#avatar-dynamics
1 messages · Page 20 of 1
I have to go to bed for work tomorrow but I think I see what ur saying. I'll have to try that afterwork thank u!
Here is a visual example.
what im doing in this example is adding a 2nt condition in the menu called enabled. I have it in the parameters and in the menu objects to toggle it in-game.
Unity will require all conditions to be what they are set to before it will transition to the next clip.
hi, how can I fix it? I added collider at leg but still clipping through
Set the limit type to hinge, so that the phys bones cant deflect off the leg.
also, I see you're not on the right version of unity. You won't be able to upload on that one.
thanks for the answer, but I plan to export in vrm type 😅
Fair enough. See a lot of people wondering why it won't upload and just look for it by default now, lol.
Any reason why when I grab a bone with a _IsGrabbed parameter it doesn't toggle on the paramter in the fx?
You do have the pram name in front of the _IsGrabbed right?
Like for an example: "Ear" in the phys bone component and "Ear_IsGrabbed" in the parameters part of the animation controller.
Yep, everything is named properly
it does set it to 1 in the physbone component when it's grabbed though it doesn't change in the fx
Are you using the avatar emulator?
I don't believe so?
Interesting...
Hi, I'm new to phys-bones and avatar creation in general, but I know pistons are a relatively simple thing that phys-bones should be able to do. The bottom ball-joint in the hip (the bottom phys-bone) works perfectly. They both work as poles and should rotate with each other, but the top ball-joint refuses to move with the bottom one; it looks like it's frozen in place even when the spine is tilted. It should be pointed at the bottom ball-joint. The bottom ball joint has a parent constraint to the hip, preventing the top ball-joint from pulling it from the hip and the top one has a parent constraint preventing it from being pulled from the chest. The bottom joint is a child of the top joint. This is the first time I've worked with phys-bones, so any help would be greatly appreciated.
So I have this scenario where i am trying to turn off the phybones on my hair which sort of shrinks into my head via a blend shape. However when i try to disable the physbones script it kind of just stops where ever the bones last stopped moving and no matter how i animation it either it does this behavior or say if i make pull go up so it is impossible to move and i then pull it back down to turn it "off" it just stays stuck instead. I tried the method of also turn up "immobile" but that also just didnt do anything at all despite that it was animated. I have been told a way to do this is put a rotation constaint that would turn on to "rest" the potion when the phybones script is turned off but i am not sure if that is the most efficent method of doing this. Does anyone know if this is intentional or is there a different method to allow phybones movements to turn off effectively to get this effect to happen?
so im tryna make a grabbable sword with dynamics and it's great, until you reliase that with dynamics you don't grab the bone you grab the endpoint and the sword is more following your hand than being grabbed, and won't have the right orientation. Any way to fix that?
physbones do that, can try disabling the actual bone objects which should return the mesh to rest position
ok ill give that a try when i am home. ty!
is there a heel-stepping sound system that anyone can direct me to? or how would i go about doing that?
Anybody know how I can put a watch that is synced to real-time on my charector? (Can be hologram on the arm or like a real watch)
@ me
is there any tutorial on how to do the chip thing that was in the avatar dynamics showcase level
unsure where to start on figuring this stuff out, kinda wishing they just gave us a scene with all that stuff to take a look at, end goal is making it so i can grab a lolipop out of my mouth and make it so i can like reload a gun
not reload, like ching ching, the thing at the top you pull back then push forward on some guns
I am trying to accomplish an anti-gravity field that pauses all particles mid air while in the field. The sdk wont allow me to use the particle system force field script so im trying to figure out an alternative. If anyone has an idea lmk.
Need help simply trying to define the area in which my glasses can be grabbed off my characters face
I need help with avatar dynamics contacts
what are you trying to do with contacts?
Im trying to make it where when someone presses my horn, it plays a particle effect.I tested it in unity and it worked, but in game it does nothing
Dont use capsule collider and have it in fx controller it should behave
Ah yes, that's how that should work. lol
im trying to make a chain have physbones but the bones dont move in play mode at all. theres only 11 bones
ok so i tried doing this however it didnt seem to work at all...do i ahve to turn off the bones parent the script is on or the child bones? and do i need to turn them then back on for them ot be reset?
is there collision tags specifically for like the ground and/or walls? or just world colliders in general?
You can do this with OSC (I have a python script running sending hour/minute data which I pick up as parameters on my avatar and use those to animate the time on a clock)
Do Physbones just not accept transforms at all?
I have my scripts set up to "Is Animated" which i thought would allow me to do things like ears control and such but it is not doing anyhting
Is this no longer done in the FX layer anymore? I am confused
jsut the rotation some soemthing
like just having my ears flop down for example
So are you trying to do something like this?
yes
i mean really i am trying to making some tendrils rotate into a "attack" position like a scorpian and i have the animation made
but when i set up the toggles and such in either the gesture or FX layer nothing happens
here is the fx I use for how I set up that animation.
Won’t fix it but update the SDK
Has the capsule collider been changed in the recent update?
About a week ago
And now
The capsule is infinitely tall
gotta set the inspector to debug till the sdk is next updated
thanks
Is there any way to put physbones into a world?
Please ping me if anyone has an idea. I tried to make an interactable bobblehad, but the physbones appear to be bundled into the avatar sdk
world sdk dont have it yet, upcomming
Coolio
Rotation is an issue that a lot of people are trying to solve rn. For your specific example you could use physbones to simply make the sword slide the sword in and out a sheathe (if you have one) or simply use constraints
If I have to I’ll use constraints yeah
Atm I’m thinking about using colliders against themselves but I’m not certain it’ll work
It would probably be very janky ^^" but give it a try! If you solve the issue I'll be interested to hear how you did it
Mm
I need to do some playing around, and it’ll probably be performance heavy and not quest viable
anything with constraints or more than 8 physbones/contatcts isn't quest compatible yeah
How does one use the is grabbed parameters
I have a problem with unity rn, the Capsule's height option for physbone Collider is not present. Can someone help?
Will do
Does vrchat allow animating the physbones parameters? I want to make an animation like:
Idle--> Set Immobile to 0.4 ---> Animation ---> Set Immobile to 0.8 (default) ---> Idle
Yes, but at the moment you need to disable the phys bone and then enable it again to change
So I would need:
Idle -> Physbone disable -> Parameter change -> Physbone enable -> Animation ?
Generally yeah
There aren't any colliders interfering with the ears but they vibrate if the head is moved in any way, does anyone know what the problem could be?
the seem to be a similar size to other ear bones ive used on my stuff so idk
the scale is 1.1 though, im not sure if that would affect it?
how does it look ingame with the physbones debug view? It doesn't always transfer over from blender 100% because unity doesn't have any concept of bone length
Is the phys bone component on the head game object?
no, its on the same place as the descriptor with other bones that work fine
yeah they're basically spheres
something is wrong there, check out how it looks in unity. Make sure that there's a child transform at the tip of the ear
Okay, does the root bone property point to the head?
not sure whats going on with your ears, you have 4 bones and 4 components?
You could either add an extra bone at the tip of the ear or export from blender with leaf bones/end bones enabled so that it does that automatically
it's separated into two strands, one for the outer layer and one for the fluff on the inside
why 🤔 they depend on eachother, might as well parent them
thank you ill try that right away
also not entirely sure how your bones are set up but I suspect it's creating a "bone" at this point between these two bones, and since it's a very short distance it's causing it to be a small bone that gets affected by forces more
it looks nice honestly, and the person i'm doing this for selected these anyway
very good point i didnt realize they were single bones
going from blender to unity can be kinda weird and loses some information, but just remember that blender "bones" (which have a specific origin position, an endpoint, and roll) all have to get translated into unity as "transforms" (which have only a position and a rotation) but then physbones comes back into the picture and has to treat things as bones in order to know how to simulate them
yeah tysm this is definitely it, the length missing because of only one bone being present in the chain
it actually fixed it lol thanks!
