#avatar-dynamics
1 messages · Page 19 of 1
Someone said they had to import it into a whole new unity project when this happened to them bruh
try simply replacing your SDK using the burner project method
burner project method?
- 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
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.
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.
perhaps?
Jesus the library folder is nearly 15gb.
B4 anything drastic, have you tried just creating a new layer/param with different names?
Yes
Doing the burner project method rn then if that doesnt work deleting library folder
boops is the different name and layer.
it was originally boop.
Burner project method seemed to work
but now animations wont load on controller despite being there.
so I cant test it cuz animations wont play
UnityEngine.StackTraceUtility:ExtractStackTrace ()```
Animation plays now! idc if the emulator is broke as long as this is working in game
I downloaded it yesterday
anyone know a good value for the bones in ear and tail?
Hey, I'm wondering of how the bone could spring back into place after it moves.
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?
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
instead of the ears just clipping through the hat
tl;dr can a physbone be somehow either parented or directly affect another object
you can set up some colliders on the hat so the ears cant pass through them
if i made parts of the hat also have physbones can one physbone collide with another?
one physbone collider collide with another physbone collider*
what would be cool is if i could somehow parent the bone movement of the ear to the bone in the hat
I am currently struggling with colliders myself
yeah they seem like a complicated solution to the problem
the capsule shaped collider cant be properly adjusted in size its always super long
not entirely sure I even need colliders for the hands
dynamic bone colliders you could it seems to be an issue with the physbone colliders
enable debug mode in the unity inspector
i'm the first one to make a quest compatible ragdoll using only physbones
guys, what would be the ideal pull and spring values for chest
mine's all jiggly and weird
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
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
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
this includes the hand closed for shooting, and the target snapping back to my character which is one of my animtions
currently looking like this, idle until collider hits
nothing happens in unity, only in vrchat when it comes to the whole stopping thing
the target is a world constraint and can stay in the world at a point i set it
but it's snapping back to me which is the animation i have that you have to turn on to pull to you
it activates it, my shoot one, and lcoks them
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
guys wanna ask something about senders and receivers, when you want to hide it
is it better to disable the gameobject or the script?
is there any difference, in my case i make an empty gameobject and put the sender and receiver in there
best way to test is to try imo
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
well locally they do the same stuff
cant really test much on how it work to other people
same case with audio where audio breaks more frequently if you disable and enable the audio source gameobject instead of the script
im egtting a bug where my avatar is duplicated and placed at some random spot in the world?
it usually happens bcs of something in playable layers
u need to check which one it is by removing them and testing
yes it is usually locomotion layer
I had the same issue, what i did was delete the locomotionfix folder and redownload it and import it back in
It also causes ur avi to be unable to check stats ingame and no preview
And then it spawns at 0 0 0 of the world
how do you make a proximity parameter only turn on when grabbed
I'm using a shirt collar. I want the parameter to be proximity-based, but only active when grabbed
this could be used for like wincing based on how far someone's stretched your ear too I guess
try using proximity and stretch parameters from a physbone
@thorny isle the object I'm trying to stretch doesn't have any physbones
It's just an fbx with a blendshape that does what I want it to
Or I mean I could do some blender stuff and add something to the model
Use the weight paint?
https://cdn.discordapp.com/attachments/859157117339435059/973224920924454952/kalom.PNG
High config remove ?
by capsel collieder
this is a new projekt with new sdk
known bug with latest SDK. switch to the debug inspector to adjust the height
thanks
you can make a physbone without actual bones
use empty groups and endpoint
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.
-
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.
-
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 😄
i have a bug where
when i touch my contacts they vanksh
vanish
and idk why, only this avatar
the params stay at 0
capsule breaks things i believe
do i need to copy and paste an old component
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.
Holy jello chest
Double check to make sure the lip sync part of your descriptor is still filled in
it still is
What does the animator look like for your contact stuff
looks like this, or do you mean the animation itself
Do you have any VRC Tracking Control behaviors on any of those states?
I dont believe I do
From what I see in the video, it seems like you have a VRC Tracking Control somewhere that set your face to Animation
I asked before and not sure if anyone answered, but if someone could mention/reply it would help. Can you toggle off phybones?
Hey, I'm wondering of how the bone could spring back into place after it moves for my fnaf avatar.
Where is the new SDK for avatar dynamics?
