#avatar-dynamics

1 messages · Page 19 of 1

normal urchin
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the middle cape bone is a bit fucky so I may have to go and change the curves of it

teal pelican
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Someone said they had to import it into a whole new unity project when this happened to them bruh

jolly crane
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try simply replacing your SDK using the burner project method

teal pelican
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burner project method?

jolly crane
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  • save and close main project
  • navigate to file location of project, delete SDK folder
  • create a new project, import SDK into it
  • through the file explorer, move/copy that newly imported SDK folder into your main project
  • reopen main project
teal pelican
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When making a backup of a unity project, I don't need the Library folder correct? Or which folder is it I don't need that slows down making a backup cuz theres too much cached shit in it.

jolly crane
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correct

teal pelican
# jolly crane correct

Do you think just deleting the library folder might help too? get rid of all cache. Just wait for full import again when opening.

jolly crane
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perhaps?

teal pelican
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Jesus the library folder is nearly 15gb.

lofty walrus
teal pelican
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Doing the burner project method rn then if that doesnt work deleting library folder

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boops is the different name and layer.

it was originally boop.

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Burner project method seemed to work

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but now animations wont load on controller despite being there.

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so I cant test it cuz animations wont play

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UnityEngine.StackTraceUtility:ExtractStackTrace ()```
teal pelican
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Animation plays now! idc if the emulator is broke as long as this is working in game

jolly crane
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pog

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make sure your emulator is up to date

teal pelican
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I downloaded it yesterday

vestal otter
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anyone know a good value for the bones in ear and tail?

hardy drum
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Hey, I'm wondering of how the bone could spring back into place after it moves.

floral pine
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Hi, My physbones (bunny ears) have a hat thats a separate object in the editor, is it possible for the ear physbones to interact with the hat?

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for example make it so that when the ears are pushed into the hat, the part of the hat touching the ears gets affected as well

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instead of the ears just clipping through the hat

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tl;dr can a physbone be somehow either parented or directly affect another object

sturdy lion
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you can set up some colliders on the hat so the ears cant pass through them

floral pine
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if i made parts of the hat also have physbones can one physbone collide with another?

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one physbone collider collide with another physbone collider*

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what would be cool is if i could somehow parent the bone movement of the ear to the bone in the hat

sturdy lion
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I am currently struggling with colliders myself

floral pine
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yeah they seem like a complicated solution to the problem

sturdy lion
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the capsule shaped collider cant be properly adjusted in size its always super long

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not entirely sure I even need colliders for the hands

turbid badger
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why cant i change the height

hardy drum
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You never can

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i dont know how other people do it

sturdy lion
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dynamic bone colliders you could it seems to be an issue with the physbone colliders

turbid badger
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yea i think vrchat did a stupid on update

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and forgot to keep the height value

modern island
tender swift
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i'm the first one to make a quest compatible ragdoll using only physbones

harsh tapir
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guys, what would be the ideal pull and spring values for chest

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mine's all jiggly and weird

austere hazel
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It is there i use it often

drowsy rock
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Put the physbone component on the root bone of what you're trying to affect, this will allow you to toggle it in an animation

red carbon
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hi! any tutorials or ideas on how to setup a dynamic menu with contacts, i want to move the menu with gestures like swipes to the left right up or down

west girder
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So, I have an animation that plays when reacting to a target being hit by a collider, but when this happens it locks all of my other animations in place after I believe restarting them all

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this includes the hand closed for shooting, and the target snapping back to my character which is one of my animtions

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currently looking like this, idle until collider hits

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nothing happens in unity, only in vrchat when it comes to the whole stopping thing

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the target is a world constraint and can stay in the world at a point i set it

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but it's snapping back to me which is the animation i have that you have to turn on to pull to you

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it activates it, my shoot one, and lcoks them

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What confuses me more is that these animations don't trigger or anything in unity. i've watched their things while activating the collider touch and it doesn't effect anything but the Ball section of the fx

olive oak
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guys wanna ask something about senders and receivers, when you want to hide it

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is it better to disable the gameobject or the script?

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is there any difference, in my case i make an empty gameobject and put the sender and receiver in there

west girder
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best way to test is to try imo

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if they do the same thing then i'd suggest the object if it does nothing else. easier for you and others to understand what happened in unity

olive oak
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well locally they do the same stuff

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cant really test much on how it work to other people

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same case with audio where audio breaks more frequently if you disable and enable the audio source gameobject instead of the script

turbid badger
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im egtting a bug where my avatar is duplicated and placed at some random spot in the world?

crimson berry
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it usually happens bcs of something in playable layers

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u need to check which one it is by removing them and testing

turbid badger
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which thing

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figured it out i think my locomotion wasnt playing an animation

crimson berry
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yes it is usually locomotion layer

austere hazel
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It also causes ur avi to be unable to check stats ingame and no preview

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And then it spawns at 0 0 0 of the world

small radish
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how do you make a proximity parameter only turn on when grabbed

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I'm using a shirt collar. I want the parameter to be proximity-based, but only active when grabbed

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this could be used for like wincing based on how far someone's stretched your ear too I guess

thorny isle
small radish
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@thorny isle the object I'm trying to stretch doesn't have any physbones

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It's just an fbx with a blendshape that does what I want it to

small radish
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Or I mean I could do some blender stuff and add something to the model

torn tendon
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Use the weight paint?

shell chasm
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this is a new projekt with new sdk

jolly crane
thorny isle
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use empty groups and endpoint

sand pine
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Hello lovely people, I hope anyone could point me in the right direction: I have two facial animations I want to use, but they are not working and I can't figure out why.

  1. Using the physbone Stretch (Float) and Grabbed (Bool) parameters so that if someone grabs or stretches the ears for example, it plays the animation. Write defaults is off, reset layer setup (that works with my other animations) and using an empty clip to go back to the default state.

  2. Using the receiver parameter so that when someone headpats me, it will drive another facial expression. I didn't know whether to use Int, bool or float for that, so i tried them all, but they are not working. These are also using the empty clip and write defaults off.

My noseboop animation does work however which is using a receiver as well, and I tried the exact same setup but it didn't work, that's why i started trying other setups.
Please halp if you guys know what I'm doing wrong 😄

turbid badger
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i have a bug where

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when i touch my contacts they vanksh

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vanish

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and idk why, only this avatar

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the params stay at 0

thorny isle
turbid badger
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what?

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it works 100% on my other avatar

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the fuck

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how did they break

thorny isle
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kzShrugrose idk saw a glimpse of it on the canny and this chat

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use the search, it’s here

turbid badger
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do i need to copy and paste an old component

real rivet
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Hello,
Question in regards to receivers. I'm using animations I made and they do trigger in game and work, but for some reason adding them causes my avatar gestures not to work, along with my mouth stops working on the avatar when I talk.

errant notch
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Holy jello chest

errant notch
errant notch
real rivet
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looks like this, or do you mean the animation itself

errant notch
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Do you have any VRC Tracking Control behaviors on any of those states?

real rivet
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I dont believe I do

errant notch
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From what I see in the video, it seems like you have a VRC Tracking Control somewhere that set your face to Animation

real rivet
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i figured it out

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had to do with the first animation

finite plume
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I asked before and not sure if anyone answered, but if someone could mention/reply it would help. Can you toggle off phybones?

jolly crane
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yes

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you can either toggle the componentsl itself, or the game object it's on

hardy drum
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Hey, I'm wondering of how the bone could spring back into place after it moves for my fnaf avatar.

prisma grotto
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Where is the new SDK for avatar dynamics?

small radish
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@prisma grotto the vrchat website

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is it safe for me to delete things on the base layer

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like

prisma grotto
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I already have SDK 3.0. Do I redownload it to get physbones?

snow marlin
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Its just a new update to the existing sdk3

prisma grotto
snow marlin
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Lol, interesting armature

dusky crest
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any else notice that all physbones seem to have gotten more wiggly after the last update?

tough nest
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hello, i hope you are having a great day/afternoon/night, i need help, i have been trying to import the vrc sdk and the first time that i do import it in the VRChat window there is nothing in it except for "reload SDK" and nothing happens, i re-open the unity proyect and then it works, i can see all the options but nothing work but the splash screen and reload SDK is there anyone that can help me with my problem?