Real stupid question, but does sizing up an avatar in unity do anything to the physics bones? Do they size up with the avatar?
phy-bones are just on the normal bones so they will be fine if you make the avatar smaller or bigger
okay thank you!
Need some advise, I am currently helping someone with setting up their Physbones for their model but the preview for the spheres or capsules are not present, even if we add in a fresh new component on the bone, is there something we did wrong?
Can avatar contacts send to an animation controller that is on an object in the avatars hierarchy? (Not the place where the descriptor is)
Thinking of the potential of fully contained prefabs that can be dropped into the avatar using this if possible
i did the funny file swap for my avatar to update it for the windows version, and i fixed everything by simply removing root transforms and adding two decimal places for collider size and everything would be fine, but for the physbone collider my problem is that the height option isnt showing for the capsule shape type so im stuck with a really long collider
is it possible to have dynamic bones act like a plug? like a hose that is locked on one end and temporarily locked on the other until I grab it?
How do I install the new sdk? I was told to overwrite it and I was unsure about what that meant
Drag and drop into your project's asset browser
Do I delete the old sdk in my unity project and import the new one?
Just dropping it on top should do the trick
Old things will be overwritten and new things will be added
Okay! Thank you!
the update post covers how to do the update
overriding the existing SDK works most of the time, but a clean install is often the best way to go
I'll try to find it
Thank youuuu
If you need to update your SDK, it is important that you follow these steps to ensure the update proceeds properly and you don't have any old/conflicting files. Version Control If you know how to use it, you may find it beneficial to use version control software like Git to manage your project. You ...
this is the way I personally use and have never had issues with
Thanks a lot!
any reason why one ear works and not the other? They are set up the exact same but use separate parameters and anims so nothing is pulling from the same
I'd assume it'd only require matching tags, yis?
I was trying to figure out if I could stretch another pb with the pb object you were grabbing, but I'm getting the idea that it's a no. Pulling something via constraints do not count as "stretch", which was a bummer. Right now I'm pulling at Pull value of 0 so that it keeps the stretch value when I stop grabbing and then I just reset the script to get stretch back to 0, but I'm wondering if there's a better way.
try having them on seperate objects, not the same place - think i had some oddness if they are on same and trying to use a parameter
Is it possible to grab a phys bone so that it spins with the hand as if tied with a constraint?
I'll try that! Thank you!
So, on one of my projects the bones and colliders show up as white and green capsules, balls or planes, on the other project they do not show up at all. Im confused as to why that is, anyone know how i can turn on visualisation?
Also, yes the radius is larger then 0, so id except to see something, but not even a giant or super small thing shows up at all.
Im assuming its a setting somewhere but i can find it at all
I'm having some trouble with a proximity contact receiver. Whenever anyone tries to interact with it all the Avatar Dynamics debug gizmos disappear and the animator parameter doesn't change. I checked the logs and there are a bunch of identical errors, it's apparently trying to call some function that doesn't exist. Here is the error message and the contact settings:
Exception - Error: called non-existent method System.Void VRC.Utility.PhysicsUtil::ClosestPointsBetweenLineSegments(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3&,UnityEngine.Vector3&)
at VRC.Utility.PhysicsUtil.ClosestPointsBetweenLineSegments (UnityEngine.Vector3 , UnityEngine.Vector3 , UnityEngine.Vector3 , UnityEngine.Vector3 , UnityEngine.Vector3& , UnityEngine.Vector3& ) [0x00000] in <00000000000000000000000000000000>:0
at VRC.Dynamics.ContactReceiver.CalcProximity (VRC.Dynamics.ContactBase collider) [0x00000] in <00000000000000000000000000000000>:0
at VRC.Dynamics.ContactReceiver.UpdateContact () [0x00000] in <00000000000000000000000000000000>:0
at VRC.Dynamics.ContactManager.LateUpdate () [0x00000] in <00000000000000000000000000000000>:0
capsules arent reliable for contacts
had a few test with them, they just plain breaks
Ah, arlight. Thanks!
Interesting, I use capsules for my thumbs pretty reliably. Senders though.
Right now ive got a model, rigged up with Phys bones, which worked 5 minutes ago, i changed something inside the FX controller, and now it wont work. I changed the controller because Phys bones decided to stretch my models tail insanely long for no reason.
Does anyone know a reason for Phys bones to just suddenly all stop working? I will try any ideas you all got, cuz im completely lost.
what do i need to add component wise to be able to interact with physbones with my foot
like, copying what a hand by default has
i tried a vrc phys bone collider attached to the foot as a capsule that its reasonable the same shape as the foot and it does nothing
shows up in game as a yellow capsule like the fingers do but i have no interaction with other blue physbone objects when turning on the debug view
wait i just noticed the finger colliders are yellow and my feet are orange
every avatar is automatically set up with "colliders" for the fingers, hands, head, torso and feet. all of those are used to add Contact Senders to the avatar, but only the finger and palm ones are used for Physbone colliders. those ones will show up in yellow in the debug view, as those are the only ones that can be used to interact with others
custom colliders will show up as orange, and those will only interact with your own physbones (and only if you specify them)
aww sad, so you cant set up feet to be coliders like hands?
the only way to add global feet colliders is to sacrifice one of your finger colliders and use them as feet colliders, but that is mega janky and requires setup every time you want to upload
oof, no thanks, yeah that sounds like it would be messed up
requires using debug inspector and requires you to redo it every time
Can someone please tell whoever the fuck removed the hight setting to put it back please. The green stripe is the CAPSULE collider.
I downloaded the newest SDK a minute ago...
Its fucked
Imma go to sleep soon, i hope they patch it tomorrow
it's fixed in the latest open beta SDK. for now, you can use the Debug inspector to see the height value
How can i access the Debug inspector?
3 little dots in the top right of the inspector window
switch it from Normal to Debug
Thankyou❤️
Any chance you can clarify how contacts can affect stretch? As far as I can tell all they can ultimately do is set parameters. Maybe a virtual 'grabbed' setting?
I've been trying to get workarounds working for a while to no avail 😅 which is why this is super delayed
Inside out colliders & constraints can't affect stretch, just momentum can't either, as far as I can tell only grabbing can affect the length of physbones but that feels off to me.
I mean I guess I could set up some scissor zig/zag thing but that's getting really hacky and wouldn't actually work for my use case
Can someone please help me set up colliders between sets of ears on the NKD protogen? I want the top and bottom set to collide with eachother but the cylinder collider I'm using either doesn't work or when it has "Inside Bounds" set it just sucks the top part of the upper ears into it. (image attached for some partial reference to what I'm trying to set stuff on)
I currently have the collider on the lower set of ears as I'm still trying to get it figured out
Basically I want it to where when someone pulls one set near the other instead of them going through eachother the ears push eachother out of the way
I'm trying to use physbones to make it so my arms can be stretched by other players but I'm having trouble figuring them out. Idk what setting to change to make it so I can still move my arms instead of them just flopping around in a T-pose
oh wait I think I shoulda posted that in avatar help
Partially figured this out. I was rooting stuff to the wrong parts of the ears.
anyone got good physbones forces for clothes, specifically scarfs
So, question, gravity in physbones, at what value does 9.8m/s^2 reside, lol
Can anyone help with this issue, I've tried so much and I'm so stumped on this right now. I'm trying to do a facial expression animation for when a physbone is being stretched on my model. When testing in the unity game window I can see the parameter is being updated on the physbone properly, then looking at my FX controller I put in the parameter as a float with the exact same name and the animation plays in my layer is as it should too. For some reason though the values for the parameter in my physbones aren't carrying over to the parameter I put in my FX controller. Anyone know what the issue could be? I triple checked and the parameters are named the exact same
Are you using the av3 emulator?