@prisma grotto the vrchat website
is it safe for me to delete things on the base layer
like
awesome! Thanks
I already have SDK 3.0. Do I redownload it to get physbones?
Yes
Its just a new update to the existing sdk3
Okay! Thank you
Lol, interesting armature
any else notice that all physbones seem to have gotten more wiggly after the last update?
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?
new one
so for all my avi's hair i just set a physbone script with my head being the root
but the head comes out like, jittery
is there any way to fix this? i dont want to make a physbone component for each hair piece
i see ill do that
need guidance for sleeve please
I'm making a really basic floor collider for the tail, parented to the base avatar. Do I need to set a Root Transform?
if you're making the collider component in the root object itself then no
Cool. I assumed not but thought I'd quickly check
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
Ok. I wasn't sure whether having an infinite sized one could cause issues or whether it's only looking at axis and stuff
Cool, thanks
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?
He has a "hip" bone which I can put physbones on. He isn't a humanoid avatar
Can't seem to get the 'float' anims to work. Do float phys only work in game? (Ex: pulling ears makes an angry expression)
They should work in the game tab too after pressing play
In fact you can see their current value if you open the physics bones component while in play mode
Have you set up the parameter in your FX controller or whichever one you're doing them in?
that is what Contacts are for
I think I've missed this
What are those? I'm currently using the _Angle parameter to detect whether it has been moved. A simple If Greater than 0.1
Contacts are other components you can add
you have contact receivers, and contact senders
each can have a set of "tags", and if two come into contact and at least one tag matches, you can detect that
avatars are set up with contact senders by default
they're added to each finger, hand, head, torso and feet
pretty much
and then use that parameter in your FX controller
it does not need to be in your synced parameters list
just make a sphere with a contact sender on it with the tag Hand
So I've got this with Robot_Touched is true to a blank new state
Made a sphere with a sender on set to hand
Doesn't run the toggle though. Just continues with the idle
Also just realized this is no longer a dynamics question so technically wrong channel
Contacts are still a part of Avatar Dynamics, so you're still in the right place
ahok
Anyone knows if a bow/arrow prefab has been done with avatar dynamics/phys bones already?
can someone explain this option to me and why I would want to enable/disable it?
Anyone got good capes settings for warhammer avatars
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.
you can just disable the physbone component via an animation. as for animating properties, not sure if you can do that. you can try animating one of the properties, and then enabling/disabling the physbone in the same animation (with Loop time off)
Disabling it locks the bones at their position on time of disable. I need them to lock to a position I have already set.
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.
You can imagine my annoyance.
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.
thank you
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
oh we can't do bools. Never mind
Wait, can we do bools? Or do I have to make this a float still?
brb updating sdk
that happens when u create animation clips before wiring them
if u dont want those to appear just make your states first and then animations in the project window instead
also for the quest/pc grab sync bug, does it only happen when you have a different number of physbones?
cuz on one of my avatars when quest users grab my tongue, on PC it pulls my ear
so i replaced some of my dynamic bones for physbones, and my head will no longer track
This is a bit of a wild guess, but does the PhysBone use a humanoid bone as the root?
?
If a humanoid bone (for example, the head bone) is used as the root of a PhysBone component, things can break.
oh crap
I added animations to my avatar to preview them but I didn't need so many there so I deleted them
It didn't change anything it just made them not show up which is what I wanted
I thought it would delete the animation for some reason
debatable
u can set the arms and legs as root bones and its pretty funny
as long as you use Immobile and IsAnimated
I still haven't found that thirst trap yet where it explained how to make the shirt collar grabbable
It was actually pretty good that's why I wanna do it too
ive made it drop a flashbang if you pull my skirt up
on pc it says 'think fast chucklenuts'
Lmao
works using contact sender on the skirt
touches contact receiver at the skirt pull spot
and checks if also being grabbed
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
That's blender right?
yea
Dude you do that to yours?
