#avatar-dynamics

1 messages · Page 17 of 1

sage sail
#

But that's why I put in the translations, because that was the way to make it look good

#

And because it blends from a starting animation into the ending ones, and all ending ones have a good finish, the blend between is smooth and looks amazing

#

That's what I've been seeing the entire time until this update

#

And now if translations are the thing causing me grief but no-one else, I don't know why

turbid badger
#

is any one else having the same issue i am having

#

where like if you animate the tail

#

even with IsAnimated, if it has physbones it just keeps jittering everywhere

#

I thought that was all fixed in the beta

#

but now its back and happens even when not grabbing?

#

well actually, only when not grabbing

steel thistle
sage sail
steel thistle
sage sail
#

Oh, so it classifies anything on the end of a bone chain as a leaf bone?

fringe iron
simple elk
turbid badger
#

thats in unity

#

in vrchat its different for me

turbid badger
#

if you want to make it so you can stop it by doing another gesture

#

use parameter drivers also

#

to swap from flipped to unflipped

simple elk
#

same thing in vrchat, not seeing it

fringe iron
#

Oh I see! I'll try that!

steel thistle
turbid badger
#

but in vrchat its not

steel thistle
#

Trying to find out if it apply to animation or not

turbid badger
sage sail
steel thistle
turbid badger
steel thistle
#

If with leaf bones, make sure that you don't exceed maximum bone per component. It can control up to 256 bones

sage sail
#

But it does

#

I found no difference, but is that strictly because of going over the limit?

sage sail
#

So each component on its own will not go over the limit

#

With leaf bones, combined however, it does

steel thistle
#

It should be fine that way

sage sail
#

72 x 2 is 144, so each component is below the limit, and I don't see any difference using leaf bones

steel thistle
#

I tested even without leaf bone. The final bone is still get animated

sage sail
#

That's good

#

This has to be bugged, right?

#

There's seemingly no reason why this is acting the way it's acting after our troubleshooting, right?

steel thistle
#

It's something that we haven't discover yet. And I have no more idea how to narrow it down.

#

btw could you try with dynamic bone if you have?

sage sail
#

I have tried with dynamic bones previously

#

If I disable the conversion from dynamic bones to phys bones, it works as intended

#

With a previous version that had dynamic bones uploaded

sage sail
# steel thistle btw could you try with dynamic bone if you have?

I really appreciate you taking the time to try and sort out my issue. This has been incredibly frustrating and it is further the fact that despite our combined efforts, this issue appears to only be affecting me, and with the uniqueness of the issue also means it'll be a challenge even finding additional help

steel thistle
sage sail
#

My only light at the end of the tunnel is reworking the wings and enforcing only rotations

#

Because at that point, I'll probably remove one completely random, unrelated thing or somehow altar a checkbox somewhere that makes this work, instead of the work itself

#

But that is a lot of work

thorny isle
turbid badger
thorny isle
mellow citrus
rain sentinel
#

Does anyone know if its possible to make a physbone object that grabbable instead of an object that only moves a small distance from the origin location?

torn tendon
#

i get this but most of my other avatar creator friends are able to make there avis with more than 20

short narwhal
#

just Clump more things with a root bone

#

like make a root bone for all of your hair strands and you could use less components

torn tendon
#

ok

#

what about this

short narwhal
#

tell it to ignore a couple of bones or merge some bones together

mellow citrus
torn tendon
#

Ok

crisp compass
#

hii how do u set up so a contact receiver only triggers when it's actually grabbed instead of just detecting a body part?

thorny isle
crisp compass
#

ahhh oki tyty

turbid badger
#

has anyone been having syncing issues between Quest and PC on identical physbone chains and armature rigs

#

i removed a couple of components on the quest version but the ones i kept dont seem to sync grabbing?

#

also is there a way to fix the bug where I have to rejoin when someone friends me (friends only interaction) for interaction to work

turbid badger
#

i.e.
anystate -(InsideContact = true, GestureLeft = 1)-> Grabbed
anystate -(InsideContact = false)-(GestureLeft != 1)-> Not Grabbed

#

etc

crisp compass
#

ah no i don't want local grabbing but for when anyone else grabs but ty anyways, that's a good tip :)

onyx vapor
# torn tendon

fyi your friends are able to use more than 20 likely because that is on their PC avatar - the restriction in your screenshot looks like its for a Quest avatar (much harsher hard restrictions on phys bones)

hardy estuary
#

I'm having a lot of trouble making the new dynamics look close to what i had on dynamic bones.... I slide my model super slowly and the hair move a lot more. I tred the auto convert , another autoconvert and manual settings. It either Super stiff or too flowing with the slightest movement. I want the hair to have the same ....heft as the dynamics i had. Can anyonw offer some help ?https://gyazo.com/44219774b0ace8aa277fe0d7e5e9f921

onyx vapor
# turbid badger has anyone been having syncing issues between Quest and PC on identical physbone...

I've noticed this issue on some of my avatars in a mixed bag. Collision seems to always be fine, its the grabbing/posing that inconsistently syncs for me
On one - quest can grab & pose bones but PC cant see them grabbing it, and if a PC user grabs the bones quest cant see that either.
On another - quest can grab & pose bones but PC cant see them grabbing it, if a PC user grabs the bones quest CAN see that
On another - everything syncs perfectly, quest & pc can see everything move/be grabbed the same

The armatures on these are a mix of identical or similar-with-some-unrelated-bones-removed.

If someone can figure out why this happens that would be awesome, I havn't been able to notice a pattern.

maiden haven
#

how to pull someone's phys bone body part in desktop mode?

short narwhal
#

as far as I can tell there is no method to do that

maiden haven
#

what a bummer 😦
but in the mean time i try'd to press shift+f4 to release and shift+f5 to grab
but it wont grab body part that i positioned my hand on it using smart hand system

nova cave
#

Can phys bones collide with the environment of a world (e.g. gravity, tail resting on floor)?

simple elk
#

nope, worlds cannot do dynamic yet

#

you can add a plane to have tail/ect collide with it, they are infinite

latent cove
#

Question, is there a way to use a phys bones colliders to do a sound effect on contact?

#

Example: Bat doing a "Bonk" sound on contact

mellow hawk
# latent cove Example: Bat doing a "Bonk" sound on contact

100% would have to set up a sound effect like a normal toggle. Then use the contact receiver to drive that parameter you set for the sound effect. Just make sure to add any colliders you want it to trigger off.
It would look something like this:

latent cove
#

Didn't know there was a Contact Receiver, thanks

#

And by "like a normal toggle" is do an animation without the bonk and another with the bonk?

mellow hawk
#

Yeah, its the whole process of making the animations, putting them in an animator, adding a pram, doing the conditions.

turbid badger
#

where when its triggered it turns the sound off then back on

#

(not looping)

#

and then disable Write Defaults

#

this will make it so the sound plays each time u get bonked

latent cove
#

Never use Write Defaults, yeh

turbid badger
#

and doesnt cut off

#

write defaults is fine

#

but it helps in this case to have it off

latent cove
#

Isn't just setting the sound to never loop enough?

turbid badger
#

no because if the animation is looping

latent cove
#

Oh o.o

turbid badger
#

while u are getting bonked it will constantly trigger

#

but the reason why u turn it off first then on in the same animation

#

is because u need to start with the sound turned off

latent cove
#

oh

turbid badger
#

and u can use an Empty State for the off condition

#

u don’t need animation

#

but for the On condition

#

u turn it off then on

#

that lets you stop and play the sound when hit

#

and since theres no off animation, just an empty state

latent cove
#

Hmm...

turbid badger
#

it will go to that state when not being bonked

#

but not overwrite anything

latent cove
#

At the start, something like that?

mellow hawk
latent cove
#

I wonder if the particle is the same deal as the sound

#

Animation needs to have the same lenght as the sound effect in this case?

toxic granite
#

I need some help, so I have 3 recievers, all toggling booleans on my fx, each boolean is set with a parameter driver to change a synced variable. How do I make this thing work? I've tried having 1 button out then smashing the sender into the reciever but it seems like nothing is toggling

mellow hawk
#

Do you have you're collection tages set up for the colliders you are touching?

toxic granite
#

I have all set to Index Finger or Finger Index whichever its labeled

#

wait ... are there supposed to be colliders?

mellow hawk
#

You need either the built-in colliders on the hands, or your sender object would need to have the same tags.

toxic granite
#

ok, send has the same tag as the reciever, I deleted the actual collider component off the objects though