Does anyone know why the colliders I made arent actually interacting with any bones?
I havent, but they also arent colliding with other people's avatars
how do you make the white/global ones?..
oh.
the sdk is broken atm and makes my finger colliders way longer then they are meant to be. figured I'd be smart and make my own
guess that was a mistake
nah it wont let me tweak them
xP
the height only goes so low, and it still extends WAY beyond the length of my fingers
like if I set the height to 0.01 then it defaults back to 0.4 or something
yeah its a model I modified myself
the automatic setup makes the colliders look great in unity, but in game they're huge
thats as low as it will let me set the height
is contact system synced with remote player? my friends constantly cant see my animations triggered by contact
mhm
its the julia winterpaw female canine
heres how it looks in unity
and thats how it looks in game
no
does it require _end bones to know where to end lol
tbh I think its just a bug with the sdk X_X
those values are very small, which leads me to believe that your entire armature scaling is wrong
which is the case when you export without setting "Apply scalings" set to FBX All in your blender export settings
not doing so causes your scaling to be off by a factor of 100
i'll pop blender open and check
i could've sworn i did, but i'm also bad at blender xP
i'll check, 1 sec
my friend also has the same problem with julia's cat base
you may have to redo the fingers in blender
if thats the case I'll probably just wait until there is an sdk update
i wasn't at first, i tested it ingame and it didn't work, that's when i decided to try av3 emulator to see where it went wrong and it just seemed like the parameter in the physbones wasn't putting in any values into the parameter on my fx layer
how do i set up the pysbone to have an object anothor avatar hold in there hands
that is so cool
How can I get new bones (it works to quest
Amazing
Phys bones are in the standard sdk, to all you have to do is update it and add the physbone component to your avatar.
Do note, the quest has a hard limit, if you are over the limit they are disabled completely.
Ohhh thx brooo
Physbone broke this model's hair apparently? The dynamic bones on it prior was completely fine before auto converting. What the hell do I do to fix this to not flap like it's a helicopter?
can you screenshot your physbone settings
decrease momentum and increase immobile to 0.8
More stiffness may help?
Thank you, that actually helped. Had to also update the pull as well. I haven't tried updating stiffness but it now works with these settings:
This may help in the future ;p
Just find it odd that the values my friend sent me has wildly different results with hair length and style being the same.
that pic should be pinned
ive had to fix 5 or 6 avatars so far and thats helped a lot
Has anyone had an issue with Physbones where one bone chain acts completely different than it's neighboring ones?
can i eat it tho
In the latest SDK version (VRCSDK3-AVATAR-2022.05.04.17.47_Public), on Phys Bone Collider, when Shape is set to Capsule, the Height parameter does not appear. I tried deleting the SDK and reinstalling it.
This is sooo cute I love the chao how did you do it?
Enable debug on your Inspector its bugged currently
Quick question, do finger bones count as humanoid bones?
yeah
I'm assuming this can cause people to see me moving at like, 2 fps if i set an index finger as a root bone for physbones then?
physbones are brokey on humanoid bones
Best to put them on a new empty game object, and parent anything tho want to move to that.
How can I make Items that others can drag/carry around from my avatar?
Ive been using constraints for items so i can hold them. Someone showed me that I could actually grab and carry their items too- I don't know how they did it tho lmao
Is avatar dynamics? Or physbones? And if physbones: I thought physbones had a maximum stretch limit 👀
If dynamics: do they spawn some kind of constraint on the others avatars hand? What is this magic lmao
i have a quick question, looking at the simulation, it moves like i want it to, but the mesh itself barely moves if not at all, is that it needs heavier weight paint or something with physbones?
Related to physbones ^^
Could you send a screenshot?
Well a bit difficult to show it on a screen shot in motion xD
Boobs move perfectly
But butt barely moves
And they seem to be weight painted with a similiar weight
Could it be because of the gravity?
Like it looks like it moves a lot with the bones but not with the butt itself
OH MY GOD thats perfect
Eyo question, when it comes to senders and receivers, with my new characters card selection system I'd like to basically have a menu system where a bunch of the cards I collected appear in front of me and I grab them to cast them, is that possible for one? And how hard would it be, and might there be a video or something that is similar to creating a menu like it that someone knows about? A good reference to the type of menu I'm envisioning is wizard 101 card selection but instead in 3d space
This is what i have
Its the panda base, and i do believe the recommended start settings had gravity
is there a reason why i can't modify the height of the physbone collider if i change it to a capsule
Why am I always 3s late with the replies lol.
Fixed in the next sdk
It's on the beta
also are they gonna increase the amount of physbones permitted
Nope, PC has no hard limit, just performance rank. Quest does and won't change.
ok got it
So contact receivers more or less act like triggers, where you are in the location and it plays an animation.
So an animation you could use a parent constraints, and animate between different states. Like one in off hand, one holding the card, and one for it being on the "play field".
Can use the receiver and the built in driver GestureLeft/GestureRight. That way you can actually throw the card out.
But how do you sync stuff like that up? Cause I messed with contacts before with a basic pot lid, ie removing the lid and it being in my hand simple parent constraint two state driver and it ended up being in my hand for me but still on the pot for everyone else.
Also is it possible to randomize what cards exactly come out? Since I'd like it to be randomized for the cards I've collected, basically like a "hey the avatar was on and I spawned in 4 cards of zombie and 2 cards of healing. And then itll have say 1 zombie and 2 healing cards come up
And when I grab them theyll be the exact card as shown?
Hi. Question to any who can answer: how one to one is the PhysBones converter that comes with the SDK?
the two systems have fundamental differences, it won't be exactly 1:1
you will most likely need to do manual tweaking after the conversion to achieve the exact look you want
Alrighty. Any tips to help recreate the settings in PB? I'm working with a model that came with DB settings and I'm very bare-bones with DB as it is.
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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...
Thank you.
Quick question guys, if I added a PhysBone Collider to a Sword for example, would it collide with other people's physbones if they have colliders enabled? or would they have to do something specific or sumthin?
Oh, alright I see, got it
Well I literally wanted to know if my sword would interact with other people's colliders xD but seems like that's not really possible, it's not a problem but wasn't sure of it, thanks for clarifying!
I literally I am working on that right now xD but thanks tho!
I am trying to make a proximity based contact. it works in unity both as just an animation in a controller and in the avatar emulator, but in VRC it does not update the float according to the debug. It uses a 1D animation blend that works off the same float variable. I am so confused as it works completely in unity, but the float never updates in VRC. Anyone know what is happening?
Hello! apologies if this may not be the correct thread but i need a little help with an avatar im trying to work with. It has a few expressions including a (shoe dangle expression) but for some reason regardless of using dynamic bones or phys bones the shoe is perpetually stuck in a dangling position so it looks like im walking around with a wet noodle for a heel lol. I have no understanding of models so if anyone has any idea what the issue could be or how to fix it that would be more than lovely, thank you! for reference ive attached a photo with this message if it helps or anything.
Someone plz help explain how its capsule but not height appeared
this has happened to me and someone else now
broken in live sdk, fixed in open beta sdk
switch to debug inspector for now until patch is rolled out to live sdk
How does one switch to debug inspector?
the 3 dots next to the lock button
is there a way to change the length of a capsule collider?
i just want to prevent the hair physbones from phasing through the body
oh i found it
but kinda wondering if im not achieving the anti-phasing thing
anyone have any recommendations for PB settings when it comes to objects that dangle like chains?
ok i know this sounds dumb but someone told me a while back when i was trying to import a avatar that there was gonna be an alternative to dynamic bones. is the physbones in avatar dynamics essentially the replacement for that or am i getting it wrong
@vast portal Yes, Physbones is what you're speaking of!
