#avatar-dynamics
1 messages · Page 15 of 1
parameters of all my avatars in the project got reset wtf x.x
is that because of the new sdk and the way i upgraded or wut
is that just a PC avatar you're trying to upload to quest...?
It's a quest version of a pc avatar
did unity crash/close when you were upgrading?
Will it affect the looks of the avatar if I were to remove a few bones?
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
I didn't mess with the sdk since then
sdk upgrade was like 2-3 days ago and yesterday i uploaded fine with no parameter errors so they must've been good then
In unity, yes. The mesh that is weighted to those bones, if it has nothing else to follow, will stretch to the world origin. Can get very ugly. You'll need to reduce the bones in blender then
So I updated my avatar with Phys Bone component. It works great. But when somebody grabs it it twitches around. Somebody know a solution?
Might happen if you animate that bone
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?
Its not animated
Since clos beta. Grabbing was not always smooth. Is there a constraints in there?
Nope. On this object and child objects is only the phys bone component
can someone explain how physbones on the same asset behaves differently on 2 different avatars
see how one looks like it has 5 bones and the other only 2, it behaves that way in game too
no, they both have the same amount of bones
the difference is the curve applied on the Radius
only the upper half of it bends on the right one
the scales are different, they have to be in order to be the right size, just avatar weirdness
also
i did not know you could click on that curve i thought it was just a visual representation
thanks for mentioning that
the converter applied some weird settings by default, and they aren't even the same on the same asset used on different avatars
can be fine on one and wrong on another
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?
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
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
Yeah thats been my issue as well
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?
anybody know how to move grab physbones during unity run mode? i need to test em but don't remember how
use the scene/game view and drag them with your mouse!
is there a way to see the bones as you do so, like vrchat's debug thingy?
well, not in game mode I dont think
You can by making sure gizmos are on in playmode on your scene!
if youre looking for something like this!
oh wait nvm you can! just make sure gizmos are on
is the "Is Animated" option on the physbone turned on?
it's off by default (unless converted from a dynamic bone) and you probably need it on
also keep in mind there is a problem with constraints in that it syncs over the network slowly so every time you move around everyone else will see your hat floating a meter behind you following you around
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?
if an avatar already has physbones while importing do i still need to add dynamic bones?
Ahh thank you. Animation not being checked was it, but yeah that is a major issue.
you would think they could just be handled locally, like the dynamic bone/physbone calculations
still not sure what the difference between Stiffness and Immobile is
thanks!!
np!
Do you have any recent evidence of this?
I haven't had any issue with constraints lagging behind for months, local or remote
ive had receiver lag, if that counts
takes awhile for me poking another users receivers for them to activate
last time was maybe a month or two ago? people don't use them a lot
i use rotation constraints to reduce the number of dynamic bones, but latency isn't really noticeable for my use case
Hey I'm having a bit of an issue with my physbones. This is the hair before:
This is the hair after.
What would be causing this?
do you have a collider on the head/nearby bone?
could also get rid of the collider entirely, and use angle limits instead
In the physbone component(s), look for the Limits field
angle limits are so good bruh
there's Angle, Hinge, and Polar iirc - you can get a better explanation of them here c:
https://docs.vrchat.com/docs/physbones
why have colliders when you have angle limits doing the job you need already?
Could end up having more components with that , depends on how its set up (8 max on quest)
much more performant too
4 for quest fallback
and 6 is the effective limit, since below medium rating you're automatically perfblocked by most
for fallbacks, the limit is too low to be very useful
with 6 bones and 32 transforms you can do a lot, 4 and 16 you have to sacrifice a lot
finally got the physbones on my main avatar looking good, takes a lot of trial and error
dynamic bones wasn't any easier, i just had to relearn everything i learned from that
Anybody got any settings they like for hair for phys bones
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
hold on
Sippbox?
yup
you can try this (increase pull if you feel it's flowing in the air for too long and if you want it stiffer increase stiffness, hair comes in all types lol)
it didn't need a very complicated setup to look good imo
question
can i have more than one controller on an avatar, not like not the avatar itself
lets say i wanna spawn a button, can i put a controller on that button rather than flood my avatars controller layers
no it all goes through your descriptor
There can be animator in children objects. But you cannot control animator parameter in the children objects.
wait so if i wanted a controller that had paramiters that reacted to the contacts would that work?
not menu based
It doesn't. Parameter still goes to avatar animator
ahh damn
was hoping to make an interactable button with the new contact/senders without having to add even more layers to my avatar controller
is oki
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
is there a way to disable grabbing of your own dynamic bones
Could be some extra dependencies the sdk installed when you imported the new sdk.