#

Suddenly it works, but it doesn't. I have my sender and reciever on the same avatar, put my fx controller in the controller sop for the animator but now I'm getting outermost animator is not known

latent cove
#

Thing is confusing, I should be using the Sender or the Receiver on my bat?

mellow hawk
#

Sender if you want to interact with something, receiver if you want to update a pram.

latent cove
#

So in my case, I want to the bat to do a sound+bonk particle when it collides with someone's head or torso, so Receiver?

mellow hawk
#

Yeah you got it

toxic granite
#

What the heck does this mean: Outermost animator is not known

latent cove
#

So in this case, the "sender" is someone's head and torso colliders, in which VRChat by itself deals with?:

mellow hawk
#

Yep, vrc adds default senders on the avatar discriptor.

latent cove
#

Is there any way to test it in Unity before uploading to the game itself?

mellow hawk
#

You can add an empty game object with a sender/receiver and move it over the other in play mode.

latent cove
#

Well, doing it, it isn't updating the parameter

toxic granite
latent cove
#

Nop

toxic granite
#

dang it T.T

mellow hawk
#

Would need to have it parented to the avatar somewhere. When testing, I like to just put it on the same component and change the position.
Like this:

latent cove
#

Oh, mine isn't lol

#

Do I need to add it to the Avatar Parameters too?

cedar maple
#

The parameter does not need to be in your avatars parameter list no

latent cove
#

Ok, it seems that the Parameter does update when I move the Receiver to the sender, but not when I move the Sender to the receiver o_O

#

It does update on the Inspector but not on the Animator

cedar maple
#

Huh

toxic granite
#

I have the same issue, so the receiver says 1, it travels correctly in my animation paths, the driver doesn't update my other parameter to the value it supposed to be

#

So sender and receiver are touching

#

but parameter not driven

fading pilot
#

How do you test grabbing phys bones in Unity? I have the latest version of Avatar 3.0 Emulator, do I need something else?

mellow hawk
#

Nope just click in the bones you want to move in the game window. Not the seen window.

#

May have to move the camera to see the avi better

fading pilot
#

That doesn't work for me.

latent cove
#

Testing also with the Avatar 3.0 and the inspector says it updates but the parameter itself in the animator doesn't

#

Tried to change into Float but the value doesn't update

fading pilot
latent cove
#

Ok, so without the emulator, every layer is set to -1 somehow.
With the emulator, my Bonk sound trigger layer is set to 0

#

... maybe there's a limit lol

fair sundial
latent cove
#

... Not sure if it is only my unity being iffy or if it won't work in VRChat too

#

Oh....

#

It seems that the Bool isn't working at all

#

I've changed values to a FLOAT greater than and less than 0.95 and now it animates

#

And it works as expected

#

So there's the problem, Bool (and prolly INT) aren't working

jolly crane
#

Bools should work fine

#

make sure your emulator and SDK are both up to date

#

emulator especially

#

@latent cove

latent cove
#

They are

toxic granite
#

Whats the link for the emulator again?

jolly crane
#

what parameter were you trying to use, Constant or distance

latent cove
#

I've updated the SDK like 2 days ago, and the emulator just now

#

Constant

toxic granite
#

ty

fading pilot
#

It's not possible to allow another person to twist a phys bone on your avatar, right? i.e. you hand them a card face-down, and they can flip it face-up? If not, I wonder if it's possible to program in

torn tendon
#

So, I tested PhysBones vs Dynamic Bones and I am quite surprised how well PhysBones actually runs. GG VRChat! That said Dynamic Bone has still some strong arguments on its favour when its optimised + its "Distant Disable" feature. Oh yea, there are actually 177 tails for a total of 2'882 bones on that scene vrcCatLove

thorny isle
#

i guess quick tip for those having inside colliders causing physbones to freak out when too close-

#

setting the collision radius to negative fixes it

exotic crater
#

I'm new to the dynamic and physbones can someone help me out with how to enable the physbones?

mellow hawk
# exotic crater I'm new to the dynamic and physbones can someone help me out with how to enable ...

Would recommend taking a look at this video to get a general idea of how it works.
https://youtu.be/PTTnWUkswkU

Did this video help you? Consider sending me a tip on Ko-fi! https://ko-fi.com/sippbox

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 mor...

▶ Play video
exotic crater
mellow hawk
#

The docs are also a good place if you like reading more:
https://docs.vrchat.com/docs/physbones

torn tendon
#

Trying to set up 2 colliders that keep my tounge inside my mouth but when i go to set up the colliders in the jaw it only shows and works for the first collider in the armature.
I remember something about a "group" collider system but idk how to do it.

#

If im doing this wrong please tell me an easier way

mellow hawk
#

You may wanna mess around with Polar limits for the angle constraint.

median lark
#

I need to figure out how to...grab an item. Like pulling out a pack of pockys and then pulling out an individual pocky.

#

The model is there and such, I just...need to figure out how to do that.

torn tendon
torn tendon
median lark
#

Animation creation? Explain?

errant notch
mellow hawk
torn tendon
# median lark Animation creation? Explain?

I'd go about it like this though
Have the pocky box in one hand and parent it. (first animation)
Have a expression created that is only toggleable while holding the pocky box that is a hand gesture (second animation)

torn tendon
torn tendon
median lark
errant notch
torn tendon
torn tendon
torn tendon
median lark
#

And then a chomp for putting the pockey near the mouth.

#

Wait so...really? Just that? I...huh...

mellow hawk
#

Could use a phys bone to be able to pull one of them out of the box. Using the parameter slot of that component, at an amount {parameter}_Stretch, you could have it update into another animation of it on the other hand.

remote ferry
#

Or trackers

#

Either one

torn tendon
remote ferry
#

Maybe I'm misunderstanding the question but it sounds like you want others to grab them as well

median lark
#

Yeah. So...lemme try to explain this in a simple way

errant notch
median lark
#

I wanna make a box you can take out that has individual pockeys in it. Grab the box from your pocket, and then grab the pockey inside and chomp on it. Forgot to mention, each chomp causes a value to go up by one, like a counter.

remote ferry
#

Yeah I got that

#

My questions is wether you want others to be able to grab them as well or only yourself

#

Because both require a completely different setup

median lark
#

Can you have someone else grab it for you?

torn tendon
remote ferry
#

Sure

mellow hawk
#

So the trigger to grab it from the box and chomp are quite easy, just need contact senders and receivers to update the animations.

remote ferry
#

Other people would also be able to chomp on it

#

They could feed you

#

You could feed them

torn tendon
remote ferry
#

You mean head?

median lark
#

Specifically this avatar is going to be on someone else, but yeah I do want to be able to feed them.

torn tendon
#

otherwise you could feed thier hair pocky lmao

median lark
#

concern

remote ferry
#

Since both you and other players share the same head collider you don't even need an extensive setup

#

The jaw thing would require them to set up their avatar in order for it to work

#

Head is the only thing we have

median lark
#

If I could feed them specifically, not myself, that would work. Or...at least that's the goal.

remote ferry
#

Literally both works

#

If it works for yourself it automatically works for others as well

#

No additional setup required

median lark
#

The additional setup I want to do is have a counter on them for each one they eat.

...yes this is for logical reasons, trust me.

remote ferry
#

I would however make it so people can only feed you through the mouth

#

But it's not necessary

mellow hawk
#

Could have it trigger on both a head and a jaw collider.

errant notch
remote ferry
torn tendon
#

techincally you could go alot further than that. but i mean at a base level yes head is gonna work. but you could have friends put something more specific in thier avatar like a collider check that matches the collider animation for yourself. It would be something like "when pocky object is near jaw bone. Collider activation allows animation of 'monch' "

torn tendon
torn tendon
remote ferry
#

If you have friends that go out of their way to set something like that up for you then treasure them forever because I sure as hell wouldn't lmfao

torn tendon
median lark
#

So...wait, do I need to grab it as a dynamic bone? For the box I mean

#

Well, not dynamic bone but the...ya know

#

New bones

torn tendon
#

HELL YEAH thanks

remote ferry
#

Just a suggestion

mellow hawk
#

Or a toggle for compatibility. ;p

torn tendon
remote ferry
#

I really hope that Avatar creators will start adding features that are cross compatible with other avatar creators avatars

torn tendon
remote ferry
#

I know Cam is working on features that work across his Avatars

torn tendon
median lark
#

I need to figure out how to do that with mine as well...

remote ferry
#

If other people just add the same tags then they can too interact with his Avis

mellow hawk
remote ferry
#

Maybe if we get some standardized tags that every creator will start using

#

Eh it'll probably happen over time

#

Kind of like how a few avatars in the demo hub share the same "fire" tag

median lark
#

...ok yep I know what...needs to be done but I'm very much lost on the execution of it.