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new one

jolly crypt
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so for all my avi's hair i just set a physbone script with my head being the root

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but the head comes out like, jittery

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is there any way to fix this? i dont want to make a physbone component for each hair piece

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i see ill do that

viral crypt
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need guidance for sleeve please

viral crypt
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am I do it right?

proper portal
finite roost
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I'm making a really basic floor collider for the tail, parented to the base avatar. Do I need to set a Root Transform?

terse rose
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if you're making the collider component in the root object itself then no

finite roost
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Cool. I assumed not but thought I'd quickly check

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Should I make a phisical plane and then remove the mesh? Or is an empty object ok? The empty object seems to make it infinite

terse rose
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just create an empty object

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it is infinite because it's the floor

finite roost
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Ok. I wasn't sure whether having an infinite sized one could cause issues or whether it's only looking at axis and stuff

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Cool, thanks

finite roost
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I want to run a parameter when a little robot is pet or moved. I don't want it to work off grab and as there isn't a "is_touched" parameter, how should I do it? Set all movement to static and make it work through stretch?

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He has a "hip" bone which I can put physbones on. He isn't a humanoid avatar

fringe iron
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Can't seem to get the 'float' anims to work. Do float phys only work in game? (Ex: pulling ears makes an angry expression)

finite roost
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They should work in the game tab too after pressing play

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In fact you can see their current value if you open the physics bones component while in play mode

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Have you set up the parameter in your FX controller or whichever one you're doing them in?

jolly crane
finite roost
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I think I've missed this

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What are those? I'm currently using the _Angle parameter to detect whether it has been moved. A simple If Greater than 0.1

jolly crane
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Contacts are other components you can add

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you have contact receivers, and contact senders

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each can have a set of "tags", and if two come into contact and at least one tag matches, you can detect that

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avatars are set up with contact senders by default

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they're added to each finger, hand, head, torso and feet

finite roost
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So I could do this, if I understand it correctly?

jolly crane
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pretty much

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and then use that parameter in your FX controller

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it does not need to be in your synced parameters list

finite roost
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Cool

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Thanks a bunch

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I can see this being tricky to test in unity

jolly crane
finite roost
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So I've got this with Robot_Touched is true to a blank new state

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Made a sphere with a sender on set to hand

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Doesn't run the toggle though. Just continues with the idle

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Also just realized this is no longer a dynamics question so technically wrong channel

modern island
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Contacts are still a part of Avatar Dynamics, so you're still in the right place

finite roost
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ahok

snow marlin
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Anyone knows if a bow/arrow prefab has been done with avatar dynamics/phys bones already?

lofty walrus
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can someone explain this option to me and why I would want to enable/disable it?

whole osprey
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Anyone got good capes settings for warhammer avatars

vital shore
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I will literally trade a custom designed knife asset to the person who helps me with making physbones do this one damn thing. I know it's possible, but I don't know how.

All I want to do is disable a physbone entirely, temporarily, and set it's position. Example, a whip-sword, when it's in a "Locked" position, no wiggle at all, until it's un-locked again.

I'm dead serious, I'll design, model, and texture a knife or similar small thing for you, fantasy, realistic, tacticool, whatever.

Just help me fix this, so I can get my new version of my avatar up and running.

jolly crane
vital shore
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Disabling it locks the bones at their position on time of disable. I need them to lock to a position I have already set.

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Tried animating the bones in question, to no effect. They appear to ignore the animation, when the physbone is disabled. The hilarious thing is, I managed to do it before, but did the work while very...very drunk and lost the animation in a hard crash.

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You can imagine my annoyance.

pastel token
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With the newer sdk ive lost the ability to adjust the length of a phybone capsule collider. Is this just me messing something up? Or is it an issue with the update.

simple elk
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sdk broke it - so its hidden right now , enable debug to get it back

pastel token
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thank you

stray sequoia
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Hi all, as you can see from the screenshots I've got a Sender/Receiver pair that are outside of my Armature and stuck on with parent constraints. They're not actually setting the bool they're s--oh

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oh we can't do bools. Never mind

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Wait, can we do bools? Or do I have to make this a float still?

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brb updating sdk

turbid badger
# small radish

that happens when u create animation clips before wiring them

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if u dont want those to appear just make your states first and then animations in the project window instead

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also for the quest/pc grab sync bug, does it only happen when you have a different number of physbones?

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cuz on one of my avatars when quest users grab my tongue, on PC it pulls my ear

solemn stone
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so i replaced some of my dynamic bones for physbones, and my head will no longer track

deft dove
deft dove
# solemn stone ?

If a humanoid bone (for example, the head bone) is used as the root of a PhysBone component, things can break.

solemn stone
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oh crap

small radish
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It didn't change anything it just made them not show up which is what I wanted

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I thought it would delete the animation for some reason

turbid badger
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debatable

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u can set the arms and legs as root bones and its pretty funny

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as long as you use Immobile and IsAnimated

small radish
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I still haven't found that thirst trap yet where it explained how to make the shirt collar grabbable

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It was actually pretty good that's why I wanna do it too

turbid badger
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ive made it drop a flashbang if you pull my skirt up

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on pc it says 'think fast chucklenuts'

small radish
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Lmao

turbid badger
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works using contact sender on the skirt

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touches contact receiver at the skirt pull spot

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and checks if also being grabbed

small radish
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The problem with my shirt is that it doesn't have like a "shirt collar" thing I can put a physbones on and make it so I can tug that

turbid badger
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it does if u rig it

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🤔

small radish
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That's blender right?

turbid badger
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yea

small radish
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Dude you do that to yours?

turbid badger
small radish
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Did*

turbid badger
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i rigged all of the things i put on my avatar

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to reduce the number of meshes and make them interactable

small radish
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Oh damn I'd like to ask you how to do that then lol because i think it'll be hard to make it not clip

turbid badger
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Polar

jolly crane
small radish
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If has a blendshape, but the blendshape doesn't account for pull direction like left, up, down, or roght

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Only out

turbid badger
jolly crane
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and also; are you using Write defaults on or off? and did you use an avatar mask on the layer

turbid badger
vital shore
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Write defaults off, also, if that's the solution I am going to SNEED.

jolly crane
turbid badger
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yea Gesture is for moving stuff

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FX is for toggling/adjusting stuff

jolly crane
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transforms in FX are wonky if using WD off

vital shore
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Fffffff

turbid badger
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they arent supposed to be done in FX in the first place

jolly crane
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you can get away with some stuff

turbid badger
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unless u are lazy like me