So.. is it fixable? Was it intended?
Idk of any additional dependencies it requires..
Because it never happened with previous SDK updates..
Supposedly it's intended
Did it happen to you too?
My project is too big to be bother to check😂
It's intended yes, the new SDK requires the Burst and Mathematics packages, which it auto-imports
The two extra dependencies
Oh.. so it will stay like this
Thats nearly an additional GB for each project.
Guess I will have to save my projects without library folder
Or buy a new hard drive/ssd 😅
🤷 have its own drive
Hehe yeah no escape from that
Thanks for pointing that out, at least i know now that it will stay like this
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?
all parameters goes from your av , only worlds can do its own controller
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.
Thanks
woooooooowwwww...thanks VRC -_-
I just noticed this for my project too.
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
Avatar Dynamics is a new suite of features aimed at creating fun and interesting interactions between avatars. Understandably, these are some powerful features, so there’s a lot to cover here! The two primary features of Avatar Dynamics are PhysBones and Contacts. These features are governed by the ...
Like, I have the new DB sdk but I can't find it for when I make a fresh avatar
I'm trying to put the new sdk in a sdk2 avatar that I wanna test to see if it works
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
Ohhh nevermind I found the descriptor!
Maybe try some gravity settings?
it's how vrc converts the dynamic bones. nothing can be done about it unless you fix it in unity(which could take forever because physbones be buggy). For now, you can turn physbones off in safety settings, but this change is local to you.
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
good luck.
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
Ahhhh that sucks a bit, it's an old 2.0 avatar and I've been using forever now. Sad to see it get broken from the update
even using a recent sdk, you would need to redo the avatar descriptor and toggles and stuff because 2.0 and 3.0 are very different.
There is an auto convert in unity in the sdk, but you would have to go into play mode and see what you need to fix.
I noticed a ton of my avatars are broken in various ways after the update, most notably, my avatars with dynamic bones on the tongues that normally enable with an expression only are always enabled now,
I had that issue too with the tongue thing
3.0 ones I quit sdk 2 when 3 came out but yeah I think the update broke some stuff
Yeah some of my avatars including some favorited public ones are broken ahh
Yeah last night I checked and legit all my avatars with dynamics on the tongues are acting weird now like that, kinda annoying XD I have hundreds of broken avatars now
yep! nearly all of them.
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
That suckss because I don't think some of the creators are gonna update them :(
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
Thats so odd
Oh
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
I'll be the weird one, idm.
That avatar, that voice, I love it
definitely not older avatars. and creators have like a lot of uploads.. i mean... like me, i dont really see the point in fixing them tbh.
Yeah sadly not. Even some of my SUPER optimised avatars have weirdness happening from the update on the dynamic bones
Awww yeah :(
Thank god some of my sdk2 ones that I really like are still functioning
Because I have no idea how to convert their anims and everything over into a sdk3 format
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
Its like this update forces everyone to convert to physbones instead, thats why im learning about it and playing around with it now
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.
Hmm, what do you mean by unlocking and locking the constraint? Also thanks @halcyon vault! It's the avatar for my Neon Divide RP character.
One of mine had zero g breasts XD I was annoyed
it does force the conversion. unless everyone has physbones turned off, theyre gonna be there no matter what.
It would have been better to keep dynamic bones and let people decide whether they want to add physbones or not.
Like unchecking IsActive, on the constraint and position it again the reactivating it
I think component is still bugged, and sometimes it thinks it's Ignore Transform.
Dang yeah I 100% agree with that, a lot of people dont know how to use unity as well and probably have some payed avatars they cant update now
yeah.. now i have to go through the avatars i'm selling and update them myself.
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.
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
It does seem to work better than dynamic bones but both should be supported
has the VRC team mentioned of they want to make physbone component parameters animatable?
did you try an empty project and then import the sdk?
Yep. No dice.
Oh maybe people are fixing the issues by updating the SDK that the avatar is useing and then maybe dynamic will work again, never thought of that. Maybe our avatars just need an SDK update
Instead of setting physbones up on them
And PB colliders have another problem: sucking effect.
Ooooof
Ah yeah that doesn't seem to make any difference. I resume debugging
If you bring very near, it flipped over and can go in. It's not same as well developed DB.
