#avatar-dynamics

1 messages Ā· Page 18 of 1

pearl ingot
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or at least able to turn on and off

clever echo
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Is this trigger parameter type for the new avatar dynamics?

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Why is it an option?

devout star
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I've never used it, but it's been there forever.

little owl
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triggers are useful in traditional animators. You can set them and then they'll be automatically turned off when they are used in a transition. But due to their nature where they may be turned on and then immediately turned off, it doesn't really make any sense to sync them through avatar parameters

turbid badger
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reminder that animators have existed in unity for years

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they arent magical things created by vrchat

robust pecan
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Doodly doo

sonic narwhal
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Hey, I tried physbone-ing a cape and it looks fine in Unity, but VRChat makes it look like an invisible camel lump. Anyone here know how I can fix this?

fresh helm
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need visual example of the issue and how it's setup in Unity

turbid badger
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you can use fixed joints since those are still allowed...?? for some reason..?

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but that system is old and pretty bad

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its how people did it before those constraints existed

robust pecan
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fun
Guess I'll have to look into that

turbid badger
robust pecan
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They make a lot of weird decisions from my perspective
some I've later found to be less weird but it'd still be nice to actually have a discussion
or at least more output for their reasoning as they seem to give very little without being directly asked

turbid badger
robust pecan
sonic narwhal
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Then in VRChat, it looks like this

fresh helm
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I think it's inside that green collider there

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also based Blazblue model

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you can go into play mode in Unity and have a good close look at it

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could prob just make the cape's collider radius smaller to fix it honestly

sonic narwhal
north hatch
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is there a setting to make dynamics grabbable or poseable only by me?

sonic narwhal
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Would the default colliders have anything to do with it? I never really touched those

fresh helm
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Nah, shouldn't

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it's probably just Unity having a Unity moment and for some reason the colliders on there are all slightly smaller than ingame :^)

simple elk
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šŸ”Ø derp nm collider

next mauve
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Okay, I'm looking for "Is this possible?"

I essentially want to make a gun that someone else can pick up from me and fire.

  1. Picking up the gun is easy, give it a phys bone and as much stretch as possible.
  2. The difficult part is making it fire when they pull the trigger.

Since I don't have access to their gesture parameters, I need a way to guess if their finger is curled. Right now my thought is to use a Contact Receiver and check for proximity. Essentially once it is grabbed, check to see a change in distance with the index finger. Once the distance meets a threshold, trigger the gun to fire...

I'm just looking to see a sanity check if there is an easier way to do this. I know I could easily make a second custom avatar that passes a "Trigger is squeezed" value, but I want this to work for anyone, regardless of avatar.

jolly crane
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the grabbing is only position

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unless you had 2 physbones, and made it a 2 handed weapon

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but that's still not perfect

next mauve
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Maybe it's possible to pick up two objects at the same time? ... then you could interpret the orientation...

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(I don't think you can actually pick up two objects with one hand at the same time though... )

onyx vapor
# next mauve Hmm.. I did not think of that...

Random out of the box idea. You could maybe add multiple contacts to act as kind of axis detection. Then when one of those detects a finger, you know roughly which direction the hand is and can manually animate it's rotation based on that. It would be jank.

next mauve
onyx vapor
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So like, have a contact on the front middle, if finger collides with it you know the gun is held straight/ normal - do nothing. Another contact at the front right side - if that is touched then you know you need to rotate the gun about 45deg to line it up.
It would need a lot of contacts to make it accurate, too many, but thought it was an interesting idea

next mauve
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Right, you could also quickly spin the object until you get the correct contacts... the problem is that it would be super janky and not update very well when the other person spins their hand... like it might flip around for a few seconds before aligning somewhat correctly...

You could also use the new distance detection with this ... but that would also get really complicated....

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I think this is definitely something people are going to want.. I'd like to find a way to make it happen.

modest tusk
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you could use the built in avatar->avatar colliders on the fingers and palm to collide with the physbone on the gun, provided that they grab the handle correctly

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i did something like this to get a pseudo-DPS effect on something else

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although that was attached to a parent and not floating somewhat freely so idk how well that’d work

next mauve
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Hmm... what happens if you have two overlapping grabbable physbones? Does the other player grab both at once? Or just whichever it considers "closer"?

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I'm thinking about the possibility of grabbing two physbones and using that to determine the rotation.

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Kinda like how a two handed weapon would work...

modest tusk
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it’s whichever is closer

next mauve
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Darn... -.-

modest tusk
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if you want people on quest to be able to pick it up too you might have a hard time getting that component value down

modest tusk
next mauve
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Yeah, I'm not focused on getting this to work for quest, I just want it to work at all...

modest tusk
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i can’t see it being done with physbones just cuz they don’t do good with rotation

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well

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with only physbones

next mauve
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I'm up for any solution... like... for example, we can calculate the distance from one collider to each of the fingers and wrist.. using avatar interactions... but I'm not exactly sure how to use that to actually determine where the gun needs to go.

modest tusk
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honestly

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try making a physbone in the handle of the gun, but with a smaller radius than the handle

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you want it to fit inside the hand and palm colliders that come on the avatar, but you don’t want the physbone slipping through the cracks in the colliders

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i’ve done it before for diff applications, but if done correctly it’ll rotate the physbone along with the hand

next mauve
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Every avatar hands are different sizes and shapes though..

modest tusk
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shit true

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geez

next mauve
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Some have their thumb in a totally different position

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Hmm.. I'm still thinking using the "distance" to each digit might be the most reliable choice... but its only distance, not direction... and we can't really do calculations in vrchat...

turbid badger
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one thing you could try is to orient it using 3 contacts and getting the values of them into a blend tree using proximity

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from that u should be able to detect the axis based on the distance to the large colliders

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maybe long capsules

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using the hand collider

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although i think this is too complicated for an avatar

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and i would recommend just making it so you can holster and unholster with contacts or physbone

dark drift
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is there a guide for somewhat world-constrained objects? Ie if I want an interactive prop like ball or bottle. I have some ideas but why not ask first.

torn tendon
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For some reason my physbones (I converted them in Unity) are grayed out for people and they can’t manipulate them.

Do you guys know why? (I have the ā€œIs grabbing?ā€) on.

little owl
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they need a radius

rain edge
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Hey everyone, still trying to get a custom to the new Dynamic/Phys bones system released no so long ago and appear to be having an issue one of my avatars I am working on for a friend.

Having issues with hair and cloth sticking out for no apparat reason after being converted from base Dynamic Bones to Phys Bones.

Doesn't appear to be any colliders pushing these parts you can see in the screenshots up. However, we wanted to know if there's any particular reason why this would be happening?

Help would be much appreciated!

jolly crane
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you don't need huge sphere colliders for floors anymore, you can use Plane physbone colliders

rain edge
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Awesome! That's a change I can adopted no sweat!

little owl
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it'd be good to change to a plane collider but that's certainly not the problem you're having

rain edge
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I've seen same recommendations from other people regarding that. Plane Collider for the floor it is.

little owl
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the problem is because you have physbones inside colliders on the body

rain edge
rain edge
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This is a live view of all the dets

little owl
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first thing to try would be to make a curve on the radius so that the first bones have a smaller collider

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physbones behaves differently because it's made out of capsules instead of spheres, which makes for significantly better collision against small objects like hands but when you put physbones inside a large collider they tend to be pushed very strongly out rather than being brushed away

rain edge
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So there might be a collider inside lifting up one of the first bones on the front and back cloth?

little owl
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yes, clearly

rain edge
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Looks like you're right. This is clearly different from the OG Dynamic Bones we're use too. I'll try and make a few edits on the offending colliders.

They're really not needed there anyway.

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There's already colliders surrounding the legs/body to stop the parts clipping through the body.

little owl
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It's good to get your latest stuff up to date and using physbones as it should be used, however the team is well aware of this particular issue so a solution to that is on the way. No need to panic and reupload everything

hushed trail
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hey to budge in a bit - i had to put a position constraint component on the plane/floor collider, otherwise it would strictly be beneath my avatar instead of strictly on ground-level

rain edge
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No panic, if it breaks? Well I just revert to a previous backup.

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I'm trying your recommendations though. Modifying the sizes and some colliders and removing a few I can see bunched up near the bits.

rain edge
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@little owl Looks like you were right on the money

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Adjusting the sizes, removing some colliders and modifying the collisions has fixed it.