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and put both FX and Gesture as the same animator

vital shore
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Rage. Salt. Angwy

turbid badger
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much easier to do imo

jolly crane
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like for example, I have a snout bone on my avatar, and I have a snout wiggle animation on FX

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works fine as long as you have it properly masked

turbid badger
jolly crane
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however

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I use WD On

turbid badger
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but why in FX

jolly crane
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which is why it works fine

vital shore
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WD on is how I USED to do it

turbid badger
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you can "get away with it" but just use both layers like I do

jolly crane
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why in FX? because it's part of a nose boop animation which first uses a blendshape for the boop, and then does a wiggle after you let go

vital shore
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But I'm trying to conform to the """Standard""""

vital shore
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I am sneeding so hard rn

turbid badger
jolly crane
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my puppets like my ear puppet is in Gesture like it should be

jolly crane
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that's bad practice lol

turbid badger
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im just lazy plus it means i dont have to make double the animators

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and change 2 of each transition

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i dont notice any real performance loss or issues from this

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so i dont bother

jolly crane
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it's not about performance loss

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it's about unexpected behaviors

turbid badger
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nothing that happens on my avatar is unexpected

small radish
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I feel like ear puppet is kind of unnecessary but all of my puppets use one parameter so it doesn't make sense to get rid of something that doesn't really take up space

turbid badger
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ive been doing this since av3 came out

jolly crane
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and problems that can arise from doing things that way

turbid badger
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and it works identical to the other setup ingame

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plus it also means i can double up on animations

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and change things from FX and Gesture in the same animation

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less of a headache to work on

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i have a plugin i wrote to generate my animators anyway

jolly crane
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this means that all of those animator layers will be doubled in the compiled animation controller though

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since VRChat compiles all of your playable layers into one controller

turbid badger
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thats fine, I would probably have the same amount anyway

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since most of these apply to bones and blend shapes

jolly crane
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.-.

turbid badger
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because just using blend shapes will have issues with the colliders and whatnot being offset

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and just using bones means i need to rig a lot of extra parts of the body which is bad

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and there stuff like the toggles

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where i need to adjust some of the bones and also fit stuff with blendshapes

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etc

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also vrchat has like 2 copies of the local player avatar for whatever reason

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for mirror and shadows, although idk why they need separate animators

jolly crane
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I'm just saying, don't say I didn't warn ya if you run into wacky issues when things don't work the way they should lol

turbid badger
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well im sure that will come some day in like 20 years

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by that point vrchat probably has updated avatars to use a subset of udon rather than animators

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hey guys i found a lifehack

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if you open the Debug version of the inspector

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you can edit a curve with no limits, meaning you can make curves to do stuff like make the Stretch value go higher than 5

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you can also just type a higher Stretch value but i dont think that works

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the parameter yes(?)

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but the curve no

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i will test later

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u can also save that curve and apply it to anything else

vital shore
# jolly crane I use WD On

I'll swing home and test if your suggestion works. If it does, I owe you a small prop. And I will also lose my mind because if it's due to WD on, I have even less reason to use WD off.

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I thought that Gesture was only for humanoid bone transform, not some random bone transform.

jolly crane
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there's definitely benefits to working with WD off, but the same can be said with WD on. it's really about what makes the most sense for your workflow and what you need to do

turbid badger
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i use WD on cuz it makes my life easier

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WDoff is sometimes near impossible

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say for example u have a small set of blend shapes to save on performance and file size

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and multiple gestures that use those blend shapes

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u would need a mess of layers, each handling each individual blend shape across all gestures

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rather than just letting them overwrite eachother when active

vital shore
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I scream.

errant notch
turbid badger
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i use fbt so i really only have to use G&FX

errant notch
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I do too

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I have 10pt tracking

turbid badger
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yea, i dont bother with dance animations or locomotion or anything

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i just turn it all off

errant notch
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Me neither, I removed them

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But I have a custom AFK for action

turbid badger
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makes sense

errant notch
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I'm probably the only person that actually has their animators set up the way VRC intends it

turbid badger
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the only thing u have to worry about is

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u need to make sure your bounds are big enough to fit the stretch you want

candid ginkgo
short imp
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where can ni get the physbones?

simple elk
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its in sdk

short imp
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ok thx

dark wolf
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so uh

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i cant interact with myself

thorny isle
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there’s a canny

spare quest
stray sequoia
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Wow, fixed in less than an hour, it looks like! \o/

faint dagger
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is there a world to test physbones? eg: make a clone of myself / mirror ect

plush badger
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Im having an issue where physbones will simply not apply to certain bones on a range of avatars

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Just two

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For some bones it has no children and it wont work

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When i set it to "None" it applies to all bones on the armature, but certain bones dont seem to work and wont show up.

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You can actually see it in this one. Her right thigh, the bone controlling the PDA, and her gluteal jiggle bones are all unaffected by the physbone

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in this case its just an example to show what bones dont work

fringe iron
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trying to make an anger emote if the ears are pulled, but I keep getting this

plush badger
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2, one per side, plus a root bone they're parented to, which is parented to the hip bone

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for the physbone the bone Root_Siri_LR is the root bone for the hip jigglers

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Mhm, Siri_R and Siri_L

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for each gluteal respectively

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Her chest works the same way, a root bone called Root_Bust that both breast bones are parented to.

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They work fine, but her hip bones dont.

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Ive run into this on other unrelated avatars, certain bones just seem to not wanna work.

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lemme see

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Nuh uh, nothin

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neither her hips nor the PDA seem to work

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When thats done it will only animate one,

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But if i set the physbone to each gluteal bone individually, they dont work.

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I had this same issue on a different avatar and ended up having to delete the bones and re-do them in blender

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which is really weird as i never had any issues like this in dynamic bone, there isn't anything i can find that would suggest these bones are different or weird compared to the rest of the armature.

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has the avatar dynamics sdk been updated since it released?

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ill download it and try an update then

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ive had this sdk since they dropped to main last month

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In this case i was trying to set it up so she could pull the pda off her hip to play with it, and i came across this issue again

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After updating, still the same result unfortunately

midnight bay
#

Anyone have physbone cheat sheets?

coarse mauve
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how can i see the physbones? Seems like they dont appear in my unity

jolly crane
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@coarse mauve are you on the latest SDK?

coarse mauve
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nevermind didnt have gizmo ticked

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now i just need to figure out how to link my ears and hair together so they both work with my radial menu colour change and also my audio link

hardy estuary
#

I tried following a tutorial about the Sender receiver but my parameter doesn't change , it's a constant Receiver and you can see here the Sword Parameter isnt updated when they contact. What did i forget ?

hardy estuary
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for now no its empty since i just wanted to see if the parameter was working

warm moat
#

im having some issues in vrchat my character keeps studdering while standing up, i think her legs are to long how do i shorten them

warm moat
#

how do i port this into blender to reduce polys

small radish
#

I found the tweet @subtle imp it took 3 days

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lmao

turbid badger
#

u can also check the value of the parameter in the contact instead

tough nest
#

Hello there, i am here again, i have been trying to fix my unity problem with the phys bones, every time i import the new VRCSDK this errors appear in my console, please, does anyone know what they mean?

calm owl
#

math package gets installed automatically, restart unity

sleek lance
#

They are using Unity version .29f1 instead of .31f1, does that affects the SDK installation?

tough nest
#

ah damn

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that is strange

grave oak
#

A little question
I make avatars using vroid studio
Since the dynamic bones update ive noticed that all of my avatars with long hair seem to be active funny with the new update
Their hair sticks up and out in the middle and I cant push it down with my hands
Anyone using vroid know how to fix this?

