#avatar-dynamics

1 messages · Page 16 of 1

clever echo
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Yes. Enter play mode and go to the Game tab. Then click and drag

lone geyser
simple elk
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Got any radius

cedar maple
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It doesn't look like you're in play mode to me there

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Your avatar needs to be in that bicycle pose

lone geyser
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yes i got radius

cedar maple
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Your fx controller needs to be on your avatar like you were editing an animation

grave hinge
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Hey is there a way to use the generated physbone colliders to interact with things like long hair? I can't seem to select the collider in the list and in playmode it falls right through the body.

simple elk
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no

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you must provide your own

grave hinge
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so what is the body collider actually for?

simple elk
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others can interact with those

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image a bat, smack someones head/torso ect

grave hinge
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ah okay. Seems a bit strange that you dont have access to it internally

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if its being generated.

simple elk
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would be handy, but they dont count as colliders

lone geyser
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the generated finger colliders are ingame only, afaik, but it can still interact with things with dynamics, like hair

grave hinge
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yea exactly for that reason.

clever echo
simple elk
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you can self interact with them, just not physbones

clever echo
grave hinge
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unfortunate

pastel token
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i think it could be possible. Maybe treat it like a springjoint instead of using phybone stuff would fix it?

lone geyser
cedar maple
clever echo
quasi cliff
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anyone know where i can get a good video tutorial of setting up contacts that isnt from the beta and is now outdated

knotty oracle
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Quick question:

I did make an Ass Slap Reciever with "on enter" but everytime i test it.. i dosnt seem to regonize the "slap" a few times it did work.. but most of the time i dosnt regonize when i hit it... any sugesstions? Im using an "Empy object with "VRC Sender" to test it...

simple elk
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Try proximty, on enter requires a certain speed , and transition time 0.2/0.25 , lower dont seem to synch right

red carbon
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no luck ?

torn tendon
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How do I make it so you can activate an animation not by grabbing, but instead using open hand gesture?

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Like putting an item back to its original position for example

idle scroll
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I'm looking at making a youtube tutorial in the future going over the different angle limit settings on physbones and wanted to ask if you would mind if I potentially used this in the video to help give people a good visualization of things as I go over them.

lament lintel
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Physbones work just fine in Unity but aren’t working on VRC?

royal swift
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Is there anyway to make a bone go back in on itself

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Say if I wanted to make a snoot boopable

ancient carbon
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there's a way to grab other players objects right? i'm trying to see if i can add to my model where a player can take my glasses but i can't seem to find any tutorials for it

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my glasses are set to an individual bone so they can be removed, just don't know how lol

lament lintel
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For one maybe if it had a collider?

ancient carbon
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i did that, it just spun when i grabbed it didn't leave the face

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i also adjusted the stretch to see if that would do it, i don't know if it's a send receive type thing

vernal plover
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anyone have problem after the new update when u move ur head in game ur hands move to ?

mellow hawk
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If it works out, feel free to ping me, would love to watch that 💚

idle scroll
idle scroll
opaque wasp
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Go ahead the more people know it, the better

mellow hawk
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I could make an svg version if you need a higher rez.

fleet narwhal
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hey guys just a question if you dont mind , on vrc avatar dynamic " receiver " the " local only " option does it make it so its client based instead of server based ? and if so does it work for everyone or only me

fluid agate
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This might be a really dumb question but i followed a tutorial on touch triggers by MOON and I know how to set up and turn it on… but i don’t quite know how to turn it off

dawn sonnet
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@torn tendon

torn tendon
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aaa i was summoned

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I'm too high for this rn

dawn sonnet
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The summoner has entered the facility.

fluid agate
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So, is there any way I can disable it*

blazing flint
snow marlin
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Anyone figured out how to make a bow using dynamics? I'm brainstorming an extremely shitty bow using a couple inside colliders and some animations

ornate frigate
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Can I ask about physe bone stuff here?

fervent valve
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whats the difference 😭

halcyon bronze
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I haven't touched physbone but from what I read there are senders and receiver colliders that link avatars right?

fervent valve
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oh

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i think

snow marlin
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Wonder if they'll drop a tutorial somewhere 😄

ornate frigate
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Idk

snow marlin
ornate frigate
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But I can’t figure out how to get the physbones to be nice and flowy

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It’s right now just kinda stiff bouncy and boring

mystic plank
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Ok, so I've been reading the history of the channel trying to find how to properly make "OnEnter" work but I have no luck.
I understand it would be a boolean thing, I even used the debug menu in game to see that it does trigger but nothing happen, I also checked the debug menu on the avatar with the phone in the demo world. I tried to replicate what I assume it would be doing but no luck so far. Anyone know how to properly use it ?

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I'm at a lost here.

red carbon
# blazing flint Not yet

i found the twitter of VRCRed where i saw that it was posible hopefully more people help to get the info out, i send a message to vrcred dirrectly hopefully i get a response
https://twitter.com/VRCRedd/status/1501689546907561985

#VRChat #AvatarDynamics Found a way to raycast other players. You simply point at them with your hand and the cube will get placed next to them. You can then confirm your selection with a fist gesture and the cube will stick to the selected Player and track them.

Likes

137

▶ Play video
idle scroll
blazing flint
upper raven
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that uses raycasting

ornate frigate
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Nvm I figured it out

onyx vapor
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I've come across an issue where a few phys bones will get stuck in weird position but only for my mirror clone. I can still interact with it as usual, but in the mirror it looks like it is stuck with an offset. It seems to happen after I make a dramatic movement possibly pushing it outside of its "inside" collided.

Is this a known issue/is there a way to avoid the issue?

red carbon
wary dew
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When i grab my bones and pull them straight forward and pose them they keep re posing themselves and point straight out at my sides. what is causing this?

jolly crypt
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has anyone found out how to make a toggle that saves states between worlds and properly syncs using contacts?

jolly crane
jolly crypt
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yeah im running through it in my head rn

jolly crane
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might also want to add an IsLocal check to the transition that goes to the state with the parameter driver

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so that it's only triggered by the wearer of the avatar

jolly crypt
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the logic looks super ugly in animators because im having to make if else statements

rigid pasture
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does anyone have a video on how to set up 'on enter' instead of proximity, for dyanmics?

onyx vapor
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Is there a way to un-pose all of your phys bones? If people have gone crazy moving all my bones everywhere it's s chore to try and grab each one myself to manually take them out of pose mode.

lone drift
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I've been using physbones and managed to make a chain but I wonder if it's possible to link two parts of an avatar together? Like to attach a monocle (on an avatar's face) to a suit, for example

jolly crane
# onyx vapor Is there a way to un-pose all of your phys bones? If people have gone crazy movi...
Gumroad

Ayooooo, this is a Unity Editor tool designed specifically for VRChat's new PhysBone system.Currently, VRChat has not implemented a method to reset your avatars' PhysBones if they have been posed - this system remedies that by automatically generating everything you need to reset your PhysBones with a click of a button!See the second thumbnail f...

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or you can try to replicate it yourself

gilded elbow
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hello

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since the last vrchat update

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my avatar hair is acting very weird , moving at random by itself

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How do i fix this?

noble ivy
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it probably has dynamic bones. the automatic conversion to physbones is imperfect at best

gilded elbow
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i never had this before, some of my avatar armature got dynamic bone

noble ivy
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you'd want to remove the dynamic bones and replace with physbones

gilded elbow
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I see.. is that all i have to do?

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deleting all my dynamic bones, and replacing it with Physbones?