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Not sure why this avatar has almost 15 to begin with? Time to optimise manually.

Really appreciate your help!

snow spire
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So question, is it true you need to animate Parent and/or rotation constraint to do something like this?
https://twitter.com/necuroN/status/1521780649069522945?s=20&t=mf8ClnkNWDvMB_EY84IKmA

ć‚„ć£ćØćƒˆćƒŖć‚¬ćƒ¼å¼•ćć ć‘ć§ć‚‚ć¦ć‚‹ć‚æć‚¤ćƒ—ć®å‰£ćØę§ćØć‹ć®å®Ÿč£…ć§ććŸļ¼ć€€å…ˆäŗŗćŸć”ć®ēŸ„ęµć«å¤§ę„Ÿč¬ļ¼ #VRChat #PhysBones

ā–¶ Play video
remote ferry
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But yes

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You would have to animate a parent constraint for that

snow spire
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Alrighty, thanks

mellow hawk
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I feel like you could do this by monitoring a phys bones {parameter}_Stretch driver. At X stretch turn off one sword and turn on a duplicate parented to a hand.

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Would take up more tri's then parent constraints tho would be quest compatible.

dark drift
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I've placed contact reciever on random object. When Reciever Type (variable) set to Constant it works just fine, debug capsule lits green and debug console shows True. But if I select Proximity capsule starts blinking (still blue=inactive) and var is always 0.0

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looks like capsule doesn't work for proximity, sphere works ok

simple elk
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capsules dont really work too well - yep šŸ‡

next mauve
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Also, as a reminder, the theme was to allow someone other than the avatar player to pick up your weapon and use it.

torn tendon
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what makes physbones shake in that really gross way when i move

turbid badger
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what do you mean shake?

torn tendon
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not so much shake

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cant think of a better word though

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it reaches the point i set for the angle limit thing and then just shakes

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kinda bugs me out

turbid badger
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do you have any Scale value for your armature or bones?

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Scale does not like to cooperate with physbones

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like at all

torn tendon
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no

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i think i just dont udnerstand physbones good enough yet

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is there any kind of ingame debug for physbones or something

turbid badger
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yes and no

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you can test in unity with much better view

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but in vrchat the only option you have is Physbone view in Avatar Overlay

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but it only shows your colliders

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nothing useful

green robin
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Question would it be possible to make audio play on the movement of a bone like for example a bell, Would I need to set up a float that plays the audio at a set angle

Or would it be better to just have a sender/receiver set up that just plays the audio on contact?

mellow hawk
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I believe that with the phys bone angle driver is updated if just the transform changes.
So something like a cat bell would play if the avatar moves or is hit.

naive thicket
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On the VRChat docs, there is an implication that a contact receiver can set a parameter to a specified value, but the values it sets seems to be predetermined? Am I missing something or is that just how it works? I was hoping to be able to set an int parameter to 2 upon contact.

toxic dawn
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How do I make it so the hands wouldn't go throurugh the fabric by using physbones?

harsh copper
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just

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dont use physbones on the bones that should cover the hands

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only add physbones lower

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Any update on physbone component parameters being animatable?

vale tapir
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do yall have any advice on optimizing a skirt for the new physbone features? I'm trying to make it stiff instead of floaty.

late bridge
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hit the play button and just start messing with the sliders. once its at a point you are happy with, copy it, hit the play button again, and paste values

worn mica
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Imma ask here by any chance, anyone has a bow prefab that works with physbones?

torn tendon
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so im trying to work on a headpat thing for my avatar.. but is it normal for a float value to not have "equals" instead of just greater and less?

dark drift
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It is but why would you need float variable at collision for this?

torn tendon
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if theres another way i should go about this id love to know!

simple elk
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int / bool & float work now, use bool for that one

dark drift
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Make var constant (bool), in animator default empty state, if var goes true goto play sound after that (exit time 1) go back (if head still being patted it will play again but it wont allow spaming). I'd do smth like this

torn tendon
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ahh thank you both !!

mellow hawk
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Floats were the only way to contacts before in the beta, so a lot of videos got outdated after the update.

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Best to read the bottom of the component tool tip, will tell you what it needs for that interaction type.

gusty whale
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I have a small issue that I need some help with. I have some avatars that, when I put them into VRC, the physbones kind of spasm, and it's only in VRC that they do. I test them in Unity, and they're fine.

mellow hawk
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Check to see if you have a colder inside the bones radius

stark pond
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has anyone figured out how to get physic bones to interact with blend shapes (IE constraint the blendshape value based on the stretch value)

gusty whale
rain ice
mellow hawk
rain ice
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I have these all set up to play my existing hand gestures, they could be set to anything

torn tendon
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I bow to you genius

simple elk
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Not sure why you have them all in one layer, only one of them can be active at once

turbid badger
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^^^

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just make one layer per gesture per hand if you want full control and using Write Defaults

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otherwise u need to do all left and right hand gestures in a layer for each hand

rugged pendant
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When I'm on PC, and a Quest user grabs my PhysBones and drags them, I can't see it. Is that normal and something I can't fix? Or did I mess something up with the avatars? The PC and Quest version all have the same components, except the Quest version has a few less PhysBones and a Quest-compatible shader.

gusty whale
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Does anyone have a solution for spasming physbones?

leaden crypt
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has anyone ever resolved using physbones with skirts? i was trying to figure out why skirts keep clipping through the legs and i found out that even as hinge-type joints the physbones just pass through or ignore the colliders outright

soft sorrel
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Just a question how come only 8 phys bone pieces

torn tendon
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Hey is it just me or is there a delay in the phybones now

faint atlas
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so im playing around with avatar dynamics, and i want an animation to play for both users when 2 of the same avatar come into contact, with a custom sender and receiver.
i was under the impression that simply making a sender and receiver on both, while disallowing self, would make it work, but this seems to fail and acts like the sender is self interacting regardless when in play mode

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also tested by disabling sender on 1 and recevier on the other and it did work, so the issue is definitely related to it not disallowing self properly.

dense bridge
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OOP Wrong channel sorry

sudden urchin
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What's the performance cost in practice for Contacts. (Not performance rank)

torn tendon
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Also immobile isn’t doing anything anymore

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It no longer have any effects anymore, even if I put it on 1.

errant notch
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They changed a bit of ho it works

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Maybe you switched the setting

torn tendon
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@errant notch I didn’t touch anything

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Even in vrc all my stuff is jiggly

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I can’t seem to remake my old physics

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It’s all weird movements that I can’t seem to fix, and there is this half second delay

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Ya this update kinda broke all of my models

jaunty sorrel
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Anyone aware of any avatar dynamics driven keyboard systems

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I had an idea of using physbones to make a keyboard

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basically index finger + bone = keypress

short narwhal
jaunty sorrel
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Could use this to drive character emotes better than the ingame system

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of course yash did it

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yash is the best

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ā¤ļø

sudden urchin
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Hi, did the SDK break Phys Bone colliders by not letting you change their Height value anymore?

austere surge
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^what they said

jaunty vortex
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Using a slightly older sdk since new one doesnt have the collider height; anyone know whats causing this?

turbid badger
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how fast is the Min Velocity for the contact enter

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is 0.05 a tap or like a poke

sudden urchin
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I have a tap work well with that

I have a setting of 3 that a pat seems to consistently hit too

ornate olive
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does anyone know why this happened? everytime i switch between tails the physbone does this and sometimes all of them does the same thing. in the video only one tail that does this

rich dust
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is there a way to make a toggle for how stiff dynamic bones are? like just use a radial puppet to make dynamic bones move differently

turbid fulcrum
turbid fulcrum
# jaunty sorrel

Ooooo that's kinda nice! Are the bones rigged at all or just to put the contacts in them?

minor rose
turbid fulcrum
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Oh yeah that too, but only if the result doesn't need to be synced. It wouldn't work if the change has to be persistent since late joiners wouldn't see it

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For animations that only play once it would work

remote ferry
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It used to be a thing in the beta

civic ridge
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hey so i made a buzzer and im trying to make it so when someone presses the button then it plays a buzzing sound, but it doesnt work. this is how i set it up, what am i missing? audio source i just put on the button itself but its off by default in the hiarchy

jolly crane
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the contact receiver is simply to drive a parameter, you specify the name of the parameter you want to modify in that slot

civic ridge
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i have no idea what the name of the parameter is. the buzzer is on a world constraint i spawn when i point

jolly crane
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you need to define a parameter