Also to answer this, you might just have to reload the project. Sometimes when I change the SDK the editor windows for it break or bug out, usually reopening the project fixes it
have the parent of the hat have the constraint. don't put both on the same
Tried that 😦
So you gotta unpack the prefab and place it in an empty game object?
Poiomi shouldn't have errors thats odd, you might need to reimport that. Maybe poiomi referances scripts from the old vrchat sdk
Another thing you can try is to right click and reimport everything
"already contains a definition for" usually is given when there are 2 of the same file in the project; they fight each other
That poiomi error seems like you have more than one poiomi in your project since its saying that the namespace is used already
If im making a finger sender, do I need all of this or can i just do "Finger Index L"
Id say just fully delete poiomi from your project and reimport it and then restart the project again @hollow burrow. See if that works
Thank you! I'll attempt it.
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.
Finger Index is both hands, as is Finger which is all fingers on both hands. If you just want it on the left index then you only need the last one
im just asking if the finger, finger l, and finger index, are redundant
just have one empty object as a parent for the constraint
So when people move my avatar’s hair, it just stays there. How can I change this other than resetting my avatar?
should work better Ithink
the autoconversion has been kinda bad for every avatar i've updated thus far.
Even without the edit it still answered this
thx
If they're posing it grab the chain and let go, it'll return to its rest. Else you have no Pull so it'll never return to rest. You can disable Posing on the component so people can't 'freeze' it
thank u!!
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.
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
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
And np
Made another empty container that I put the constraint and the physbones on instead. But the they're still offcenter ingame. Works fine in unity however.
oh!
Where is that Const_HatHand? If its on your avatar root thats why its not working, you wanna have it on your wrist bone so it follows it. My guess is that its on your avatar root so the hat is going to where your t-posed hand is instead of your in-game hands location
Hm not that then
No put the constraint on the first and the physbone on the child
Tried that too now, but they're still offset ingame.
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
Or the debug menu on the avatar in vrchat but the emulators easier
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
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
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
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
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
hahaha yeah if only
Avatars will keep getting more complex
We just gotta try to keep up with it haha
oh well
Yeah just like a hue shift
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
Ahh gotcha missed that sorry
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
It might work simply by renaming that to _Stretch
I dont see one for gravity though
And you renamed them on the animator parameters and also the avatars parameters?
Maybe the script values cannot be animated, even though vrchat literally has parameters for it
Do you have IsAnimated checked on the physbone script?
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
wait whaaatttt
then how the heck did the avatar in the avatar dynamics testing world do it
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 😢
there was an avatar with a string of bones attached to its hand that were all adjustable through the menu
i'm confused why that would actually be a thing
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
Its more or less possible yeah
I mean
I guess it depends on exactly what you want to do
https://github.com/naqtn/PhysBonesTK Fairly certain this is the repo for it
I'm currently trying to figure out the same thing
I'd really like to change gravity on one of my physbones through an animation
We would need a whole separate system to do that? That doesn't seem right or intuitive at all lol
I have no idea
I'm just digging through that persons repo trying to figure out how they did it
Well thank you for sharing I can check this out
Yeah if you figure out I'd love to know
Yeah it was in the beta
It was one of the first things I tested when the beta went live
it still works on current release though
Yeah the avatar still works
it's all happening through animations
Well that's to be expected
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
You mean like nobody can touch them?
using any radius?
0 radius
if there is none, its impossible to touch, shows up as white lines if you enable debug in vrchat
u get it fixed?
So my friends leaf, on his head, doesnt want to move. Why?
we've tried to mess with all the settings
and left it natural
it works with dynamic bones, just not phys
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".
what animation controller, the FX layer?
@cedar maple ^
so we can do it
but I'm guessing this means a bit more of a complex animation layer
That's probably what's happening in this animation layer
yea its in the fx layer but it stops when its not in the unity animator viewer controller slot.
'Apply trigger'
I'm guessing a parameter driver is just a parameter control you can do as a component
not sure
@crimson haven oh you put the same controller from your fx layer into the animator controller
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
anything with a bone is grabbable pretty much
my breast is being grabbed yes
@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
but the receiver is on constant so idk why its doing that
do you have a transition condition to your empty state that says the parameter needs to be below 1 to go to it?