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that's all?

noble ivy
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well you will need to configure the physbones a bit to get them behaving well

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the controls are not 1:1 with dynamic bones, they work a little differently

gilded elbow
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uhmnn.. alriight- thank youu for the help ❤️

fringe whale
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I've been trying to get dynamic bones and physbones forever but for some reason my quest 2 doesn't have it? Is that just me

fringe whale
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Every time I go to like the safety button to try and change to the dynamic bones it's just not there

jolly crane
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well yea no shit? the Quest platform never had dynamic bones to begin with. there is nothing to convert to Physbones

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if that's the button you're looking for

fringe whale
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Ah makes since 💀

jolly crane
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for avatars with Phys bones, they will need to be made with them in the first place, and uploaded

fringe whale
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Ohh ok thx

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Yeah I just seen other ppl with quest have it so I wasn't sure

onyx vapor
fathom wagon
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Tryna add physics to a jumper that originally had none

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how would i go about this

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using phys bones

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I have placed bones in the hoodies range

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within the armature

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the bones move

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but dont effect the hoodie itself

little owl
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you'll have to weight paint the hoodie to the bones in blender

fathom wagon
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ah okis

heavy remnant
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I go to safety button and try to convert my dynamic bones to the Physbones and my bone won't move
does anyone know what happened😥 ?
when I switched back to dynamic bones it will moves

forest sinew
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so i figured out with a tutorial video how to make a boop, like when your touching the collider it does an animation, but how do i make it a toggle animation?

strong path
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Not sure if this is a dumb question but can I make a phys bone grabbable for others but it doesn’t collide with the finger colliders

last stag
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Does anyone know how to turn bones back on I miss clicked a button my keyboard and now I can't see the bones or the radius of the physbones

onyx vapor
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try clicking "Gizmos" in the scene view window?

last stag
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Ah big brain thank you 🤣

forest sinew
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is there a way to set a physical collision on a toggle?

forest sinew
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any help would be great

errant nova
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Hi ! Trying to ocnvert dynamic bones to physbones, only my left boob is working - for some reason the right one refuses to work. I tried to delete the component, create a new one, duplicating the left one and just changing the root, nothing so far seems t fix it

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any idea ?

forest sinew
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is there a way to make a toggle with avatar contact receiver?

cedar maple
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do they both work if you just put brand new default phys bones on each?

errant nova
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no, only the left one, even with defaulf component, using root or not

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ok it seems to boild down to the fact that my boobs bones don't have leaf bones

noble ivy
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giving them an endpoint should solve that

fading fable
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Yo, with Physbones if you toggle off a bone it will keep to where it previously bent which is different to Dynamic bones as to where if you toggle off a dynamic bone it will reset to it's original position without the dynamic bone effecting it. Is there a way to do that with physbones: Where if you disable the bone it goes back to it's original position instead of being locked in place at the time it was disabled?

noble ivy
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uncheck the "posable" box

fading fable
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I still want it to be posable, just not when its disabled

forest sinew
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like haveit toggle in the FX layer?

fading fable
noble ivy
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ooh i see i misread

mild stirrup
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hey, rly dumb question, but where can i get physbones for unity, cos im lost, did the sdk on the website update? or where can i download it

noble ivy
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the sdk did update

mild stirrup
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oh ok that makes sense ty

errant nova
forest sinew
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so is there a way to make the collider animation in the FX into a toggle? like touch to toggle?

stable crag
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Heya, can you not animate enable/disable of the physbone script? it lets me keyframe it but it doesnt actually enable them NVM, i was using a dupe set of animations instead of my edited ones in my controller

jovial copper
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Does anybody know if trigger/buttons are broken since the update or did i always used them wrong and now they are 'fixed'? It was working before the update but now its not. Even with an already uploadet Avatar it stoped working after the update.

I'm using 2x Bool as VRC-params, 2x Trigger as FX-Params and Button-Type in the Menu
This is my setup:

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its working within unity but not in vrc

wet rune
forest sinew
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so is there a way to make the collider animation in the FX into a toggle? like touch to toggle?

lucid robin
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Hi I’m having some trouble with my locomotion caused by my physbones I’m wondering if anyone else is having troubles with it aswell

minor timber
austere surge
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So i know physbone is pretty buggy right now bur for some reason the end bones on a certain chain just dont seem to be registering but they arnt a small bone either so i dont think it is that glitch because the bones they are attached to is is bigger then it...is ther a perticular reason for this

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I have even tried putting a physbone directly on it but it doesnt even show up then

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like the physbone just doesnt want to interact with the bone at all and idky

remote ferry
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They still have to be Bools in your Animator List

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Triggers can only be driven by Parameter Drivers and OSC

remote ferry
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Except that the value of the Parameter gets changed by the Contact instead of the menu

unkempt mural
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so I've got an issue were only the tongue will not move with physbones applied. Yes, It's weight-painted and can be posed around normally, but It will not react to any of the Physbones movement.

simple elk
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too small bones, packed too close to eachother

austere surge
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that might be a bone size issue which idk if i am also having that problem or not

simple elk
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easy test, just scale your model really big in play mode they will start moving

austere surge
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my thing is that the physbone scrip wont even interact with these bone on the end of this chain at all

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i even tried merging

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nothing

jovial copper
# remote ferry Those are the wrong Parameter types

U sure? Bool is true/false. I dont set it to true or false (Menu type is button). But I'll try it later in the evening - do i have to set all the tramsmission to true if i want to keep the Menu type button?

remote ferry
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I can clearly see that those arent Bools lmao

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Those are triggers

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The VRC Menu can not change the value of a trigger

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Oops I tagged the wrong image my bad

remote ferry
simple elk
remote ferry
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Thank youuuuuu

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Didnt have any visuals ready

jovial copper
remote ferry
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Because in your VRC Parameter list

remote ferry
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You selected the Parameter type "Bool"

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So it cant change the value of a Trigger

remote ferry
# jovial copper

Because the Menu is looking for a Parameter of type Bool with that exact name in this list

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The Parameter type and name have to be identical in both the Parameter List in your Animator and your VRC Parameter List

jovial copper
# remote ferry The Parameter type and name have to be identical in both the Parameter List in y...

You can only set int float and bool as Params in the parameter.asset file.
The Menu.asset file however can handle Button, Toggle [...]
The Toggle gives out a true/false stadium and serves bools.
The Button gives out a 'got activated' signal which serves triggers.

What buggs me most about this is, that i already had an avatar uploadet, with that system working before the big phyboneUpdate was released. After the Update, the Button didnt worked anymore.

Gimme a few min I'll do a unity package to illustrate my problem

jovial copper
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@remote ferry I also tried to set it to bool but it wont work neighter in unity nor in vrc.

I want to archive that:
The Menu is set to button, not Toggle
The Cube Scales greater or smaler in size whether i click 'more' or 'less' circling through a total of 5 Animations
This system was working before the update but isnt any longer after the update

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Or wasnt it supposed to work with that system in the first place? And just worked accidentally? And now with the update got 'fixed'?

remote ferry
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Well if it doesn't work with bool either then that's not the problem

jovial copper
mellow hawk
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How do people hit the Phys bone limit on the quest, lol.
Like I filled an avatar up more than I usually do and only got to 48 transforms.

simple elk
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They take a pc avatar, slap quest shader on it and auto convert its dynamic bones to phys , WAAH it runs fine for me 200k poly 50+ material/meshes/1000 transforms

thorny flame
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In the showcase level one of the avatars has the ability to shake hands - does anyone have any insight as to how that was done? The only way I can imagine to "override" the normal IK arm animations would be to have a second, hidden arm that un-hides when a grab is detected.

coarse depot
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weird glitch when upload for quest initial upload says every thing is fine get the message avatar too large (1.1mb over limit) now getting error saying too many transforms. Has this happened to anyone else?

errant nova
final osprey
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Do I need hand colliders to interact with avatars and other objects, or is it automatically added to every avatar in game?

coarse depot
final osprey
short narwhal
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physics Bones on worlds will be a future update

grave salmon
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is there any particular reason why the auto generated _Stretch parameter only goes up to 0.57 instead of 1 no matter how far the bone is stretched?

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makes no sense to me

barren blaze
forest sinew
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i know how to make them toggle with the 3.0 avatar menu, but not just in the FX animator

wooden ginkgo
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hey anyone got good phys bone settings for hair?

