blazing flint
#

So yesterday i added a single bone with full control of the mesh for a guitar fbx which then was added to my avatar within the VrLabs world constraint, using the guitar with a single physbone with pickup setup when dropping the constraint into the world space others were able to grab and manipulate the angle but it’s root was still anchored to the constraint that was dropped so not possible to move from this position. Is there some way to unparent the object from it’s constraint container on drop so the object can be freely moved around?

proper venture
#

where are the parameters for receivers set? I have a parameter in my FX layer, but my reciever object is giving an error that the parameter isn't found so I assume I have to set that up somewhere else?

blazing flint
#

Just thought of this, would it be possible to unfreeze the position on the parent constraint after dropping and unlocking the constraint?

#

Avatar Descriptor/Playable Layers/VRCParams

#

When defining a param that will be used in a menu you need to have it both in the animator controller and the vrcParams.

proper venture
#

weird, I have it set in the params menu too and I still get that error

blazing flint
#

It is case sensitive btw

prisma current
# prisma current General question, how would you go about "resetting" a PhysBone? As in stopping ...

For anyone needing to do this in the future: if the PhysBone you're trying to freeze is just a single bone, it needs an extra bone at the end of it with any vertices assigned to it (in my case I just added an extra bone to the end and a assigned it a single floating vertex in Blender). Then I added its rotation (with arbitrary settings) to the animation alongside the main bone's rotation. Only then did the "Is Animated" option work for freezing the main bone in my situation

This workaround is of course only necessary if the bone you're trying to freeze is the only one being affected by the PhysBone component. Long chains (tails, ears, etc.) work out of the box

proper venture
#

nope, not a case issue

wispy kiln
#

Hello, for some reason, one my phys bone stay partially stuck in a position (no pose) after grabbing it, any idea why ? Also it become impossible to grab if max stretch is at 0

gentle hazel
#

I have an animation to extend my tongue and halfway through it enables the PhysBones script.
Problem is, that as soon as the Script gets enabled, the animation doesnt 'work' anymore.
The tongue just stops extending at whatever point the script got enabled at, and will also only retract once the script is disabled.
"Is Animated" is enabled, yes.
Ive played around with all settings within the script itself and nothing changed.
When i keep the Script off during the whole animation, the tongue extends perfectly fine.

Anyone got any ideas on a fix?
(ping pls)

torn tendon
#

Standard Colliders can collide with all PBs without by default right?

#

Is this too much for a collusion radius?

snow marlin
#

Nah

#

I'd make it a little shorter maybe

wispy kiln
#

make a decreasing curve so it follow the shape of the ears

snow marlin
#

Question: Any way to put the collider behind the phys bone?

snow marlin
lofty walrus
#

like "when the curve does this.... the bone does this"

wispy kiln
torn tendon
wispy kiln
#

Click the C button

#

So you can do triangle shape like this

lofty walrus
simple elk
wispy kiln
#

Oh, voila i guess

torn tendon
#

Is there already a tutorial on how to grab an item (from back for example) and put it back?

vapid sapphire
#

i have a chain that works completely fine until you try to grab it making it spazz out for some reason. anyone know why?

opaque wasp
vapid sapphire
torn tendon
#

do you know if there are any tools to help auto port the dynamics to physbones??

simple elk
#

Already is one in sdk?

torn tendon
#

i didnt see it

simple elk
#

when you try to build it will tell you auto convert

#

it does requires you have dynamic bones in project

torn tendon
#

oh i see

opaque wasp
vapid sapphire
#

sure

opaque wasp
#

Back on dynamic bones, stiffness also sometimes caused issues with colliders, making them spazz out

#

It's better to lower momentum, increase pull and use limits instead

vapid sapphire
#

hmm. still spazzing out

opaque wasp
#

Does reducing grab movement help?

vapid sapphire
#

could not being able to see the radius settings area in the editor be part of the reason?

opaque wasp
#

Is it colliding with something while you grab it?

vapid sapphire
#

should not be as it does the same when turning off collissions

#

maybe its the bones idk

vague lotus
#

How do you see the dynamics on unity I don’t realy know how it shows you to see it move

vague grotto
vague lotus
#

Witch buton

#

I’m new to unity sry

vague grotto
#

[⏵] in the middle at the top

vague lotus
#

Oh ok

#

Thx

ancient isle
#

I'm having a problem with my nargacuga when an animation is supposed to push the tongue out. When phys bones are enabled on the tongue, the animation can not move the tongue to make it stick out. The translational movement in the animation is being ignored. "Is Animated" is enabled on the phys bone script.