I feel like this is gonna be less "optimized" than if they just allowed us to do it in the first place lol
I think it's a limitation
i have it set up as theres the on and off animation with a true/false transition between them
true to on false to off
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
yeah i read it and it makes sense
its just weird to me
i wonder if it was an oversight or an actual limitation
a little of both if I had to guess tbh
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
it wasnt on dyn bones at least
dyn bones were single threaded
it gets more complicated communicating things between threads
the thread would need to listen for any changes to the physics properties, and then adapt
from a technical perspective, I could understand it, idk
it's a bool also @crimson haven
we can still do it, so
I could change the gravity of my tail whenever I get headpats
I'm happy tbh 😄
well the hecking phys bones positions arent even synced up properly as they are lol
friends and i were noticing a bunch of things were in different places over the last few days
😔
well this is mildly disappointing
i'm sure it'll all get better over time
i just keep encountering these things where "oh that didnt happen on dynamic bones" and such
makes me sadd
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?
I'd just love if I could upgrade my clawshots...
Anyone know world that have avatars with the new physics bone update I’m looking for some
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?
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
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
@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.
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
@ivory thicket That does work, seems like it wasn't actually disabled.
Disabling the object or the component works.
the problem i was running into, the physbones got stuck in a position and stayed in it when they got disabled
You can fix that with what I said above.
"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. "
shouldn't this just work and not need a fix? 🤔
ik ik, just saying lol
can we? I am trying to change the gravity of my bones with a radial but without continuously enabling and disabling the component it doesnt update.
and doing that completely ruins the look because the bones go back to their default position
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?
Yes it works
ahh thank you for confirming. I'm questioning myself whole day. xD
that's the only way it's going to work sadly
thats absolutely awful
they need to allows us to update the parameters in real time
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
Why is everyone all of the sudden trying to edit settings in real time? Nobody did that with Dynamic Bones before
a lot of people did that lol
just no one complained because it actually worked
now all of the people that did it have no way of doing it anymore
Many people said it didn't work
Well I mean... I'll leave that answer up to interpretation
https://vrchat.canny.io/avatar-dynamics-reports-and-feedback/p/phys-bones-cannot-be-animated-with-an-animation-in-game
@bronze siren @twin niche I dont have too high hopes of this happening but i made a canny post about the whole situation if you'd like to vote on it
cheers
i used that on my hair for changing length and for my avatars ears to change their amount of wobbliness when a shapekey changed them, and i had friends use that for other things too, i promise you its not new
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.
hey quick question dose anyone know how to replace the default avatar contact senders with your own ones?
Just add additional ones.
so is there no way to get rid of the default ones?
You can disable the colliders.
As in, duplicate the bone (and everything attached to it), and just toggle which set is visible? 'Cause I have no wiggle room for stuff like that before my avatar stops being 'Good'
Yes unfortunately.
no you dont need to do this
or wait.
okay
if I am understanding what you want
than just disabling and enabling the component should work
nvm figured it out
Any time I disable the component the PhysBone just freezes where it last was instead of re-centering
i mean were they not synced in dynamic bones?
https://feedback.vrchat.com/avatar-dynamics-reports-and-feedback/p/1181-gravity-does-not-change-with-animation
This one has it marked as Tracked. So maybe we will get something. From my testing all the on/off options on it like 'Allow Grabbing' work, everything else does not animate.
right right
that is the same issue
we'll just have to see
i'm just getting sad thinking about it now lol
Maybe we get an option for it. Like you can mark those with bone transforms to mark those you animate settings.
cus if it never gets fixed then i'm gonna be going for years with a fucked up tail lol
It's been only a few days. Give it some time.
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
Though its good that there seem to be no major issues.
you see the problem with the VRC devs is that if an issue isnt fixed very quickly after being discovered, it will probably be in the game for a year before it gets fixed.
I dont want to sound mean, but I have observed this in this game way too many times
What makes this issue worse is I managed to make this work before, I just 'optimized' the animations and now I don't know what I did to get it all to function anymore
And it still works on the full upload of the avatar, just not the local testing one
add colliders to the tails and assign the colliders of the opposite tail to the physbone script of a tail
It's still the weekend. I assume we can guess more how it goes by wether or not things change in the coming week.
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
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.).
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)
I do not know how myself, but it is doable. I’ve seen people do similar in game, but have been told it’s pretty complicated.