mellow hawk
#

I mean, there are some things that people agree on already. There are the standard prams that get updated with ovr.
Shader magic has some standards like audiolink. Im sure that as avatar dynamics gets more use. people will make some standers.

torn tendon
little owl
torn tendon
mellow hawk
#

They are more or less just two Hinge limits stacked together for xy.
https://docs.vrchat.com/docs/physbones#limits

median lark
#

...wait could I just put Physbones on the box, and then be able to grab that? Same for the pockey?

mellow hawk
#

You could.. would recommend that more for the pocket and less for the box tho.

median lark
#

So...have it on the pockey, and then on the top part of the pockey (or whichever end of it) have the vrc contact sender there, and then the contact receiver on the mouth?

tacit stirrup
#

any suggestions which values to play with for the chain to not spaz while moving and have it sway instead?

mellow hawk
#

Here are some stats a lot of people use as a base.

inner beacon
minor timber
#

is there any way to make a "touch to toggle" type thing with receivers?

mellow hawk
#

You should be able to animate a toggle for Allow grabbing and Alow posing, but I dont know if you can turn off the touch all together.

jolly crane
#

totally doable yea

minor timber
steel thistle
remote ferry
#

That's a pretty sweet way to do it

#

But it can be made with just 2 Animation States as well

#

If you really wanna save every single state and transition that you can

upper raven
#

i usually just do it like that, the idle state is just a placeholder with an empty animation

#

and the 2 states you can make them drive a synced parameter on and off

#

no need for them to exit

steel thistle
#

I think I should clarify about contact type too. Mine can work with constant contact so it has to wait for contact to exit first.

upper raven
#

oh yeahthat makes sense

sick geyser
#

Iv had a bunch of trouble with the contact and receiving related stuff where it works in the unity editor but not in actual VRC

#

has anyone else had this issue?

strong thunder
#

I have hardly any knowledge on avatar dynamics, but I'm wondering would it be possible to make it so that players can pick you up as a small avatar? Like maybe a collider constrained to an object they can grab?

simple elk
#

nope

#

you can pick up chair that other sit on but it would nausiating and wierd

#

still constrained to your av - rubbery

#

(constraint can do it better)

golden pike
#

Can u disable dynamic bones?

#

like i only want ppl to see them (like in the debug view) if a game object is on and like not Stack them of that object isnoff

thorny isle
#

also makes it so unneeded physbones arent simulating while the toggle its used for is off

idle crescent
#

hey, i need some help with contacts, i set a receiver and a sender with the same collision tags, a parameter that changes based on this contact and the same parameter name in my fx layer. when i set the sender inside the receiver, the value does change to 1 on the receiver but not in the fx layer. i dont understand exactly what i did wrong, can anyone explain to me please?

golden pike
storm idol
idle crescent
#

hmm nothing plays for me when i make a contact...

storm idol
#

Also if you are doing high fives on both hands don't give them the same parameters

thorny isle
idle crescent
thorny isle
#

I disable my outfit bones (which disables the db) when not in use to save on performance. Back with dynamic bones, it brought my FPS from 15 to 35~ on my old dinky laptop.

storm idol
idle crescent
#

u mean on the main avatar object? i tried that but it still didnt work
Edit: Never mind i got it working. apparently it works only ingame and not in unity

faint dagger
#

can i make an object on my avatar that somebody else can grab and take anywhere?

#

max stretch is 5, but i could use very large bones, all-though i dont want to use this method

flint ether
#

I used to be able to pull a sword out with phys bones in the beta but for some reason i am unable to do that anymore and i can only rotate? using the offical release SDK

quiet fog
#

Likely just need to tweak your settings/scripts

#

As the protogen with the power core that can be removed would likely use very similar set up

flint ether
#

well i went to the beta project and it works but it has options that the offical one no longer has i think

#

hmmm

quiet fog
#

Maybe if you get ahold of the maker of that proto they can help you?

flint ether
#

hmmm maybe i might just use the BETA sdk3

#

since the limit type and stuff actually lets me pull it out instead of only doing angles

quiet fog
#

*nods

torpid sphinx
#

one question, do i have to add myself the physbones collider to hand or will it always be vrchat default?

golden pike
balmy ravine
torpid sphinx
#

thanks~

tough perch
faint dagger
#

best method is to make a really long stretchable bone, although it doesnt work for what i have planned 😛

#

do i need a float in my expressions parameters for my varaible_Stretch ?

simple elk
#

you can use gameobjects to stretch stuff

#

but grab will be ...wierd floaty around your hand longer you stretch

#

av3 emulator doesnt show that , ingame only

flint ether
#

i think i got it workin now

storm idol
#

people can boop my nose and i tied sombra saying boop to it 😄

flint ether
#

there is a thing i am wondering about tho. is there a way where instead of the collider being inside of the receiver to activate can i get it to where all i have to do is have the sender touch the receiver that way it stays on forever?

#

like a toggle basically

#

i have it to where i have to take the sender away from the receiver to pull out my sword

maiden haven
#

does avatar dinamics i mean phyzbones is only bound to sdk_3.0-avatars or it could be also used in sdk_3.0-worlds
why in worlds?
well 4 example if you have gummy bear doll in your world you can make him jelly with that new vrc feature

simple elk
#

worlds cant do em yet, 'soon'

#

ik2+ui hopefully first

maiden haven
#

oh ok then
well i really hope it to
thanks

median lark
#

Ok so I need some help...getting this working. And also how doe OSC work?

#

I need to figure out how to get OSC working so I can get a thing happening on audio cue.

turbid badger
#

only problem is u cant grab both at the same time until they update PB :[

median lark
#

...hell. Ok...uh...

Trying to figure out how to get avatar dynamics working...along with a bit of OSC as well for the voice thing.

turbid badger
#

i still dont know why the hell only my tail is stuttering

#

and also why one chain with 0.93 or something Immobile is behaving the same as one with 0.23

rugged mantle
#

where do u get the sdk for physbones?

turbid badger
#

its part of live now so its just the regular sdk

rugged mantle
#

i see sdk 3 so i wasnt sure if it was that?

median lark
#

Yep.

turbid badger
#

if anything is in the Live build of vrchat, it will be in the SDK on the website

median lark
#

Mhm.

rugged mantle
#

okie

torn tendon
#

how do i make it to where i can grab my avis phys bones

simple elk
#

Test it in unity, have radius on your bones , play mode, click'n drag

torn tendon
#

like in vrchat

#

and what does radius mean

upper raven
#

does anyone know how to make like a receiver where i can slide my finger to do things? like i have a capsule receiver, do i put it as proximity? constant? i want it to be 0 at the top and the closer to the bottom it is closer to 1 it is, how can i do that?

balmy ravine
#

Think of the constant as only covering half of the proximity one so it only updates from one side.

turbid badger
#

then you can have a blend tree to control another parameter, or just handle it as is

balmy ravine
#

Just saw there is a feedback/request for it on the feedback site already

median lark
#

Is there...someone I can talk to directly who has a better understanding of avatar dynamics? I'm worried about needing personalized help with my project as I am very lost at this point.

#

That and I don't know what to look for in terms of tutorials, and I'm worried about sharing the info about the project here.

fading pilot
#

I’m asking again, is it not possible to rotate a grabbed phys bone by rotating your hand? If not, I might make a canny post for that

simple elk
#

it floats oddly around , not sure its possible

thorny isle
#

multi-selecting contacts with different tags uh

#

breaks the component gui

quick pollen
#

Oi, have anyone had problems with Prooximity Capsulee Receivrers?

#

when I use a proximity capsule all conntact start to fflicker

simple elk
#

capsules are wierd/brokenish

#

sphere behaves

tough perch
upper raven
fringe knoll
#

Is it possible for physics bones to interact with world colliders? ie name a collider the same as one on the avatar, such as a wall, and have it interact.

median lark
#

I dunno, never tried experimenting with that...

peak jackal
#

nooo I'm confused 😖 why did my avatar lose all its dynamic bones? I thought it would auto convert it in VRC... so now every avatar without Physbones is broken?! I forgot to test with others

simple elk
#

Dont trust autoconvert, it also come with posable / zero radius (on wast majority = no grabbing)

peak jackal
#

I've been trying to update my avatar to version 3 for 41 h and now I have to do this on top of it orz

#

I wanna cry... I dread upgrading but now I have to do it quick

#

is it hard? 😓

simple elk
#

nope its pretty much dynamic bones, with more options

peak jackal
#

but so that really means thousands of avatars are gonna be broken...