Did*
i rigged all of the things i put on my avatar
to reduce the number of meshes and make them interactable
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
Polar
which playable layer are you using to try to animate the bones? FX or Gesture
If has a blendshape, but the blendshape doesn't account for pull direction like left, up, down, or roght
Only out
i am lazy and i put one animator on both
and also; are you using Write defaults on or off? and did you use an avatar mask on the layer
FX. Wait.
need Gesture for transform animations
Write defaults off, also, if that's the solution I am going to SNEED.
transforms in FX are wonky if using WD off
Fffffff
they arent supposed to be done in FX in the first place
you can get away with some stuff
Rage. Salt. Angwy
much easier to do imo
like for example, I have a snout bone on my avatar, and I have a snout wiggle animation on FX
works fine as long as you have it properly masked
but why in FX
which is why it works fine
WD on is how I USED to do it
you can "get away with it" but just use both layers like I do
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
But I'm trying to conform to the """Standard""""
I am sneeding so hard rn
my puppets like my ear puppet is in Gesture like it should be
im just lazy plus it means i dont have to make double the animators
and change 2 of each transition
i dont notice any real performance loss or issues from this
so i dont bother
nothing that happens on my avatar is unexpected
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
ive been doing this since av3 came out
and problems that can arise from doing things that way
and it works identical to the other setup ingame
plus it also means i can double up on animations
and change things from FX and Gesture in the same animation
less of a headache to work on
i have a plugin i wrote to generate my animators anyway
this means that all of those animator layers will be doubled in the compiled animation controller though
since VRChat compiles all of your playable layers into one controller
thats fine, I would probably have the same amount anyway
since most of these apply to bones and blend shapes
.-.
because just using blend shapes will have issues with the colliders and whatnot being offset
and just using bones means i need to rig a lot of extra parts of the body which is bad
and there stuff like the toggles
where i need to adjust some of the bones and also fit stuff with blendshapes
etc
also vrchat has like 2 copies of the local player avatar for whatever reason
for mirror and shadows, although idk why they need separate animators
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
well im sure that will come some day in like 20 years
by that point vrchat probably has updated avatars to use a subset of udon rather than animators
hey guys i found a lifehack
if you open the Debug version of the inspector
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
you can also just type a higher Stretch value but i dont think that works
the parameter yes(?)
but the curve no
i will test later
u can also save that curve and apply it to anything else
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.
I thought that Gesture was only for humanoid bone transform, not some random bone transform.
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
i use WD on cuz it makes my life easier
WDoff is sometimes near impossible
say for example u have a small set of blend shapes to save on performance and file size
and multiple gestures that use those blend shapes
u would need a mess of layers, each handling each individual blend shape across all gestures
rather than just letting them overwrite eachother when active
I scream.
I have WD off on ALL my animators. And I have every layer filled in except additive
yea, i dont bother with dance animations or locomotion or anything
i just turn it all off
makes sense
I'm probably the only person that actually has their animators set up the way VRC intends it
it works pretty well
the only thing u have to worry about is
u need to make sure your bounds are big enough to fit the stretch you want
self interaction broken after server-side patch to fix avatar interaction bug 
https://feedback.vrchat.com/avatar-dynamics-reports-and-feedback/p/11947-self-interaction-is-broken-after-server-side-patch-to-fix-general-interact
where can ni get the physbones?
its in sdk
ok thx
Ok phew I had just finished uploading an update to my avatar and was wondering what went wrong for about an hour and a half now and was having no luck troubleshooting, was about to try and reinstalling the game 
Wow, fixed in less than an hour, it looks like! \o/
is there a world to test physbones? eg: make a clone of myself / mirror ect
Im having an issue where physbones will simply not apply to certain bones on a range of avatars
Just two
For some bones it has no children and it wont work
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.
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
in this case its just an example to show what bones dont work
trying to make an anger emote if the ears are pulled, but I keep getting this
2, one per side, plus a root bone they're parented to, which is parented to the hip bone
for the physbone the bone Root_Siri_LR is the root bone for the hip jigglers
Mhm, Siri_R and Siri_L
for each gluteal respectively
Her chest works the same way, a root bone called Root_Bust that both breast bones are parented to.
They work fine, but her hip bones dont.
Ive run into this on other unrelated avatars, certain bones just seem to not wanna work.
lemme see
Nuh uh, nothin
neither her hips nor the PDA seem to work
When thats done it will only animate one,
But if i set the physbone to each gluteal bone individually, they dont work.
I had this same issue on a different avatar and ended up having to delete the bones and re-do them in blender
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.
has the avatar dynamics sdk been updated since it released?
ill download it and try an update then
ive had this sdk since they dropped to main last month
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
After updating, still the same result unfortunately
Anyone have physbone cheat sheets?
how can i see the physbones? Seems like they dont appear in my unity
@coarse mauve are you on the latest SDK?
nevermind didnt have gizmo ticked
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
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 ?
for now no its empty since i just wanted to see if the parameter was working
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
the animator must be on the object before you hit play
u can also check the value of the parameter in the contact instead
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?
math package gets installed automatically, restart unity
They are using Unity version .29f1 instead of .31f1, does that affects the SDK installation?