But Im talkin about avatar SDK, not a world one
Yeah I've seen today something like that but it was attached to a whole capsule iirc
Still an option but still no idea how to do even that, only tricky-dumby ideas comes in my head 🤔
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?
nope, people would definatly never abuse that if it was possible
This is what Peak Performance looks like /s
Medium ranked
works well enough, tho...
https://cdn.discordapp.com/attachments/890773069055029289/967938098044489778/Unity_llvEB6ta0o.gif
I'm having a bit of trouble getting this animation to stop playing
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?
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
did you put the root into the root area
they won't work at all if that's not there
i tested. Physbone only works if i increase the size of the bone. smol bones won’t work it seems
how small is your avatar lmao
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
lol
i hope devs fix
bones thats 10mm or smaller have issues , or very close to others
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
Id merge, you gonna be waiting awhile
i would but it’s 3 chain links with 1 bone for each. merging wouldn’t work right. ill prolly just make it bigger
Had one earlier with 15 bones on his tongue 🔨
i could see that making sense if it was a rlly looooong tongue lol 👅
i have a thicc roxy with jiggle physics
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?
I can tell you how your just going to have to give me a minute I asked that same question too, but it was in open beta and now a lot of things have changed
alright take your time
thats a av3 question rather than dynamics
its using av3 dynamics
that is basically it, if you need help then respond @languid glade
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
how do i stop long hair from clipping through the torso? i gave the hair colliders but it still seems to clip through things
this is how i have it set up now (probably wrong but it works for one sound
The value has numbers instead of a checkmark
did you put the collider on the torso and make sure you dragged that bone its connected to into your "colliders" tab in the bone component?
nvm im not on the right sdk version
i havent, am i supposed to add coliders specifically on the torso bones? i was expecting the colliders listed on the avatar descriptor here to automatically collide with the hair
ahhh i see what youre thinking
no, for you, you'd have to put a collider on your avatars chest/spine bones
ohh okay, thank you!
ye good luck
Where can I find the receiver?
add a game object them click "add component" then search for "Receiver"
Have you tried other interruption sources on the transition?
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
The value thing in receiver is not showing up when I type my parameter
removed when they added bool and int support to contacts
there’s a canny to add value property back
it’s 0-1 int, 0.0-1.0 float, or false-true bool rn
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?
Do you have enough children bones under it to move?
i still haven't figure out how children bones work or how it means.
add your parameter to your animator and that’s it
bool, int, or float
should just work from my understanding
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
how do i make my hair have gravity to it without my model's hair laying flat?
I think that's what the Gravity Falloff slider is for
yea but that renders the gravity useless
only in the default pos I think
check pinned message. There is a part in the video explaining gravity etc
yea and im swinging the head around and it renders the gravity useless
yea i watched that video already but i'll double check
what do i do i know only have 2 parent objects with the vrcphysbone?
you should merge bones to reduce the total amount of phys bone transforms
how do i do that?
best way is using the CATS blender plugin
is there a way to do it in unity? (i dont like blender)
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
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
did you add a physbone component to any humanoid bone?
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
wow ok. that would mean a big amount of extra work ... because I have no hair parent. -___-
I will try it.
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 ... :(
then create a hair root bone
is it possible to make an object grabbable without having bones on it?
(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?
You could just create an empty game object parented to the head and drag the roots of all your hair bones into that game object; don’t even have to touch blender
Though doing it that way is hella destructive
But it works :)
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?
Unity keeps showing this, imported the new SDK multiple times and reimported it
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)
this explains why it didn't work with GestureManager. Thanks a lot. Been asking on several discords with no answers for this :)
Is the parameter just called Foot L or something?
oh
you can name that parameter whatever you'd like
that parameter is only for giving it a property in the controller
Thank you so much
anyone encountered a spazzing physbone chain and found out what it could be?
(not colliders btw)
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
mine was happening i THINK because the first few bones had small radius, i made them bigger and they worked better, still jiggled a bit
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)
And it seems any phsybones are like recievers as well
is there a way to not have quest users not lag with the new bones?
other then just getting rid of them?
quest users dont really lag with the new bones?
they put low limits in it for this very reason
i tried, the chains work fine until i move the avatar in a little fast speed, the chain lifts upwards and starts twitching
so weird
yeah idk man i was having lotta issues too lol
took me two days to "fix" my avatars tail
is there going to be a fix for small dynamic bones not working when converting them to physbones?
Low priority, won't be fixed for a while.
Just merge your bone chain down some.
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
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?
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)
If they don’t have an endpoint or child, try setting Multi Child Type to First.