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also do phys bones require endpoint like dynamic bones did?

alpine grail
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how do i drag bones in unity play mode?

simple elk
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click & drag, does nothing if you have 0 radius

alpine grail
thorny isle
gritty valley
wise hinge
alpine grail
wise hinge
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Position your camera to what you want to grab then switch over THEN click and drag

wise hinge
# alpine grail <:vrcTupCry:826890325313454100>

In the phys bones section you will see parameter. Put something there that is 1 word. And put it in your avatars fx controller and put 4 parameters. The parameter you just put in the physical bones component then a _IsGrabbed _Angle _Stretch for the other 3

alpine grail
remote ferry
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@alpine grailIs your camera tagged as the main camera

simple elk
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Dont need that anymore

remote ferry
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Oh word?

simple elk
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It wont stretch if theres no bone, cant just drag nothingness

alpine grail
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there are bones

remote ferry
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You dont need bones to move stuff with phys bones

alpine grail
simple elk
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bit odd placing but here , if this was invisible it would move fine since you are grabbing & stretching a bone

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scratch that it was just to tiny 🔨

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have a carrot test where i tried to grab a mesh and move it up from ground without bone...somewhere

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you can course use contact/recivers for that but not really what you want on a gun

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(unless it has blendshapes or anims / bones )

alpine grail
simple elk
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maybe if i do it like this 🤔 , not really tried much , its just a bunch of gameobjects with a distance from eachother, yep that work

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no clue why you cant grab anything in gamewindow tho

alpine grail
simple elk
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4 gameobjects (red for easier visualization) + green ball i wanna move, no bones work, neat - gotto use angles to limit it tho or it will flail all over

lunar nova
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when i put the phys bones in my avatar breast the breast wont move do i need to add the jiggle phsyics to the breast in blender to get them to move in unity and vrchat

simple elk
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is it 1 bone?, add end bone - are there lots of small ones ? they might not move

lunar nova
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the breast dont move at all with the pyhs bones in the model base at all even in vrchat i used panda new base on it

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for the phys update and its being stubborn

forest sinew
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Anyone know how to make a toggle in the FX Animator for phys colliders?

lunar nova
willow spoke
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So with avi dynamics does that mean that spring joints and stuff work now?

lunar nova
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i was trying to make some jiggle physics with the phys bones

full harness
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did you manage to find a good setup? breasts moved on my avatar, but they're like...super firm

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basically have to fall off a building to get them to jiggle lol

vestal hearth
full harness
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ah cool thankyou, i had a bit of a play but i haven't had a chance to sit down properly and mess around until today

vestal hearth
full harness
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will do, cheers, thankfully everything seems to be fine after the auto convert so far, I've noticed a lot of people having all sorts of different issues

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finally I get some luck XD

vestal hearth
full harness
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ouch, yeah I haven't even touched quest stuff yet, I've got a Dell WMR so I've just ignored it so far 😒

vestal hearth
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thats reasonable. ive never owned a quest, and i play on index, but i feel like making a bunch of content pc only is kind of a disservice lol

full harness
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I'll get there eventually, still learning myself really, I just thought, one thing at a time

vestal hearth
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smart

vestal hearth
willow spoke
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Like work for quest

vestal hearth
willow spoke
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Yeah

vestal hearth
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if so, then yeah i guess

willow spoke
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Basically

vestal hearth
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i dont think actual spring joints are supported yet

calm owl
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New sdk grab yo, new sdk fixes, changes, old sdk will have different behavior from unity to vrchat, get yo new sdk

cedar maple
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I'm trying to figure out which is better. I'm using sender and receiver to make sound when people interact with a bone on my avatar. I already have it working perfectly fine but i'm just wondering
Should the animation for these noises be animating the Audio source or the actual object itself?

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right now i have it so the game object is always on and the audio source is the animated part. However i also have another audio source on my avatar from a while ago where i actually animated the game object to turn on, and the audio source was just left on

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do you guys think this has any performance impact/matters at all?

simple elk
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either work 🤷 toggling - audio source what ive used

cedar maple
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yeah they both work fine as far as i could tell

rain walrus
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yayyy they fixed the tiny bone issue

tough perch
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I was under the impression that the hand colliders are there by default and function as so, but someone please correct me if I’m wrong vrcTupStare

wary burrow
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You’re correct

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Everyone has hand colliders now

vital shore
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Is there a quick way to ignore collision from some, but not all of the the default colliders?

craggy warren
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What did the updated sdk add?

simple elk
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ik2 also got an update (works on live)

tough perch
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ok, so i have a problem and i need some help.
So, my avi had dynamic bones on it, i loaded into vrchat and let it automatically convert them to physbones. They wiggled and wobbled and all that, but they couldnt be interacted with at all. no collisions and no posing, grabbing, etc. I thought, maybe it was an issue with the automatic conversion, so i went into my project, changed the sdk and converted the dynamic bones in unity, fine tuned some settings and updated the avi.
but im still having the same problem. I went and added a new physbone component and copied the values over to them, and deleted the old components, incase maybe that was somehow the issue, still nothing. no collisions, no posing and grabbing. I'm at a loss.

simple elk
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*automatically convert them to physbones , theres your problem, you likely have zero radius

tough perch
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o

simple elk
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it need some or theres nothing to grab

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they are thin white lines in debug mode

tough perch
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what should it be for something standard? ears, hair, tail, etc

simple elk
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no such thing, you gotto fiddle with radius + curves , really depends on how your bones are

tough perch
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ah damn

simple elk
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exsample

tough perch
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i see

thorny isle
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big radius

simple elk
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yeh its pretty wide in back

tough perch
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ah my unity crashed

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wish me luck

simple elk
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sdk seem to make my unity crash more often during a build, havnt had it for 2 days now tho

tough perch
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looks like it saved right after hitting build and publish, which is my favorite feature, esp cuz it did this every time i tried to publish when i moved to 2019, turns out i had a broken poiyomi script bc of the move that the updated one was trying to pull from

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eyyyy the second go at it worked, hella

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thanks again for telling me about the radius @simple elk

jolly crane
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add a contact sender to a sphere and move it around?

raven carbon
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do i need isanimated turned on if im disabling a child of the root bone?

slim olive
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do you need to put phys bones on all child bones for them to be grabbable?

slim olive
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it doest let people grab the children

jolly crane
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and set an appropriate curve for it

slim olive
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they can only grab the root

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ill send a gif

calm owl
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Are there any plans to add vr controller rotation influence to the pose/stretch system?

wise lantern
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So I have a physbone component on my chest to allow my characters breasts to have movement, and while every child transform should be ignored except for them, they seem to inherit the motion of my avatars walking animation when crouching or playspace moving down, even though they don't move when tracked on the older version of the avatar. I did have custom locomotion, but using the default locomotion layer didn't fix it. For now I think I can fix it by placing the component twice on each breast bone, but this can't be intended functionality, right?

jolly crane
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that's also a lot of Pull

slim olive
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even when i changed the radius it still doesnt move

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ive also been told the avatar needs to be very large as well as the bone size needs to be very big

jolly crane
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no, not needed

slim olive
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hm

jolly crane
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the radius should match the size of the ears

slim olive
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how much pull?

little owl
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don't grab it with the position gizmo, grab it in the play mode

slim olive
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0?

little owl
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game window

slim olive
little owl
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you're using the editor gizmos though, it doesn't work like that

slim olive
little owl
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the game window

jolly crane
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oh yea lol, good catch

little owl
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position the camera in front of the avatar and then click and drag on the screen where the bones should be

slim olive
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thanks

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also can we get an F for very poor on quest 😅

frail steppe
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The new update has broken some of my bones, has anyone else experienced this

cunning spindle
craggy warren
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hay is it possible to attach the end of a physbone to something that its the child of a parent?

wise pawn
#

Physbones don't require the beta build to be used anymore, right? The avatar dynamics world still has that message, but it's live now, yeah?

turbid badger
#

what is the axis determined when figuring out the default orientation of physbone limits..?

#

on some of my components i want to use Polar but it doesnt work because the axis is misaligned

#

i cant use the pitch,roll,yaw settings either because the object has a multiple root setup

#

and i cant mirror the adjustment

#

basically the component is “tilted” like 20° toward the center

#

and i cant seem to undo this. no idea what causes it in the first place

bold quail
#

Idea... Physbone face...

mellow hawk
#

Easily doable. lol

crimson pebble
#

so ive got a state machine that toggles between two animations when you touch a contact receiver with your hand, and it works consistently locally, but it doesnt sync. The parameter drivers on the animation seem to work fine, but the animations themselves refuse to sync. any ideas on why that might be?

mellow hawk
#

As far as I know. State machines aren't network synced for anyone who joins late or had the avatar hidden.
They have to do a full reset for anyone new.
Don't quote me, on that though, not great at avi's lol

noble ivy
#

hey so i'm having difficulty getting my skirt to physbone nicely. whenever my leg rotates enough it bugs out like this (but imagine it is also vibrating so fast it is flickering)

#

I think it's because my thigh colliders are clipping through the physbones at these angles? but i'm not sure

#

any suggestions on how to fix?

little owl
#

looks like the skirt bones are too low so the collider is going inside the skirt bone forces it away

mellow hawk
#

I think you would have to either move the root of the skirt bones up, or have the leg colliders lower and/or thinner.

little owl
#

you should move the skirt bones higher so they have more room to move away. You can also use polar limits to prevent them from pivoting that far

noble ivy
#

ok i think i know how to reposition the bones slightly in blender but is there a way to do that and not have to re-do literally everything i did in unity? or can i fix the bone positions in unity?

little owl
#

if the weight painting is blended smooth enough, a small position change shouldn't break things too badly

#

definitely don't reposition bones like this in unity though

noble ivy
#

augh i didn't save a .blend so i would have to go all the way back to importing the vrm DX

#

unless there's a way to reimport the fbx or something?

noble ivy
#

so come to think of it i have edited the texture and armature (specifically bone parenting and creating parent bones) in unity after importing from blender. is there a way to re-export with my changes into a format blender understands then bring it back into the unity project?