#

and when u dont have access to favorites... that's gonna hurt

simple elk
peak jackal
#

ok thanks. I'm gonna try soon and get some help here I hope

simple elk
#

its comming eventually (not this year, my guess) we need ik2 + next ui update first

peak jackal
#

I'm very glad that this is new thing was added but... damn

simple elk
#

just remember to set a radius or you can never grab it

peak jackal
#

I just wanna get my avatar back to what it's been for years. so I dont worry about any new features yet

#

but it's... taking... soooo much work

#

I haven't even tried the new menu thing from a year ago or whatever

#

cause I just want the basics... 41 h, I gave up and it's so hard to get done. and now I cant upgrade my old one... I dont think

#

so Im gonna have to use my new one, but it's not ready... so now Im stuck! either no dynamic bones or several other issues... great 😟

#

almost crying, it's already so hard for me to get back on VRC for other reasons. sorry... just so down. (at least I was able to make the video before this happened)

mellow hawk
tender briar
#

i need some advice
is it anyway possible to modify the auto-colliders on the wrist and fingers in-game with an animation state?

#

i'm trying to use an animation state to disable my wrist and finger colliders at certain times
when I preview it in Play mode, I can see the animation controlling the auto-colliders in the avatar descriptor

but when in-game, the animation does not appear to be controling the auto-collider

#

is controlling the auto-collider settings in the avatar descriptor not possible?

#

an alternative would be to allow me to exclude my own auto-hand colliders from my phys bones, but unless I'm missing something i can't do that

I can only toggle between disable all collisions, or allow all collisions, i can't exclude specific colliders

flint ether
#

this is actually something that i just realized as well

#

for example i want ONLY my left hand to touch my sword but i don't think that's possible? if its the same thing u r talkin about artificial

vernal plover
#

anyone have problem with downloading the avatar with new sdk that the avatar movment become rly bad ?

flint ether
#

also want people to touch my ears and all but unable to touch my swords

jolly crane
tender briar
#

currently my only options appear to be:

a) Disable all collisions, but still allow grabbing and posing
or
b) Fuck up my armature and move my physbone away from where the wrist and hand auto-colliders are

flint ether
jolly crane
#

yea? so add a new Contact sender on your left hand, create a custom tag called "GrabSword" or something

#

and put a contact receiver on the sword with the same collision tag

tender briar
#

this is the problem i'm currently facing
the large physbone on the wing is constantly colliding with the auto-collider on the wrist

my previous attempts to Disable the wrist and finger colliders using an animation failed
I'm guessing the auto-colliders are set on initialize and can't be controlled in-game via an animation

jolly crane
#

you can customize the default colliders, and disable them if you need to

#

are you trying to toggle them on or off on the fly?

tender briar
#

yes, I'm trying to use an animation to toggle them on the fly

#

because the wing is toggle-able
I have a normal hand under there that I wanna be able to have colliders on

#

i can enable and disable physbones and any of my own placed physbone colliders on the fly
but not the auto-colliders, it seems

lavish flame
tender briar
#

i think, rather than do something destructive like modifying my armature to move the wing bone out of the way, i'll just set my wings to disallow collisions until a better solution is available

there are many ways to fulfill my specific use case
allowing me to toggle the auto-collider on the fly with an animation is one
allowing me to tell my physbone to NOT interact with my own auto-collider is another
etc

vernal plover
#

@subtle impthank you ❤️

storm idol
#

why only vrc receiver sphere and capsule shape 😠

jolly crane
#

because they are not meshes, they are mathematical formulas

#

the spheres are just defined by the equation for a sphere, x^2 + y^2 + z^2 = r^2

#

it's simple to compute

#

unlike a cube

nova cave
#

my avatar uses a tail, it works in play mode in unity when I rotate and move the entire avatar model around, but ingame the tail gets stuck in position when I move in full body tracking. What can I do?

jolly crane
nova cave
#

@jolly crane

peak jackal
lavish flame
peak jackal
#

what do you mean with kit?

#

but since I already spent so much time on it I’m sure I can’t continue with whatever that is where I’m at now, and wouldn’t wanna waste that time. I’ve done most of the things but have a few problems I’m not sure how to fix plus the dynamic bones. REALLY wanna get it done in the next weeks since it’s been over a year now since avatar 3.0 came out 😔

sudden urchin
#

Thank you for everyone trying out my Avatar Dynamics avatar in my world that went public!

fickle quest
#

Does anyone have experiences with dynamics receivers working for some people, but not for others?

sudden urchin
#

That's network IK desync.
Use the parameters locally to drive synced parameters for network

azure sinew
#

does anyone know how to make physbone items? like being able to pick an item up on the avatar? I might be mistaken that its physbones

wise hinge
#

Me knowing how to do that but like I am way too lazy

rain sentinel
#

Where did you learn ?

wise hinge
rain sentinel
#

Question. Does the distance an item can be grabbed and moved away from the avatar depend on the length of the pb?

#

Other then the slider that effects it.

shadow charm
#

best up to date tutorial on setting these up? specifically the hive five, ear and tail movements and wing grabbing

#

oh and transition on the shaders after casting some spell or whatever they did in that video

mellow hawk
#

A lot of that stuff is more or less just simple toggles using the contact points as input drivers instead of the menu.
Grabbing bones is as easy as adding a phys bone component and giving it a radius

onyx vapor
#

And if the bones are really close to each other i can barely stretch them at all

#

Is there a way to skip the root AND the next transform for a phys bone?

#

I have something like Hips>Tail1>Tail1.1>Tail1.2, Hips>Tail2>Tail2.1>Tail2.2, Hips>Tail3>Tail3.1>Tail3.2
etc

Instead of creating a separate phys bone component at Tail1, Tail2 and Tail3, Ive created one empty game object that has Hips as the root and then I've just added Ignores for all the non-tail bones under the hips.
The problem is the first bone of each tail does not need to move (and looks weird if it moves). If i use one phys bone per tail its fine (because i can ignore the 1st bone of each that way). If there a way to replicate this effect without restructuring the armature and still only using one phys bone component?

#

I can tweak the max angle graph to get the same movement as if those first bones are not affected, but from a performance stats point of view I am still affecting more transforms than I need (and i dont want that)

#

The only way I can think of to do this would be to create a copy of the whole tails setup with empty game objects and constrain every single tail bone to that copy, but I cant do this on quest, where this optimization is most important)

turbid badger
#

i think if vrchat ever approves the Multiple Root canny post, it would probably work but you will have to set each tail as a root rather than use one parent

#

cuz i think if they could grab the same chain twice it will break a lot of things

#

it already likes to bug out with only one grab

#

its somehow buggier now than it was in beta for me

#

more features though so eh

onyx vapor
#

urg. Doing what i've done adds 10 extra affected transforms.
Do you think reducing the number of phys bone components by 8 but increasing the number of affected transforms by 10 is better for performance-wise?

turbid badger
onyx vapor
#

because i really dont have an understanting of the performance impact of a phys bone component compared to an affected transform

turbid badger
#

128 is a lot of transforms for pc

#

i have like 20-30 transforms total on my pc avatar

#

i removed most of everything for the quest one

#

max on quest is like 64

onyx vapor
#

but like, is combining everything like this into 1 component improving performance more than 10 affected transforms-worth?

turbid badger
#

well the advantage is parallelization i think

#

cuz it gives u less threads to have to schedule

#

but i mean

#

I don’t have a quest so i couldnt tell u if it made a difference

onyx vapor
#

hmm

turbid badger
#

but i mean again all this would be solved easily

#

if u could have multiple roots per component

#

using the same exact configurations

#

and each can be grabbed and posed

onyx vapor
#

yeah that would be ideal

turbid badger
#

and run on the same thread

#

cuz i have dynamics on both my arms and legs

#

i could have them in one single component

#

as 4 roots

#

thats so much better

#

right now i would need 4 components

#

since theyre on completely different bones

#

really shouldnt incurr any extra damage that Ignore doesnt so already

onyx vapor
#

well i might just go with one phys bone component and take the +10 affected transforms hit because the best metric i have for theoretical performance impact is the ratio of components-to-affected-transforms that vrchat has in its perf ratings; and that seems to imply that 1 component is equivalent to 8 affected transforms. Removing 8 components is [8*8 = 64], 64 > 10,
So if the ratio on their perf rankings is based on some kind of reliable data then this seems like its probably more performant, maybe

turbid badger
#

plus lets say u have a lot of components that are small but have the same exact config