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call it like "Buzzer" or something, and put it in the Parameter slot of your receiver

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in your FX controller, add a Bool called "Buzzer", and then set up a toggle using it

civic ridge
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oh i had no idea about this bool thing how do i do that?

jolly crane
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do you know how to set up toggles normally?

civic ridge
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yea

jolly crane
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okay, it's literally the same thing

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it's just the receiver driving the parameter, rather than you doing it manually through a menu

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you don't need to specify it in your avatar's expression parameters file, it only needs to exist in the FX controller

civic ridge
jolly crane
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that's the first step. don't forget to set the layer weight to 1

civic ridge
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ok done, anything to put in mask?

jolly crane
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no

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you don't need masks in the FX controller unless you're doing very specific things

civic ridge
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I see, so now it should work?

jolly crane
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did you add the parameter in your FX controller, and set up a toggle for your thing?

civic ridge
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in the FX layer is my own custom hands layer where i just made that

turbid fulcrum
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Btw, you don't need to add left and right hands

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You can just use the "hand" one

jolly crane
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eh

turbid fulcrum
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It will work with both

jolly crane
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they duplicated the default Gesture controller to make their FX controller, which is very common

civic ridge
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all this is confusing me ima just upload it real quick and test lol

jolly crane
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that is completely unrelated to the contact

civic ridge
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ok so still doesnt work. i think its something i need to do with the audio

jolly crane
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can you show how you made your toggle in the FX controller

civic ridge
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is there like a special way to toggle the audio or something

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Ok

jolly crane
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to me it sounds like you literally skipped the entire logic part of it

civic ridge
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idk i just tried to follow what he said the best i could

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thats how i normally do it

jolly crane
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ok, never put the same controller in Gesture and FX

dark drift
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Can't I animate VRC Contact Reciever? Allow Self Filtering to be precise

jolly crane
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two completely different layers for completely different things

civic ridge
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i only do that so when im playing an animation its not doing that specific finger pose

turbid fulcrum
jolly crane
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you can have a different set up in each layer to do that, but you should not have the same controller in both slots

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that is really bad practice

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your FX layer should not contain humanoid bone animations

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such as the animations for finger movement

civic ridge
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I see, but does this have anything to do with the contact receiver issue?

jolly crane
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it's going to be

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also you have yet to show me your toggle at all

dark drift
jolly crane
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did you set up a toggle like this?

civic ridge
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no

jolly crane
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okay so you lied earlier when you said you knew how to make toggles

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one moment

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this video covers 3 different types of toggles, the first one (simple object toggle) is the one you care about

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you're basically going to be setting up a toggle for the gameobject with your audio source on it

civic ridge
jolly crane
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but rather than using a menu parameter for it, you will use the parameter used in your contact receiver

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no, that's not related at all

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you could call that "gesture based" toggles, but those should also never be mixed with the finger animations

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for gesture based things, you set up things in your FX controller separately from the finger movement, and you just drive transitions based on the GestureRight or GestureLeft parameters

civic ridge
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ok thank you i'll follow this video yo sent

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so it cant work with gesture based toggles with the finger animations?

dark drift
jolly crane
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for example: hand poses, tail control, ear control, etc

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FX should contain only non-transforms (like toggling objects, blendshapes, material swaps) or transforms that are not part of your armature. note that if you do that, you need to be careful about masking layers

dark drift
civic ridge
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Ok I understand now my way of doing it was just unorthadox

jolly crane
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the Playable layers get compiled into a single animation controller at runtime, they are each set up with different settings

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each one has a purpose

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there are some things that can be done in one layer or another, but there's a "way" to do things for a reason

jolly crane
turbid fulcrum
civic ridge
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funny thing is i never used 2.0

turbid fulcrum
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2.0
vietnam flashbacks

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2.0 was such a stack of hacks one on top of another

civic ridge
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ok assuming i set it up right how do i setup the audio source correctly so that when someone presses the button then it activates the audio source

dark drift
jolly crane
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have the object for your audio source disabled by default, and make animations to disable/enable said object

jolly crane
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put both of those animations in your new layer in FX, and transition between them based on the parameter you madef

turbid fulcrum
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Make sure to have "play on wake" toggled on

civic ridge
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ok and then will i still have the ability to play it when i strike a certain finger pose or its in the expressions menu

jolly crane
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I thought you were just trying to play an audio clip when a contact receiver is touched

civic ridge
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right

jolly crane
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you can make it trigger via doing those other things, it's just a little more setup in the FX controller

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you can make it work however the hell you want

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it's just about getting the animator logic right

civic ridge
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yea the concept in the video you sent is new to me so im a bit slow in that matter

gilded elbow
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hello, my avatar hair move naturally with physbone in unity- but when in vrchat it's completely different and super jiggly

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why?

jolly crane
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are you sure you set it up with physbones and not dynamic bones?

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the dynamic bone to physbone conversion can be pretty weird

gilded elbow
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im 200% sure

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further more, i didn't changed anything on my avatar, it worked perfectly

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today i started to play in prison escape, and i noticed how my hair were super jiggly

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it wasn't like this yesterday.

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even though i haven't made any change on my avatar ..

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or vrchat settings

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my avatar is fully made of physbone, there's no dyanmic bones..

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and from the value in the settings, everythings should be fairly immobile , when i move in unity, my hair are immobile a lot, while in vrchat it's chaos

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i don't understand what's happening

civic ridge
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ok i decided im sticking to the toggle system where i put animations on the finger poses because i wasn't able to learn the right way, sorry sacred i tried. the contact receive is registering its just the audio source thats not activating

gilded elbow
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that's my vrchat settings, it's all jiggly, but.. it's the same when i click on convert all to physbone, it's all jiggly too

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so no matter my settings in vrchat it's the same

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my avatar is fully made of physbone, not a single dynamic

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those are my settings in unity.. Please help >o<

simple elk
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Angle is really small and immobile high

jolly crane
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@gilded elbow you really should get rid of that large collider

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you can use a a plane collider if you want stuff to collide with the floor

simple elk
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That pic of settings means you have physbones off

jolly crane
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no?

simple elk
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there is no limit

jolly crane
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no limit means you can have as many bones as you want. they also have the auto conversion disabled, which means that dynamic bones will not get converted, but Physbones on avatars will still work

simple elk
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right now you will see everyone that has dynamic bones

jolly crane
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no reason for the converter to also turn off Physbones lol

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they can coexist

gilded elbow
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so.. what should i do..?

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i'll disable my big giant collider

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but im not sure it would stop my hairs from being suepr jiggly

simple elk
#

🤢 dynamic bones , rather have em badly converted then have it on that one cpu core

tacit stirrup
#

any simple more straight to the point explanation about the immobile thing change?

turbid fulcrum
#

I think you can choose if moving with the joystick affects it or not

dark drift
#

isnt it other way around? If you dont use immobile as a parameter for your physbones at all, then you can use it for joystick movement only

ornate olive
#

do you know what, i'll just figure it out myself

simple elk
#

how are these the same , the long is the new sdk - wich has zero setting for lenght on capsule, small is the old sdk setting , if i copy the old capsule values to the new it will be small šŸ”Ø vrcBlocked

jolly crane
#

there is a bug where the height field is not visible with the normal inspector

simple elk
#

yeh i see it

#

used the height setting on multiple avs , this sdk made that one go poof - debug its back

sinful pumice
#

How do I add a prop that other people can grab? I want to add some guitar tabs as toggle able props, but i want to be able to move them, and let other people move them as well

jolly crane
#

so people wouldn't be able to really grab them and manipulate them properly

#

you can *sort of * do it better by having a second physbone that you can grab to rotate the object around, but it's a bit jank

sinful pumice
#

I remember there was a pcvr avatar with interactive chips, how was that done?

frank minnow
#

physbone capsule colliders have lost their "height" parameter. is this intended behaviour?

frank minnow
frank minnow
jolly crane
frank minnow
#

got it- ah, you're quicker than i

#

Good to know for sure. thanks!

unkempt gyro
#

Dunno if I should ask here instead of #avatar-help but just in case... when using Custom on the Colliders section of the avatar descriptor, my right foot goes way off in the distance, though oddly, it's perfectly fine in automatic. Any ideas why this is?

#

It isn't just the foot either, it seems to happen with the hands too

pearl ingot
#

Do VRC Contact receivers work in worlds blueprints?