#

or do i need to restart basically from scratch?

little owl
#

yeah don't unpack the prefab in unity and start editing bones, that's a one-way process and if you ever edit the fbx in blender, everything will be broken

noble ivy
#

too late XD

#

welp guess i'm starting over

#

maybe this time i'll figure out how to make a jacket toggle >_>

amber crane
turbid badger
turbid badger
amber crane
#

That is not how it works. Bone roll doesn't need explicitly to be 0.

turbid badger
#

u would have to move the root out of the way and probably make it 0 radius at the start

turbid badger
#

i made this demonic system for skirts that use like 6 physbone components lmao

#

i put an inside collider on each skirt bone

#

and that lets me pull on its neighbors and drag them along when one part is moved

amber crane
turbid badger
#

its genius but a workaround for something vrchat won’t implement

turbid badger
brisk flower
#

Is it possible to set the ability to pose physics bones as a toggle I tried and it doesn’t seem to work

turbid badger
#

u need an animation that deactivate then reactivate it (non looping)

#

if using Any State make sure to turn off Can Transition To Self

brisk flower
#

Alright I’ll try that

turbid badger
#

can be for like one frame or two, although i like to be cautious and do it repeatedly for like 0.2 seconds

turbid badger
vestal hearth
#

yeppers

#

sounds good

turbid badger
#

but its pretty easy to set up

#

basically have a empty game object for each bone chain in your skirt

#

and on each one put a physbone and collider

#

set the collider to inside then give each physbone script 2 colliders

#

and set those 2 colliders to the neighboring bones

#

make sure the size of the collider is big enough for both chains to occupy

#

then when u pull on one chain u can pull on the others which pull on the others, so on

#

u might need to add 3 more colliders (floor, legs)

#

so if u need to, preemptively assign those first

#

it won’t work very well with stretching since you have to grab a chain to pull on it, but otherwise is ok

#

and probably don’t enable posing or else u have to unpose each bone

#

6 bone rigging setup: 2 in front of each leg, 2 behind each leg, 2: 1 on each side (left, right)
Might want to move the bones in front/behind the legs slightly away from the center so they get pushed away when you kick

vestal hearth
#

interesting

#

that doesnt sound too bad

#

wait so youre only using 6 bones for the skirt in total?

turbid badger
#

yes, although you can add extra bones for each chain

vestal hearth
#

optimization moment

turbid badger
#

its just easier to work with only 6

vestal hearth
#

ill have to try it out sometime

turbid badger
#

if you choose to double it up and have 12 bones for 6 chains, which one you put the colliders on has different effects

vestal hearth
#

oh?

turbid badger
#

but thats stuff i have yet to test

#

i just know its different

vestal hearth
#

i see

turbid badger
#

this collider pulls on the other leg and side

#

im just sketching it on mobile so ignore the ugly

#

u want to make the root radius very very tiny with curves

#

and use a fairly large radius at the end

vestal hearth
#

interesting

amber crane
# turbid badger how do i figure out what roll i need

Open your model in Blender. Select armature object of your avatar and go into Edit mode.
In Properties window open data properties. In Viewport Display section enable display of axes and set position on it to 0, so axis will be visualized on bones on their heads (Unity and most other software do not care about tails).
In the picture I am in the progress of rotating hair bones on my avatar so their Z-axis is pointing towards (or the opposite of) hair root bone. Initially they were somewhat random even within the same chain, since you don't care about bone rolls with Dynamic Bones, which this model was initially setup with.
This will allow me to utilize Polar rotation limits on PhysBones so that I won't need a head collider to prevent my hair from clipping into my head.
Also mentioned here: #avatar-optimization message

amber sleet
#

Does anyone know if it's possible to change the size if the purple ball?

#

I keep accidentally grabbing myself because it's much larger than I'd like.

bronze bloom
#

How Do I make it

#

The SpeedLoader is on my Belt

#

When I grab it I can move it back to the wheel?

onyx vapor
#

Im a little bit confused about the documentation for the VRC Contact Receiver - if I put a parameter in there that is network synced (so a custom parameter that I might otherwise control with the expression menu) will the receiver manipulate it and whatever value the receiver gives it - that value will be seen remotely ?

supple garden
#

in that case, set "Local only"

#

that will only update it on your end, and then send that data over the network to sync with all the others like it did with the expression menu

onyx vapor
#

and if i assign it some other parameter name, then it will not sync and only i will see its values change (if i put that parameter on a controller )

#

right?

supple garden
#

no

#

it will still be synced, but from my testing, that is not that reliable

#

it only works for others if you are rendered for them

onyx vapor
#

oh... so i can be at max avatar parameters (128) and use contact recivers to sync even more animation states?

#

hmm

supple garden
onyx vapor
#

hmm ok right right

supple garden
#

but for something like playing a bonk sound, it's fine

onyx vapor
#

I was worrying about needing to create more parameter space to have some phys bone effects play - but it sounds like i wont need to - this is good!

#

ty

supple garden
#

np

atomic otter
#

can i test for example a bonk hammer where it just bonks head in unity? its tiring getting in and out of vr to try get this working

rain ice
mellow hawk
magic vigil
#

What is VRCLeafTipBone?

jolly crane
# magic vigil What is VRCLeafTipBone?

they get added to the end of bones when you do the conversion, so you don't need to specify an endpoint or add an extra bone. personally I still prefer to add extra end bones

magic vigil
jolly crane
#

then add a physbone component to the first bone of each cheek

#

if you want to use a single physbone component (which you actually might not want to do for performance reasons), you can create an additional "butt_root" bone and parent both cheeks to it, and parent the new root bone to the hips

magic vigil
#

its strange though because each butt has 2 bones which should be enough for it to work

magic vigil
jolly crane
#

Physbones, by design, can be split up to be run on multiple threads

#

so in some cases, it can be beneficial to split it

#

in this case, because it's so little bones, perhaps a single component might be better

magic vigil
#

Cool to know, guessing if you contact one bone it does calculations for every bone in the component

slim leaf
#

I have a weird issue where the parameter value on contact between a sender and receiver is set to 1 on the receiver, but not on the avatar itself
It just stays at 0 even though it's the exact same parameter name
If anyone knows what the cause might be or what to go over to check for mistakes I'd really appreciate it

plush scaffold
#

How do i activate dynamic avitars on quest 2?

#

if it's possible

atomic otter
#

Im really struggling to make this bonk sound on this hammer lmao, i followed a tutorial and it just didnt work :?

#

im assuming its changed since the beta so the tutorials are redundant

worn mica
plush scaffold
#

Whenever i use an avatar it just uses an error avatar

worn mica
#

Any avatars?

plush scaffold
#

Not all

#

just dynamic ones

worn mica
#

How do you know they are dynamic?

plush scaffold
#

the ones from dynamic avatars world

#

like the showcase from vr chat

worn mica
#

That is strange indeed, I've never heard of such issue but you may want to go look in Safety -> Performance options -> Look if there's any options related to physbones. Otherwise idk

plush scaffold
#

I checked there wasn't😅

supple garden
plush scaffold
#

Kk will do

coarse siren
# alpine grail

Did you find a solution? I have the same problem. Can't interact with phys bones in the game tab 😐

worn mica
#

I think Lyuma emulator solves this but unsure

wispy kiln
#

Hello, how do you reset the position of the bones once the fis bone is disabled

snow marlin
#

removed script in unity? disabled via animation? etc

fierce lantern
#

maybe this is a dumb question, but I'm having an issue with having a punch sound effect on my avatar. I can punch other people and I'll hear the sound effect, but it only plays on the first punch, and won't activate the sound on subsequent punches. I'm using an "On Enter" receiver type. and my Punch parameter is a float, and the thingy looks like this

fierce lantern
#

Also when I reset the avatar the punch sound effect works again

golden beacon
#

im using physbones but the physbones are making the whole upper body move i stead of just the pieces i want it to, how would i fix that?

wispy kiln
golden beacon
#

alright

#

thanks

hardy estuary
#

Question about physBones i could not get any information on . Is there a maximum render distance for them and where can that be changed?

queen knot
#

Does anyone know of a way to get world-fixed entities on quest? I have an idea that involves dropping down a set of props that anyone can pick up, but I can't get it to stay in one place.