#

say u have tail and ears and necklace

#

u can put them all in the same script this way

onyx vapor
turbid badger
#

and bam u already have a third of the components

#

yea but this way

#

u can worry more about transform and collision count

onyx vapor
turbid badger
#

rather than component count

turbid badger
#

its just that those roots are automatic

#

not manual

#

so i see no difference in performance for

#

tails on top of one bone

#

vs array of tail roots

#

since theyre basically identical

turbid badger
#

i want to test that thing with the inside colliders cuz the only one i have is furry

onyx vapor
#

I do but only paid ones that cant be shared

#

maybe just do a quick search on booth for free models that look like they have a skirt

fading drift
#

how to I make it to where I can play a sound when I touch a contact receiver?

mellow hawk
#

You would need to setup a sound effect kinda like a toggle with animation clips on and off. Then use a contact receiver to drive that animation.

fading drift
#

oh so I can use sounds in the animator?

mellow hawk
#

I believe sounds play on awake. So you would just animate them like normal

stark surge
#

Has anyone else encountered issues with Proximity and Capsules?

bleak light
#

having a jitter issue with some bunny ears, even when not moving it jitters.. gravity is off, tried various angles idk how fix :c

mellow hawk
#

Do you have a collider inside the root bone of a phys bone

bleak light
#

I believe the only "collider" it would be interacting with would be from the one VRC puts in your head now

#

Actually wait there is one in my head >_>

#

I'll get rid of that and re-upload will post result

#

ok collider was removed, still jittering

mellow hawk
#

Could you post a gif or video of how it looks

bleak light
#

coming right up

#

its not jittering at all in play-mode in unity

#

these are the settings

#

(i selected both ears, they have a root)

#

also the roots are further down the chain so they're not inside the head either

#

im stumped 😦

#

interesting, how is it capable of hitting max angle if the bones arent even moving, though?

#

besides the jitter i mean

#

im going insane trying to fix this shit fuck me

#

trying everything under the moon

bleak light
#

slams desk

#

wasted 4 hours on this so far still no resolution

#

FIGURED IT OUT, god damnit, there was a parent constraint hidden that i didnt know about on the base of the outfit which caused it. fml well i can finally enjoy my weekend now

#

jfc

golden pike
#

Since we got avatar dynamics now and osc, can we make the controllers vibrate on touch of other users' colliders?

last frost
#

anyone know how to do toggles with receivers and senders?

mellow hawk
golden pike
#

ok yeah i know that those can vibrate controllers, the openspace calibrator has that feature

mellow hawk
#

There are already apps going the other way, with bHapticsOSC, you vibrate when someone touches you. So it's not completely out there that someone will make that at some point.

peak perch
#

Anybody know how to stop the head from doing this? It also bobs around like a bobble head when I walk. I’m guessing it had a something to do with the parent bone being the head

mellow hawk
#

The head will do weird things if it has a phys bone component on it. Would recommend putting all of the bones you want to have phys, on a new empty game object as a group. Then applying the component to that.

torn tendon
#

why don't work pysic bones animated? Pls help me:c

#

I decreased and increased the gravity because I wanted to give it a floating effect.

#

but, don't work, why????

mellow hawk
#

Should work I believe

peak perch
#

Let’s hope

#

Also saw I might have to go to Blender ||never works well for me|| and mess around with the bone parenting

#

Thanks that worked

torn tendon
mellow hawk
#

Could you share a screen shot if your phys bone component

modest tusk
#

ohh i see now

#

well for one you have negative radius

#

and for two ur spring is really low

#

try applying normal hair values and then adding the floating

#

it also might help if ur going from a gravity higher than 0 to lower than 0

torn tendon
#

I wanted to use gravity to avoid having to do a complex animation for the hair bones.

#

to recreate this effect:

mellow hawk
#

I wonder if motion time would help?

onyx vapor
#

pro-tip: dont assign your hips as a root for a phys bone (even if you exclude most of its children). It makes your whole avatar jitter when you turn your head and kinda locks your body if someone grabs any of the bones affected by that phys bone component.

modest tusk
meager ledge
#

hey guys, is it possible to make it so only have gravity affect a physbone when its tilted? I want it to remain upright normally but have it flop over when tilted

tepid temple
#

Now as you walk around other players can hear you moving around!

gritty valley
#

thats cool

rain sentinel
#

Or did you place receivers on your feet and senders in a position to trigger the footsteps once they reach a certain position?

latent mirage
#

Can 2 plane colliders work on one physbone?

onyx vapor
stray crater
#

i read that contact points can only affect local variables and you need a layer to pick that up and change a network synced variable.

#

is that still true now that this is on live?

#

if yes... it's the bit at the bottom of this that confuses me

calm owl
#

Its recommended to keep it non-synced as itll happen on both multiverses. Syncing will just have it happen for you in your game, have it happen for them in their game, and than the sync will have it happen for them again after lag catches up

meager ledge
#

Is there a way to test contact stuff ingame in desktop mode?

calm owl
#

Local only makes it so only your version of the avatar youre controlling gets changes to that parameter, and you can choose to share this

uncut birch
#

How do I make my avatar able to pull up or down their socks? Like, grab to the position of it and drag it down or up and it changes the blendshape?

turbid badger
#

is anyone else having weirs stuttering on some of their bone chains, + syncing issues between grabbing/posing

turbid badger
#

although i dont think u can save that offset

lean bane
#

is there a way to get a contact receiver to set a parameter and then save that state?

#

after the sender leaves the receiver

simple elk
#

closest would be parameter driver

lean bane
#

I thought that but is there a way to set it to toggle it back off the same way?

simple elk
#

next time it contact disable it / change

lean bane
#

I can't visualize how to make it toggle back off

#

I'm not very good at logic stuff in playable layers

turbid badger
#

if you want it to be something where you press a button

lean bane
#

just a bool

turbid badger
#

then you need to set up param drivers yep

#

transitions like this

#

other states -(Pressed = false)> Not Pressing

#

Not Pressing -(Pressed = true, SavedValue = false)> Set Saved Value To True

#

Not Pressing -(Pressed = true, SavedValue = true)> Set Saved Value To False

#

or also i think there is a Toggle parameter driver option?

#

and in that case u only need Pressed = false and Pressed = true

lean bane
#

ok thank u!

turbid badger
worn mica
#

I'm having sinc issues with my contacts, sometimes the animation plays for me, sometimes for others and rarely for both :/

#

Did anyone have the same issue?

simple elk
#

got any delay on your transition? , dont do 0

worn mica
#

Hmm lemme check

simple elk
#

recommend 0.25 , seen way too many synch issues if its low

worn mica
#

Oh yeah I did got the transition to off

#

Lemme go try again

simple elk
#

capsules are also not reliable

worn mica
#

Oh really? Well thx for the info :/

rain sentinel
uncut birch
#

The only thing I don't know how to do is to make the entire "if grabbed and pulled a certain way, do this action" 😭

rain sentinel
#

The parameters for those values will already be calculated, you just have to use them. So when the value of the pull is 0 you can have the blend shape animation at the beginning pose and it will work the other way.

#

I can show you if you share your screen.

#

@uncut birch

uncut birch
#

Sure!

rain sentinel
#

Ok I’ll msg you

rustic topaz
#

If i increase the Radius of the collision does that also increase like.. the hit box for the physbone to be grabbed?

magic hull
#

Is there any way to reset all posed bones without resetting the entire avatar or swapping it? Like with a nice animation or something?

sudden urchin
# magic hull Is there any way to reset all posed bones without resetting the entire avatar or...
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...

magic hull
#

Thanks!

errant carbon
#

I'm seeing conflicting comments. The built in colliders work with physic bones or not? I know for sure the build in hand colliders work but it seems the torso does nothing.

