#avatar-dynamics

1 messages · Page 20 of 1

halcyon vault
#

I imagine toggling receivers doesn't break anything

indigo ridge
#

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!

mellow hawk
#

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.

thick plaza
#

hi, how can I fix it? I added collider at leg but still clipping through

mellow hawk
#

also, I see you're not on the right version of unity. You won't be able to upload on that one.

thick plaza
mellow hawk
#

Fair enough. See a lot of people wondering why it won't upload and just look for it by default now, lol.

zinc light
#

Any reason why when I grab a bone with a _IsGrabbed parameter it doesn't toggle on the paramter in the fx?

mellow hawk
zinc light
#

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

mellow hawk
#

Are you using the avatar emulator?

zinc light
#

I don't believe so?

mellow hawk
#

Interesting...

oak wing
#

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.

austere surge
#

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?

brazen zodiac
#

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?

thorny isle
austere surge
torn tendon
#

is there a heel-stepping sound system that anyone can direct me to? or how would i go about doing that?

torn tendon
#

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

sacred crystal
#

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

pastel token
#

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.

subtle kiln
#

Need help simply trying to define the area in which my glasses can be grabbed off my characters face

pale raft
#

I need help with avatar dynamics contacts

mellow hawk
pale raft
simple elk
#

Dont use capsule collider and have it in fx controller it should behave

simple elk
#

capsule collider goes , uuh whats happening 🔨 🐇

#

(debug mode does that)

mellow hawk
#

Ah yes, that's how that should work. lol

arctic dove
#

im trying to make a chain have physbones but the bones dont move in play mode at all. theres only 11 bones

austere surge
torn tendon
#

is there collision tags specifically for like the ground and/or walls? or just world colliders in general?

onyx vapor
austere surge
#

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

austere surge
#

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

mellow hawk
#

here is the fx I use for how I set up that animation.

proud rune
#

@frail turtle_resident_crow

#

Oop

#

Didn’t mean to type

#

I’m so sorry : (

halcyon vault
finite roost
#

Has the capsule collider been changed in the recent update?

#

About a week ago

#

And now

#

The capsule is infinitely tall

halcyon vault
# finite roost

gotta set the inspector to debug till the sdk is next updated

finite roost
#

thanks

agile vale
#

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

simple elk
#

world sdk dont have it yet, upcomming

agile vale
worn mica
brazen zodiac
#

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

worn mica
brazen zodiac
#

Mm

#

I need to do some playing around, and it’ll probably be performance heavy and not quest viable

worn mica
carmine bear
#

How does one use the is grabbed parameters

brisk hull
#

I have a problem with unity rn, the Capsule's height option for physbone Collider is not present. Can someone help?

simple elk
#

enable debug , fixed on next sdk

arctic dove
grave sigil
#

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

sudden urchin
grave sigil
#

So I would need:
Idle -> Physbone disable -> Parameter change -> Physbone enable -> Animation ?

sudden urchin
#

Generally yeah

torn tendon
#

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?

little owl
#

probably just bones are way too small

#

small bones get affected more

torn tendon
#

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?

little owl
#

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

mellow hawk
#

Is the phys bone component on the head game object?

torn tendon
little owl
#

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

mellow hawk
#

Okay, does the root bone property point to the head?

simple elk
#

not sure whats going on with your ears, you have 4 bones and 4 components?

little owl
#

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

torn tendon
simple elk
#

why 🤔 they depend on eachother, might as well parent them

torn tendon
little owl
#

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

torn tendon
torn tendon
little owl
#

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

torn tendon
arctic dove
sharp hare
#

Real stupid question, but does sizing up an avatar in unity do anything to the physics bones? Do they size up with the avatar?

hexed dew
sharp hare
#

okay thank you!

thorny carbon
#

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?

cedar nova
#

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

unborn relic
#

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

brave maple
#

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?

prisma grotto
#

How do I install the new sdk? I was told to overwrite it and I was unsure about what that meant

austere geode
#

Drag and drop into your project's asset browser

prisma grotto
#

Do I delete the old sdk in my unity project and import the new one?