#

say, a set of tools perhaps

#

I've heard of someone managing to get it working using animator shenanigans

#

but nothing usable

mellow hawk
#

On PC it's easy to do world constraints, vrlabs has a prefab for just that. But there is no way to do it on quest. The quest version does not support parent constraints.

tough sparrow
#

is there a way to exempt specific physbones from getting grabbed by specific hands?

#

because wings and dangly bracelets

mellow hawk
#

Yep, the Allow Grabbing button of the component lets you turn it off.

tough sparrow
#

I want to be able to grab it and have friends grab it. the hitbox is just constantly in the purple sphere so... I was more asking if I could prevent the right wing from getting grabbed by the right hand

mellow hawk
#

I don't think there is a way to disable local interactions, could put it on a toggle, I believe.

#

Maybe able to do something with gestures.

#

Even dumber idea, could have that phys bone drive a pram, then force vrc to drop it with an osc script lol.

tough sparrow
#

also hilarious simple oversight. the hand/feet colliders are mirrored around the world origin instead of the avatar origin...

mellow hawk
#

Does it? I've never had that problem.

tough sparrow
#

you always had it in automatic then. go to the avatar descriptor, drag the avatar to the left or right, like you're making a series of avatars. In the avatar descriptor, there's a colliders dropdown. click 'edit' on the right of hand, or foot. you'll notice the capsule on the right hand will be in thr wrong place as you edit the left hand

slow remnant
#

Does anyone know why the Physbones are starting at the 3rd bone in the chain, rather than the first?
I've tried redoing the component, restarting unity, and copying over from an avatar that does work with it
I just can't get it to work properly
It was working on dynamic bones before conversion

short hornet
#

Adjust your root bone up one?

slow remnant
#

Tried. Doesn't work either

simple elk
#

multi child type -none-

slow remnant
#

Yeah, I was about to type that setting it to "first" fixed it

simple elk
#

multi child is handy if theres multiple strands on a root

narrow yarrow
#

How do you make a contact that affects people locally to them but not to urself

simple elk
#

Thats not a thing , unless their controller is set up for it

little crane
#

Anyone have the SDK download link?

#

Avatars

hardy estuary
#

Question about physBones i could not get any information on . Is there a maximum render distance for them and where can that be changed?

vestal hearth
hardy estuary
#

i could animate it to be more on the bones though

#

make bigger model possible. That would be really sucky to lose that

hardy estuary
cedar maple
#

I've actually not noticed or checked for something like that yet

#

Yeah big avatars always had that problem

#

I imagine for optimization purposes they probably do have a limit

hardy estuary
#

but it could be bypassed by making an animator that would by default make that value something else.

#

is there a way to access that value again ?

#

Like if i wanted to make a big flying dragon model for a fantasy world , everyone sees a stick flying around instead of a long snaking tail .

cedar maple
#

I'm not sure I haven't seen any mention of it anywhere

#

🤔

#

I suppose you'd have to test the distance in game first

hardy estuary
cedar maple
#

If anything you can make a canny asking for the option to have it changed somehow

#

I'm sure there's a good number of folks with giant Avis that would like that option

hardy estuary
#

before doing a canny , i want to find out what the behavior is from the devs themselves so i know where to stand

jagged sigil
#

Having a lot of fun with avatar dynamics, set up a working umbrella using a physbone stretch value~
https://www.youtube.com/shorts/c5QbWs1-jIA

In my experiment with the stretching bone parameter I've set up a functioning umbrella that you can open like you would a real one. Then because I had to be extra I set up rain and collision for it so you can stay nice and dry!

Don't forget to like/comment/subscribe and check out my Patreon if you like videos like this and want to help me make ...

▶ Play video
cedar maple
hardy estuary
#

ill go try to get some data in vrc then to see the distance at witch it turns off

cedar maple
#

Yee lemme know if you make a canny

torn tendon
#

I love the new dynamics, but it makes me so uncomfortable going into public worlds with my tits bounding around infront of little kids,and I know I know you can turn it off but I like it :,)

shell yarrow
short narwhal
jagged sigil
#

Max particles 100

shell yarrow
#

Alright that's pretty neat then, and looks great !

jagged sigil
#

Thanks

torn tendon
#

There’s not a setting on how to turn it off

short narwhal
#

well if you uploaded the Avatar yourself it would be if it's a public Avatar Fair

thorny isle
torn tendon
#

I don’t have the creativity for that

#

And idk how

#

Plus unless I ask the creator I don’t think I can if I’m mistaken?

hardy estuary
shell yarrow
#

What about it ?

hardy estuary
#

for tall avatars ...or just generally long ones, the dynamic bones had a render distance of 10 meters but that could be animated to be longer so that people far away would not see them stiff. That seems to not be a value that's accessible on the new phys bones. Or is it and im not looking in the right spot.

#

its very noticeable around giant model since they reach that 10 meter away pretty fast

#

Example is : if i wanted to make a big flying dragon model for a fantasy world , everyone sees a stick flying around instead of a long snaking tail .

trail valve
#

Hello! I was wondering if anyone can help me with this or point out what I am missing here?
Before Physbones, I had a simple blendshape toggle going from longhair to short hair. I toggle off the Dynamic Bones so that there is no deformation when the blendshape is activated.
When updating to Physbones however, I discovered that simply toggling off the Physbone script on the bone doesn't quite work the same as apparently the bones remember what position they're in when the bone script is deactivated? instead of resetting to un-weighted state?
I tried making multiple animations that de-activated the bones first, wait a sec and then activate the blendshape, no luck.
I tried animating the parameters so that the hair is stiff before de-activating the script (or even leaving them on since they're stiff) and activating the blendshape, but the parameters don't seem to stiffen the hair in-game..
Please tell me I'm missing something ;-;

thorny isle
#

not really sure what you can do

#

possibly toggle off, on, then immediately off to reset hair position

#

or animate the hair bones themselves to an idle position when off..?

shell yarrow
torn tendon
#

Do you have a link to the canny? Id like to read it🤔

hardy estuary
shell yarrow
hardy estuary
#

alright,maybe it was still on dynamic bones when i saw it , i'll have to check that again more in depth , thanks for confirming it

slim olive
#

I put avatar dynamics on my avatars ears and they jitter and shake when im not moving, any way to fix this?

vestal hearth
slim olive
balmy ravine
slim olive
#

ive been told the dynamic bones need to be huge

slim olive
vestal hearth
#

or move the phys bone script onto a bone further in the bone chain

balmy ravine
slim olive
#

I didnt make a head collider

vestal hearth
#

maybe you just have weird phys bone values

#

make sure you dont have momentum or gravity turned up really high

slim olive
vestal hearth
#

ah yes

slim olive
#

all at 0?

vestal hearth
#

turn spring down below pull

#

a bit below pull

#

everything else seems fine to me

slim olive
#

didnt work

#

made it worse

vestal hearth
#

try turning gravity and gravity falloff to 0

#

oh wait

#

you have no root bone

hardy estuary
vestal hearth
#

you gotta specify a root bone for the script to use

balmy ravine
#

you don't have to specify a root bone, it uses the bone its on if not specified

vestal hearth
#

oh does it?

slim olive
#

omg im getting so many mixed answers this doesnt help....

#

im being told to put gravity and 0 then told not to, told to make my bones giant and told not to change them......

vestal hearth
#

well no one said not to put gravity to 0

#

it takes like a few seconds to give it a shot lol

jolly crane
#

@slim olive try switching to Advanced integration mode, and reduce your Pull a lot

slim olive
#

nvm

jolly crane
#

the pull on my avatar's ears is literally 0.05

slim olive
#

turns out unity decided to map them to they eyes

#

when i took them off

finite plume
#

Hate the colliders, maybe Im not good at it or maybe someone can help me understand them better...