stuck kraken
#

the 'fix' for it is to disable phys bones and use dynamic bones

#

atleast thats how i did tho with a few updates in the phys bones it somehow just worked for me one day

#

and it works now for me the phys bones, but ye i had exactly same issue u describing tho it was my ears pointing upwards

#

the thing is that after phys bones was implemented they are activated by default under safety -> performance -> dynamic bone -> uncheck the '' convert all dynamic bones to physical bones ''

#

now how to make it work for phys bones, is a good question, i think the issue mainly lays in how u setup the dynamic bones but im quite unsure to be exact again because i had that issue on my dynamic bone avi's but somehow it was fixed after few updates from vrchat itself

grave oak
#

Ok
Thanks
I'll play around with some settings
Maybe the vrm converter will have updated to fix this

stuck kraken
pastel kelp
#

Question:
Is there a way to apply external horizontal forces to phys bones? I used this feature on dynamic bones to simulate wind in hair/ears/tail or compass needle pointing always to positive x axis.

next mauve
#

Also, I'm looking for some information on one of the demo avatars for avatar interactions...

There was an avatar where if you squeezed both hands and slowly spread them, you would move up or down...

I want to know how they were able to move up and down like that... was it literally just animating the root bone? Or something else.

#

(Also, there should be a channel for avatar interactions... -.- )

pastel kelp
next mauve
next portal
#

Is the Height setting missing from Physbone Collider components? All I see are Radius, Position, and Rotation

jolly crane
next portal
#

Ah I see it now. Thanks

turbid badger
#

also why do only my newer avatars have desync issues with physbones

fallen olive
#

silly question, how can I get physbones to naturally stretch (without grabbing)?

simple elk
#

contacts can do it without grabbing

kindred venture
#

Apparently Foot R & Foot L are still switched for Contact Recivers

kindred venture
mellow rain
#

can you animate settings via animation, before you could not with dynamic bones and i woudl have to toggle sets of them

kindred venture
#

You can't change the Forces, but you can turn the script on & off or toggle things like Grabbing / Posing

mellow rain
#

ok so old way it is still, was hoping to remove some sets but oh well i guess were still in 2013

onyx vapor
#

if you animate the properties of a phsbone and then toggle the physbone off then on (with a bit f delay) it will most of the time take on the new properties

kindred venture
#

yup, that also works

onyx vapor
#

its mentioned in the documentation , but not a fully supported feature

#

as long as i give the toggle enough of a delay ive not had much issue doing this so far

kindred venture
#

Oh interesting that was added, not so long ago then

#

(the info about it in the docs)

mellow rain
#

and do the bones pulse back to there rest postion on reset?

stray sequoia
#

Okay so for the physbones thing, in the Avatar Dynamics showcase world, there's an avatar with a whip of cubes, and expression menu radials that let you change the properties from 0-100

#

I REMEMBER the numbers you picked taking immediate effect. But did the whip like, reset every time? I remember it reset really crunchily for Gravity but I thought I remembered the transitions being smooth for everything else.

mellow rain
#

now that i remeber i did just had to put reset animation on all my bones for my hair when i switch the type otherwise you would see it pulled outside the head so it holds the transform (for better or worse)

noble tide
mellow rain
#

I would say worse because its annoying

kindred venture
lucid ledge
#

Whats the limit for dynamic bones in Quest?

simple elk
#

8 component 64 max

#

fallback is 4 / 16

turbid badger
turbid badger
kindred venture
#

whops

#

I'm dumb

#

I even commented on your comments xD

#

It's because of the different profile pictures xD

#

sorry for that lmfao

#

it's 1am my brain is already dead

frank umbra
#

am I dumb or is there no more length option for the capsule collider?

deft dove
frank umbra
#

Might I ask how to do that?

#

nvm, looked it up

#

thank you

deft dove
#

Sorry, took too long getting the image.

frank umbra
#

no worries

mighty blade
#

Im trying to make a cat toy in vrchat and when i hit the little puff ball at the end of it only the bottom bone bends and the rest of the string doesnt follow. Any ideas?

#

this is what it looks like btw

shell yarrow
#

I'm very confused by your explanation of which part you want to move

#

There's a stick and a chain, which do you want to move ?

little owl
#

This is a known limitation of physbones. Collisions do not travel back up the chain since that would be a much more complicated and expensive calculation. You can reduce the number of bones to make it impact more of the chain, but it will never affect the whole chain unless it's all just one single bone

mighty blade
#

F

jolly crypt
#

i want to create a small object that is floating above my hand, i want to be able to grab it and drag it upwards so that it triggers a contact reciever to do an effect, is there any way to do this with physbones without specifically rigging the extra piece in blender

little owl
finite roost
#

So there's a boolean param for when a bone is grabbed, but what about when it is posed?

#

Is there any way I can detect this?

finite roost
coral flint
#

Hey everyone, my capsule phys bone collider doesn't seem to have a height value. Is it just being kinda fucky or am i a big smooth marble brained dummy? And how would i fix it?

#

that's what it looks like

#

Oh yeah there it is, thanks!

grim temple
#

can quest users see hair moving with the new dynamics?

bleak swift
#

Yes, correct me if I'm wrong, only if the avatar that have these hair has been compiled for quest with physbones
I don't think there is a "realtime" conversion from dynamic bones to physbones for quest, right ?

jaunty sorrel
#

Question.

Can I create a toggle with receivers

#

So 1 tap = param = 1
second tap param = 0

#

etc

#

Wanted to make a interactible watch that replaces my menus.

finite roost
#

so tap it once to turn on, tap it a second time to turn off?

jaunty sorrel
#

essentially yes

#

This would allow me to drive parameters similarly to the menus that already exist in vrc

bleak swift
#

With "On enter", the parameter changes for 1 frame
So you could link the parameter to a system with 2 states, the transitions would be a back and forth when that parameter is true/1

#

Not exactly what you wanted but should work the same way

finite roost
#

Yeah I think you need a work around like what rainstrind said. I don't think it is possible to set the value of a parameter without using the menu

jaunty sorrel
#

I'm trying to visualize this and I'm having an issue understanding what you mean exactly

#

define system

bleak swift
#

Sorry only got paint here

#

And instead of on/off your menus, you could even chain more then 2 menus like that

finite roost
#

okay so I haven't done this before but I think I know what he means.
So using the isTouched boolean from a contact detector, you could set the true and false back and fourth tranitions to be "on enter". So they don't transition when the parameter IS 1, only when it BECOMES 1, if that makes sense

#

1, or true. Same thing

jaunty sorrel
#

oh i see

#

Yeah that makes sense

#

That is so weird to imagine though.

#

it'll work

#

but

#

WH

finite roost
#

ueah

#

hah

jaunty sorrel
#

the logic is falling apart lmao

#

but i get it

finite roost
#

it's because it's limited in unity. You have to do weird work arounds like this

jaunty sorrel
#

makes sense.

#

Going to make a touchscreen watch that opens up a holographic menu

#

that other people can interact with as well as I

finite roost
#

hey if you figure out how to make a good looking holographic scren, DM me. I'm currently trying something similar

jaunty sorrel
#

I was going to have it run all entirely off of physbones

finite roost
#

Poiyomi pro has a holographic setting. You can have it fizzle and glitch and everything

#

I've just no clue how to use it hah

#

I'm working on a robot that flies infront of me and displays a screen when I use my wrist overlay

jaunty sorrel
#

THAT is a cool idea.

finite roost
#

as xsoverlay and the other one now have OSC integration

jaunty sorrel
#

aaaa

#

now I want to do that.