Rotational animation is working on phys bones on the ears just fine. It's just translational movement that seems to be broken.

#

Comparing notes with others, this seems to be happening on many avatars that stick out their tongues. Some of them work and some of them do not. It seems like a bug, and it's unclear what exactly triggers it.

grave rover
#

yo, btw, i've seen a lot of people do this in their showcases for phys bones, how can you grab phys bones with your mouse while in unity?

grave rover
#

tysm! >:D

red carbon
#

hi! im intrested in knowing how to attach an object to another player, ive seen some examples but there is no public prefab or explanation on how its made, any ideas on how to do it?

blazing flint
torn tendon
simple elk
#

Autoconvert, then tweak them after, there some things you dont want - is animated / posable can also be annoying since everyone are gonna lock your stuff in place

blazing flint
#

Yeah there are some things between both that don’t line up when converting. You’ll want to adjust them yourself after converting

torn tendon
#

My issue is that the physbones are now part of a dress

cedar maple
#

Hey! Does anyone here have any general understanding of Avatar Parameter Drivers? I'm looking to randomize a parameter for something Avatar Dynamics related! The goal is to have the sender touch the receiver and make it play a random animation. Thank you~

lament lintel
#

So my stuff was working and I reimported the SDK since the full physbone settings weren't using and now errors like this are popping up "Assets/VRCSDK/SDK3A/Editor/PhysBoneMigration.cs(294,18): error CS1061: 'VRCPhysBone' does not contain a definition for 'freezeAxis' and no accessible extension method 'freezeAxis' accepting a first argument of type 'VRCPhysBone' could be found (are you missing a using directive or an assembly reference?)"

cedar maple
#

i think thats fine

#

phys bone does not have freeze axis i think thats one you can ignore

lament lintel
#

it does though h

torn tendon
#

When doing Collision Tags (i.e. a nose collision check with someones finger)
Whats the rule of thumb for tags? Like how does that work? What is probably the best list of things i could put in as tags that would cover most possible interactions.

torn tendon
lament lintel
torn tendon
simple elk
#

Wont break anything, if you have old pumkin it will complain

lament lintel
#

wait, deleted all that then reimported the sdk for the physbones to work. unity is weird

torn tendon
# lament lintel it does though h

okay i know this is unrelated to your topic beforehand but you legit just saved me ridiculous hours of work trying to figure out physbones

zenith jetty
#

Is it possible for particles to hit contacts if they have a layer with the same name?

little owl
#

no

pastel token
#

why not

little owl
#

because avatar dynamics physics is completely separate from unity physics

pastel token
#

but what if the partical components had senders and recievers on it

#

instead of relying on particle collisions and unity things

little owl
#

that's not how any of this works

pastel token
#

like i mean adding it onto the particle gameobject not the components. sorry my wording is wierd

mellow hawk
opaque wasp
opaque wasp
mellow hawk
#

For sure!

#

It was fun to get it to look as close as I could, lol

snow marlin
opaque wasp
#

oof

mellow hawk
#

Ah typo's I do is spel good ;p

#

one sec

torn tendon
#

shpell

craggy warren
#

Hay is it possible to use dynamic bones like hinge joints and have their weighted side relative to the position to another object?

mellow hawk
pastel token
craggy warren
candid ginkgo
#

Got the 1-meter sniffer going. :v

lament lintel
pastel token
stoic quartz
#

i want to grab my hat so i can stick it on others places but when i grab it it will rotate and not follow my hand . what can i do to fix it?

pastel token
#

if you created a bone going to the left maybe recheck to see if its parented to the main grab bone

fading otter
#

Say, anyone know how a bow and arrow would work for ad

simple elk
#

String will, arrow would be particle if you want it to travel

pure jackal
#

What are some decent starting values for a whip using physbones?

craggy warren
clever echo
lone geyser
#

Is there a way to grab physbones within unity like if grabbing them ingame?

clever echo