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?
i had that issue aswell in the start of the phys bone update tho im on pc and i dont use my vroid avi's anymore so
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
Ok
Thanks
I'll play around with some settings
Maybe the vrm converter will have updated to fix this
otherwise u could try running it through the CATS plugin in blender see if that fixes it .
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.
Couldn't you use a world constraint and a rotation constraint to achieve this too?
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... -.- )
That was my workaround idea too, but that will cause the animation to be multiple times bigger. Instead of animating single vector, now each bone will have to be animated with constraints to achieve similar effect. So that might not be the most cpu friendly solution.
I guess I don't understand the scope of what you're trying to do.
But I do think we lost the ability to do directional gravity with physbones... (someone please correct me if I'm wrong)
Is the Height setting missing from Physbone Collider components? All I see are Radius, Position, and Rotation
yes, SDK bug. switch to the Debug inspector to see it
Ah I see it now. Thanks
also why do only my newer avatars have desync issues with physbones
silly question, how can I get physbones to naturally stretch (without grabbing)?
contacts can do it without grabbing
between Quest and PC?
can you animate settings via animation, before you could not with dynamic bones and i woudl have to toggle sets of them
You can't change the Forces, but you can turn the script on & off or toggle things like Grabbing / Posing
ok so old way it is still, was hoping to remove some sets but oh well i guess were still in 2013
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
yup, that also works
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
Oh interesting that was added, not so long ago then
(the info about it in the docs)
and do the bones pulse back to there rest postion on reset?
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.
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)
reeeee
lol had this issue plague me before
I would say worse because its annoying
yeah idk I didn't find it my self, just saw someone complaining about having to use Foot L when they want to use Foot R xD
So I just tested it to confirm and wrote the canny 😅
Whats the limit for dynamic bones in Quest?
ye
sussy baka
bro i commented
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
am I dumb or is there no more length option for the capsule collider?
It's hidden due to some SDK bug, but it still exists. You'll need to switch to debug view.
Sorry, took too long getting the image.
no worries
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
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 ?
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
F
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
Yes of course, you can totally put physbones on empty gameobjscts
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?
Did this video help you? Consider sending me a tip on Ko-fi! https://ko-fi.com/sippbox
The Avatar Dynamics update recently dropped for VRChat, and with it brings the highly anticipated replacement for dynamic bones, PhysBones! With Physbones, you can apply secondary motion to parts of your avatar, such as hair or skirts, making avatars much mor...
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!
can quest users see hair moving with the new dynamics?
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 ?
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.
so tap it once to turn on, tap it a second time to turn off?
essentially yes
This would allow me to drive parameters similarly to the menus that already exist in vrc
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
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
I'm trying to visualize this and I'm having an issue understanding what you mean exactly
define system
Sorry only got paint here
And instead of on/off your menus, you could even chain more then 2 menus like that
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
oh i see
Yeah that makes sense
That is so weird to imagine though.
it'll work
but
WH
it's because it's limited in unity. You have to do weird work arounds like this
makes sense.
Going to make a touchscreen watch that opens up a holographic menu
that other people can interact with as well as I
hey if you figure out how to make a good looking holographic scren, DM me. I'm currently trying something similar
just emissives and transparency on a texture, Right?
I was going to have it run all entirely off of physbones
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
THAT is a cool idea.
as xsoverlay and the other one now have OSC integration
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.
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
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)
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.
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 ?
Yes very easily. I have "sounds" in my expression menu and parameters. Only when it is enabled do some of my contact receiver animations play. Just add another condition for it on the animation controller
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
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?
particle add shader and use tiling animations, works also on quest
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?
if you use synced parameters enable Local Only
that way it only triggers on your end
turning off Local Only would be for stuff like a soundboard where syncing isnt critical
So then adding the parameter generated by contacts/physbones to the syned list would actually sync?
yes
huh
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
oki thank youuuu
https://twitter.com/SuperBongoTime/status/1524948865278951442
this was a laugh to work on (':
Oh no LMAO
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...
The knife is supposed to get attached to the hand when I grab, but it keeps doing this..