#

lmao

#

I have xsoverlay too

#

givin me ideas dang you

#

Anyways I'm gonna work on my watch I must be original.

finite roost
#

I know with osc you can also have vrchat display pictures from your computer. I'm going to have to figure out how though hah

jolly crane
#

uses parameter drivers

#

you can also set a "cooldown" for this aswell by changing the transition duration for the transitions (Toggle on > On) and (Toggle off > Off)

jaunty sorrel
#

I'm too tired for this

#

lol

kindred fiber
#

Question about Avatar Dynamics
is it possible to have a sound effect occur only when a certain expression in the radial menu is enabled?

#

for example, i want it when someone taps on my helmet, it makes a tap sound when interacted.
But if i have my helmet off, i dont want that sound to be there.

shell yarrow
#

Having your audio source component on the helmet isn't good enough ?

#

Or are you enable to do that because you're scaling a bone for it ?

storm idol
onyx vapor
#

Can anyone think of a way to detect when another player grabs a specific phys bone, not trigger when i grab the phone bone (or disable grabbing that specific phys bone for myself, but thats not necessary i just want an animation to not play when i do it) while allowing me to still keep self interactions enabled so i can still grab other phys bones on my avatar.

#

Currently i have a receiver contact overlapping the phys bone that can only be interacted with by other players; that contact being interacted with is one of the conditions for the animation that plays when the phys bone is grabbed: but if another player moves their hand near this contact (activating it) but not grabbing the bone, i can at that point grab the bone and trigger the animation (which i dont want to be able to do myself)

#

if there is a more robust/reliable way to do this i'd love to know other's ideas

uneven jewel
#

When using the Av3Emulator, the VRChat SDK is showing a warning that the parameter in the contact receiver doesn't exist on the animator controller. It does exist, it's just on the FX animator controller, not the avatar animator controller. Also, attempting to trigger the contact receiver in play mode using a gameobject with appropriate sender doesn't work unless I duplicate the parameter to the avatar animator controller. Is this expected? Is this an Av3Emulator shortcoming?

turbid badger
thorny isle
#

Just to make sure, does adding the parameter you get from contacts and physbones to the syned parameter list make that parameter sync, or does it still change locally on everyones client?

turbid badger
#

that way it only triggers on your end

#

turning off Local Only would be for stuff like a soundboard where syncing isnt critical

thorny isle
#

So then adding the parameter generated by contacts/physbones to the syned list would actually sync?

turbid badger
#

yes

thorny isle
#

huh

turbid badger
#

i do this to set up custom gestures on my index controller

#

and also for outfit selection

#

local only contact + synced param

#

u can use param drivers in tandem in your animator with synced params too

#

like using the button to toggle other values like what parts of your outfit are enabled, rather than syncing button press

unkempt sorrel
shell yarrow
#

That's fucking hilarious ! menacing

#

Need this with the ginyu force !!!

austere geode
#

Oh no LMAO

placid charm
#

Has anyone followed this tutorial successfully? Or is there a different tutorial explaining the same stuff? (Grabbing props with receivers/senders/phys + world constraints)

I tried to follow it (5 times...) but keep getting unwanted results... I hace no clue whats going on... my physbone just won't follow the hand when I grab it, I need help ;-; https://youtu.be/kmLg7WPfqxE

If you encounter sync problems with the world constraint check the follow up video!!
https://www.youtube.com/watch?v=B0sJe4WVFXA

Here are the timecodes to the most relevant parts:

00:00 Intro
00:54 Setting up the world constraint
02:21 Setting up the parent constraint
06:41 Adding the grabbable physbone
08:40 Adding the receivers (and the sen...

▶ Play video
#

The knife is supposed to get attached to the hand when I grab, but it keeps doing this..

#

Any help is appreciated.

rustic oracle
#

Looks like you messed up the part where grabbing the bone triggers the IsGrabbed parameter and then animates the parent constraint to go from your hip to your hand.

#

Meanwhile I try to make it so others can grab something on my avatar, but I struggle to get so you can still properly rotate it.

placid charm
#

Other than that Idk why it would fail...

simple elk
#

This is a seperate mesh?

thorny isle
placid charm
simple elk
thorny isle
lofty walrus
finite roost
lofty walrus
finite roost
#

If you're crazy enough you can make it as big as you want

#

But looking at how it's set up, it'll be a LOT of work

rain arch
#

question about collision tags: Do stuff like Finger or foot cover all the fingers/feet, or do i need to add all the fingers manually? Also would theese settings make it so that everything collides with it?

#

this is all the docs say

simple elk
#

Those are the ones thats in the av descriptor

#

Hand & Finger are all of them

rain arch
#

so just setting the finger collision tag means that this will collide with all fingers?

deft dove
rain arch
#

when i hit play, the parameter the receiever has set instantly gets set to 1, and i have to manually reset it, and when i move a sender into the receiever it sets it to 1, but then doesn't disable it when i move it away

#

is this normal?

trim warren
#

Currently there is no way for me to adjust the height of the Capsule version of the Physbone collider. Is this a known bug, or am I missing something?

little owl
trim warren
little owl
ember grotto
#

anyone know of the phone asset on one of the avatar dynamics avatar in the avatar dynamics world?

thorny dome
#

Is it possible to make a physbone component to be collidable with any of the other 'default' colliders? Such as the head? And can this work in avatar to avatar interaction?

lost wind
#

I need help with something. For some reason in unity my avatar looks fine ,But in VR chat The tail is all bent and twisted

#

ive been trying for a week and had not found anything on why this is

mellow hawk
#

Maybe worth using the avatar emulator. To see if it changes at all in editor.

lost wind
#

avatar emulator? i dint know such a thing existed ,where can i get it? or do you mean just play mode?

mellow hawk
lost wind
#

thanks

wary burrow
#

Oh whoops, wasn't scrolled down all the way

final harbor
#

does anyone have an easy way to make an object that can be picked up w physbones, im on attempt like 17 and i can still only pick up one end of something and pivot it around even though the entire mesh is parented to the lowest bone in the hierarchy

wary burrow
# final harbor does anyone have an easy way to make an object that can be picked up w physbones...
#

Won't work on quest though

final harbor
#

based

#

and thisll let other people grab it?

wary burrow
#

Yee

final harbor
#

are u sure, it seems like a you only type of thing

#

unless theres some sorta physbone on the grabbed object

wary burrow
proper charm
#

I added the phys bones component and non of my bones are moving

#

do i need to add a root transform?

slim olive
#

has anyone ever made an avatar that acts like a ragdoll using only physbones? someone claims they are the first person ever to do this

proper charm
#

why aren't the phys bones working

#

would be nice if there was a simple tutorial that shows how to add the phys bones because i have watched so many and none of them work

final harbor
reef sentinel
#

has anyone else had an issue of physbones moving/vibrating on their own accord? they seem fine in unity but start having issues when i load the avatar in vrchat

west barn
amber aspen
#

Re-make the animations of the tail and you’re good to go

rich stirrup
#

Anyone got a good prefab for butts? (God that sounds wack)

#

Like, general sliders. I'm still kind of learning what all of these do.

rich stirrup
#

Yee

slim olive
#

what are good settings for a dress?

mellow hawk
marsh plank
#

Is there any way to grab bones from scene view (In unity)

errant notch
mellow hawk
#

Game view, not the editor window, may have to move the main cam object

torn tendon
#

Hello, everyone, Could someone please guide me how to a tutorial that teaches trigger a facial expression when a phys bone is pulled?

mellow hawk
#

Ah, quite easy, so each phys bone component has a Perimeter field. If you put anything in that, it generates three drivers. You can add these drivers to you animation controllers by adding a pram, {parameter}_IsGrabbed, {parameter}_Angle, and/or {parameter}_Stretch.
Just have to add a condition to play the animation like normal.

torn tendon
#

Is there a specific controller to duplicate to work on and make this happen?