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).
common issues could be that the bones are physically small (known bug), or radius is 0
its a tongue tho so its probably small bone
radius isnt 0, but it is a small bone
my tongue bone as well as many others are broken right now
is there a unity-workaround ?
my bones won’t work if their length is under 17mm. I had to make those bones longer in blender
hmm, alright ill assume my problem is due to this bug and move on for now xD thanks
yah i hope they fix soons
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
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?
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
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
Yeah when I turn my head my whole avatars body moves..?? Anyone ran into this after setting physbones up?
I made that one. Was not that great and the files are not compatible with the public SDK. It's a bone that get stretch and the parameter from it is use in a motion time animation state. Weird setup.
ah ok, i just found gogo loco and joined ur discord
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.
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
Maybe you can check islocal and animate the property. I don't know if this will cause posing to desync or not though.
just report the vrchat moderators bro the ywant yo uto get raped bro
I did this with a toggle.
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?
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
hey is it me or are the "on enter" contact triggers incredibly inconsistent for others
i believe if you set the receiver to "on entry" instead of "constant" it should be what you're looking for?
yes! that makes sense thanks!
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
it's literally just part of the SDK
use the latest avatars 3.0 SDK and add a Phys bone component the same way you would add any other component
ah gotcha its an updated shk
I am completely unable to opt into the open beta branch for quest 2 and it annoys me.
why would you need to? AD is live now
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
You sure that the strings didn't go to the side of body?
Thank you for the literal change of perspective XD
Wait why don't you just limit the movement towards the body?
how?
By using the limits tab?
angle should be fine
idk move the values and see where the movement cone moves
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.
idk why, got 2 seperate physbones components, and 1 converted from dynamic bones, but still both of them dosnt have any grabbable bones..
Do they have a radius?
yeah I like the new system
seems alot more fleshed out
and feature rich
im just a slow learner
It is a little strange at first, however once you get the hang of it, it’s quite nice.
also the extra documentation for the new system is nice
It’s also nice for it to be as tightly knit into VRChat as it is
here are the settings, i see my coat moving around but its just not grabbable and i dont see any blue points ingame
yes, yes it is
Ive discovered documentation and Ctrl+F are good pals to have when learning
u mean radius under collision?
good?
white line = ungrabable
Definitely too large
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
imagine grabbing the whole armature and every part of your face
289 bones
upload that then watch and laugh as your entire avatar is just a ragdoll
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..
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 ^-^
even with radius it doesnt show any grabbable bones..
What does it show?
Did you put Armature as a root bone as you shown before?
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
ah restrictions
But it behaves completely different when tested in unity and tested in-game. It's just a plain bug
You don't want to put armature as root physbones in the first place
works fine if i selectcroot as normal
Is the Contact Receiver Parameter always set too bool?
can it be set to Int or Float?
read the documentation .
Uhh the thing is since I want it to be Int, is it ok to use the same Parameter on these?
yes you can use same parameter
Ok
av3 emulator updated so it can do int/bools now
was waiting for that so i can update the jukebox float mess
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?
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
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?
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
only seen by you
other players wont see if it receives anything
Alrighty good, that's what I'm looking for then, thanks a mill ^^
It doesnt. i tried my contact in vrchat and its not working
do phys bones just automatically collide with the colliders built into the avatar descriptor, or do i need to define that manually somehow?
They do not. You will need to check the "Allow Collision" box and set a radius
ah i see, i should have read the tooltip for allow collision more carefully.
All good. I also made that mistake lol
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.
For some reason, when the animation was switched to constant instead of (not proximity, but the other option that I forgot) it did not work. I put it together and it works, but the blinking blendshape is used by onather animation so it doesn't close it's eyes
So rip
i have sync issues with Senders and recivers! can someone help me?
Exit times
it all set to 0 for me
They have sounds to
The sounds have to have like no silence at the start of them
u mean start on awake?
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
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
So it works for you just fine no one else can see it though?
Yeah get like a short video idk
i need u in vrchat for that
You don't have obs or anything?
Ok that's a very good video recording software
screentogif , super small & easy
It not the point if it works for me
it has 'gif' in its name, but it does mp4 too
And you can't hear anything
rice equip box?
Bascily it goes there if rifle is equiped
and stays on that state
only continues if rifle is unequiped
Does it start with the rifle off
No
You don't need the RifleUnequip box at all it makes things slow
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
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
i cant seem to make my tongue move at all with the new phys bones, does anyone know why?
they are tiny?
yea it is small
aaa okey thanks !!