Any help is appreciated.
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.
That's very strange... I don't find why that would be the case, I added the Knife_isGrabbed parameter and made sure they match names with the physbone being called "Knife"
Other than that Idk why it would fail...
This is a seperate mesh?
how tf does this work so well
It is
finalik could do this years ago 🤷
1 physbone, 1 collider, 2 contacts
would work on quest
pairing with this once home 
https://github.com/jangxx/VRC-Tracked-Objects
That sounds like it can be useful
Check out 753 network
hmm... promising. Quality seems low though. Wonder if it will improve
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
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
so just setting the finger collision tag means that this will collide with all fingers?
Yes. There aren’t tags for individual fingers.
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?
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?
this is a known bug, fixed in the open beta SDK. You can use the open beta SDK to upload to live as long as you don't go over 128 bits of parameter storage
alrighty, thank you. I can live with it until it's fixed in full
alternatively, using the live SDK, you can still access it if you switch to debug mode using the 3 dots on the top right
anyone know of the phone asset on one of the avatar dynamics avatar in the avatar dynamics world?
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?
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
Maybe worth using the avatar emulator. To see if it changes at all in editor.
avatar emulator? i dint know such a thing existed ,where can i get it? or do you mean just play mode?
thanks
Known bug, gotta enable debug mode
Oh whoops, wasn't scrolled down all the way
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
Super simple grabbable object for the Avatar Dynamics system. 5 Second install n you're done lmao.How To Pickup1) Put hand over object2) Make fist :)How To Place Back1) Put hand over object2) Open Hand :)How to Replace the Object1) Drag your object under Model2) ProfitJoin My Discord!Allowed Usage: Anywhere lol don't need to credit me either hav...
Won't work on quest though
Yee
are u sure, it seems like a you only type of thing
unless theres some sorta physbone on the grabbed object
Oh you're right, i completely misunderstood what that package was 
I added the phys bones component and non of my bones are moving
do i need to add a root transform?
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
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
vrc is having a stroke so i will have to hit attempt 24 some other time
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
Hello.
I threw Canny to add an option to Contact Reciver that only works for players who have touched it.
If you're interested, you can vote on it.
https://feedback.vrchat.com/feature-requests/p/contact-sender-owner-only-option-in-contact-reciver
Do you have animations on the tail?
Re-make the animations of the tail and you’re good to go
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.
Yee
what are good settings for a dress?
If you have phys bone components directly on any if you're humanoid bones, chest head harms legs etc, the phys bones will vibrate.
Is there any way to grab bones from scene view (In unity)
Click Play and you can move then in the game view
Game view, not the editor window, may have to move the main cam object
Hello, everyone, Could someone please guide me how to a tutorial that teaches trigger a facial expression when a phys bone is pulled?
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.
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?
it would go in the FX controller
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?
thanks for the info, i dint have animations but i desided to try and set it up from scratch and that fixed it.i think it had to do with the order i did things and the size of my avatar.
is it just me or do those values look off. im currently struggeling with good hair settins and trying those makes it messed up
this is how it looks for me and for the love of good i dont find values that look good
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
what the hecc did they use to make those graphs
i need it now
also pog
Illustrator? Lol.
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
Fair enough, the graphic was made when phys bones first came out of beta. So could be getting dated not sure lol.
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
that is going to make it extremely annoying for anyone who doesnt want interactions on but still want to see your avatar
tis on a toggle
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
I mean thats true
but the way you had previously explained it you wanted the window to appear automatically when someone has interactions off
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
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
yes now what if those 2 that see it dont want interactions on
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
that still doesnt negate the point
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
again so now what if you have it enabled but the people that see it dont want to turn on interactions
i also wanted to make it so that
when you enable the interaction dialog it shows a checkmark when u enable it successfully
regardless of pub, your still blocking their view over their choice to not have interactions on
again completely misunderstanding
even if you toggle it on and off

its not "guys please enable interact fuck you"
yes but you just said that it would show for anyone around you that doesnt have interactions on
whatever
i would do it using distance checks
if they are in the big bubble but not the small bubble
hide
that still doesnt negate the point though
if theyre close to me show
again distance has nothing to do with it
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
is that a problem
im not showing it to people who dont want to interact
what are you not understanding
for some people it can be quite annoying, even if they are friends
ive only used it like 10 times so far
and each time they were like
"OH i see! thank you"
but they'd be flashing it to the person asking why interaction isn't working
not in the face of the person who doesn't want it
^^^^
not just that person asking though, anyone in the radius that doesnt have interactions on
and it would be on for like 2 seconds?
no
exactly
its not like im turning on a blinding screenspace shader
idk what you are complaining about
its just normal
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
its the equivalent of me going in VC
enable my interactions in your quickmenu
everyone else can hear me say that
???????