#

I'm going to guess the built in hand colliders do collide with everything but the rest of the built in colliders are for contacts and receivers like that.

steady plover
#

any recommended physbones immobile and etc properties for skirts so im not flashing everyone?

nova cave
#

I tried it but it still sticks weirdly to the side and seems unaffected by the avatars hip rotation

#

changed it from multi child to first but still the same

#

the root is basically not moving

steady plover
#

hello friends, i was able to add physbones and colliders and get my skirt all set up, but when im in game i can only grab with one hand at a time. is there a setting to make it grabbable by two hands at a time?

autumn zenith
peak jackal
#

I discovered today that my dynamic bones actually do work. But they move much less. Colliders dont work though. And one of my favorite avatar’s hair is weird... T_ T I really hope it’s not hard to adjust the values for physbones. but the values wont be the same if I just copy/paste right?

peak jackal
radiant condor
#

I'm currently using physbones on hair (a ponytail) and I did (1) gravity and (1) gravity falloff so the gravity wouldn't affect the normal pose of the hair, but in vr or even in desktop when I look up or down it gets stuck in the usual position it'd be in without the falloff, is there a better ratio for these two settings so that doesn't happen?

autumn zenith
plush pumice
#

Hey guys! How do I make something on my avatar (like a rope) snap to someone's hand when they are near?

daring heath
#

these are the phys bones settings

onyx vapor
daring heath
#

it's quite long, basically
Main avatar
->World Constraint
-->Table (parent)
--->object with physbone

onyx vapor
#

and where is the bone that has the weight painting for Mr Krabs?

daring heath
#

it's on the main object, and denying the mesh and the armature

#

i have it on another object with no armature too

#

same issue

#

actually i think the screenshot is on another object, this is on mr krabs

#

the only difference is ignore & radius

onyx vapor
#

ok my best suggestion would be, try adding the phys bone instead to an object one step higher in the hierarchy to where it currently is (and make sure there is some amount of distance/space between the two locations). Then see what effect that has when parts of that bone chain are grabbed

#

that might get you closer to an answer

daring heath
#

Still, not much changed... I'm not sure if it isn't just a problem with having a Parent Constraint attached to a parent

onyx vapor
#

Well cant hurt to do some science and test a copy of it without the parent constraint to see what it does

rustic grail
#

(this happens in-game too)

lone estuary
lone estuary
peak jackal
near hound
#

Has anyone managed to make Squishable cheeks yet?

simple elk
#

yes, blendshapes or bone + contacts

near hound
#

oooooo! has anyone made a video of it yet?

swift zinc
#

Aright, so i'm trying to use a contact sender on the lower arm and a contact reciever on the upper arm with custom collision tags on the avatar detecting proximity to the other. Everything works in the editor but if i upload it the contact debug overlay flickers, doesn't work at all or the contacts just don't show up (and of course the contacts don't work). I have other contacts on the avatar that work just fine.

Is there a limit on contact detection on the humanoid bones??

#

Here's an example of the flicker

onyx vapor
#

Ive come across an issue where the phys bones on one of my avatars "twitch" or "jump" whenenever i open the menu (pressing B) or if i scroll through the worlds/avatar list. I have no idea how/why phys bones would be impacted at all by menu usage... If multiple people are wearing this same avatar i see all of their avatar's phys bones jump like this at the same time. I've had other people test this and they see the same thing when they do it (but they dont see the jump unless they themselves open/interact with their own menu).
No other avatar does this, so im a bit stumped

jagged sigil
#

Is anyone else having an issue where for some reason physbone grabbing in the unity editor isn't working?

simple elk
#

0 radius 99% of the time

jagged sigil
#

What about the 1%?

#

I made it extreme large and it started working, odd.

simple elk
#

your bones too small then

jagged sigil
#

People can grab them properly in vrchat, I'm guessing it's a bug in the unity interaction implementation.

#

Interesting at a certain value it just suddenly pops into being able to be interacted.

torn tendon
#

Im trying to make cards that I can grab out of my hands using physbones but all I can get them to do is spin in place. Not sure what im doing wrong

steady dome
#

Hey, i'm trying to have it so whenever i pull up, the headtop stretches a bit. what should I do, cause I'm lost. any help is appreciated

devout wharf
#

Do contact sender/receivers NEED to be on an avi? Can they not work on gameobjects themselves?

little owl
#

you can put them on empty gameobjects that are on an avatar, yes

#

they don't need to be on a humanoid bone if that's what you're asking

#

but if you're asking if they can be put in a world, then no

devout wharf
#

Gothca, I was trying to test it on a standalone gameobject and was wondering why it wasn't working 😶

little owl
#

oh, if your purpose is just to put a sender on an object so that you can test it against your avatars, that should work.

but a receiver on it's own wouldn't work because, well... it's whole purpose is to send values to the animator so if it doesn't exist then it'd do nothing

soft sorrel
#

My avatar has 297 transforms how do I remove a lot of them?

wispy elk
#

The dynamics on the bones for the back hair of my avatar won't go back to their original position and just float like this. they have the exact same settings as the sides of the hair which work just fine. I used the auto dynamic bones to avatar dynamics thing on the vrchatsdk to convert dynamic bones into the new phys bones.
I'm not sure what to do to fix this

torn tendon
#

I'd like to add both left and right fingers to the Collision Tags do I go with the unspecified ones? For example, Hand for both hands? Finger is supposed to be the thumb finger right?

turbid badger
#

tfw u cant assign multiple root bones to one component so u have to delete most of your dynamics on quest despite having very little transforms

turbid badger
short narwhal
turbid badger
#

its only 2 more transforms to have these things on the arms, and 2 more for the legs

#

but i cant have them since i cant assign multiple roots

#

it would take 4 components, half of the hard limit on quest

#

upsetting

#

in fact if i could merge components, i would have like 9-10 total components instead of 18; less if i did a little more combinery

steady dome
calm owl
#

Throw some filler bones between the bone thats being grabbed and its parent just to add length.

somber monolith
#

how can i get the velocity of my hand moving? just in general for anything

#

i just need the velocity, nothing else

simple elk
#

Not possible, only thing it tracks are your avatar velocity , contacts/senders can detect when colliding speed to trigger stuff otherwise 🤷

somber monolith
#

thats how i wanna do it, by contacts/senders

#

i was thinking stack a receiver and sender on the same area that looks for a specific velocity

#

but that isnt working for some reason

steady dome
crisp forge
#

Is there any way (or any plans) to make the collider on the physbone a different shape? or are we stuck with the pill + curve

#

collision detection zone rather

flint ether
#

to be honest idk how it determinds wheather it can stretch up or down tho

flint ether
#

also side note i finally got a toggle system to work with constants and receivers

steady dome
#

this is what the hierarchy likes like

#

the component is on headtop

#

removing the limit doesnt change anything either

steady dome
thorny isle
steady dome
#

Doesnt work :(
i added an endpoint on Y with 0.03

thorny isle
#

otherwise will need to add a parent bone to the headtop bone in blender

steady dome
#

the waist has a physbone, should i parent headtop to that?

thorny isle
#

i meant create one on the waist bone*

#

a dummy one made with 2 empty game objects

#

constrain the headtop bone to the child of the physbone

#

so when stretched, it follows

steady dome
#

ill try adding one in blender

thorny isle
#

that’ll work best

grand saddle
#

is there anything we can do if an older avatars tail is glitching after the new physics patch without having access to the files?

snow marlin
#

Nope

#

Turn on old physics in your game i guess. But that will be client side only

steady dome
#

im sorry i have no clue how to do this, should i duplicate headtop then parent it to waist in blender?

grim pewter
simple elk
#

Breaks if you change camera while in game mode - this didnt happen before they changed it so camera dont need to be tagged 'MainCamera'

lyric stream
#

Anyone know how to fix only one hand collider working?

fading pilot
#

How do you test contact receivers in Unity via Avatar 3.0 Emulator?

fervent nimbus
#

How would I make it that my avatar's expression changes/plays a sound when my nose is booped

#

I don't yet have them in unity but when I do I want to know what I'm doing

#

anybody got a tutorial?

fervent nimbus
#

for one

#

for two, check your bone setup
if it's on a single bone it won't be able to be pulled out of your hand
if they are all attached to a root, then it could potentially work

#

afaik

thorny isle
#

you cloud dupe headtop, name it headroot or something, and parent head top to head root

short narwhal
# fervent nimbus How would I make it that my avatar's expression changes/plays a sound when my no...

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

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

Cam's video is a good starting point for converting your avatar to write defaults off, however, I will likely be making a video in the future showing how to do this and explaining why you should do this.

A ...

▶ Play video
steady dome
wispy elk
fading pilot
#

What's a good velocity for a light slap?

late hamlet
#

Is there an extra step to change physbone values with gestures?

I set my tongue physbone to "immobile 0.95" by default instead of turning it off when it's in my mouth, and tried making it so when I do "stick out tongue" Gesture; it becomes "immobile 0" for maximum blep wiggle, but it doesn't work, I have "is animated" ticked.

onyx vapor
# late hamlet Is there an extra step to change physbone values with gestures? I set my tongue...

Here is a relevant part of the documentation. TLDR: Not 100% supported, but try animating the phys bone off, wait a little then animate it back on again and it usually should pick up the new phys bone values.