Can get this is too if i scale my av down to 0.6 of orginal size
?
u mean exit time?
transition
Do you have to specify colliders for all the physbones?
Or will they collide wiht all colliders if I set it to allow collision?
You have to set a radius
I have done that
that is not my wuestion
If I make a collider will that collider the included for the option "allow collissions"
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?
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
If the bone is the only bone in the chain then you need to set an end distance as unity can't tell where bones end unless a bone is attached to it's end
@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
You can create a replication avatar without any of your private asset, then use that avatar ID.
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.
isn't the avatar itself your private asset?
That pretty much depends on your decision
Thats a nice catch22 lol
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.
avatarid isnt really private, it shows on the website when viewing selected avatar and in the OSC json config
This is true... it's very easy to rip. I'd rather not make it any easier though ;p
upload a dummy avatar specifically for the canny if you feel it makes your avatar vulnerable 
I'll most likely try to work on giving him the info on the side to pass onto the devs
Where do i access the physbones stuff in unity not seeing it anywhere.
add components > search for "phys" - should pop up
All i see is "raycaster" with that. nothing about phys bones
Do you need colliders for people to grab parts of ur avatar?
If so, how do I make the collider grabbable?
is there a new sdk?
yes
did you download the new sdk?
yed
then should be there -
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
where do i get it? not seeing it on any of the sites
then it should work?
on the official vrchat site
type: Vrchat SDK
or smth
log into vrchat.com and its under downloads
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
all physbones are grabbable by default
so once you place it anywhere, it can be grabbed
Its only giving me the sdk3 option...?
It's a part of the sdk3 now
you want this one
Also set collision radius too
oki dokii thx
Thank you. I was under the impression it was a seperate file.
ill test it out
Are we still using the 2019.4.31f1 unity project handler?
ye
thanks :3
I cant seem to grab the tail even if I added the phsybone collider?
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
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
Thats part of the "limitations" drop down
they are off by default
PhysBones is a set of components that lets you add secondary motion to avatars, permitting you to add motion to things like hair, tails, ears, clothing, and more! Using these well will make your avatar seem more dynamic and real. PhysBones is a replacement for Dynamic Bones. While both systems share...
On average, for a tail, how much do people usually put for collision?
what he said. im about to get my hands on this. just going off educated guesses XD
typically, the thickness of the tail/limb or whatever suits their purpose
Under collision is there supposed to be a radius?
My friend usually put 3-5 bones in it. depending on the length.
PhysBones is a set of components that lets you add secondary motion to avatars, permitting you to add motion to things like hair, tails, ears, clothing, and more! Using these well will make your avatar seem more dynamic and real. PhysBones is a replacement for Dynamic Bones. While both systems share...
I cant seem to get the grabbing and pulling to work?
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
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?
Try end point
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
So trying end point did show up the PBs however, they have no effect on the hair what so ever...
are the phys bone colliders able to collide with the bones on other avatars or just yours?
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?
turn immobile most of the way down. turn spring way down until it’s lower then pull. turn pull up a bit.
Alright, at least it's moving right now with a normal amount of force, thanks!
no problem
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
very interesting showcase
even if it isnt like that it feels well explained, better than the docs at least lol
@valid timber quick question, how many contacts does your keyboard prefab have?
is this actually the new menu? Or is this a glitch? Cause if this is the new menu istg..
something doesnt look right there
Yeah thats what i was thinking
I think it’s 60
rad thanks for the response
click
do you have everyting expanded?
Yeah, but like I think its cause I reimported stuff cause poi wasnt working
I just wasnt sure
if they updated it
I had that issue too, it was when I reinported the new SDK
I think reopening unity fixed it?
I kinda wanna make a clean version of this diagram, Lol. It explains it really well.
def re-import. I'm not seeing that edit option for your view
that thing is borked af lol
glad it wasnt an update LOL
Might do one in TikZ/LaTeX
Fair enough, do you mind if I take a crack at it in illustrator?
Go ahead!

What is the effect of the curve from Max Stretch?
How much each bone can stretch independently
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
Or do u mean something else
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
Amazing
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?
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?
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.
weird, I have it set in the params menu too and I still get that error
It is case sensitive btw
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
nope, not a case issue
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
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)
Standard Colliders can collide with all PBs without by default right?
Is this too much for a collusion radius?