#

Is it using the same hands animation controller? at (AllParts) for example?

thorny isle
torn tendon
#

Alright, Thank you guys. So is it a controller I should create my self, or a preexisting one to duplicate to make the expression trigger?

lost wind
tired vault
mellow hawk
#

The values can change a bit depending on the size of the bones. The values are a good starting point but something to mess about with. Would recommend this visualization to understand why the bones do what they do.

#

Like I would say, less pull more stiffness would make them be less jello like

turbid badger
#

i need it now

#

also pog

mellow hawk
turbid badger
#

darn i need to find a free alternative then

#

i use simple mode but its also a bit difficult to configure

#

Spring affects both the speed and damping at the same time

#

contrary to how Damping on dynamic bone works

#

Pull affects Stretch relax time and also speed

#

and Gravity is affected by Spring and Pull as well

#

all a very complicated setup

#

probably the only parameter being easy to understand is the angle limits and Immobile

mellow hawk
#

Fair enough, the graphic was made when phys bones first came out of beta. So could be getting dated not sure lol.

turbid badger
#

i think it would be better if physbones had an option to simulate stuff in the editor view

#

and to see debug info relating to angles and parameters

#

but thats probably incredibly complicated

#

but it would be similar to how u can debug eyelook in editor

noble tide
# turbid badger also pog

that is going to make it extremely annoying for anyone who doesnt want interactions on but still want to see your avatar

turbid badger
#

basically when people try to pet me and theyre like "bruh why not working" cuz theyre like 5 years old

#

i can just show them this instead of having to bother explaining it with a pen

noble tide
#

I mean thats true
but the way you had previously explained it you wanted the window to appear automatically when someone has interactions off

turbid badger
#

heres the texture

#

yea i wanted it to do that if i enabled it in my menu

#

but it wasnt working so i scrapped that and only did the enable part

#

because that way it would only show up for the people who needed to do it instead of everyone

#

and automatically go away when they enabled it

#

but gotta do it old school

noble tide
#

"people who needed to do it"
yes but this is subjective

#

is my point

turbid badger
#

read it again

#

yea i wanted it to do that if i enabled it in my menu

noble tide
#

yes

#

now lets say you have it enabled

turbid badger
#

so if i enable it in my menu and 2 people around me have it on, the other 2 have it off

#

only those 2 will see it

#

and it goes away when they do it correctly

noble tide
#

yes now what if those 2 that see it dont want interactions on

turbid badger
#

like i said earlier, it would be turned on when i want it to turn it on

#

so if someone was trying to pet me in a group of 4 friends

#

only they would see the dialog

noble tide
#

that still doesnt negate the point

turbid badger
#

and it would vanish if they do it correctly

#

im not going to leave it on in pubs all the time, thats not the point of the dialog

noble tide
#

again so now what if you have it enabled but the people that see it dont want to turn on interactions

turbid badger
#

i also wanted to make it so that

#

when you enable the interaction dialog it shows a checkmark when u enable it successfully

noble tide
#

regardless of pub, your still blocking their view over their choice to not have interactions on

turbid badger
#

again completely misunderstanding

noble tide
#

even if you toggle it on and off

turbid badger
#

purpose of this:

#

someone wants to interact

#

they cant

#

i show them how

thorny isle
turbid badger
#

its not "guys please enable interact fuck you"

noble tide
#

yes but you just said that it would show for anyone around you that doesnt have interactions on

turbid badger
#

i would do it using distance checks

#

if they are in the big bubble but not the small bubble

#

hide

noble tide
#

that still doesnt negate the point though

turbid badger
#

if theyre close to me show

noble tide
#

again distance has nothing to do with it

turbid badger
#

what are you arguing about in the first place

#

this entire argument is still negated by what i said

#

"i show it to people who need it"

#

what is the problem

noble tide
#

read what I said

#

slowly wunder

turbid badger
#

im not showing it to people who dont want to interact

#

what are you not understanding

noble tide
turbid badger
#

ive only used it like 10 times so far

#

and each time they were like

#

"OH i see! thank you"

thorny isle
#

not in the face of the person who doesn't want it

noble tide
#

not just that person asking though, anyone in the radius that doesnt have interactions on

turbid badger
#

who cares

#

are they reading it ?

thorny isle
#

and it would be on for like 2 seconds?

turbid badger
#

no

#

exactly

#

its not like im turning on a blinding screenspace shader

#

idk what you are complaining about

#

its just normal

noble tide
#

some people do care
which is what I was saying
wasnt trying to argue, just making the point that that can be annoying for some people

turbid badger
#

its the equivalent of me going in VC

#

enable my interactions in your quickmenu

#

everyone else can hear me say that

#

???????

thorny isle
noble tide
turbid badger
#

are you saying now also that i shouldnt say that in VC?

noble tide
#

wulfe I give up on you

turbid badger
#

because it bothers the people who cant interact?

#

you give up because you have 0 valid points

thorny isle
#

its such a small issue to argue over huh

turbid badger
#

are just arguing to argue

noble tide
#

every point someone says to you you clap back with arguing and fighting

mellow hawk
turbid badger
#

because it is nonsense and ive already explained why it makes no sense

#

your argument is

#

"what if people who dont care see it"

noble tide
#

there is no argument

turbid badger
#

which is equivalent to

thorny isle
#

it isnt like those fallbacks that say "enable avatar" as a png, so it is fine

turbid badger
#

"what if people who dont care hear it"

noble tide
#

WULFE

#

there is

#

no argument

#

I literally just said that it could be annoying to some people

#

thats it

#

nothing more, nothing less

#

yikes my dude, chill out

turbid badger
#

equally as annoying as telling them in VC

#

🥇 award for you

noble tide
#

wulfe everything has to turn into a fight with you huh?
its whatever, all I said is that some people might get annoyed
you can do whatever

thorny isle
#

yNekoPat its better than the toggle being visible to everyone ig, despite it only being visible until the person figures out the interaction toggle

turbid badger
#

yea thats why i wanted to make it use a big contact

#

to hide it from people who already got it set up

thorny isle
#

contacts have a range limit right?

turbid badger
#

yea

thorny isle
#

what that

noble tide
thorny isle
#

5m?