#

can i use them to detect player hands entering a volume in my world etc

simple elk
#

worlds dont do dynamics yet

mellow hawk
unkempt gyro
torn tendon
#

also update your sdk

torn tendon
#

Is there any way to make immobile useable again?

gilded elbow
gilded elbow
torn tendon
#

Yesterday

#

The update basically broke all avatars

gilded elbow
#

Ohh.. i see..

torn tendon
#

I can’t seem to remake my old settings since the update

gilded elbow
#

Thank you ! i'll just wait till they fix it then

torn tendon
#

They probably won’t even fix it

gilded elbow
#

im not sure in what way it could be better though..

torn tendon
#

Ya it just made things more aids

gilded elbow
#

the only difference it made for me, is even though everything was fine in unity, it wasn't the same in vrchat anymore

torn tendon
#

I know, that’s why I can’t remake anything, nothing works how it supposed to

#

Immobile isn’t really usable anymore

fierce forge
#

Does anyone know how to properly configure grabbable "props" using physbones

#

i have it like half working rn

torn tendon
#

Then it will show the new dum stuff

gilded elbow
#

I see~ thank you :3 i'll update i hope i can still make my physbone working afterward x3

torn tendon
#

It also adds an delay for some reason

gilded elbow
#

i was mainly using immobile.. but i gues.. we can do the same without it.. maybe

torn tendon
#

Ehh it doesn’t really work like it did before

#

It makes the physics look a bit dum

sudden urchin
#

How about examples of your setup and what is wrong with it not working consistently
Especially since there’s 2 immobiles now

torn tendon
#

It basically dose no effect

#

But the first immobile setting has a delay before it dose anything. Like it won’t jiggle or do anything after like an half a second.

#

Also it doesn’t behave like it dose before

blissful garnet
fierce forge
#

is there anywhere to download the avatars from the dynamics hub world? im interested in looking into how the Valentine's one works

torn tendon
#

Hi there, was wondering if it’s possible to have a toggle that works as an on/off button for avatar receivers. Example: receivers are default on, but when you have the toggle set on, receivers don’t react to interaction.

simple elk
#

yep just toggle the gameobject/component

steel thistle
silent palm
#

Can you animate values of a Physbone component?

#

I.e. adjusting gravity value with an animation

#

I want to make a kite that falls a little then gets lifted back up

next portal
#

I played around with that a little, and it appears to me that the physbone components only take into account the values at runtime, and changing them with an animation appears to do nothing.

I made an animation that oscillates the gravity value of a physbone component between 1 and -1, and it had zero effect on the movement of the bone.

turbid badger
#

this new update broke all avatars that previously used Immobile to some degree

#

because now its a different calculation

#

i thought this stuff was already out of beta

#

why are they making breaking changes that require re-re-re-updating avatars...?

lone geyser
#

and how many of us give feedback on beta stuff?

#

compare that to the now vast populous of players using it, gives a ton more feedback that they're acting on actively

#

also found this ref sheet, use it as a basis

turbid badger
#

one of them being sometimes people have to pause and then unpause their interactions in order to be able to interact with certain people

#

even if their settings allow for it

#

and its something they have to do, not you

#

and happens only when you join the instance, and for no one other than late joiners

lone geyser
#

theres new bugs now cause not enough ppl tested beta to find these out then

turbid badger
#

but this didnt happen in full lobbies during the beta

#

and i played on the open beta for about 2 weeks

lone geyser
#

and now with a thousand times more testers, new scenarioes come up that they can fix

#

and improve

#

im personally glad about this minor fix for world-movement immobile, simplifies it more

turbid badger
#

me too but could they not break a lot of other things in the process?

#

is there no configuration that could have been preserved (default for older components)?

#

also my tail keeps jittering as it moves for whatever reason

lone geyser
#

could be colliders that need to be tweaked

#

and hey, they're doing the best they can with the most popular vr socializing game, for free, for all vr platforms, with 10k-20k players daily and a small team of devs

turbid badger
#

that literally does not magically deflect valid criticism

lone geyser
#

how should they not break a lot of things while fixing other things, then?

#

just saying "stop breaking stuff" doesnt magically fix it

errant notch
#

VRChat is a relatively tiny team of people. They're not going to find and fix every bug before releases

lone geyser
#

there will always be bugs, and we should be grateful for the massive improvements we've gotten thus far since 2017

scenic steppe
#

Im having an issue where my model ears do inside of the head during an emote. The emote only changes transform.
Phys Bone are on
Is animated is toggle on
No gravity or limits settings
No colliders
Works fine with dynamic bones or no bone movement add on

Any ideas how to fix this with phys bones on?

turbid badger
dusty saddle
#

Is there any obvious reason why 1 set of bones don't want to stretch while others do? 😮 even though the "Max Stretch" is set?

turbid badger
dusty saddle
#

Actually I fixed it, hah. So this is one set of phys bones only for dynamics proximity receiver. I forgot to add the empty game object to ignore list of the phys bone on the parent

#

But thank you for your answer! šŸ™‚

#

The parent seems to win in some settings

faint atlas
#

im playing around with avatar dynamics, and i want an animation to play for both users when 2 of the same avatar come into contact, with a custom sender and receiver.
i was under the impression that simply making a sender and receiver on both, while disallowing self, would make it work, but this seems to fail and acts like the sender is self interacting regardless when in play mode

#

any way to fix this or is it a bug?

humble wind
onyx vapor
silent palm
#

Ahh I see

#

So you can’t actually animate the values

#

But just toggle the component

brisk latch
#

Does anyone know how blendshape animations would work with the new avatar dynamics? For example if I have sleeves i want to be able to pull them up and down

oblique tartan
#

anyone know if the new bones are broken at the moment cant move anything

short narwhal
fluid summit
#

We need dynamics on all avatars it’s will be so cool

pulsar parcel
#

i want to have just a single head root to move every chain of hair, but in doc it says that using humanoid bone can cause issues, how can i make it work?

dark drift
pulsar parcel
#

ye i see

#

thx

onyx vapor
# silent palm So you can’t actually animate the values

you can animate the values, and they will change, but the changes wont "take effect" until the bone is turned off then back on again. This is in the documentation as a way to change phys bone properties through animation, but it notes that this (then turning the bone off/on trick) is not fully supported and may break in the future

silent palm
#

Ah I see

bitter pilot
hearty wing
#

How do I manually move physbones in Unity with my mouse? I feel like it’s something basic I just whooshed over my head along the way.

sudden urchin
hardy estuary
#

Is there any way to turn off /turn on the phys bones. Example i have a toggle for a partial face mask and when the mask is on i don't want the hair behind it to move and clip through so i normally turned the Dynamic bones off. It says in the doc that you can't animate the properties so how can i achieve this ?

jolly crane
#

you can either disable the phybone component or the object it's on

#

you could also try just setting angle limits for the hair

hardy estuary
#

well.... they also says that turning off the bones Might work but if problem occur later they will not fix it so i was looking for the official way to do it

#

angle limits wont work as it would look too stiff when the mask is off

#

documentation : 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.)

jolly crane
#

you misunderstand

#

animating physbone properties won't do anything unless you turn the component off and on again

#

that's what that bit is saying

#

but turning off a physbone is fine

hardy estuary
#

OH

#

well then ok , thank you for the clarification

lilac ruin
#

anyone know why a contact receiver would work fine in editor but once in game it will just behave completely differently. mostly just flashing the animation for a single frame before returning to its original position...