YES ok i was worried i was gonna look like an idiot thank you
Nooo no no you're all good!
This video has good settings for hair, chains, chest and tail somewhere in there https://www.youtube.com/watch?v=PTTnWUkswkU
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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...
4:14
Ahhh tyty!
👍
If any of y’all know how to use the IsGrabbed parameter for holding things e.g, a weapon, please let me know how
Just out of general curiosity - how do people test out avatar dynamics/physbones grazbbing in unity?
Nevermind - found out you can just click and drag things using the game view when you enter play mode xD
My new question now would be :
Does anyone know how to set something up(i.e. my hat) to let anyone else grab it and take it off of my head. 🤔
Do anyone know it it is possible to make the physbones collide with mesh? Or do I have to set up collision on all parts of the avatar?
Phys bones need colliders to react
so i have a contact reciever on my avatar with collision tags Hands, so by default everyone can trigger it with their hands now right?
do i need to add something else for it to work?
Hand is Hand L and Hand R, you don't need all 3. Either way, yes
is there a way to test it in Unity tho? Like trigger the animation it would play without having to get into VR
you can just put a contact sender on an empty game object with the hand tag and move it into the receiver in play mode
doesnt trigger anything
oh, my mistake, you might need lyuma's av3 emulator to do that
i have it installed
maybe im just to dumb, idk, but when i drag the sphere in playmode in the blueish sphere it doesnt do anything, just keeps playing the off animation in animator
I think its a bit difficult to test for On Enter receiver's as the sender needs to have velocity
though I can still trigger mine though albeit very briefly
whats the best to use then? It just plays a 2 sec animation
thought on enter would do it
on enter sets the param for a single frame if the sender enters the receiver past the specified velocity
if you want the param to change while the sender is inside, you should be using constant instead
still does not trigger anything
do you actually have the av3 control in the scene?
i'm not sure if you need an avatar in the scene as well
i have the avatar in the scene and the empty game object too
if i go into playmode with or without the emulator it doesnt play
and just to be sure, this is the latest version of the emulator that added avatar dynamics support?
toggles work fine but the trigger wont for me
that could be a issue
one sec
thats awkward xd
no worries, I did the same 
i just kept moving the existing folder into new projects
Are there any easy-to-understand comprehensive guides for Physbones? All I've found so far is the official documentation and YouTube guides that don't include things like "Whatever you do, don't put physbones on the parent bones"
Don't need av3 to test contact sender/receivers. Just make sure your FX layer is in your avatar controller press play
I think that av3 emulator brakes contact testing in editor
Here's three explanations, best I know of:
https://youtu.be/PTTnWUkswkU
https://docs.vrchat.com/docs/physbones
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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...
PhysBones is a set of components that lets you add secondary motion to avatars, permitting you to add motion to things like hair, tails, ears, clothing, and more! Using these well will make your avatar seem more dynamic and real. PhysBones is a replacement for Dynamic Bones. While both systems share...
Is 3 the max radius value for Contact Receivers? It lets me input a higher value, however it doesn't change visually...
Or is it a known bug?
Also when changing the Shape Type to Capsule, Hight doesn't do anything
seems like it's not even changing to a capsule
Lol, I left Unity opened for a while, and when I came back to continue my project and tried to mess with the Height value again, it went back to normal and functions just fine with those values
So i'm trying to get a sender a receiver pair to drive a blendtre and it's not working when i hit play in the unity editor, tag is set, parameter is set.
Do you have the av3 emulator installed?
I do
I've found that the emulator, when it's enabled, has trouble testing out contacts in the editor.
Worth probably testing if it works with a menu object first
figured it out
i was under the impression it would work out of the box, but it needs the model to have a avatar descriptor on it to function
flop So I need help- How does one make a grabbable object with phybones? I'm working on an avatar where he can grab his hat and take it off and put it back on. Is there a stream lined way I'm missing to go about this or should I go with multiple hats that get toggled on/off when entering receivers/senders?
Add a parent constraint to the bone the hat is weighted to, add sources on the constraint to the multiple locations you want the hat to be able to move to (create them as empty game objects if there are no existing bones that are in the right position/rotation), animate changing the weight of the constraint sources to move the hat around ; triggered by the contacts
what are good settings for long hats? like bedtime nap caps?
Is there a way to test grabbables without going into vrchat itself first?
you can grab physbones in game view within unity
using the cursor
Oh wow, that's grand
My physbone parameters don't seem to animate, does anyone else seem to have this issue?
I have 'Is Animated' checked, but the values in the component seem to change inconsistently/not at all.
Is there a way to move the finger colliders?
Its lets you adjust the hand position but the fingers just have size adjustments
when it comes to the physbones i tried setting it to the hair for example on my avatar but when i move it the hair doesnt move. should i be doing it at the root of the hair or at every hair component
wait it may be a settings thing
or its that idk how to configure the play mode thing to see the change
Whatever happened to the height setting for capsule colliders?
just hit play mode at the top, then click "scene" and click on your avatar in the scene
seems like there is a box around it preventing me from moving the avatar once i am in play mode
wait nvm let me try again
ah there we go it moves
sick 👌
thank you
Lost in a bug, Set Inspector to Debug to get it back till the sdk is updated
is there a way i can grab a bone but only have it move a certain axis? like if i want it to grab a handle and have it only move along the x axis
ive looked around the limits available but only seems to handle rotations
I would make a shape key of the handle moving then just have a bone for the driving of the shape key animation using its stretch value.
use bone stretching, and use a hinge rotation limit
I'll try that
but for now I just made an animation that is controlled by the stretch parameter and moved the phys bone component to an empty game object on the bone
which drives that parameter
Is there a way to get a Vrc Receiver to change its parameter only when more than one condition is met. Right now i would like it to look if both hands are touching it but it only works for Either hands instead.
You could have receiver points, for HandR and HandL that both control their own bool. Then have a transition in the animator with both bools required.
yeah thats the only solution i found
The way the dynamics are set up, it will always trigger on any flags met. Multiple triggers can help if you need more than one, but there is no logical And statement.
ty
Anybody that could give me a crash course in how the contact systems work? I have a pair of tools and glasses I'd like to be able to 'pickup' off the body and into the hands
Hello hello!! I need help with some dynamic/physbones. I'm trying to help my friend upload an avatar, I made the base model and have a fully functioning avatar in VRChat, I gave her the files - FBX, textures, animations, animators, ect. But in her own Unity project, we've tried both Dynamic Bones and Physbones and neither of them work. After putting the root bone in the proper field, the white lines that indicate the presence of dynamic bones are not there, and when moving the model around in play mode the bone doesn't have any dynamics at all. I've tried looking at forums online to fix this but with little luck. Hopefully someone here has experienced this issue before and can help us figure this out. <3
What's more, when trying to edit the viewpoint in the VRC avatar descriptor, the gray sphere does not show up and when moving the arrows, the whole model moves.
And yes, all the gizmos are turned on. TwT
are all the files from the sdk in the project?
and you arent sure, just reimport the package into unity and it'll give you what you don't have currently
Yep, we even started a new unity project and did a clean import of the VRC SDK
And she said that she had downloaded the SDK just a few days ago
Any suggestions on who to contact?
maybe someone who has great experience with unity and idrk anyone that does
Allrighty, thanks anyways TwT 🙏 💛
yw ig
Here you go: https://youtu.be/LOZu6e8ozns
May need to animate a parent constraint to move the glasses from the head to the hand.
With the avatar dynamics system of features, Contacts allow you to drive animations on your avatar when you or other players interact with them! This allows many features like grabbable objects, or having your avatar's face react when headpatted! This tutorial will show you how Contacts work, and also show you how to set up a high five particle ...