#

I'm trying to make decent colliders for her skirt so her skirt doesnt go through her legs x.x I'm not sure how the damn colliders work on phybones

cedar maple
#

You actually don't have to use colliders for a skirt! You can use the new rotation limitations

#

With a bit of tweaking the pitch and other rotation limits you can essentially tell the bones to never be given the opportunity to go in there

stone bane
# fierce lantern Also when I reset the avatar the punch sound effect works again

Hey! Is there an animation that will toggle off the audio source when nothing is in contact? It sounds like you're able to activate the punch but it never turns off the audio source to reset. I'm at work right now but I can share my set up later if you still haven't figured it out! I have a kick noise on my avi from The Simpsons Hit and Run vrcLaughing

cedar maple
#

Yeah you can set it as a hinge and adjust settings, you should mess around with it a bit!

#

If you don't like it then you could just stick with what you were doing before I'm no expert on what skirt users like lol

torn tendon
ember trout
#

Hi. With DB, I can exclude earrings using exclusions. Might I ask anyone who knows more about Phys what the equivalent is?

#

Basically, what is happening with the earrings I added is something that I know happens with Dynamic Bones: The earrings will pivot away from the ears. I know how to fix it with DB, but since the issue cropped up again with the new Phys Bones, how do I fix it? The stars are the earrings.

finite plume
past mountain
stuck wadi
candid ginkgo
bright bolt
#

there is a bug (of sorts) with physbones, when the script is turned off by an animation the bones are frozen in whatever position they were in, for most cases you probably want it to reset to the default pose when unaffected by physbones (and this is how it works with Dynamic Bones)

north raptor
#

Hey guys all of a sudden the interaction with the physbones in the unity game window has stopped working. Any ideas on how to fix this?

mellow citrus
#

My avatars ears are vibrating even though there is no head collider to interfere with the ears???

ember trout
#

Hi. With DB, I can exclude earrings using exclusions. Might I ask anyone who knows more about Phys what the equivalent is? Basically, what is happening with the earrings I added is something that I know happens with Dynamic Bones: The earrings will pivot away from the ears when the ears wiggle. I know how to fix it with DB, but since the issue cropped up again with the new Phys Bones, how do I fix it? The stars are the earrings.

fierce lantern
junior charm
#

I have self interact on, but am unable to grab both my own phys bones and others phys bones. My bones can be grabbed, i just dont seem to be able to grab anyones, but all my settings are set to be able to

#

any ideas?

simple elk
#

Enable ingame debug see if its has any radius to grab , autoconvert in vrchat rarely has

mellow hawk
junior charm
#

but I can interact with phys bones, just not grab

gritty valley
#

there's a min velocity option for receivers, is that a world scale or player scale thing? because the speed of a 10ft avatar's punch vs a 10cm avatar punch will differ

#

right?

feral violet
#

any big brains know why a parent contstraint on a phys root bone, disallowed grabbing on all the phys bones in the chain, except for the root? Basically if you want to grab a foot, but the phys bone root is on the thigh, you can only grab the thigh, not the food or lower leg

sleek lance
#

Hi. Is there a Unity emulator to test the IsGrabbed/IsStretched parameters without having to enter the game to test it? I currently have the latest Lyuma avatar emulator but it doesnt call the parameters when stretched (they do work when I enter the game, so they are set up correctly)

errant carbon
#

Anyone got a good tutorial for setting up smacking? I've seen videos of people clapping eachoher and smacking their heads etc. I set mine up with Constant/Proximety both working but On Enter (prefered method) does not work. My guess is my animation doesn't finish because On Enter is only one frame and I'm doing something wrong.

mellow hawk
# feral violet any big brains know why a parent contstraint on a phys root bone, disallowed gra...

Not 100% sure why, but have seen that when you use parent constraints to update a bone's position and animate them. The constrained bone does not update the grab colder position, but still updates the physics for secondary motion.
Some in-game screenshots with debug overly may help to figure it out.
Side note the docs do say it can cause lots of problems to put Phys bones on the Humanoid rig Bones

spark vigil
#

what is up my dudes

mellow hawk
#

Bones go wiggle ofc

feral violet
mellow hawk
#

Parent constraints and Phys bones do get kinda funky when mixed

onyx vapor
tranquil smelt
#

[entry] -> [waiting, sound off] ---(on enter = true, no exit time)--> [sound animation] ---(exit time = 1, no condition)--> [waiting]
the sound animation should be as long as the audio. all transition duration = 0

cold cairn
#

anyone know how to fix this i have thigh bonesb ut they are turning into this after a few minutes of hanging out in a world with people

errant carbon
mellow citrus
# cold cairn

Are there any physbones and/or colliders on the thighs?

gloomy jewel
#

how do i update my sdk to the new one

mellow citrus
# cold cairn phybone

Could the bones be automatically colliding with something? I noticed when converting dynamic bones, physbones adds collisions in my avatar descriptor.

mellow citrus
cold cairn
#

same

tranquil smelt
finite plume
#

So I just watched the VRChat Avatar Dynamics Tutorial - PhysBones, and it some extent it makes no sense

fading pilot
#

How do you allow something on your avatar to be held by another person without limits? Like how with one of the example avatars in the AD world allows you to grab a chip and take it anywhere else in the world.

scenic ore
#

any 200 iq people could help me out. i have receiver/sender setup. but for some reason when the sender gets close to the receiver nothing happens.

glacial star
#

Is there any tutorial on how to make high fiving work?

#

Also, can having an object on the avatar mess up the physbones even when there's no colliders

#

Ex: a crown or hat

fading pilot
#

By default, phys bones will only collide with fingertips. In order for it to collide with anything else, it has to be manually set as such

torn tendon
#

How can I make it so that I can stretch my cheeks far away from my face? I rigged them with a bone but I can't stretch them out I can only pose them and move them

simple elk
#

need 2 points, one where you stretch from and other can be fake but not near where the first one is

torn tendon
#

So I need a fake bone of which it will stretch towards?

simple elk
#

exsample, bottom one is too close to other bone/gameobject it wont be able to stretch | other is sliightly from origin and is allowed to stretch, further away it is - longer it can stretch

onyx vapor
simple elk
#

need 2 points end is nothing

#

gameobject/bone

torn tendon
#

ahhh

scenic crown
#

Any reason why they they didn't add thumb to the descriptor colliders?

simple elk
#

Can try showing a empty gameobject slightly from cheek and put the cheeks inside em , that should be able to be stretched

torn tendon
#

I added empty game objects to my cheek bones that have Physbones on them, I have the stretch maxed out but it still doesn't stretch

#

I'm so confused

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I can only push it apparently

simple elk
#

futher away gameobject is longer it can stretch

torn tendon
simple elk
#

(yep that work, tried it on a eye its allowed to be stretched)

torn tendon
#

this is where i have my cheek bones stretched

#

ohh

#

I think I may understand now

simple elk
#

you want immobile 1 tho , or it will wobble

torn tendon
#

ahhh

simple elk
#

gameobject way inside my head

torn tendon
#

Does these settings look okay for cheek stretching?

#

I can only push them

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;w;

simple elk
#

i used 5, cause its pretty small distance (also testing)

fading pilot
simple elk
#

set pull to 0 it will stay there, until avatar moves anyway

onyx vapor
torn tendon
#

I can't get it working, no idea why

autumn zenith
#

Is the Phys Bone collider only used to collide with physbones or can it be used to setup the physbone collision radius?

torn tendon
#

Did I set this up properly for stretching the cheek to work?

simple elk
#

other way around, gameobject first and inside head

torn tendon
#

So the bone has to be out there and the game object in there?

simple elk
#

bone can stay where it is

torn tendon
#

Will the cheek or game object have the physbones script?

simple elk
#

game object

queen knot
#

can a physbone be squished inward or only stretched?

simple elk
#

yes with contacts it can

queen knot
#

oh, but grab stretching no?

torn tendon
#

I'm so dumb, I can't figure out why it doesn't work aaaaaa

#

The game object root transform should be the cheek right?

simple elk
#

nope, inside the head

torn tendon
#

qwq

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I got my hair to stretch

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but not the cheeks

#

aaaa

simple elk
#

fake grab setup, you can use a bone / gameobject

#

futher away the gameobject is, longer you can stretch it, set pull to 0 it will stay where its moved

queen tinsel
#

does anyone have any good physbone settings for butts?

torn tendon
#

I coped your settings to grab my cheeks and it still doesnt work aaaaa

I am just hella dumb I guess rip

#

I managed to get it!!