#

ive got other ones working perfectly fine... but this one is just not working

dapper coral
#

I updated models and now I need to update them again because the new immobile type changed the immobile calculation? looks odd now

dark drift
lilac ruin
#

I tried both on this layer and man it just refuses to do what its doing in the editor. so frustrating

#

and im just using On Enter for simplicities sake

dark drift
#

well try constant then if it fits you, empty state (if is collide)> animation <(exit time 1)

lilac ruin
#

constant wont work for this

dark drift
#

why not, with this setup it just catches moment of contact and playnaimtion regardless. you just wont be able to use speed or whatever is added to onenter

lilac ruin
#

doesnt constant need the collider inside the sphere the entire time to be in the next animation?

dark drift
#

of course not, think of it as play dance button in round menu, its active for 0.3 sec but animation plays till the end

lilac ruin
#

im just using a simple setup with any state

dark drift
#

once again, any state - transition to animation if contact - animation - transition to exit (if youre using anystate, i'm just more used to use empty state as default) with exit time 1. try this

#

maybe its because of anystate tho, cause you may be restarting animation or switching it to another one right after starting it, i don't know where your colliders are

lilac ruin
#

ive got 4 other contact receiver setups almost exactly like this using any state working as intended... its just these damn glasses... I am using the same parameter on two different receivers, one on the hip, one on the eyes. one is only active at a time tho based on the state

#

thats the only difference here is the 2

#

changing them to constant is actually making it react in editor like it is in game.

dark drift
#

i guess this is what happening, you touch your face, val goes true with on enter, then it instantly goes false (zero? dont remember what it operate with) and your anystate instantly swithes to default animation

lilac ruin
#

thats what seems to be happening I just dont know why

dark drift
#

i mean that how it suppose to work

#

replace anystate with empty state and make exit time 1 transitions back to it from animations (if you need to play them just once)

#

or instead of empty state use glassses off

#

just dont link anything to anystate

lilac ruin
#

ill try it

#

welp. without anystate it just refused to transition at all then crashed my unity. im done for the night ive been banging my head against this for hours lol

dark drift
#

Well im sorry vrcLaughing

lilac ruin
#

lol its fine, its just one of those things. like its working just fine on other layers but these glasses, I just wanna be able to grab them off my waist and put them on my damn face! vrcCrying

dark drift
#

Should then set chain of animations aren't you?

#

Like glass on waist - if touch waist - glass in hands- if touch face - glass on face and backwarda

lilac ruin
#

yea thats what I tried before it crashed my unity lol

lilac ruin
#

thats what I had

#

im gonna remove the 2 triggers using the same parameter and simplify the transitions just to see whats going on here

#

yea nothing... no transition

#

aand crash again...

normal urchin
#

what are some good values for a cloth cape?

dark drift
# lilac ruin aand crash again...

If you using collision as the source then you dont need exit time, glasses stay in hand unless they brought close to eyes. Also are you using same var for both waist and eyes collider?

lilac ruin
#

I took out the waist trigger completely just incase it was causing some weird conflict

normal urchin
#

and one more thing. I want the cape to rest on the ground, but not when I'm in the air. Is there any way I can do that?

dark drift
normal urchin
#

awesome, thanks

dark drift
#

Probably

molten blade
#

is there any reason that a a receiver on proximity mode would not change the parameter values, yet changing it to static mode allows it to display 1.0 or 0.0 (because I have it on a float as that is the value I need it to be)? In the unity editor it seems to work fine, but not while in game.

dark drift
#

Capsule had this behavior for me

#

Sphere works fine

molten blade
#

is there a cany for that I can vote on?

dark drift
#

Dunno, probably, common problem

molten blade
#

yup, working

oak frost
#

i cannot, for the life of me, figure out how to make my avatar's hair not do this

#

its like the hair hits the collider and then juts outwards. no amount of gravity fixes it

#

this didnt happen with dynamic bones - if a bone hit the collider it would kinda just slide off

dark drift
#

Try smaller angles

little owl
#

get the latest SDK and set your colliders to treat physbones as spheres, that setting is brand new specifically to solve that problem

#

it allows hair to wrap around shoulders better, and is how dynamic bones worked

warm mortar
#

Can you create extra global physbone colliders so I can interact with other players physbones? Say like a stick or something?

buoyant oyster
#

I heard some avatar have arm vibration issue with PhysBones. Sample movie: https://twitter.com/_kitsune_tsuki_/status/1521473941298368512
I investigated and found the conditions. That happens if

  1. It has additional bone chain(s) on LowerArm.
  2. and Hand bone is not the first child of LowerArm. (This causes warning message on Builder view of VRChat SDK)
  3. and VRCPhysBone moves additional bone chain from its root. (in other words, VRCPhysBone RootTransform is first child of LowerArm)

I guess some part of IK solver treats the additional bone as the Hand, and calculates LowerArm rotation with the result of VRCPhysBone movements, then the arm vibrates.
I haven't post to Canny yet because it might be a "specification" (or RIG requirements), not a "bug". But actually some creators get troubled with this issue and it's hard to find the source of the problem from its behavior. so I think we need some improvements. But what is suitable request in this case? Any suggestions?

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ā–¶ Play video
simple elk
#

2 can be fixed in unity , sort bone script , it leads to wierdness if you ignore bone order

oblique tartan
#

is it just me or everyone else but i cant touch or move anything on my avi now but eveyone else can to me it was working fine before

delicate forge
#

when wanting to set up a capsule collider i can no longer define the height, please fix

lean quarry
#

For some reason, my contact receiver is not getting any information of it being touched.. Can someone please help?

simple elk
delicate forge
#

oof

#

thx

lean quarry
simple elk
#

wich kind are you using, capsules arent trustworthy

lean quarry
#

let me try with spheres

#

nope! still nothing

#

no reaction at all

lean quarry
steel thistle
lean quarry
steel thistle
lean quarry
steel thistle
#

Receiver expects a sender to have the same tag to get the contact. If you use custom tag then you need to add sender with matching tag. Other people's avatars also need the same tag to interact with your receiver.
Otherwise, just use tags provided such as Hand tag to get contact info with the hands instead.

lean quarry
steel thistle
lean quarry
#

Oh! Now it does! It did not show up when I did it with the 3.0 avatar emulator

steel thistle
#

I see

#

But avatar emulator should also react the same way

frigid trench
#

Reposting because wrong channel before oops
Hey people! šŸ‘‹
So after asking left and right a bunch of people and myself noticed that the last update changed the behavior of PhysBones.
Using the new SDK or not; it seems that now the value of the "Spring" slider affect differently the physics.
In other words now stuff tend to wiggle forever, which wasn't the case 2days ago.
Even after reading the patchnote ||unless I didn't understand correctly something in it||, it seems this isn't mentioned anywhere.
So I was curious if this is intended or not? Or if there was any words about it that I missed?

wooden patio
rare lake
# wooden patio I've noticed a change in the behaviour as well, When the patch for the phys bon...

it's happening to me too and yea its a bit frustrating, I took the time to perfect my values when physics bones first came out and now they dont act as they once did. I have to go back into unity and alter each avatar one by one to get the original look and its quite time consuming. I'm hoping for an official answer to this topic because i'd hate to fix everything and then the next update is... "haha yea oops we messed up, we're reverting the bones to what it should have been"

ionic hound
# frigid trench *__Reposting because wrong channel before oops__* Hey people! šŸ‘‹ So after askin...

yes they changed it, which is annoying to do that 2 weeks after release.
tho after fixing a bunch of avatars i figured out that the only values affected are "pull", "spring" and in advanced "momentum".

it almost fixed itself to put these values more into the center, for example:
if the bone doesn't pull at all i changed the "pull" value from 0.05 to 0.1 or 0.2.
if the bone doesn't stop to flipping around i put "momentum" from 0.9 to 0.7.

frigid trench
wooden patio
#

In my case what I noticed by working on some phys bones I did didnt cover the length I set before anymore, changing the endpoint position has fixed some issues for me

#

This fixed the ears that were messed of for example

crisp valve
#

how do i add physbones on my VRoid avatar?

short narwhal
crisp valve
#

i tried it before but i couldnt find teh hair root on my vroid avatar

#

i cant find the parent bone of my vroid avatar hair

mellow hawk
#

Make a new game object, parent all the things you want to move, add a phys bone component to that game object.

crisp valve
#

ty ill try

#

@mellow hawk how do i go about doing thsat tho

mellow hawk
# crisp valve <@144149882460962816> how do i go about doing thsat tho

Open the hierarchy, navigate to the part where you want to add phys bones, right click the parent game object, new empty game object, name it, drag and drop all the game objects you want to move into that component, add a vrc phys bone component to the new game object, play around with it till it looks nice, done.
Bonus points, making another game object lower in the hierarchy and use the root bone part of phys bones, map that to the new parent object you made earlier to stay more organized.

crisp valve
#

ty

dark drift
#

what is typical velocity for onenter for punch/stab

#

2 works

#

maybe for smaller avatars it wont tho?

crisp valve
#

@mellow hawk i tried it but when i added physbones on the new game object the hair wouldnt move

mellow hawk
#

Do your child objects have grandchildren objects in them?