What Unity version are they using? Have they seen if any messages appear on the console tabs? Try redownloading the SDK from the website, then make a new project with the correct Unity version and import the SDk form the website. After importing it, check the console for any red errors. If everything is fine, then import the FBX, then look for any red errors and so on. Every time sometime is imported tell them to check the console
Update: we got it to where we can see the dynamic bones lines, but increasing the radius doesn't show any of the spheres and in play mode the bones still have no dynamics
She is using the right unity version, and there are no red errors in the console. We'll try reimporting stuff ^^
A parent constraint?
A parent constraint moves any child objects to the location of the transformation you set. Each transform has a float to control the strength of how much it's attracted to that transform. So you can set it up like a toggle between transform 1 and transform 2.
someone know why the option of "height " didnt appear here? i check videos and guide and it appear an "height" option >.<
Have to go debug mode by clickin' the 3 dots directly to the right of "VRC Phys Bone Collider (Script)" and navigating that menu.
Known bug, use debug
oh the 3 dots in up i was fighting with the 3 dots near the collider and cant find it
thank you very much
Fixed in beta, just broken rn lol
So like I could have just one prop swapping between two bones?
More or less yeah, does not work on quest though.
Can I have 2 physbones scripts on one parent bone?
#avatar-dynamics message The solution is just a few messages above yours.
Know bug, inspector in debug mode.
thank you
can a world object be a receiver? (senders/receivers)
Hey I'm trying to make the gravity falloff adjustable but for some reason while the value changes the actual Avatar does not. (Tail should be going up and down corosponding with GF but is instead stationary)
animating physbone values won't do anything unless you toggle the physbone off and on
Is there a way to make that sort of updater?
sure, you can stick a Bool parameter in the Parameter slot of your radial puppet to detect when the puppet is open
and use that to toggle the physbone off and back on
there's another way to do it but it's far more elaborate lol
Oh so basically make an on/off loop and shove it into the parameters?
basically just make a normal toggle for the physbone, and drive it using the Parameter option in the radial puppet, so that it automatically turns off when the puppet is opened, and back on when closed
What do you mean "opened"? I haven't heard that tearm
you could detect when the value of the float changes, and use that to drive the toggle
but that is getting more complex
If toggle is updated, turn off phys, turn on phys, end
I'm assuming the issue is, for some reason, detecting the update
detecting the update would require comparing the value of the float to itself in the previous frame
which can be done using a blendtree feedback loop, and another blendtree to do the comparison
So... Variables?
you're doing all of this with animator logic and animations, which is honestly even more complex than with code
if you aren't comfortable with the unity animator system, don't bother using this method
I know how computers work, honestly the unity animator is just a pile of if statements
this is an animator smoothing setup
that specific setup is to smooth out a float controlled via OSC
you would then need a 2D blendtree to compare the smoothed value to the original value
you would then have 4 animations in that blendtree, for the values 0 to 1 for each float
the one at 0,0 and 1,1 would have the physbone enabled
and the ones at 1,0 and 0,1 would be the animations that turn the physbone off
like I said, far more complex than a simple toggle lol
this is an article explaining how Animated animator parameters work (essentially controlling a local float using other animations) and some applications
definitely a more advanced topic I wouldn't touch if you aren't already familiar with animators and animations
I have a few other ideas on how to do what you wanted, but I know that this one would work
You can make animations that change animator parameters? You can make animations that change animator parameters wow
ye, it's a more advanced thing but it has a lot of uses
from remembering values, to smoothing setups, to more complex mathematical operations like difference and absolute value
Yeah a good number of my layers are empty state logic stuff, ive always thought floats and ints would be impossible to use in any meaningful way but with this.. mmm~
So many hidden, unpressed buttons
how can i get the physbone to ignore putting the limits on child bones? i wanna set a different limit for those so they have similar rotations
You can use curves to apply completely different settings to different bones
x = the number of bones along the chain
so if you have the curve start high and then go low immediately, only the first bone will get the setting and the rest will be zero
wonder if a tool can be made to take child physbone settings and combine them down into the parent as part of a curve 
your banner is cute
Is there a way to make the children of a physics bone grabbable from a root bone?
For instance, I have a wing and I want the wing tips to be grabbable, but right now only the root is grabbable.
the tip should be grabbable as long as the radius is greater than 0
possible
is there a way to prevent hair from clipping through the body (without limits because they'd have to be arbitrary)
i tried adding a collider to the spine but the hair still goes through
if you add a collider, you have to tell the hair physbones to check for that collider
depending on how long the hair is, angle limits would help a lot
well this hair goes down to the hip so it's bound to clip through the body in some circumstance
so do physbones automatically collide with colliders from other avatars
i think there should be a button in the new stuff to allow transforming the gizmo itself (like collider position and rotation)
only the palm and finger ones
and only if you have collision enabled in the physbone settings
f
what if i wanted someone's chains to rest on my belly
not possible
f
btw what is "Allow Posing" in Grab & Pose? i've not heard of being able to pose parts
if you pull the trigger while grabbing a physbone, you can make it stuck in place
you can just grab it again without pressing the trigger to unfreeze it
Hello! I'm trying to find a way to make a steal-able/take-able prop from one avatar to another using contacts. But I got a bit confused mid-way. Can someone help me narrow them down to basics?
The plan for the steal-able prop is that it works with a specific pair of avatar only.
Any help is appreciated!
You want a receiver on your prop with a custom tag and a parameter name.
A sender on the hands of your avatars that share this tag.
If you don't want to complicate the task with a proper grabbable prop you can just have the prop on both avis turned off by default and when the parameter is set to true you turn off the prop that got touched and turn on the version on the other avi with a parent constraint to the hand.
This is probably not the best way to do it but that's what came to my mind first-
Otherwise you can look at this : https://camsaviis.gumroad.com/l/FreeGrabLmao?recommended_by=search&_ga=2.228583389.1306609241.1653474293-1439460745.1646140679&_gl=1*w2g4dd*_ga*MTQzOTQ2MDc0NS4xNjQ2MTQwNjc5*_ga_6LJN6D94N6*MTY1MzQ3NDI5OS40LjEuMTY1MzQ3NDMwNy4w And set this up for your prop instead. To make it work only for the pair of avis I guess you could only activate the physbones if the hand sender collides with a receiver around the prop
New VRC Update!! The "ItemGrab" parameter added in the video should be a bool now!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) Pr...
That's one heck of a link 
Ye sorry I just kinda... blegh
Holy hell thank you are a life saver 🙏
Always happy to help!
Does anyone know how to disable forces in phys bones to only allow for grabbing and posing but not jiggle? I need the bone to follow the exact parent bone and using the settings i have can only get me close to no movement but it still trails behind the parent bone as its simulated
I guess until functionality to disable force simulation is added you can frankenstein it to use a contact and detect hands in the area of the transform and then enable the phys bone temporarily
does avatar dynamics (touching a button on an avatar) still only work with Float values ONLY? or can i make Bools now?
Have pull, spring, gravity to 0 and immobile to 1, that should do it
It works with bools I'm pretty sure
So I've been working on Avatar Dynamics and was able to get a lot of stuff done. Today I open up my project and now absolutely none of my receivers are receiving anything at all. Nothing is working
The senders have the correct collision tags (because they haven't been changed, but I copy and pasted them just to make sure)
I went to show Contacts in the debug menu and they're not lighting up at all
I disabled and re-enabled self-interact and now it's suddenly working
can i ask here about finger animator? or is another channel?
what do you mean by finger animator?
i want the model change face only when close hands presing the trigger and not only closing the hand (index controller, i use)
has anyone figured out how to do a 2D coordinate touchable surface? I know sliders work well with bool line contact + proximity sphere
In that case you would need to modify the animation of the fist to not change any blendshapes and just the fingers position
and how can i do for use the controller trigger? sice isnt a finger im not sure where to find it
(sorry my bad english)
What you linked seems to be the default controller so it is being used by default if you don't put anything in the gesture layer
isn't default one , is one that come from booth avatar , before it keep the normal face when close hands and when press trigger at close it it change face.