#

im just hella dumb!

#

thank you so much for helping me

autumn zenith
#

@simple elk Do you have to use a emulator to mess around with your phys bones?

simple elk
#

Dont need one, but i do have av3

#

play mode > game tab, click and drag stuff, must have radius on physbones to make it work

brazen moth
#

Is anyone having problems with the new SDK not working with Parameters?

#

I was able to get one avatar to work just fine but with the new avatar it won't let me

forest sinew
#

is there a way to test the dynamic interaction in unity so i dont have to go ingame to test?

brazen moth
forest sinew
brazen moth
#

Make sure you have a Radius

forest sinew
#

its set up right

jade tusk
#

It's weird, contact sender/receiver testing used to work in Unity for me a few days ago, but suddenly it stopped working

forest sinew
#

i see

ember trout
#

So, sorry to interrupt, something I used to do with DB is that I would set up a collider below my avatar so things like tails don't clip into the floor. Do I need to do that with PB, or is that already factored in?

jade tusk
#

Still manual, but with PB you can use a collider plane which is way better than a bigass sphere

noble ivy
#

okay so i was having some odd behaviours with my skirt earlier and was advised to move up the root of the bones (as well as making the thigh collider smaller, which i will do when i hit unity this time lmao) - is this about where i want them now? i figure if i put the roots higher it will clip through the jacket. but the bones are now much bigger than they started, will i need to compensate for that at all with anything?

brazen moth
ionic mango
#

Does anyone know why adding this section of hair to my ignore transforms causes the head to be made dynamic? it makes it so my head doesnt track at all in game

noble ivy
#

You can't put physbones on important humanoid bones like head, you'll want to make a new bone between the head and hair strands

ionic mango
#

oooh, okay i did not know, thanks I'll try that

ember trout
short narwhal
#

like the little small square with the arrow is just visualizing the angle

ember trout
#

Ah, I did not know. It looked small.

hard holly
#

Hey when someone poses your physbones, is there a way to reset the pose easily?

slim olive
#

trying to put sounds on a dynamic interact receiver and what is some good audio settings for max and min so the audio can be heard? it seems no matter what i do its way too quiet but in unity its loud

hard holly
#

Or is reset avatar the only way

short narwhal
latent mirage
#

Wings are screwed up :c These round tips are rotating rapidly, not sure how to fix

onyx vapor
#

i -think- if you animate the transforms of the bones on the gesture layer they maybe snap out of pose mode (this is what seems to happen but i havnt tested it 100%)

jolly crypt
#

is there any way for the contacts to know where they were touched? like so a sword could make a spark in the correct spot when 2 of them collide

noble ivy
#

I'm not an expert but from what I understand about collision detection that is waaay more costly of a calculation so probably not

torn tendon
#

im trying to make a avatar with physbones but if i try testing it sends me to my VRC avatar discriptor and says this in console

onyx vapor
#

ok I figured out an issue that had me stuck for ages, figured Id share - It seems that you can not interact with phys bones in the "Game" window unless you have "Display 1" selected (I mostly happen to use a camera attached to Display 2 when testing avatar things in play mode)

torn tendon
#

also

#

do you mind helping me with physbones

onyx vapor
torn tendon
#

ok

onyx vapor
#

I am still learning phys bones myself xD

#

that error you posted sounds like you have some script on your avatar that is beig funky

torn tendon
# torn tendon

im just trying to add them to a marine jacket but the thing keeps giving me this error

torn tendon
onyx vapor
#

do you get the error if you dont add any phys bone component?

torn tendon
#

idk

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lemme see

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yup

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i still get it

onyx vapor
#

so its not an issue with phys bones, some script you have in your project is being funny

torn tendon
#

will it do it if the avatar is ripped cause i had to rip the model back after losing it

onyx vapor
#

I dont know, and im not keen on helping if its for a ripped avatar

torn tendon
#

i lost all my files when i got a new pc

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so

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i lost it

onyx vapor
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it mentioned "bitactionswitchcreator", maybe there is some script named that

#

I understand that justifies it for you

torn tendon
#

hmmm

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i dont have the bit action switch installed

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should i try that?

#

OHHHH

onyx vapor
#

i dont know what it is, but maybe try removing/adding things related to it?

torn tendon
#

the bit action switch had a funky script

torn tendon
#

its working

onyx vapor
#

huzzah

torn tendon
#

any suggestions?

jolly crane
#

yep

torn tendon
#

my friend made it for me

mellow hawk
#

optimize time in blender time neonAnimeNightmare

jolly crane
#

doesn't matter? Blender is a very powerful piece of software that can do many things, including editing any model

#

that model should not ever touch the quest platform in its current state

torn tendon
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i dont know how to use it tho

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i have antoher version of it on quest

jolly crane
#

I would strongly recommend using the "Bake" tool in the CATS blender plugin, it's as simple as it will get for optimizing

torn tendon
jolly crane
#

you can learn though

#

no one is born knowing how to use anything

#

you have to learn

torn tendon
#

well i kinda need it uploaded by tomorrow

#

its for a rp

noble ivy
mellow hawk
#

if you really lazy, you could use the CATS plug in to decimate it, and make a texture atlas

torn tendon
#

all ik how to do in blender is export a already made fbx

jolly crane
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better yet, CATS Bake like I said

torn tendon
#

how do i even get that model in there

jolly crane
#

it's essentially a 1 click optimizer

jolly crane
mellow hawk
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Heres how it looks btw

onyx vapor
#

Is there a performant way to extend how far a phys bone can be stretched while keeping its "pivot"(?) point as-is? At the moment I am daisy-chaining a bunch of empty game objects out and then back in (overlapping) so they kinda unfold as you drag the bone - allowing for a longer range grab and stretch. But this obviously means I'm adding a bunch of affected transforms.

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(my intention is to be able to have an accessory, like a hat, picked up and dragged away from the avatar a good distance)

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(by another player)

mellow hawk
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have no idea how to visualize that lol
Are you more or less trying to make a rubber band with PB?

jolly crane
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they want people to be able to take a hat from them and run away with it

mellow hawk
#

If they don't want it back, I feel like you could do some magic with like parent constraints and world space. Depends if they want it to be quest compatible tho.
I did see something on Twitter about a player tracker that may be useful for this? idk lol

jolly crane
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yea, hfcred's player tracker

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I actually was talking to him about a similar thing earlier

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also hi aero

shut hemlock
#

hi sacred

#

Unlike Dynamic Bones, the root bone of a PhysBone chain is permitted to rotate. It can't translate, though. This can have some consequences with certain setups-- try things out on your own to see how it behaves.

Can't seem to get rotation to work at all 🤔 trying to do tail wag animation by changing the rotation of the root phys bone, which shows as expected in unity but does nothing ingame
av3 emulator also shows it doing nothing, im probably doing something dumb

jolly crane
#

checklist:

  • animation in Gesture controller?
  • created new Avatar mask for tail with all humanoid transforms set to red, and only the tail bones selected?
  • have a custom FX controller? can be either your main one or empty, it just can't be left at default
shut hemlock
#

created new Avatar mask for tail with all humanoid transforms set to red, and only the tail bones selected

I dont have avatar mask but is that an issue if I manually specify rotation via the hierarchy view? never touched masks before and ive made animations like this before without issue though not with physbones

#

unity tutorial says you can apply an animator mask to an animation but doesnt explain how 💯

jolly crane
#

you click the gear icon and pick a mask

#

can you show how you have it set up in your Gesture controller?

mellow hawk
#

Here's a weird question, how does the parameter part of phys bones work. The docs explain it really poorly lol.
The docs say it has three new prams. Do you just add the {pram}_{whatever} to your controllers' prams list and pram obj? Also do you need all three, or do you just ignore any you don't want?

jolly crane
mellow hawk
#

Ah right, that's fair, it is a driver after all.
If you dont have to add it to you're prams, then it doesn't count against the bit limit right?

jolly crane
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correct

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think of it this way

#

your limbs are IK synced anyways

#

if you grab, let's say, one of your ears, the contacts came into contact on both your end and other people's ends

#

the logic happens locally on both ends

#

no syncing

mellow hawk
#

Ah nice, so this is even crazier than I thought it was.
Free drivers sound like fun to mess with. thx bud.