#

Example: tail 1, tail 2, tail 3 etc?

crisp valve
#

im doin hair

mellow hawk
#

fair enough, but do the parts of the hair have child objects inside them or is it just one object?

crisp valve
#

what happens if they do

mellow hawk
#

Could you send a screenshot of your hierarchy?

crisp valve
#

one moment

#

@mellow hawk can isend it to u some other time i have to do something now

#

thansk for the help tho

mellow hawk
#

For sure, always open to pings and dms

crisp valve
#

thanks

hasty flower
#

So I'm working on the hair for my VRoid model and so far I've pretty happy with the results but the only nitpick I have currently is that the lighter-color hair clips into the bangs when there is forward momentum. Is there an easy way to prevent this from happening? My initial thoughts are to try and use limiters so that it can't move backwards but I figured I'd ask here if there is a better way.

#

How the model normally looks for reference:

hasty flower
#

Yeah limiters seem to be working. I need a separate script for each bang (mainly because the VRM converter is jank) but it's working. I'm open to any better ideas or suggestions if anyone has em šŸ™‚

elder prairie
#

is it possible to have a player picked up with the new bones? you can pose bones but can you do it with the "root" of the player?

novel iris
#

Does anyone have some good values for phys bones for tails?

simple elk
#

using av3 emulator?

mellow hawk
#

This would work in game.

simple elk
#

try av3 , its not gonna talk to your controller on descriptor

carmine bear
#

how does one make a grabbable prop, like a sword?

lusty grove
#

I have this tiny bit of an issue with phys bones, I installed the latest sdk, and when using physbones colliders shape type: Capsule, it doesn't show the height of the capsule, unlike in sipboxx video, anyone with the same issue ?, pic for reference:

#

in sipboxx video:

simple elk
#

sdk broke it, enable debug to get it back

lusty grove
#

Thanks šŸ˜‰

simple elk
#

last time i tested it , av3 emulator does not work with 'colliders' thats on descriptor have to fake em

#

if you are using a capsule one, try sphere

#

capsule arent reliable, sphere should behave

noble kelp
#

Anyone know how i could make something disappear after being grabbed and pulled

torn tendon
#

This was happening to me too a bit earlier, then I did something, now it's working again! I don't really know what I changed, but I'll let you know if I recall!

#

Alright, found it!

lilac ruin
torn tendon
#

Didn't test it in-game yet!

torn tendon
#

gl

lilac badger
#

Uhh quick question, if my hair bones have collision On will they interact with the Descriptor's head collider? or do I need to add one manually?

fervent nimbus
#

yo wtf

#

where did the capsule height go

#

it's gone

#

it's just radius now

#

is this a bug?

#

pls help ;w;

mellow hawk
#

It's a bug with the new sdk, enable debug for now

fervent nimbus
#

thank god

#

ok where's the debug enabler

mellow hawk
#

Inspector > top right > three dots > debug

torn tendon
#

no need to define the params under Receiver on the Expression Parameters synced parameters list right?

grizzled barn
#

Copying over the Phys Bones settings for my avatar and for some reason, a value of "1" for colliders always creates this insanely huge collider and I have to set it to 0.0014 ish in order for it to be a useable size. This only happens for avatars I export from Blender as FBX. If I grab the same avatar as FBX directly from Gumroad and place the same collision value (1), it's normal size. Why are my Blender FBX exports not working with the native collision values in Phys Bones? Anyone seen this or have any ideas?

torn tendon
#

Try Apply Scaling FBX All or FBX Units Scale

ancient carbon
#

Question I didn't touch my physbones on my avatar but the grab broke, has anyone had this or know a fix? Should I try to reimport the sdk?

#

Even testing grab in unity doesn't work

torn tendon
grizzled barn
torn tendon
limpid ravine
#

Tried again with setting up the phsybone gesture toggle for my tongue and it still doesn't seem to work as intended vrcTupStare It seems to work as a toggle but the phsybones seem all wonky where they don't move fluidly like all the other bones are

errant notch
silent palm
#

Newest SDK fucked my dynamics and I have no clue how to fix em -.-

torn tendon
torn tendon
#

I'm not trying to start an argument, just looking for a solution.

errant notch
#

The solution in your situation should be to not have Local Only on

#

What collision tag does the capsule have?

torn tendon
errant notch
#

What does the capsule sender have though

#

Hands and Fingers as well?

torn tendon
errant notch
#

The param there is EyeIsTouchedL1 but in your animator it's EyeIsTouchedL?

torn tendon
#

it seems to be working when using a bool param, with Receiver Type set to Constant

torn tendon
errant notch
#

So it works with bool but not proximity?

torn tendon
#

yes

errant notch
#

Were they both set up this same way (I see local only is unchecked here)

torn tendon
#

No. I just uploaded another version with my preferred setup (Local Only, Param is listed in the avatar synced parameter list)

#

and it works just fine

#

Anyway, thanks for your help...

errant notch
#

So then maybe something is wrong with local only synced

#

Which, again, I can't see a reason you need local only on

torn tendon
#

Now that I changed my Contact Receiver to Sphere, it works just fine...

vestal otter
#

the other chest dont work for some reason

#

i have the script in it

#

but it just doesnt show up

#

i also attached the root transform

#

all the other bones are working fine and was able to rig them up

#

but for some reason this one doesnt seem to work

#

anyone know the reason?

#

n vm

#

found the reason

silent palm
cedar marsh
#

how do i do this

#

i don't get a vale

dawn sonnet
#

Pretty sure it's telling you it'll have a value of 1 when being interacted with?

#

Binary system.

cedar marsh
#

How would I go about making animations or facial expressions when bones are pulled or interacted with

#

Because I can't figure out how to go about doing

#

Also I've been struggling trying to figure out how to make the receivers.. incenters and I don't know how I would go about making the toggles I try to look at tons of tutorials but they weren't very helpful

#

All I know is it some sort of float but I do not know how to make it so it gets interacted or makes certain things happen when interacted with

turbid badger
#

fingers crossed that tomorrow or the next day they will fix the bug that randomly makes it so you cant interact with people until you both toggle your interactions off and on again

turbid badger
#

whateverPhysboneObject_Stretch

#

and check something like > 0.5

#

or if u want to make a more complex animation, like you pull it and it gets gradually expressive

#

u use the parameter in Motion Time, or a blend tree

thorny isle
#

yNekoPat wall of links

fringe iron
#

question! What does it consider physbone components? I removed the 'too many bones' warning, but im not sure what its seeing as a component

#

I didnt add any interactions, just a dynamic bone conversion

turbid badger
#

oooo i had a great idea

#

i could make it so that a text pops up saying you cant interact with my avatar by using a big contact

#

and if i use a non synced parameter it will be local to the player touching it

#

so people stop bugging me about the pesky bug

thorny isle
turbid badger
thorny isle
tardy light
#

my hole model i shaking does anyone know what causes this?

turbid badger
thorny isle
#

cause at least the head ones you can see from the inside, first person view

tardy light
#

i check again

#

nope i dont!

cedar marsh
tardy light
#

its only doing that ingame not in unity tho

turbid badger
#

they changed how physbones work again last update

tardy light
#

i think so never had a problem like this ever

#

the model is like flickering

#

ok fixed it dont know tho haha

turbid badger
#

oh my god

#

i am dying of laughter

#

so.... vrchat like

#

they limited the radius value for contacts, right?

#

did you know they only limited the positive value???

#

🤣

#

this is seriously hilarious i didnt expect that to work

#

please never patch ty

thorny isle
#

a lot of physbone stuff go wacky if it’s negative

#

inside collided freak out if too close to the center of the physbone, unless the physbone radius is negative

#

then it’s calm and doesn’t freak out , but slightly inverted and not grabbable

turbid badger
#

aw it doesnt work too good on negativ

noble tide
turbid badger
noble tide
#

id assume so but not entirely sure

#

worth a shot though since we dont have any box or plane shapes

turbid badger
#

trying to make it so i can tell people when interaction is off

wooden ginkgo
#

if I dont set endpoint length in physbones does the last bone get ignored like with dynbones?

stuck badge
#

So i have been messing around with the Avatar Dynamics for my Couch avatar, and managed to do something pretty cool imo. People are able to open the doors, and turn on the different switches to enable most of my functions. And if they pull the gray thing on the bottom it resets everything.

#

I am wondering though, i would like to have some sort of a Hue silder that people can mess around with.

#

Currently i have it set so the handle has a Sender and then i added a bunch of receivers on the different colors.