But author update it and now is different, i was able to set again tracking looking at guides but still losed at the other >.<
maybe for no gesture i should uncheck this option on "idle2"?
If the mouth and jaw are moving and you don't want them to, yes. Put them back on "tracking"
I wish I could lock the eyelids without locking eye rotation
mm maybe isnt that then mm , i feel bad asking too much i will try find more guides maybe can i find some video
tyty
im not sure if anyone else is having this issue but, my capsule physbone colliders doesn't have a height option
Im using the latest version of the avatar SDK as well
"VRCSDK3-AVATAR-2022.05.04.17.47_Public"
turn on debug mode in inspector
bug fixed in beta sdk
Thank you! that fixed it
When did you last update your SDK ?
Like... literally a couple days ago?
the vid is from april 28th, i have version 2022.05.04
It was fixed about two weeks ago 
If you got it from the website, that is doubtful
Im having to much fun with these physics
downloaded straight from the vrc download page @_@
but this is what my "capsule" is like, and i can't change it's height
See? latest version..
I just wanted to stop my hair from going through my forehead XD
Investigating 
I wish we could move collider positions with the grab arrows like we can the view point, instead of punching in numbers and hoping @_@
like how the view point use to be...
if u want height get into debug mode
Turns out we didn't backport this fix to live yet 
yes u didn't
right to inspector open menu with arrow
and there is debug mode
it is fixed in beta sdk
which was suppose to be out like yesterday?
it didn't change it
wait yes it did
the default was 2, and 1 was still too big XD
so why can it be changed in debug and not normal? odd
perfect, anyway. I made the collider the exact shape of my head (nearly)
Lmao
ANYWHO. another question. to be stretchable, are two bones required? Cuz like the bangs of my hair here is 1.. and i can grab it and pose it. .but when i stretch. .the bone stretches on the display (show bones) but the mesh doesn't stretch
but the longer pieces of hair, that have 2 bones, do stretch
Splatoon character hehe.
Yus, more mature one (no not nsfw)
yeah, I can tell a character from that game anyday
ooo
The bots are dirty minded
i said the L word
like there's not a police RP in vrchat called that, which is friggen famous
Ya know, the one full of miko avatars
ANYWAY, yes this model looks older, that's why i like it, but under the clothes is barbie doll, cuz i'm not about that lewd stuff
Yeah no lewd stuff
As I say that the page to deviant art loads and its literally a bunch of lewd stuff
yep. :/

i mean. I'm not in vrchat to be lewd. I'm there to explore neat stuff people made, play games, and hangout
sure some people like that, i'm not them.
buuuut i'm ranting XD
same, but im there for the star wars crap
which would be "neat stuff people made"
I mean, i've seen this model used by one other person, and it just had dynamic bones. I'm making it have physbones, tentacles that move, and can be stretched
they also put dynamic bone on like.. .all the bones of the face, so it did weird things when you moved
jelloface
Does anybody know of any tutorials for prop toggles with contacts?
Like, you have a prop somewhere attached to your avatar, place hand at it, hides copy attached to body and unhides copy in your hand
and then vice versa to 'put it back'
Basically a simple on and off toggle like something you can do in the radial menu, but physical
I want to make those tools on the chest appear in the hand
don't use hide
use parent constraint
or dynamics might even have a better option
seeing as you can literally GRAB parts of your avatar. You may be able to just put grabbable bones on the tools
I did try grabbable bones at first, but it was a bit clunky having to add in extra bones just to even be able to pull it away
Dangit, now i have to experiment
The stretch thing doesn't work if it's a single bone, it seems to need atleast a chain of two bones to stretch from what I've found
yes that's for stretching, which just scales the bone
I wish I could get my hands on that yellowed hair anime boy with the phone and sword toggles
and yay, someone came to the same conclusion on that as i did
then I could just take that apart to see how it works
Hmm.. actually now that does make me wonder if I can get in touch with them, but I've got no clue what the name of the maker is
but if there'd be anyone that could show me how to do it it'd probably be them v:
An easy way to do it would be: Parent constraints, GestureRight or GestureLeft drivers, and Contact points.
How would the gestureright/left come into use?
the maker of the avatar? moment i can tell you
Could use it to check if you are grabbing, or if you're had is just their.
Ah, yeah that would be handy
oh my gosh he also made games that use avatar dynamics. guess who, connect 4, bingo, twister
It's one of the built in pram drivers, so that with a Grab contact bool could have it play the animation when you grab it.
trouble, sorry, chess...
Does kind of suck that the only example of dynamics they included in the SDK is just the basic bone dynamics
and nothing of the contact system
to youtube
remember, most of vrchat content is user made
Look up vids on youtube
I don't know why but for what ever reason the videos I did find just didn't seem to click for me
and they were mainly just interactions between other users that only triggered on entering each other
like a nose boop
and a high five thing
nothing really about like making grabbable props on yourself
uhm
In this video I'll be going over how to use the grabbing feature of phys bones to allow you to reach for your avatar props and pick them up,, no need for clunky menus. This video is split into a simple and complex part.
Video on moving props with constraints https://www.youtube.com/watch?v=SX4T0-e8JDc
You can follow me on twitter https://twitt...
literally this person grabs their own knife and gun
Oh nifty!
i searched "grab props avatar dynamics"
I don't think that one had showed up for me
My google-fu is strong
Ah, I was still kind of just searching like physbone contacts or something of the sort
the surface level search results
My thinking skills steadily go down the longer I get stuck at a wall v:
Fair, i'ts one of those things where I just somehow it just clicked and I got. No idea how that happened lol.
Like I can say how to do it, or what's wrong, but no idea where this knowledge came from.
I think part of it is my own noggin just thinking "It's just a simple physical prop toggle, surely it can't be that complicated'
And getting stubbornly locked into that
prop toggle
Though there could be a hurdle I might run into. The tools on the body also are currently rigged to the body too
and have shapekeys on em
Oh actually that might not be too much of an issue after all
I could just have a slight animation on the constraint point to move with those shapekeys
and then the tools would still be fixed to the position on the constraint point's new angle
The latest update causes the Phys Bone tongue on the Rexouium to stop working.
🦀 tongue is gone 🦀
It animates the Phys Bone root and the bones before that.
Any idea why it might be broken now?
Okay, apparently moving the bone before the Phys Bone root now doesn't work at all anymore :/
This basically broke all Rexouium Avatars
works fine for me
the fake leg bone is rotated for curl, with child as physbone for targeting collider
that's everything the tongue does, it's a really weird setup
I've found a work around, for now.
I've set the Tongue1 bone as the root now and used a curve to make stop it from moving
ty for the fix
it's not perfect but it work
I can also mirror that heavily animating a physbone chain (like a tongue, posing it to blep and such) has been broken
the physbone chain seems to heavily "resist" the animations.
a quasi-work around for now is to try animate the angle limits to sorta force it into position but it's jank
"Is animated" is checked.
it seems to specifically be strange around the first bone of the bone chain
If i had to hazard a guess, i think it's that animations used to move the bone AND the angle limit envelope, and now they no longer do. Though, disabling angular limits still has jank animated behavior
something to do with physbones and animaitons is upset
can confirm
i've got an avi with wings that are supposed to fold when idle but it seems the bend limits on bones are keeping them "propped up" so to speak
although straight up removing angle limits fixes nothing
i can't seem to animate them at all anymore
I think that physbones are trying hard to return to their default initialise position
instead of taking the animated base position as their new base
i.e instead of the animation transform being the physbone's zero, it's base pos is it's zero. So you animate it then the physbone forces it back
unsure. i spent all morning trying to fix my shit
same, don't want my wings sticking out into everyone's faces
only when i want them to, lol
here's hoping they hotfix it
watch it be "intentional, but undocumented"
that would prevent you ever animating any physbone-controlled transform
which would not be good
welp, until then i guess my wings will just have them turned off
for now my solution is jsut turn off the component
i disabled the physbones and it works again, just stiff as a board for now
yeah
It works fine (for me at least) if you animate the root bone and / or the children of it. If you also bring the bone before the in it kinda breaks yeah.