are you saying now also that i shouldnt say that in VC?
wulfe I give up on you
because it bothers the people who cant interact?
you give up because you have 0 valid points
its such a small issue to argue over huh
are just arguing to argue
every point someone says to you you clap back with arguing and fighting

because it is nonsense and ive already explained why it makes no sense
your argument is
"what if people who dont care see it"
there is no argument
which is equivalent to
it isnt like those fallbacks that say "enable avatar" as a png, so it is fine
"what if people who dont care hear it"
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
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
its better than the toggle being visible to everyone ig, despite it only being visible until the person figures out the interaction toggle
yea thats why i wanted to make it use a big contact
to hide it from people who already got it set up
contacts have a range limit right?
yea
what that
5m?
it ok
dont worry
not the first time a simple point has been blown out of proportion
im sure a shader could prolly do it, fade the image based in distance
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"
i understand yes
until everyone gets antiquated
most quest users ive met dont even know vrchat has a discord
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
they post bigger updates on twitter as well
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
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-
thats why you use multiple empty gameobjects
don’t bother putting multiple components on one object
just do what i do and make empty gameobjects
i do that
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
ah oki
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
Sonic the hedgehog 2
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?
And what is it please?
its literally just a quad u can show to people who ask why they cant touch your avatar until the day where everyone learns how this works
u can put it on your avatar as a boolean toggle so u don’t need to re explain it to people
Ohh .. so this means some people Can't interact with the phys bones? Are those who haven't updated their avatars?
no
this is something you put on your own avatar
so people who have interactions disabled
will know how to enable them
so if someone walks up to you and tries to pull your ears
and they say “why is it not working?”
u just show them this image
Oooh ... sorry .. I see ... thank you a lot for explaining this!! this means so much! It's a very smart idea.
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
i was about to ask for help with something but i figured it out...
if you get a giant phys bone like this it means you need to ignore the transforms of the child objects manually
👍
hey does anyone know how to set up a collider for stopping the hair on my model from going inside the chest
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...
for some reason it refuses to interact with the collider so idk what to do now
Did you apply the colder to the list in the physbone component?
Any colliders you want to have the physbones interact with, needs be in the collider list (it defaults to 0)
yeah ik i did i got it working its just im struggling to fine tune it
Ah yeah autocorrect yeeted my word to colder
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
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
and i cant adjust the size of it for some reason so idk what to do
do you need dynamic bones to do that?
is there any way to edit physbone for 2.0 avatars?
the automatic conversion broke most of my 2.0 avatars and i’d like to add physbones to them manually
You’ll have to convert to 3.0 and convert to Phys.
So I'm setting up a kick Contact Receiver, and I want to apply velocity to it
I see there's a "Min Velocity" setting, but I have no idea what unit this number represents
Does anyone have any recommendation for what I should set min velocity for a kick?
I would recommend as a minimum for a value would be either 0.25 or 0.3 and no need for maximum velocity. Of course if you want to put strength into the kick. The value 0.05 is like it doesnt require any speed so 0.25 or 0.3 would be good in my mind
you rock, thanks
yeah i believe thats supposed to be unity units persecond, which would be meters per second
yeah i think for an average kick something like 0.3 would be good to trigger it
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?
Or are they essentially pointless?
ic ty
how to change height of the collider? bug?
bug
how to fix?)
thx
Yeah I was having that same issue
hi, how does one list the default colliders that come with the descriptor in the physbone collision ?
at first i thought you dont need to, but they seem to get ignored
The white default ones are network only, they don't interface with the local player.
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.
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
Well for the floor collision you can add a collider for that
does anyone else get an issue where setting a contacts parameter as a bool doesn't work, but setting it as an int does?
Having a weird physbone collider issue
It won't let me change the height of capsule colliders
enable the debug inspector for the collider, this is a bug and will be fixed next SDK update
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
they're not made to be animated, but they might update if you disable and re-enable the component after changing stuff
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.