"
Animating Properties
PhysBone properties like Spring, Pull, Stiffness, etc are set at initialization and cannot be animated.

However, if you animate a property of a PhysBone component and then animate the component off and then on, you may get the behavior you want. Be aware that this is not a support method of animating these properties, and will not be supported in future changes. (In other words, it might break. If it does, we're not going to try to fix it.)
"

late hamlet
#

Ahh yes thankyou so much! ❤️

onyx vapor
#

I found that animating a phys bone off and then on again the next frame was too fast and usually didnt work. I've turned it off, waited like 30 frames, then on again and that seem to work - so play around with it

late hamlet
#

Awesome, thanks for the help ^-^

#

I'll do me some tinkering >:3

onyx vapor
#

gl!

hallow rivet
#

so guys mind if i pick your brain having this issue of when testing the avatar in play mode, it looks as if the gravity or something is too high, despite being set to 0 and the physbones going out of range.

#

this is what its supposed to be

#

i can not for the life of me figure out whats causing this

#

or im just too much of caffiene burnout to see

autumn zenith
#

I would try disabling the curve you have setup for gravity

hallow rivet
#

hmmm lets try

autumn zenith
#

hit the x

hallow rivet
#

actually forgot that was a leftover of my poking around trying to fix the original issue LOL

#

wasent it

autumn zenith
#

Also what is this

#

a collider?

hallow rivet
#

please hold

#

mother frigger hold on lol

#

yes it is

autumn zenith
#

that would do it

hallow rivet
#

yeah lol

#

told you too much freaking caffiene

autumn zenith
#

😉

#

For all my unity wizards, How would i go about making all of my body parts detach and fall to the ground? I have a robot avatar that would be perfect for such an event.

#

Would i just have a phys bone on each limb i want to detach and fall using gravity and ground collision? or would it be more optimized to use seperate meshes and or particles

hallow rivet
#

thanks for the second brain bessie, i've been sitting here for 2 hours exhausted from work trying to figure out what was wrong lol

limpid ravine
#

I don't know if this has been answered before, but what should I do to set up animation toggles to enable and disable physbones for a part of the armature like you could do with dynamic bones? (Example, when the tongue is in the mouth the bones are disabled, when extended it's enabled)

jolly crane
#

you can either disable the physbone component directly, or you can disable the object it's on

turbid fulcrum
#

Hello! I'm having a very weird issue. Any time a contact receiver in my avatar triggers an animation, everything in the FX layer stops working. I made sure there's no conflicting parameters or animations, and everything works in the debug screen but no changes are visible ingame. I'm also using face tracking via OSC, but I don't know if that has any correlation.

#

The contact receivers use local parameters and the "is local" checkbox is unchecked. It's driving me insane.

jolly crane
#

you can use VRLabs's avatar 3.0 manager to check for mixed WD and set it all to the same setting

limpid ravine
limpid ravine
turbid fulcrum
jolly crane
#

that depends on what you're doing in your controller

#

if I remember correctly, the face tracking templates rely on WD on

turbid fulcrum
#

I guess I'll have to make sure things work in both settings and try both

#

I hate making basis animations but it is what it is vrcSkull

turbid fulcrum
#

Could the blending mode of the layers (override/additive) have anything to do with this?
Nvm additive seems to not work at all

turbid fulcrum
#

Still no luck, all blendshapes stop at the first interaction I trigger. I'll get some footage later

pearl ingot
#

Is there anyway to use the angle parameter feature of phys bones on humanoid bones without using any of the physics simulation just to get a read on things to trigger events on joint bending movement

lofty walrus
#

Hey guys. Any idea why my blendshapes wont deactivate when a sender is no longer touching a receiver? I followed this video and the blendshapes work when touching...but won't turn off now https://www.youtube.com/watch?v=pgYxbwbMxlI

Follow me on twitch;
https://www.twitch.tv/planetpaddy

Twitter;
https://twitter.com/PlanetPaddys

Follow My TikTok;
https://www.tiktok.com/@planetpaddys

if you have any question, feel free to leave a comment.

also leave a like and a share, it would be greatly appreciated.

▶ Play video
halcyon vault
#

some people don't make Off animations but there's no point not to imo

lofty walrus
#

no, just an on. Followed the video to a T

halcyon vault
#

Probably a WD thing

lofty walrus
#

WD?

halcyon vault
#

You can hope unity will reset it for you or you can just tell it to

#

Write Defaults, it's an animation state setting

lofty walrus
#

oh yeah, I was messing with those. Doesn't seem to be the issue.

#

I have them on for MMD worlds

halcyon vault
#

but honestly whether you have them On or Off I'd just make both animations

#

that way you know what unity is doing

lofty walrus
#

if it's off and one of my hand gestures wants to trigger the same blendshape, won't that cause issue?

rich stirrup
#

Hey poeple! I have stumbled upon a weird issue, I cant extend the Phys bone collider capsule, it stays a ball. Though if I make the value negative it does extend. Is this a known issue?

mellow citrus
#

do physbone colliders work on Quest?

rich stirrup
#

Yea

#

I fixed my issue by the way

mellow citrus
rich stirrup
#

I do PC only

#

I had a completely different issue

#

but to answer your question, the actual empty game objects value was negative

#

so I changed that and it extended

mellow citrus
#

i was asking in case i had the same problem in the future :3 thanks

i'll give my quest bones another look i guess.

steady dome
tawdry bluff
#

i just realized that using parameter drivers to set values for variables leads to sync issues.. any other ideas on how to best use receivers etc to set values for other variables?

jolly crane
tall echo
#

i am using the physbones so my character's "melons" don't move around. I works great in unity, and tested it in unity by moving my character around and it works perfectly. But when I try it in VRChat, one or both moves. Why? I need help

tawdry bluff
iron quarry
pearl ingot
lofty walrus
#

specifically because it's needed for MMD worlds to properly work as well

simple elk
#

wd has nothing to do with animations/blendshapes on a station

#

stations uses your sitting controller as default, few has it ever set up

lofty walrus
hushed isle
#

is it possible to pickup people with phys bones?

simple elk
#

I have quite a few hours making stations in vrchat 99% of the time is the avatar that does not have it correctly set up and you end up looking like this

lofty walrus
#

Could it have something to do with using the same blendshapes in other animations/toggles?

#

ex: Hand-gun uses "smile" and this receiver uses "smile" as well

pearl ingot
hushed isle
#

is there a tutorial?

pearl ingot
#

Doubt it!

hushed isle
#

thought as much

short narwhal
#

this stuff is so new

pearl ingot
#

It relies on the stretch parameter to know how much you are lifting a player, and it has a 2D blend tree that rises the avatar (while constantly updating their view position)

#

it's not perfect, but it can be pretty convincing

hushed isle
#

huh

#

will have to experiment

daring heath
#

Would it be possible to use avatar dynamics along with a world constraint to move objects and make them stay there?

#

I've been trying to get it to work, but even outside of the world constraint I can't move, only rotate it

hollow dagger
#

Is there any way to turn off phybones collision only with your hands? i need to turn it off only for my hands because it's clipping sometimes, but i need to save it for my legs

lofty walrus
#

My PB stopped working when I put a receiver on it which included an animation from a blendshape. Any idea why?

#

to be accurate, the PB's look like they are moving in unity, but the mesh is not moving with them

#

ahh...found out why. The child objects are stopping it.

lyric stream
#

Anyone know why only one of my hand colliders work in VRC? Both the green spheres appear in unity :/

errant notch
lyric stream
#

I needed to set up the ones in the avatar descriptor

bold cobalt
#

I need some physbones assistance

grim hedge
#

I feel crazy... is it possible to preview PhysBones in Unity? None of the settings I change have any impact on how the bones move once I hit the play button. I can drag the Immobile slider all the way to 1, hit play, and the bone still jiggles. What am I doing wrong?

bold cobalt
#

Anyone here able to help me make a slight tweak?

abstract ore
grim hedge
abstract ore
#

theres a camera object in the scene, grab and move it closer

#

so youll need to move the camera in the scene view, then test things in the game view

#

Ok, so how do the Physbone paramaters show up in the Animators?

lyric stream
#

Is there any way to make physibones make a noise when they're interacted with?

short narwhal
#

basically use the contact system to trigger animation that turns on the sound effect

lyric stream
#

Ahh okay~! Thank you!!

grim hedge
#

Sorry I'm so pathetic 🙇‍♀️

abstract ore
#

make sure your physbone has a collision radius bigger than 0 and you should be able to click and and more them if allow grabbing is checked