In genereal animating Phys Bones is a bit weird though
It works fine in some cases but not so good in others
It had issues with that before this update too, now it just got worse
I just wish animating properties in PB actually worked so I wouldn't have to resort to blending between multiple scripts to have different values on a chain at point.
Animating bones with PB on them has been relatively painless for me. Idk what quirk could be going on.
You can animate things as Allow Grabbing and so on, but not the forces. There is a work around though, if you animate the value and then turn the script off and on again, it will use the new values.
Having a bit of an issue with Physbones... Added an earring to my model's, which has physbones enabled on the ears.. but now the ear with the ring is completely static while the one without still has dynamics
Does anyone know why the blue angle cone is just not showing up? I have it turned on and a limit of 20, but the bones are just static, and I don't see the cone
Can you show a Screenshot?
It's actually a friend of mine that has the issue..
Oh
Yea..
Nevermind, figured it out, just needed to ignore the earring 'bones' in the physbones menu
But it looks like the cone is just not there..
Woah, wut. I was just making nulls and toggling the scripts through. I'll try that tonight. 
how come my physbones represented hand is offset badly? My contacts represented hand (2nd pic) is fine. i have no custom locomotion layer
EDIT: This was caused by PhysBones I had on the chest (hoodie strings). I moved them to their own area and it fixed it.
I've been having the same problem, noticed my avatar's tongue was offset from the previously correct position
Do capsule colliders not have a height adjustment option on them?
Couldn't figure out how to change how long they were when I was working with them in Unity.
Update your SDK, that was a bug which got fixed recently
Ah okay I updated it 2 days ago, I'll see if there's a new version.
Yup, yesterday there was an update
is there currently any way for a shader operation to trigger a contact or avatar parameter change in any way
I don't think so
can i do a sound trigger from pulling a phys bone?
i want to create a harp and be able to play it with phys bones
if its possible
One of the physbone parameters is stretch - you can use that in your animator to detect how much the bone has been stretched/pulled; from nothing to max stretched (its a float)
and then have that run a state that plays an animation that makes your sound play
Yes, first set up the sound to play like a toggle. Then add a pram to the phys bone component It will generate three underscore pram drivers. all you would need to do is put that {pram}_IsGrabbed bool into your animator.
Heres an example:
okie thank you!
ty!!
Btw you dont have to put these in you're synced paramotor object on you're avatar descriptor. These are drivers and so don't require synced data.
Is there a trick to copying physbones from one avatar to another? If I copy the gameobjects over and set the bone references to the appropriate bones on the new avatar I get some strange behavior, such as physbones moving when they shouldn't or (extra weird) all physbones pointing at my right hand. My solution to this before was to just recreate the physbone component and manually copy over each setting, but that's really annoying now that my configurations have gotten more complex. Is there a reference I'm missing or something?
Best way I've found to do it, just change over the root transform field to where you want the new one to start. plus then you can just have them sit off the armature and be easier to find.
Yeah that's pretty much what I'm doing. I have a group with all my physbone gameobjects in it (outside the armature), and when I transfer it to a new avatar (same model/armature) I copy/paste it, go through and change all the root bone references, and that's it. It works fine in-editor, I can move the avatar around and see the bones move like they should, but as soon as I load it into VRC (as a test avatar or fully published) it breaks.
I'm having an issue where contacts are disappearing locally but not remotely. Locally the contacts appears to be shaking before they disappear locally but remotely they are stable. Does anyone know what might be causing this?
I believe the issue may be related to avatar head scaling. The object is originally parented to the head and is then parented to a point out of the head.
Maybe this is scaling it oddly when out?
I'm having an issue with scaling bones, for some reason when the bone is scaled larger it starts to twitch... I haven't set up any colliders and I have the "Is Animated" checkbox checked
And oddly enough it's only twitching when I select anything with a physbone component
Scratch that, if I click anything in the scene hierarchy
How would I set the collider in a physbone script to collide with a pre defined physbone collider such as the torso?
The docs imply you cant so nvm
can someone help me with senders and receivers?
im trying to make a working drumset
When I watched the phys bone collider vid, it says that if you select the capsule option, you can adjust the height but it's not giving me that option. Does anyone know how to solve this?
Update your SDK, this is fixed in the latest version
what did they change with avatar dynamics in this update?
an animation i have where the tongue is turned on and off and moved out of the mouth
but its no longer working now
tail puppet works though
there's a bug where you cannot animate the position of the root bone of a physbone, it will be fixed in a patch soon
When importing the new sdk, do we need to delete the old sdk file?
no
how would I make it so that someone can grab an object on my body?
oh thank goodness
you cant really yet
you can use physbones with Stretch, but it is limited to how physbones work
so you cant pick it up like you would a regular pickup and rotate it and whatnot
There a tutorial up for the sleeve grab? I can do the blendshape for it.
You can do a complicated setup which involves parent constraints that allows someone to grab a phys bone and take it wherever they want, although getting rotation with it is very janky
and it only works on PC
The PhysBones are included into the SDK?
yes
I don't need to download them from anywhere else, like I used to do with Dynamic Bones?
also yes
Cheers ❤️
So there are limitation on how many phys bones you can have?
I bought one avatar now and it shows me that I cannot upload it even?
for quest yes
Quest has a hard limit for PhysBones, unlike PC. That was implemented right as Avatar Dynamics went live.
This is not Quest, this is PC
im not sure why the buttons are greyed out, probably something to ask in #avatar-help
id also make sure to double check if its allowed to be public or not if it was an avatar you purchased with money. often they're not
Errors with this icon are usually upload-preventing.
I bought it just now
Remake the project?
Oh, there's your problem. The SDK has some new dependencies you have to install from the Package manager in Unity.
What?
If you aren't super experienced with that though, just making a new project would be easier.
i wasn't asking if you bought it. i noticed you have it set for "public" and usually avatar's you purchase are not allowed to be uploaded as public
I though Phys is included into the SDK
in unity press alt + w go to package manager and update burst to 1.7.1
Your project is missing the Burst package, you install that from the package manager.
alt + w makes me open up the "Window" bar
yes lol u don't see package manager?
I think it's the project honestly...
no it isn't
Where is the package manager?
Updating
They are greyed out because they have reached the hard limit
And enabling this new Burst, will increase that limit?
strange because i thought pc avatars could have more than 8 phys bones
but makes sense
That's a Quest Avatar
updated a dependency
PC doesn't have an upload-preventing hard limit on PhysBones like Quest. Their SDK is bugged because it's missing a dependency.
omfg, thank you so much for saying this!
Interesting, for some reason your SDK thought you were on Quest and gave you the limitations for Phys Bones on Quest. This dependency caused the SDK to not update that you are targeting PC and not Quest, updating this dependency made the SDK work normally again.
yeah
It's so strange, but now it's fixed
the build target wasn't even android either so thats why i was like 
Upload order of unity packages wrong?
Nope, everything fine ^^
ur fine dude
just some of unity doesn't import 1..4.11 version right
Yeah I just saw the warnings about the hard limit and was like "wtf are you trying to upload to android"
Thanks fellas, really appreciate it
I mean even on PC that is kinda bad xD
It's ok, I will work on this one, my main one is optimized
100% yeah
And don't forget the 335 collision check counts for Phys Bones xD
^
You don't need to tell me how unoptimized it is, I am well aware XD
if you werent able to find the package manager how are you gonna optimize it is the question 
They wont and that's the fun part about it xD
Whilst you guys are still here...