thorny isle
turbid badger
#

i dont remember

#

i could use a lot of contacts but thats just a waste

noble tide
thorny isle
#

im sure a shader could prolly do it, fade the image based in distance

turbid badger
#

also i think it makes a mess in debug menu

#

well yea a shader sure but quest

thorny isle
#

uh

#

mm

turbid badger
#

ive shown this mostly to quest users

#

to a lot of people this system is way too new

#

thats why maybe 3 months from now i wont need this anymore

#

its a temporary reminder that "hey, interaction exists, and if you forgot how it works, here is how"

thorny isle
#

ck_RanPat i understand yes

turbid badger
#

until everyone gets antiquated

thorny isle
#

most quest users ive met dont even know vrchat has a discord

turbid badger
#

most of them dont even know what an update log is

#

since the only place you can find it is on discord and docs, and sometimes steam

thorny isle
#

they post bigger updates on twitter as well

turbid badger
#

never shown ingame

#

aside from the little carousel in quickmenu

#

but even if it was, they wouldnt read it

#

just click update and join again

#

yea

#

but eventually people will get used to it and i shouldnt need this little image anymore

proven brook
#

any good and detailed tutorials on animating with phys bones pls? ping with link if ya know

#

tried the parameters, they dont work and the documentation doesnt say anything different

#

uh nvm

#

after 2 hours it fixed itself smh

#

oh

#

ya cant use the same keyword for multiple bones components

#

thats bs-

turbid badger
#

don’t bother putting multiple components on one object

#

just do what i do and make empty gameobjects

proven brook
#

i do that

turbid badger
#

Avatar Dynamics
— Physbones
—— Arms
——— LeftX
——— RightX

#

from there to animate the components just hit record in animation

#

also u need a second parameter

#

to turn it off when animating

proven brook
#

ah oki

turbid badger
#

and on when finished

#

because theres no way to animate an active physbone component (in vrc)

#

it needs to be disabled

#

for example IsAnimating parameter and Jigglyness parameter

#

u can make the radial menu toggle IsAnimating when open

#

so when you set a value it turns the compnent back on

torn tendon
torn tendon
# turbid badger heres the texture

Ok, I know you were asking about something about this, and this message isn't a solution, I'm just intrigued in what this could be, I upload primitive avatars and aesthetic worlds, so I have pretty limitid knowledge. Could you give me a breif overview of this?

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And what is it please?

turbid badger
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u can put it on your avatar as a boolean toggle so u don’t need to re explain it to people

torn tendon
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Ohh .. so this means some people Can't interact with the phys bones? Are those who haven't updated their avatars?

turbid badger
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no

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this is something you put on your own avatar

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so people who have interactions disabled

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will know how to enable them

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so if someone walks up to you and tries to pull your ears

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and they say “why is it not working?”

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u just show them this image

torn tendon
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Oooh ... sorry .. I see ... thank you a lot for explaining this!! this means so much! It's a very smart idea.

turbid badger
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it works flawlessly for me now (off/fo/everyone). i only have this issue when someone friends you while in that instance and also when they force on when they have friends only

steep zenith
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i was about to ask for help with something but i figured it out...

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if you get a giant phys bone like this it means you need to ignore the transforms of the child objects manually

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👍

quaint jacinth
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hey does anyone know how to set up a collider for stopping the hair on my model from going inside the chest

mellow hawk
# quaint jacinth hey does anyone know how to set up a collider for stopping the hair on my model ...

Would recommend this video https://youtu.be/pT6wO01dwTU

Knees clipping through your skirt? Want to make a hair brush that collides with your hair physics? PhysBone Colliders can help with that! This tutorial will show you how to use them.

Join my discord for avatar help and free assets! https://discord.gg/PrzeWMNqKG

VRChat SDK3: https://vrchat.com/home/download

Music used: https://youtu.be/czUaNaD...

▶ Play video
quaint jacinth
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for some reason it refuses to interact with the collider so idk what to do now

mellow hawk
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Did you apply the colder to the list in the physbone component?

quaint jacinth
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what?

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oh did you mean collider?

mellow hawk
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Any colliders you want to have the physbones interact with, needs be in the collider list (it defaults to 0)

quaint jacinth
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yeah ik i did i got it working its just im struggling to fine tune it

mellow hawk
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Ah yeah autocorrect yeeted my word to colder

quaint jacinth
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ah well i cant figure out which one to use because im trying to use a sphere collider but the hair then just goes around it instead of stopping

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i tried using a plane which works pretty well other then its hitting the top of some of the hair bones which is causing them to stretch out

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and i cant adjust the size of it for some reason so idk what to do

jolly tapir
jolly tapir
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whoa sweet

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where can i download this phys bone asset?

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oh i see

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thanks

hidden brook
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is there any way to edit physbone for 2.0 avatars?

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the automatic conversion broke most of my 2.0 avatars and i’d like to add physbones to them manually

halcyon vault
sudden steppe
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So I'm setting up a kick Contact Receiver, and I want to apply velocity to it

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I see there's a "Min Velocity" setting, but I have no idea what unit this number represents

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Does anyone have any recommendation for what I should set min velocity for a kick?

wise hinge
sudden steppe
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you rock, thanks

cedar maple
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yeah i believe thats supposed to be unity units persecond, which would be meters per second

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yeah i think for an average kick something like 0.3 would be good to trigger it

civic dagger
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The auto converter adds these leaf bones to the avatar after conversion, is there a way to add these when creating a physbone component myself aswell?

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Or are they essentially pointless?

civic dagger
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ic ty

lone estuary
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how to change height of the collider? bug?

dim drum
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bug

lone estuary
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how to fix?)

dim drum
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you can set your inspector mode to debug for now

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it's fixed in beta

lone estuary
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thx

quaint jacinth
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Yeah I was having that same issue

reef quail
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hi, how does one list the default colliders that come with the descriptor in the physbone collision ?

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at first i thought you dont need to, but they seem to get ignored

mellow hawk
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The white default ones are network only, they don't interface with the local player.

cedar helm
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So I am working on Physbones and been having issues. One bone chain is not cooperating with the rest of the bones. It worked before they updated the SDK again since Physbone release. I have no idea how to go about fixing it. It is only one physbone component. I attempted to add multiple Physbone components, remove the colliders, and update the values and still end up with the same result.

silver cedar
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A wedding dress is long and the cloth drags across the floor, following the wearer as they move, whilst also not clipping into the legs of the wearer when they're in fbt, how do you replicate that in vrc? I really want to use avatar dynamics for this but I'm currently have very few ideas

turbid ice
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Well for the floor collision you can add a collider for that

remote tide
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does anyone else get an issue where setting a contacts parameter as a bool doesn't work, but setting it as an int does?

silent palm
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Having a weird physbone collider issue

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It won't let me change the height of capsule colliders

modern island
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enable the debug inspector for the collider, this is a bug and will be fixed next SDK update

shrewd cargo
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I'll move my question over here
can I animate physbone properties? I can create animations for them, but they don't seem to update in-game

dim drum
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they're not made to be animated, but they might update if you disable and re-enable the component after changing stuff

hexed schooner
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So if the avatar is compatible for Physbones, theres no files or anything I have to add for it? Im so use to Dynamic Bones.

onyx vapor
jolly crane
sudden urchin
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You paid* $20 for dynamic bones.
You don't pay any money for phys bones.
Phys bones comes native with new SDK.

turbid badger
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managed to detect which button the thumb is placed over on index controllers for funny extended gestures

turbid badger
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that way you can disable the component while animating, and re-enable after finished

winged talon
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Is there a way that i can make the receiver behave like a switch where it will change a parameter to one then when i touch it again it sets it back to 0

jolly crane
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if you want to adjust the cooldown between being able to toggle on and off, change the transition time on the transitions "Toggle On > On" and "Toggle Off > Off"

winged talon
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So i change toggle off and toggle on to my animations correct?