#

But i have no idea if it's possible to do something with blendshapes or whatever.

turbid badger
#

no because of this absolutely annoying bug with dynamics

#

plus gotta get the based quest users to figure it out some day

elder prairie
#

dont know if i should ask this here or the osc, but can osc detect if bones are interacted with, specific pulled. so like can i get like the angle and distance from on bone to another?

lofty walrus
#

am i going insane, or is the height option for the physbone capsule collider no longer available in the new sdk?

#

...maybe i need my coffee

jolly crane
#

switch to the Debug inspector to see it

lofty walrus
#

lol

#

ty

obsidian granite
#

is there any world with many dynamic avatars?

noble kelp
#

anyone know how to make something toggle off after being pulled

deft dove
torn tendon
#

Does anyone know how to make a physbone for hanging sleeves? I’m kinda new to this vrcAevSlap

deft dove
#

Bam, dangling sleeves.

torn tendon
deft dove
jovial copper
#

Avatar dynamics doing weird shit with an arm ... video shows 1. Physbones autoconvert vs. 2. Dynamic bones original. The World is a little dark but you can see my controller, its not the tracking, its the avatar

gray vector
#

is there a on release function that can play an animation?

deft dove
deft dove
gray vector
#

also how do i put a physbone on one bone that doesnt have any children

#

cause I cant put it on the chest

#

that will bug it out

gray vector
#

so i give it a child with no weightpaint right

errant notch
#

Chest
-ChildBone
--BonesYouWantMoved

#

Yes

gray vector
#

huh

deft dove
#

You could also manually define the endpoint in the PhysBone component.

cedar marsh
#

i been you find out for last 2 hours

#

been srawing around with it

turbid badger
#

you just type in a parameter name and it will write to Parameter_Stretch as a float

#

and you use this in the animator

jovial copper
#

After way to long time I finally found out that its a weird and maybe very rare bug (and a way to fix it)

I dont have any scripts of the humanoid armature (checked that multiple times)

The faulty script was this one:

#

as soon as i disabled it - everything worked well. I tried to change everything. delete and made a new script, disabled collision grab/posing no radius but as soon as there was a script on that bone it made whoopwhoop ingame

#

i moved the script to the next bone. Chain1_3 ... this fixed it.

#

Thats defintly a bug and seems to have something to do with the position of that specific bone. idk. i fixed it. hopefully its rare enough so that nobunny else runs into that

turbid ice
#

got a question about the 3 extra parameters that are made with physbones (_isgrabbed, _stretch etc). the documentation mentions that they dont need to be defined as synced parameters in the vrcexpressionparameter object, but where would i put them so that i can use them? directly into the parameter tab on the FX layer or whatever layer i'd need them on? asking since im used to the av3 parameter setup before physbones and im confused where i can put these parameters to use them.

finite crystal
#

What settings do you normally use for hair

west axle
#

so frustrating when you think you're doing something wrong but its literally a bug instead

sudden urchin
turbid ice
west axle
#

very much appreciate your find

prime hemlock
molten mauve
#

help: I don't see height option for physics bone colliders when in capsule mode

#

sdk is in the most recent version

vital shore
#

Best way to disable physbones temporarily for an animation, and reset them to their starting pose? I am losing my mind, because I did this before but lost the data.

storm stirrup
#

How do I use regular dynamic bones instead of converting them to ohysbones

dawn sonnet
#

Uh. Why?

#

PhysBones work a lot better.

snow marlin
#

vrcPerfVeryPoor avatar creators try to adapt to change challenge (impossible)

void cobalt
#

I'd like to thank dynamic bones for their contributions up to this point.

Now send them away forever, because physbones have no expectations of me paying for them ;3

west axle
#

Though intimidating, physbones are so powerful

snow marlin
#

they're just bouncing there... menacingly

autumn fossil
#

how do we export an avatar with physics bones? with the vrcsdk, right?

gritty valley
#

the same way you publish one without them

#

or any avatar

ember goblet
#

you don't. physics bone only works internally. it doesn't stay with the avatar.

modest wind
#

Running into a weird issue with physbones. I've got one set on my chest so that a ribbon parented to it can flop around, but doing so causes my head to be subject to physbones even though it's part of the ignore list. Any idea what's going on here?

thorny dome
desert jewel
#

Which angle do i have to limit so the tail doesn't go into the body anymore

void cobalt
#

I have an avatar set of wings with these states
No Wings OR Wings

I put physbones on each of the wings roots, and they work if the wings are on by default.
Problem is, if the wings are off/turned off and you turn them back on, they have an eternal physics conniption fit.

Based on my troubleshooting I suspect the way they are hidden and revealed via scaling to 0 and back is the reason this happens, and if that's the case, then is there an alternative method I can use to toggle the wings on and off or some workaround to make the scaling method behave with the physbones?

little owl
#

If you want the end of the tail to not be limited as much as the start of the tail, you can use a curve so you apply a lower angle to the startt

little owl
hollow birch
#

I cant change the height on the capsule collider

crimson berry
hollow birch
#

thank you

mild stirrup
#

recently i saw a vid of someone that had a sword that they could de-attach from their body and move around or just let it float, and they could also put it back in place with proximity, how do i do that?

#

i have a toaster laptop avi and i want people to be able to take out the toasts and put them back in

mild stirrup
#

also i there a way to give the colliders specific sizes? or off set them? so they are not like this

placid ginkgo
#

is that normal if only sdk is import?

#

have this problem and not know why or how to fix

mellow hawk
placid ginkgo
#

the yellow moves diffrent then the body

#

i did change nothing get update of the ava load it in unity then upload

mellow hawk
#

Is it only the right hand, or is it both hands?

placid ginkgo
#

both hands and dynamics on up from neck

turbid ice
#

Is there any particular reason as to why sometimes physbones just don't work at random times? Example: when I load in initially I can't be interacted with externally (I can interact with myself but others can't interact with me and I can't interact with converted avatars), but if I swap avatars a couple times (between my current fully physbone one to a converted one and then back to the physbone one) it works again. It happens every time I play pretty much and it's kinda annoying since I have to swap avatars 2-3 times before dynamics decides to work

safe wind
#

So, I'm having an issue with a couple of my tails. They don't retain there shape when I unrestrict the angel.
See in the first picture, this is how this tail is supposed to rest.
However in the second picture when I set limit to off so it can naturally swing, it moves and rests elsewhere, anyway I can change this?

#

All the other tails have the same settings. Gravity is off

mellow hawk
#

Try messing around with the Pull force. More pull, more it wants to be at rest pose. Could also try Stiffness to reduce the angle of movement.

placid ginkgo
dark drift
twilit dune
#

Can anyone help me with the physbone angle parameter please?
I have set the parameter "MovementValue", and can see the MovementValue_Angle parameter available in the animator.
For some reason though, I can't get it to trigger an animation though when - for example - the angle goes above a certain amount.

twilit dune
#

Nevermind, I figured it out~
You can't use them on sub-animators. XP

blissful garnet
#

The phys bones moves, but the mesh is not afflicted. What am I doing wrong ?

mellow hawk
#

Do you have bones on the fbx?

fiery brook
#

Can anyone help me

#

I was trying to publish my avatar with phys bone

#

And it said that I have to much transforms

lyric compass
#

I think I figured out why physbones are vibrating like this in some worlds. It gets worse the further away you get from 0,0,0 in unity.
This video demonstrates physbones vibrating in a hat.