In the new vrchat SDK it includes a new Phys bone component that you can add to objects in your avatar in the same way you'd add dynamic bone components
no, Physbones are a part of the new SDK's
You paid* $20 for dynamic bones.
You don't pay any money for phys bones.
Phys bones comes native with new SDK.
managed to detect which button the thumb is placed over on index controllers for funny extended gestures
add an extra parameter for when the menu is open
that way you can disable the component while animating, and re-enable after finished
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
yes, you just need to set up your animator that way
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"
So i change toggle off and toggle on to my animations correct?
the problem with that is that it would not be synced
for it to work well, you want the logic above to drive a synced parameter, which you would then use for your toggle
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.
the Toggle On and Toggle Off states are set up with a Parameter driver that sets the value of another parameter
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
there is an automatic converter in the SDK
there's also community made ones
It doesn't work as well as I would like. Do you recommend any community made converters?
can't remember the names of any of them unfortunately, maybe others can help
Thank you, anyhow.
So i replace synced parameter with my animation parameter correct?
yea, like for example if you were toggling a hat on/off using the system, the synced parameter used in the hat toggle is what you would put in the parameter driver
Ok thank you i am using it to toggle some katanas by reaching behind my back
ah, for that you would do it differently
you probably only want to grab it when you make a fist
the setup can be simplified
no its just a i touch the top of my shoulder they come out i touch it again they go away
so all of the transitions should have the is local tag
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?
yourparameterhere_stretch as a float
_Stretch or _stretch because I can never seem to get it to detect changes
My toggle will work when I manually input the parameter value in my FX's parameters. But does nothing when actually stretching the bone.
change condition to '_Stretch' instead (dont really need the wait , can just use normalized time on grab one instead)
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
Apparently you need to disable the phys bone then re-enable it for the values to change.
is there any way to view the physbone colliders within the sdk?
yes? long as gizmo are on (physbones require some radius they are easy to see, 0 radius just white lines)
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.
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.
about half the size, child is bigger
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…
how do i add colliders to my legs so my coat doesn't glitch through
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
I updated dynamics to phys and it removed some bones I added, like I used to have bouncy boobs now it’s gone
As in bones deleted ?
Yes
Did you make a backup of your avatar/scene before doing the conversion ?
Interested to see if you can capture the difference between the two in terms of hierarchy/components
Yes
Before and after
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?
Screenshots of the objects with the components before/after would be helpful as well !
Has this happened on other models or just this ? Assuming you made it yourself
You haven't seen this model until now?
It's been around for a while.. i'd be surprised
The Kon, yes, the rest, not really lol
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?
I was messing around with things to try to get them smaller, but it's not working very well
ping me if you respond, i'm gonna go make food
This has happened to others
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 !
I'd assume it's gonna be the ignore root bones or something?
Hey you don't have to use those DB (Or physbone colliders for that matter( colliders like the ones on the hands are added automatically
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
Bug currently, you can turn your inspector to Debug mode to change it.
I was just coming to ask the same thing
the lack of height is messing with the physics here
Thanks man
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
Jittering here and there as well
just to clarify, are you referring to the bones moving positions instead of just rotating?
Uhhhh...I think? I'll be completely honest I have no idea
like in Unity they'll be fine but when I look in game they just completely go all over the place
I'm so confuseddd
the best option I know of is to essentially add a support bone at the start of the chain to hold it in place
making sure you parent them with the connected option
Uhhh
it's a bit of a weird solution, but it seems to work
I'm not quite sure as to how that works but ok :')
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?
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
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?
I would assume that it's possible PhysBones use LateUpdate (or similar) and therefore probably don't use the right execution order to update it's actual position with the constraint, along with their own math to calculate all that stuff which probably does some wonky stuff too
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.
They did change the execution order of constraints in a previous update so maybe that is causing some odd behaviour
Hm. Ok so I'm going to have to experiment with the possibility of making a PvP system.
https://feedback.vrchat.com/avatar-dynamics-reports-and-feedback/p/1184-process-contacts-after-constraints
seems to be pretty spot on
Oh?
hi im trying to use a capsule colider but the height option missing is this a known issue??
im usign the most recent avatar sdk
Enable Debug in the inspector to see it
got it thank you!
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
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
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)
Toggle the Contact Receiver.
Basically if you're not checking for the Sender then it'll never boop
idk saw a glimpse of it on the canny and this chat