#

right click will let you keep it in that pose you moved it to

grim hedge
#

I can grab and manipulate them, but I'm more concerned with how they move naturally when the body moves around

abstract ore
#

oh just grab the avatar and move it around, that might help but you'll get the best feedback by uploading the avatar and checking in game

grim hedge
#

That seems so tedious if I just want to make minor tweaks

#

Oy

abstract ore
#

i usually set something i think looks good, drag my guy around and see if reacts ok, then when i think its pretty good in the editor, ill upload it to finaly test it

grim hedge
#

Do you drag your guy around in the Game window or the Scene window?

abstract ore
#

scene

grim hedge
#

Gotcha

#

Yeah, Scene doesn't update with my physbone settings

#

Like I mentioned, even bones with Immobile set to 100% still move

#

So the only way to get an accurate preview is to build and test?

abstract ore
#

hmm if something is moving that shouldn't that might be another issue

#

check to see if you set a phys bone script earlier in the bone chain

#

maybe one script is moving a bone that you told not to move

#

like if you put a phys bone script in the chest, and one in the arm, the chest one would still move the arm

grim hedge
#

Hmm

abstract ore
#

if thats true, then you want to tell the chest not to move the arm

grim hedge
#

Candidly I'm trying to make the breasts move less. There are no physbone scripts in either the spine or chest, and the breast is just a single bone

#

Right now the avatar has lunch lady boobs because they stretch like jello

#

But nothing I adjust changes that

abstract ore
#

ahh that might be the gravity setting

grim hedge
#

Gravity is 0

abstract ore
#

hmmm

#

if you remove the scripts from each beast, do they still move?

grim hedge
#

Interesting question, hold please...

abstract ore
#

or just turn it off, so you dont lose your settings

#

best to try that while in play mode

grim hedge
#

I unchecked them and they still move

#

😑

abstract ore
#

then something else is moving them! do you have a script in the hips?

grim hedge
#

Only ones that appear to be associated with the skirt, nothing with the chest

abstract ore
#

maybe the skirt is still affecting the rest of the body somehow

#

or theres another script thats at the root of the avatar

#

you'll want to look at the Ignore Transforms at the top and set any bones you dont want bending set there on the skirt

ornate frigate
#

So I’m trying to attach my physbones to my head cause it’s the only group that includes all of my head bones

#

But it moves the head with it even when I put it in an ignore slot

#

Hmmmm

#

Weird and annoying

#

I’m pretty sure I can’t do it all separately because that would cause some issues and wouldn’t run on quest

fresh helm
#

Putting physbone components onto your humanoid rig is weird typically and you should avoid doing it, you can easily make a root bone in Blender to connect all the stuff connected to your head to then you can slap the physbone component on that instead

ornate frigate
#

Oh man okay

#

Good to know

slim olive
torn tendon
#

i am so excited to get better with using dynamics

dense ravine
#

I've noticed that grabbing is not synced between quest and PC on my avatar; is there something I need to enable for that? :)

limpid ravine
#

So I set up the toggles for the tongue physbones to turn them one and off with a certain hand gesture, but the tongue now feels too stiff when the bone is enabled by the gesture, but if it is always on it acts as normal

robust pecan
#

Is it possible to replicate rotation constraints using avatar dynamics?
I want to mess with multi limbs type thing but I "need" it to be Quest compatible and
for some unknown reason even though Avatar Dynamics and Phys Bones are fine on Quest rotation constraints aren't

#

Ideally this'd work for legs and arms but even just for arms will do (And if possible twist bones could be nice for non multi limb related stuff :P)

hollow olive
#

moving this here! having a bit of trouble with physbones. everytime i adjust this and test it it resets all my edits and the hair just flips up again!

cinder haven
#

Hey how do I use bones? I am so confused

jolly crane
#

@cinder haven you mean Physbones or how to rig models in general

#

if you mean Physbones, watch Sippbox's tutorials

cinder haven
#

Rigging

robust spire
# cinder haven Rigging

you do it on blender (if your model doesn't have the rig).
if, on the other hand, he has the rig and you want to configure it on unity, go to the character properties on the "inspection" tab

cinder haven
#

I know I do it on blender I'm just confused about how to work with bones

robust spire
#

the "cats plugin" blender add-on can help you, fix many of the bones for you (to simplify many steps and mistakes) @cinder haven

cinder haven
#

So this plugin can help me? If yes then where do I get it also any videos on it?

jolly crane
#

@cinder haven it would really help to know what state your model is in right now. is it literally just a mesh? does it have a rig? does the rig follow Unity's humanoid format?

rich stirrup
#

Can someone help me with a Physbone setting thats good for scarfs?

cinder haven
#

Well I have the mesh and textures done not the rig yet

#

Also again the rig in its entirety is the thing I am having problems with also I am kinda new to this hole self made avatar thing

sinful pumice
#

Are root physbones not affected? I put a component on my ear bones, but they don't move when I move, or when I move them with my hands (colliders aren't the problem, those are set up)

simple elk
#

mess with that setting

sinful pumice
#

Okay, thank you!

simple elk
#

doesnt do much if theres only 1 bone on root, 2+ you will notice it

sinful pumice
#

So should I make a new bone, and parent the ear bones to it? The bone i was setting as root was part of the ear itself

safe wind
#

Maybe I'm misunderstanding this, but is there a way I can make the physbones in my tail collide with the premade colliders from vrchat? The torso and head one for example?

simple elk
#

nope, only allow others to interact with you

safe wind
#

Seems a bit silly lol. Gotta add 2 colliders that are already there xD
Alright, cheers

simple elk
#

They are contacts , not colliders , head would be like this if it was visible

#

hammer interact with head & trigger stuff on the hammer (sound/effects)

safe wind
#

I guess they miss spelt it then

#

Also I know what a contact does lol

simple elk
#

pretty much

safe wind
#

Thanks for the info anyways :3

safe wind
#

I have another question. Can physbones collide with other physbones?

cinder haven
#

So would the cats plugin help with bones and rigging?

cinder haven
#

I will take that as a yes and do to this needed to ask any videos on it?

summer echo
#

is there like a way to maybe reduce physbones on a avatar to make it quest compatible without it breaking or is there no way yet?

simple elk
#

Blender merge bone strands & make roots for bones

fervent nimbus
#

also, hi, I want to create a protogen base that reacts to other copies of itself

when their visors bonk, I want them to change expression

slim olive
#

is it possible to make it so the receivers make noise when they move? Also how do I make it so the receiver keeps playing the sound when touched when the sender bone is moved away?

remote chasm
#

if im having multiple FBX of the same avatar, how is the best way to transfer the dynamic bones and all?

stray island
#

Pumkins tools, there's a github for it

barren rune
#

ok so im making an avatar with a bat that plays particles and a sound when it bonks people and i want to make it throwable and also bonk when thrown. but the only way of creating throwable items i could find was using particles which as far as i know dont support contact receivers. is there another way of making throwable items?

vital shore
#

Can a physics bone be thrown? Like just...yeeted.

turbid badger
#

anyone else have this SDK bug

#

sometimes it thinks im on android build even though it says PC,Mac,Linux x86 on my unity

#

and the only way to fix it was to switch to android and back to PC

simple elk
#

saw one guy earlier who had it, had to restart unity before it figure out 'hey im on pc' , it was showing quest limits on his pc build

#

Yet to have it, keep my quest seperate project , never switched

snow marlin
#

i had that once and just reinstalled the sdk to fix it

turbid fulcrum
vapid dove
#

Having an issue with animating physbones

So I have a bone animation in Unity that moves the tongue out of the mouth and curls it a bit downward. At the end of the animation it activates the physbones script, but when it's activated the tongue snaps to its resting (pre-animated) position and then flops back to the correct position

IsAnimated is checked, and the tongue bones aren't touching any colliders

turbid fulcrum
#

It may be a bug, have you tried enabling the PB right at the start of the animation? Or does it make it look bad?

vapid dove
#

I have colliders around the tongue to (mostly) keep it from clipping through the chin, but it takes three of them so it's not exactly a performant solution, and this is also happening with other bone animations where physbones aren't enabled at the start

turbid fulcrum
#

You could try disabling the colliders during the animation too, maybe that helps. I have no idea how to fix the bone going crazy though

vapid dove
#

Yeah the colliders are a stopgap solution, the tongue snaps back and clips through the chin without them

#

Thanks for the help though, I appreciate it

#

If I find a solution I'll post it here

#

I mean it snaps back even with the colliders but it's not as bad when using them*

pearl ingot
#

Are angle limits animatable?