  1. Physbones Enabled via a toggle - Work fine in my world where spawn is very close.
  2. Physbones Disabled via toggle - Works fine when located far from spawn
  3. Physbones Enabled via toggle - Start to vibrate when located far from spawn
    Note: My physbones are not attached to the actual head bone in my avatar because they tend to break if you do that. The way VRChat "hides" your head from first person is by scaling down the head bone, and if physbones are attached to bones that are too small they break.
    What I have is a dummy headbone parented to my neck bone with a rotation constraint to the real head bone.
#

Now question is how do you prevent them from vibrating further away from 0,0,0? šŸ¤”

#

Seeing as the physbones for my coat doesn't vibrate it's gotta be some settings right?
Here are settings for the center and the brim of the hat respectively

#

Actually the coat does vibrate a little bit but not as bad as the hat

compact mulch
#

does anyone know how to have late-joiner sync on physbones? i have an avatar that has a facemask setup thru grabbable physbones and seemingly if i join a world and later move the mask, later joiners that join after ive moved it will see the mask as in its original position unmoved.

lyric compass
#

Tried to disable my head collider but that wasnt it šŸ¤”

lyric compass
#

Seems to be testable in Unity if I move my avatar out 30000 meters away so I guess I just gotta keep changing stuff until it stops hmm

bitter girder
#

is it possible to set "Allow Posing" to a toggle? I tried and it only works on my tail

mellow hawk
#

I think you need is animated on to do that. Not sure.

bitter girder
#

I have is animated on for my ears tho hm

lime lion
#

So now that the new dynamic bones broke everything
i'm trying to figure out how to fix the problem where i can't turn off specific toggles to have physics on (I used to have a toggle for physics, and not it doesn't work at all and stays on all the time), any ideas on how to fix this?
For example, I could choose to turn off my tail bones so it doesn't move around at all (it would look stiff), and I also had a toggle that could turn it ON and make it have normal physics.
But now it's broken and it remains ON all the time no matter what I do to it in the toggles menu..

brazen seal
#

any way to avoid this from happening? i want it to only move in one straight line so i changed the limit to an angle of 0 but, it seems to also stretch when pulled to any other direction.

prime hemlock
# lime lion So now that the new dynamic bones broke everything i'm trying to figure out how ...

If your avatar is still using dynamic bones but just converted there is nothing you can do because any animation references to dynamic bone scripts are no longer referenceable after the auto conversion. Aka phys bone conversion breaks toggles and other db animations. Only thing you can do is find a way to reference the new script (which might actually be possible with a custom keyframe), not use converted physbones in your settings, or remake the avatar with phys bones.

prime hemlock
#

I'm gonna legit try this method actually and I'll report back

prime hemlock
#

Yep that's what I'm gonna try doing!

dire gate
#

Dumb question but is it possible to make grab-able objects that can be grabbed by other users

normal urchin
#

So uhh

#

I am once again asking for good values I can use for a cape

#

It’s a long cape that goes past the avatar’s feet

#

And since I have it connected to the arms at the ends, I want it to be able to naturally drape down

lofty walrus
# normal urchin So uhh

It's kind of not possible to provide because it all depends on the amount of bones and how well they are weight painted. Plus your other dependency for having it connected to the arms. You may have to play with curves

normal urchin
#

I’ve messed with the gravity value but it’s quite tedious considering it’s about 7 modules I have to edit, so I’m wondering if anyone’s found some good success

normal urchin
#

I’m only looking for values with physbones

#

nothing to do with the model itself

lofty walrus
#

However, I will advise that you find a looping walk animation and play it in unity. Adjust the PB in play mode for real time updates

normal urchin
#

When I said it’s connected to the arms, I meant it in the sense that the 2 ends of it are tied to the upper arm, so I can raise my arms and the caps stretches out

lofty walrus
#

Just remember to copy the settings before you turn off play šŸ˜€

normal urchin
#

I suppose I can play around with it more

#

If someone has some values that have worked for them, reply to this with a ping and let me know. Thanks

rugged solar
#

This says capsule, but there's no height options, and it appears to stretch to infinity, am I missing something?

warm mortar
#

Can you create extra global physbone colliders so I can interact with other players physbones? Say like a stick or something?

lofty walrus
lofty walrus
finite plume
#

Is there a way to toggle off phybones?

warm mortar
lofty walrus
#

Select all of the options you want it to trigger with - hands, fingers, head, etc etc

warm mortar
#

But will that cause me to interact with other peoples physbones or only the ones I list on my own avi?

lofty walrus
#

Remember, a receiver is not the sender

warm mortar
#

So for instance, say I have a knife and I want to be able to move another persons hair with it

lofty walrus
warm mortar
#

But doesn't normal collision only apply to colliders you add to it?

#

I'll give it a shot thought because it's the only thing I have left to test

#

I'm talking about global phys bones like your fingers that can apply collision to anything by default

#

including other people

lofty walrus
warm mortar
#

Yeah that's kinda what I'm trying to do

#

I'm thinking they forgot to add a system like that

warm mortar
#

I'm trying to figure out if we can apply or mimic those global phys bones

lofty walrus
#

if it even interacts at all

warm mortar
#

I guess I'll give it a shot, I've been trying to use colliders to do it this whole time but maybe using phys bones instead might work

lofty walrus
#

oh, pb colliders are local only and need to be assigned to the bone on the avatar - so those wont work

#

@warm mortar @ me if you try it and it works. I'd be curious

warm mortar
#

Will do

teal pelican
#

I'm working with contacts. I set a constant parameter with the name of "boops". I went to the FX layer and have tried a Int "boops", Bool "boops" and Float "boops".

Animation Controller Parameter Not Found:'boops'

Despite when building & testing looking at debug. 'boops' appears as a bool under param list.

Parameter - The parameter updated on the animation controller. This parameter DOES NOT need to be defined on the synced Avatar Parameter list. The parameter can be a Float, Bool, or Int, depending on the Receiver Type used.
Am I doing something wrong?

lofty walrus
#

You need to add a parameter with the same name in the parameters tab if the animator menu (where you made the layer) and set it as a bool, int it whatever

teal pelican
willow spoke
#

i went to upload an avi to vrc and it continuously spits out this error in the thousands anyone have a fix?

normal urchin
lofty walrus
normal urchin
lofty walrus
#

This is where you need to place the parameter

teal pelican
#

I have it there.

#

._.

lofty walrus
teal pelican
#

bruh

lofty walrus
#

lol. time for photoshop

teal pelican
#

like its there. it can see it

jolly crane
#

are you testing it using the Lyuma emulator?

#

otherwise it will not work properly

teal pelican
#

I have, but ive also tested in-game.

#

Same issue.

lofty walrus
#

what does your receiver look like?

teal pelican
jolly crane
#

could be a Write defaults issue on your controller

teal pelican
#

Write defaults all off.

lofty walrus
#

Also, in the layer - and there are multiple ways of doing this, but this works for me. I usually do anystate to the default, then toggled

jolly crane
#

you wanna double check? since it's on by default when you create a state

jolly crane
#

any state is worse for performance

teal pelican
jolly crane
#

the way they have their toggle already set up is the optimal way

lofty walrus
jolly crane
#

you cannot mix WD settings within the same controller

teal pelican
lofty walrus
#

hmm....

teal pelican
#

It worked earlier thats the thing, Then I saved went to dinner, came back

#

and its not working at all

jolly crane
#

is your FX controller in your avatar descriptor?

teal pelican
jolly crane
#

what does that boop animation actually do?

#

what does it affect

teal pelican
#

Toggles a particle for a brief second. Its a little hit marker like from cod lol

#

When you boop the nose

lofty walrus
#

ok, stupid question... but only cause I've done it before. Did you make a duplicate and set a sender/receiver on the dupe, but forgot to put it on the main?

teal pelican
jolly crane
#

some people still duplicate avatars when they make animations

lofty walrus
jolly crane
#

so they're saying that if you do that, it's possible you added the receiver on the clone, not the original

normal urchin
#

got the cape working with very minor clipping

teal pelican
jolly crane
teal pelican
#

I dont keep the duplicates.

#

I delete them & their temp controllers.

jolly crane
#

I mean like, there's no reason to do a duplicate at all

#

all you need is a dummy controller to make animations with

teal pelican
#

Ive had it break to a point pumpkins couldn't even reset it before.

jolly crane
#

was your avatar unpacked?

teal pelican
#

Yeah

jolly crane
#

there you go

#

one of the many reasons you never unpack

#

after unpacking, that thing in the scene has no relation to the original FBX

#

it couldn't be reset because it didn't have a reference as to what it should be like

lofty walrus
teal pelican
#

I dont get why this doesn't just register though its weird asf.

normal urchin
#

I'm testing how it is in game now

normal urchin
#

but i'll check that out, thanks for the tip

jolly crane
#

could be that your animation's paths are wrong, are you sure you had the root of the avatar selected when you made the animation?

teal pelican
#

Its not an animation issue, its a parameter not registering.

jolly crane
#

there might be a space at the end of the name

teal pelican
#

nope

#

already checked that

jolly crane
#

both on the receiver and controller?

teal pelican
#

mhm i ctrl+a and ctrl+c/ctrl+v'd just to be safe even

#

Like I said it worked, I saved closed turned off pc to go to mothersday dinner came home and now its not working

normal urchin
#

alright, working pretty well so far