Don't make the collider constant
make a decreasing curve so it follow the shape of the ears
Question: Any way to put the collider behind the phys bone?
Oh thats fancy, didnt notice you could curve the colliders
Know of a diagram or video that would properly represent what curves look like in relations to the bone movement?
like "when the curve does this.... the bone does this"
It just a multiplier, the vertical axis represent how the multiplier and the vertical axis the position, so the most left point is how much your value is gonna apply at the start and the right most is how it's gonna apply at the end. I don't know a video no.
?
Use a curve on the radius
Click the C button
So you can do triangle shape like this
Sorry, I'm a visual type. That doesn't help me in the slightest lol
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.
...
Oh, voila i guess
Is there already a tutorial on how to grab an item (from back for example) and put it back?
i have a chain that works completely fine until you try to grab it making it spazz out for some reason. anyone know why?
What are your physbone settings?
do you know if there are any tools to help auto port the dynamics to physbones??
Already is one in sdk?
i didnt see it
when you try to build it will tell you auto convert
it does requires you have dynamic bones in project
oh i see
Can you try without stiffness?
sure
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
hmm. still spazzing out
Does reducing grab movement help?
could not being able to see the radius settings area in the editor be part of the reason?
Is it colliding with something while you grab it?
should not be as it does the same when turning off collissions
maybe its the bones idk
How do you see the dynamics on unity I don’t realy know how it shows you to see it move
press the play button at the top of your unity and move your avatar
[⏵] in the middle at the top
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.
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?
Playmodus -> GameTab 🙂
tysm! >:D
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?
You can also manually convert using the vrcsdk tool at the top there is an option in there, like without having to launch build to convert on build
I second this question
it just messed up the dynamics on one of my avatars so bad and i still cant get a good grasp on physbones just yet
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
Yeah there are some things between both that don’t line up when converting. You’ll want to adjust them yourself after converting
My issue is that the physbones are now part of a dress
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~
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?)"
i think thats fine
phys bone does not have freeze axis i think thats one you can ignore
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.
So far i have Hand, Finger, Index, and Foot.
Basically just trying to make it so that when someone touches my nose with an appendage it causes a dynamic interaction.
fixed it by deleting the dynamic bones stuff in the sdk and phys. one migration and etc
Yes! you do not want dynamic bones and phys bones in the same object. Learned that one the hard way.
Wont break anything, if you have old pumkin it will complain
oof, not sure if my physbones are working anymore though, will have to check on VRC
wait, deleted all that then reimported the sdk for the physbones to work. unity is weird
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
Is it possible for particles to hit contacts if they have a layer with the same name?
no
why not
because avatar dynamics physics is completely separate from unity physics
but what if the partical components had senders and recievers on it
instead of relying on particle collisions and unity things
that's not how any of this works
like i mean adding it onto the particle gameobject not the components. sorry my wording is wierd
A cleaned-up version of the sketch.
Ohh nice!
Mind if I post on twitter? with credits of course c:
derection
oof
shpell
Hay is it possible to use dynamic bones like hinge joints and have their weighted side relative to the position to another object?
Fix the typos lol
there is a hinge option in the phybone component, you can change the angle it rotates or if it rotates on a certain axis. As for the postiton im not really sure what you mean by weighted side, but depending on what you want to accomplish I would look into rotation constraints, parent constraints, or aim constraints.
I posted a video of what I wanted to accomplish in avatar help. I can’t send it here for some reason. And what are aim constraints?
Got the 1-meter sniffer going. :v
All good lol, it really does work via trial and error and others doing it
an aim constraint is basically just this item will face a thing. its how the two handed weapons are made.
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?
i just watched your video and i believe you would have to rig it a certain way. like have a grab bone which has no weighting on the mesh>handle weighted to handel>blade 1 and 2 after that.
if you created a bone going to the left maybe recheck to see if its parented to the main grab bone
Say, anyone know how a bow and arrow would work for ad
String will, arrow would be particle if you want it to travel
What are some decent starting values for a whip using physbones?
I think that’s what I’m doing, since the parent order is the main handle, blade then second handle. I tried adding a horizontal bone to it so it can spin but then there’s the issue it only spins while one side is weight instead of the blade or other handle deciding the weighted side which is what I’m trying to figure out. Do you think it’s possible?
I've tried and it still is not working for me. The parmeter I used is called feet. The tags are the hands
Is there a way to grab physbones within unity like if grabbing them ingame?