jolly crane
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the problem with that is that it would not be synced

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for it to work well, you want the logic above to drive a synced parameter, which you would then use for your toggle

ember trout
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Hi. Does anyone know of a good way to translate Dynamic Bones settings to PhysBones? I'm updating a model that hadn't even been updated to SDK3 before PB was even an Idea, and would like some assistance in translating the settings.

jolly crane
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the Toggle On and Toggle Off states are set up with a Parameter driver that sets the value of another parameter

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that parameter, if also present in your Expression parameters list, will ensure that whatever value it's at is the same for everyone in the instance and late joiners

jolly crane
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there's also community made ones

ember trout
jolly crane
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can't remember the names of any of them unfortunately, maybe others can help

ember trout
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Thank you, anyhow.

winged talon
jolly crane
winged talon
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Ok thank you i am using it to toggle some katanas by reaching behind my back

jolly crane
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you probably only want to grab it when you make a fist

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the setup can be simplified

winged talon
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no its just a i touch the top of my shoulder they come out i touch it again they go away

jolly crane
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ah alright

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then that's fine

winged talon
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so all of the transitions should have the is local tag

still lotus
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I saw there was something that trigger when you drag a bone for a specified distance, how does it work? using contact receiver with proximity?

simple elk
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yourparameterhere_stretch as a float

finite roost
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My toggle will work when I manually input the parameter value in my FX's parameters. But does nothing when actually stretching the bone.

simple elk
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change condition to '_Stretch' instead (dont really need the wait , can just use normalized time on grab one instead)

sly terrace
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Dose anyone know if it is possible to animate the Forces of the Bones (pull,spring, gravity)?
From one value to another value.

I have done a bit of testing and can't get it to work. If it is even possible

sudden urchin
thorny isle
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why dont inside colliders stretch physbones raphpout

orchid notch
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is there any way to view the physbone colliders within the sdk?

simple elk
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yes? long as gizmo are on (physbones require some radius they are easy to see, 0 radius just white lines)

halcyon vault
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Is there any way to hide the collider Gizmos that isn’t just disabling the object their on/disabling all Gizmos?
I want to just view the Phys bones i have without the colliders showing.

wild sphinx
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i have this weird issue where the _angle parameter keeps jittering like crazy even tho the bone is not colliding with anything or being grabbed, its weird.

wild sphinx
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about half the size, child is bigger

hoary remnant
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I’m having trouble with “_Stretch” parameter… all my parameters are all named properly, stretch is set to >0, the control layer is set to 1. But still it does nothing… please help… I’m losing my mind…

proper charm
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how do i add colliders to my legs so my coat doesn't glitch through

finite plume
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So Im trying to make it so I can grab my bow string...with a phybone but everytime I grab it in game it disappears. the phybone i mean

signal kestrel
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I updated dynamics to phys and it removed some bones I added, like I used to have bouncy boobs now it’s gone

shell yarrow
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As in bones deleted ?

signal kestrel
shell yarrow
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Did you make a backup of your avatar/scene before doing the conversion ?

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Interested to see if you can capture the difference between the two in terms of hierarchy/components

quasi blade
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Ayo

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Anyone able to help me optimize this?

chrome geode
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Hello, really strange thing happening. I made a kick receiver and animation. When it collides with someone elses body it does in fact work, the particles and audio deploy on my end however Other users cannot see it and the receiver isnt set to local only so it should theoretically show but only i can see it in game. How do i troubleshoot this?

shell yarrow
shell yarrow
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Has this happened on other models or just this ? Assuming you made it yourself

quasi blade
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You haven't seen this model until now?

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It's been around for a while.. i'd be surprised

shell yarrow
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The Kon, yes, the rest, not really lol

knotty sparrow
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i don't want to convert to physbones if things are broken, and i'm pretty sure the colliders on the hands are not supposed to be that... large?

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I was messing around with things to try to get them smaller, but it's not working very well

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ping me if you respond, i'm gonna go make food

signal kestrel
shell yarrow
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If you can find any consistency between the models where this happens, please write a canny post on our feedback board, so that we can investigate !

quick pollen
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I'd assume it's gonna be the ignore root bones or something?

drowsy rock
sturdy turret
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is there a reason why I can't change the height of the capsule collider? It's taller than my avatar by default and I can't shorten it

sudden urchin
torn tendon
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I was just coming to ask the same thing

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the lack of height is messing with the physics here

sturdy turret
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Thanks man

drifting quiver
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Hey guys, just curious but how do I fix certain parts of an avatar like the hair, tail, ears, etc etc to not float everywhere? Like kinda like it overally reacts to motion almost

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Jittering here and there as well

torn tendon
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just to clarify, are you referring to the bones moving positions instead of just rotating?

drifting quiver
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Uhhhh...I think? I'll be completely honest I have no idea

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like in Unity they'll be fine but when I look in game they just completely go all over the place

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I'm so confuseddd

torn tendon
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the best option I know of is to essentially add a support bone at the start of the chain to hold it in place

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making sure you parent them with the connected option

drifting quiver
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Uhhh

torn tendon
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it's a bit of a weird solution, but it seems to work

drifting quiver
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I'm not quite sure as to how that works but ok :')

torn tendon
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ah

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that may be an issue then

chrome geode
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Hello, really strange thing happening. I made a kick receiver and animation. When it collides with someone elses body it does in fact work, the particles and audio deploy on my end however Other users cannot see it and the receiver isnt set to local only so it should theoretically show but only i can see it in game. How do i troubleshoot this?

mild phoenix
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Hey can anyone explain what causes the weird physbones artifacts on avatars converted from dynamic bones? Like the weird stringy things? It almost looks like the physbones are visible or something. I can post an image later if no one knows what I'm talking about

fallen olive
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I'm having a weird issue/bug(?) where where the calculated position of a physbone, as seen by the contact/physbones debug view, detaches from it's actual location when the child bone is constrained.

Basically only 2 gameobjects

  • physbone root, grabbable 0 stiffness and unlimited stretch
    -- child, with mesh, and toggleable world constraint,

When the world constraint is enabled, the visible mesh stays still but the bit that you can grab follows the root at a fixed distance (visible through debug view).

I'm really confused how one gameobject transform can be in two spots at once. Is this something that the IsAnimated parameter tries to rectify?

errant notch
fallen olive
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what's weird is that it behaves as expected in the unity editor (the grabbable and contact stay with the constraint), meaning it's something different the client is doing. Could be an execution order thing since that's probably way more custom in the client.

errant notch
vital shore
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Hm. Ok so I'm going to have to experiment with the possibility of making a PvP system.

vital shore
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Oh?

red carbon
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hi im trying to use a capsule colider but the height option missing is this a known issue??

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im usign the most recent avatar sdk

gusty whale
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How do you get the Physbones to be visible on Quest?

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Thank you!

civic pelican
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How do you make something stick to someone else, saw on lola's stream and assume he's using phys bone or the send receiver stuff

pliant ore
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hey what physbones setting do yall use for hair? im putting them on an avatar for the first time and im not sure what works well for hair, esp. concerning the grab & pose section

indigo ridge
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So i figured out how to get a nose boop interaction to work on my avatar thru a few tutorials. only thing is, i dont want the nose boop to always be on. how exactly do i make it a toggleable? im a bit of a visual learner so if anyones got a tutorial vid or pictures to help clarify that would be rly nice. (im VERY new to learning the contact sender n receiver stuff right now)

halcyon vault