#

Just thought of something, I assume because it's not in the prams obj, you cant read the date over osc?

jolly crane
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you can

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that's how the bhaptics integration works

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local params being read by OSC

mellow hawk
#

Project ideas exploded, this can more or less just be free input for osc stuff.

jolly crane
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kek

mellow hawk
#

well, there goes a week... lul

exotic pollen
#

i was wondering if someone could help me with making items that i can say grab from my hip or back

#

i dont really know much just the basics of the last avatar update

viral current
#

Hey can the physbones be grab while being constraint? I want something like a switch, rotates 1 axis only.

jolly crane
#

you would want it set to Hinge

viral current
#

Alright thanks.

onyx vapor
#

If i have a bone with 0 pull, this means that if someone grabbed the bone and move it - it would stay at that spot (even if they didnt press the trigger to pose it there) - I assume this is correct

#

How do you reset a bone like that to resting position? Is it possible?

#

Also, is there a way to detect if a bone is currently posed?

frank minnow
#

what's a good velocity for a sword's striking contact receiver?

shut hemlock
remote ferry
#

You could either use a tracker that follows the hand or make the root of a bone follow the end of the bone with a constraint, which will cause a feedback loop

#

So when you stretch the bone the root will follow where you stretch it. Letting go will then cause the bone to be left in world space and can be grabbed by other people, like a world prop essentially

#

Both of these methods have infinite distance

onyx vapor
#

That is a really interesting idea! thanks I'll try it out

onyx vapor
#

So I cant seem to get that idea to work

#

When i stretch the bone it still obeys its normal stretch limits, although when i let go the parent constraint then kicks in and moves the root to the place where i dragged it to (but only as far as the initial stretching distance went)

remote ferry
#

There you go

#

Just slap that onto your Avatar

onyx vapor
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thanks ill check it out!

remote ferry
#

Obviously you still have to put this inside a world constraint

#

Otherwise it will just move with your avatar when you go into locomotion

onyx vapor
#

yep

remote ferry
#

But other than that just drop it in there, go into playmode, grab the cube and it will follow

#

Anything inside the container will follow the bone

#

You can make it snappier by reducing the weight of the grabber source in the Parent Constraint from 1 to 0.5

worn mica
#

Idk how people come up with those genius ideas but it's awesome I might try to do something with that as well-

remote ferry
#

I made that on day 2 when the beta released so I don't know how well it holds up now with all the changes made to phys bones

onyx vapor
#

there is an animator on "rotation restriction" missing a controller, anything important ?

remote ferry
#

Uuuuuh

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Ah wait that's the wrong prefab

#

That should be it

#

If you don't want all the rotation jank going on you can unfreeze the rotation axis in the Parent Constraint settings

onyx vapor
#

thanks!

remote ferry
#

Also this

#

This was the last version that I worked on

#

It has a system on it that prevents it from rotating when being moved but allows it to be rotated when holding still

#

It was ultimately deemed unviable because of several reasons, but maybe you can do something with it

#

We are really close to figuring it out tho and then we will package it up and release it publicly

thorny isle
#

ima be honest, didn't think inside colliders had a use until that physbone canny

flat palm
#

you know. i never thought of a use for them before

#

gj!

noble ivy
#

ok i officially don

#

't understand colliders

simple elk
#

zero radius on your bones

#

well low, make em bigger

noble ivy
#

Thank you I'll try that next

remote chasm
#

what bone should i have my tail parented to? should i make a new bone?

steel thistle
remote chasm
steel thistle
remote chasm
#

oki cool

#

so do i just set up the pysbone component to both of the bones the exact same?

steel thistle
remote chasm
#

yeah it is

#

am i supposed to set up the pysbone on the root of the tail?

#

i thought it was whatever its parented to

steel thistle
remote chasm
#

alright cool

bleak light
flat palm
#

beat me to it

simple elk
#

Thats contacts + parameter that tells it to scale/do stuff , not a physbone

#

notice they arent grabbing anything, but touching

bleak light
#

thats quite neat

#

i love phys bones so much aha

noble ivy
#

oh wait that's not the value i put in i must have edited it in play mode

#

okay radius is 0.03 and it's still doing it

simple elk
#

way bigger , add curve to get a teardrop shape

flat palm
#

oo never thought of using a curve, thats awesome

noble ivy
#

Ooooooh awesome

queen gust
#

(i was with sipp at the party last time when you showed it off a little, that's why)

thorny peak
#

I have a physbone problem

This avatar has 2 symmetrical pigtails, both with the same physbone settings, and yet one of them really wants to be thrown over the shoulder and i do not know why

I have already tried the following:

  • Checking the config
  • Turning off Allow Collision
  • Disabling colliders in the avatar descriptor

Among other stuff, but I can't really remember

austere hazel
#

Does anyone know how to add the premade colliders to a physbone?

#

Or are they added by default?

thorny peak
#

Go to the avatar descriptor and scroll to the bottom, then find the colliders drop down

thorny isle
thorny peak
#

you can change the size and position of the default colliders, or disable them

austere hazel
#

Where can i locate them?

thorny isle
austere hazel
#

I assume these?

thorny peak
#

yes

austere hazel
#

So i guess it would be benefitial to have the head to be custom, so i can select what bones it interacts with?

thorny peak
#

i don't know if that's hw it works

flat palm
queen gust
#

may i dm you?

flat palm
#

i only saw the first post with the meat haha

thorny peak
thorny isle
simple elk
#

yes

#

There used to be self collision tag, but that poofed from sdk

#

My friend has a bird av , had to turn that off or his hands would interact constantly with the feathers thats inside the hand, could just disable them but then he cant interact with others

lofty walrus
#

Hey guys, any idea why PB won't work on my hair? Everything looks parented properly in blender

simple elk
#

got end point + radius ?

lofty walrus
#

oh shit... the end points.

simple elk
#

it requires min 2 bones/whatever

lofty walrus
#

forgot about those. Funny how some done need them

simple elk
#

gameobjects can be used too

lofty walrus
#

let me set up and test again.

lofty walrus
#

thanks

obtuse wharf
#

So I purchased this model, and when I try to upload it using the original 3.0sdk (original as I’m not the one that’s released not using physbones/before physbones), the hair comes out wonky like this. The model is using dynamic bones plugin. Im not sure why it’s acting like this. The dynamic bones work, but the hair that’s floating up shouldn’t be doing that. Her hair and dynamic bones act as expected in Unity when play tested but after sdk export and test in vrchat she’s buggy

flat palm
#

do you have conversion to physbones on in your vrc settings?

obtuse wharf
flat palm
#

it is, its in the safety settings somewhere i believe, just keep in mind physbones are the default now

#

found this thread that might help ya

obtuse wharf
#

Tysm! I’ll give it a read

noble temple
#

So question.. I know there are the orbs that use the World Constraints.. has anyone made any alternative with the Physbones?

sage sail
#

@steel thistle Sure, sorry about that

steel thistle
sage sail
#

That may be it, something undocumented about Phys Bones

steel thistle
#

very edge case it is

steel thistle
sage sail
#

72 bones per wing. 3 "arm bones" and 69 feather bones

#

nice

steel thistle
#

Curious about one thing, if without translation movement on animation, do the wings have holes exact like when physbone is on?

sage sail
#

For anyone wondering where this conversation came from, phys bones has messed up my wings by misaligning them and showing feather clipping and holes where there shouldn't be. This wasn't an issue until this update.

The wings use both transform and rotation on a blend tree

We tested using all three limits, angel, hinge and pivot, to no apparent change.

Is Animated is checked

Collision is set yo be extremely small, and when removed does not solve the issue

We tried resetting the armature's pose in the rigging configuration, and then enforcing T-Pose, to no apparent change

The rest position of the avatar is the same in blender and in Unity and in VRChat. This only happens on moving the wings that have phys bones (or dynamic bones) components

sage sail
#

This is what it looks like without translations. Gonna try in game

fringe iron
#

How would you make a dagger/sword that you can switch from right side up to pointing down? I've seen a couple showcases of this, but never knew how I'd accomplish it!

sage sail
steel thistle
sage sail
#

I think in-game, it looks the same, if not a little worse