I got this old message now, and I don't remember how to fix it:
"detach the blueprint"
Click on your Avatar in the Hierarchy and in the Inspector on the left side go to the Pipeline Manager and click Detatch.
HAven't been on Unity for 6 months XD
Creator must have already had a blueprint ID linked to their account on the avatar.
Yea, they had their own blueprint ID
Sometimes creators forget to clear that before publishing the assets.
pretty common thing
I don't expect less from these "kids" 😉
Feels like this creator forgot a lot of things, like optimisation.
Amen
whats the gumroad for it bc im kind of curious lmao
Here's my main
Hi! Thank you for peepin'!The chances of me putting new avatars here is pretty low. Instead just keep an eye on my world!World is named "YPT Avatar World".Please use the gift option on checkout if you're buying the avatar for someone else and rate the purchase if you like it <3Any issues or questions feel free to reach out to me on discord: YesP...
wtf is that name "Yes Please Ty" xD
It's funny
But they are really nice looking, I wore it last night, totally fit my style personally
Although I am going to remove all the outfits, and just leave the ones I want, like always, hide the verts in Blender etc etc etc
"Hair material swaps (16 colors available)
Tattoo swaps (20 different textures available)" bruh
Look at the tail my dude
how is it special lol
oh christ
reminds me a bit of the Rexouium tail xD
rexo's 🤌 👩🍳
Yeah Rezillo (the creator of it) is also not really good at optimisation xD
he used one Dynamic Bone component for each whisker in the face....
yeah ive heard lol
i only wish the mesh was flat but my bank acc is the only thing preventing me from purchasing it xd
You'll get it one day man
for sure but if my bank account wasn't hacked l0l
can't direct deposit into a paypal account
I mean my Avatar is also not really that great, but it's useable compared to other's I've seen.... I at least try to optimize it as much as I can.
mine is 75k poly, 1 mat, 1 mesh and still counts as very poor :')
There are probably Poor Avatars which perform worse then yours xD
literally make it 70k and it's poor
ur 5k too much
it might even be good
I mean for how much stuff on my Avatar is that's a okay ish performance ranking xD
im working on retop but im not sure how "very poor" my stats actually are lmao
metric wise i mean
but ill get over the mild burn of reto xd
It's mostly on the hair for me
Can I limit collisions for physbone to only some preexisting colliders? Ie i want it to interact with nothing but torso. Or should I just create second collider?
Did somebody know a tutorial for taking a sword or a knife from a scabbard in realistic way??? I need that to my katana
The default ones are more contact sender then colliders, so you need to make them yourself
Only the hand and fingers are used for Colliders
Anyone know of a tool that allows you to position and scale contact points/ physbone colliders etc just as if they were a normal unity asset like a cube?
Is there a detailed tutorial somewhere on how to make props be grabbable by others without their location being restricted by to the root bone? For example having a sword on my back being pickup able by another person and them being able to walk around with it
oh, yeah, makes sense. i've set up my limits so well that i was sure i had collision with torso 🤣
afaik theres no tutorials for anything beyond tails and playing sound on collision, atm its know how thing. everyone asks here and noone gets answers.
yes, Dreadrith's ADOverhaul (paid) https://www.dreadrith.com/l/ADOverhaul
IMPORTANT: The tool requires a license key and is a DLL. You'll find your license key through product's content view or entered e-mail.License is valid for ONE device, transferable.Incompatible with Mac and Linux.Requires the latest Avatars VRCSDKEZ PZ AVATAR DYNAMICS LESS GOPre-release purchase. Not everything is implemented. Some things may be...
Neat. thanks
That license thing sounds a little much tbh
it's basically the only thing one can do to stop people just sharing around your packages
and if it's your primary source of income, I can completely understand taking measures to stop piracy
I just don’t think I’ve ever encountered any other package that does it like that
Someone missed the memo lol
You're in luck ! VRCPhysbones is free !
but i don't find the place to download it then
It's in the latest SDK
Hrm. On an old project of mine the SDK is just deleting the hair bones, not converting them. is there any guide for manual conversion?
if you have dynamic bones on a humanoid bone, the converter will instead place a new physbone component on every non-ignored child that has their own children. if those bones don't have any children it will have nowhere to go
Heres a question, how would one be able to interact with another person's physbones without using the generic bones given (IE Hand)
i believe you have to use contact senders and recievers
and they have to have some special same-naming?
Senders and Recievers for physbones? I'm talking about lets say I have a spoon and I want it to be able to move the other person's ears
can’t make global colliders like that
contacts only do detection of other contacts, not direct interaction with physbones
Darn, ok, is there a way to specify two avatars to interact with each other on the creation side?
so the only interaction we have with bones is hands, and feet?
I'm confused why we don't have a thumb collider XD
Thumbs are a myth
to headbutt people?
very important
hah
boobhat is nice
I'm surprised there's no global head collider. only interact
I wonder if the two avatars are in the same scene and uploaded if that would work
surprised feet have contacts but no collision either
but ig not widely used so makes sense
Hi there, having a problem where the capsule collider has no height options, how do I fix that?
Don't know myself, but it said in the latest release of the SDK it has height again
if it's not there, click the tab and select debug
but yes the sdk from yesterday puts height back
Could always use a constrained dummy hand and animate the finger bones, thus using their colliders.
¯\_(ツ)_/¯
anyone have any instructions on how to make it so hair, ears, clothes, etc etc don't collide with the body? Like would I need to change the limits/collision settings or..?
can I constrain two ends of a chain and have the bones dangle between the points
or should I not do that because thats a bad solution, haha
Im trying to get a particle system to play with the contact receivers but i feel like im doing something wrong
i have it all set up correctly. Made an empty game object, added a contact reciever, and made animations for the particle system for it to play when touched
Is there anything i am missing?
i figured it out
if you made a custom parameter in the contact receiver make sure you add it in your fx controller as well
for example it was "cat ball"
and i named it something else
There is a bug now with the updated physbone sync rate, IS Animated now makes the bones jitter between their resting state and moving state.
Example: a simple tail puppet menu has five animations one for up down left right, and neutral its resting state. If tail has physbones with "IsAnimated" selected it will vibrate between the motion and neutral.
Turning it off resolves the issue but the puppet menu does not work in correctly after.
known issue! please see the final line in the patchnotes/announcement
Thankies! ive been away moving haven't had the time to check
i am having this problem too and its lowkey ruining the whole thing :ohaha
Anyone having the issue where contacts just straight up don't work in unity?
is my project botched up? any incompatibilities i don't know about?
no feet, only hands
can a collider on you bump bones on someone else, or only your own bones?
i presume only your own ,since you have to add it to the bone
only your own
the only colliders that can collide with others are the palm and fingers
you can see that they are yellow in the physbone overlay
while normal colliders are orange
Just noticed a new behavior on model with dynamics . The bones are jittering like crazy. The models were fine a until the latest patch and i have not updated them since that time and now my tail and breast bones are just moving rapidly by themselves. Is this a known new issue ?
I'm trying to animate the gravity for a bone changing, and I have the animation, and I tested it, and the animation is correctly setting the value for the bone gravity, but it doesnt actually take effect unIess I click the parameter. Like it isnt checking that it updated and then when I click it it does.
Has anyone gotten animations with the new bones to work?
Ahah! This'll probably fix it
Well it didnt fix it
i have this on an ear and its shaking the root bone of the ear. the other ear does not do this with the same settings. this ear is animated but the root of the bone does not twitch if i have the phys bone off. i believe it is linked to the gravity falloff. anyone know how i can fix?