austere geode
#

Just dropping it on top should do the trick

#

Old things will be overwritten and new things will be added

prisma grotto
#

Okay! Thank you!

jolly crane
#

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

prisma grotto
#

Where at

#

Could you shoot me a link

jolly crane
#

I'll try to find it

prisma grotto
#

Thank youuuu

jolly crane
#

this is the way I personally use and have never had issues with

prisma grotto
#

Thanks a lot!

fringe iron
#

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

rugged steeple
#

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.

simple elk
severe phoenix
#

Is it possible to grab a phys bone so that it spins with the hand as if tied with a constraint?

fringe iron
#

I'll try that! Thank you!

rich blaze
#

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

gentle jungle
#

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 
simple elk
#

capsules arent reliable for contacts

#

had a few test with them, they just plain breaks

gentle jungle
#

Ah, arlight. Thanks!

rugged steeple
#

Interesting, I use capsules for my thumbs pretty reliably. Senders though.

rich blaze
#

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.

heavy sierra
#

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

heavy sierra
#

wait i just noticed the finger colliders are yellow and my feet are orange

jolly crane
#

custom colliders will show up as orange, and those will only interact with your own physbones (and only if you specify them)

heavy sierra
#

aww sad, so you cant set up feet to be coliders like hands?

jolly crane
#

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

heavy sierra
#

oof, no thanks, yeah that sounds like it would be messed up

jolly crane
#

requires using debug inspector and requires you to redo it every time

heavy sierra
#

ok thanks for the help, system limitations

#

i will give up on kicking friends hair

rich blaze
#

Can someone please tell whoever the fuck removed the hight setting to put it back please. The green stripe is the CAPSULE collider.

heavy sierra
#

height is still there i was just looking at it

rich blaze
#

I downloaded the newest SDK a minute ago...

#

Its fucked

#

Imma go to sleep soon, i hope they patch it tomorrow

jolly crane
rich blaze
jolly crane
#

3 little dots in the top right of the inspector window

#

switch it from Normal to Debug

rich blaze
fallen olive
#

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

quasi harbor
#

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

quasi harbor
#

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

mossy pewter
#

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

quasi harbor
visual root
#

anyone got good physbones forces for clothes, specifically scarfs

torn tendon
#

So, question, gravity in physbones, at what value does 9.8m/s^2 reside, lol

winter galleon
#

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

primal wigeon
#

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

still lotus
#

is contact system synced with remote player? my friends constantly cant see my animations triggered by contact

primal wigeon
#

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

jolly crane
# primal wigeon

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

primal wigeon
#

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

signal lava
#

you may have to redo the fingers in blender

primal wigeon
#

if thats the case I'll probably just wait until there is an sdk update

winter galleon
# mellow hawk Are you using the av3 emulator?

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

light flint
carmine moon
#

how do i set up the pysbone to have an object anothor avatar hold in there hands

short narwhal
marble plover
#

How can I get new bones (it works to quest

mellow hawk
mellow hawk
marble plover
#

Ohhh thx brooo

cedar helm
#

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?

jolly crane
cedar helm
jolly crane
#

decrease momentum and increase immobile to 0.8

mellow hawk
#

More stiffness may help?

cedar helm
#

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:

mellow hawk
#

This may help in the future ;p

cedar helm
#

Just find it odd that the values my friend sent me has wildly different results with hair length and style being the same.

feral tundra
#

that pic should be pinned

#

ive had to fix 5 or 6 avatars so far and thats helped a lot

cedar helm
#

Has anyone had an issue with Physbones where one bone chain acts completely different than it's neighboring ones?

thorny isle
slate flicker
#

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.

novel quarry
quaint jacinth
floral junco
#

Quick question, do finger bones count as humanoid bones?

floral junco
#

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?

thorny isle
mellow hawk
#

Best to put them on a new empty game object, and parent anything tho want to move to that.

nocturne salmon
#

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

austere hazel
#

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 ^^

austere hazel
#

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

gritty valley
tardy perch
#

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

austere hazel
#

This is what i have

#

Its the panda base, and i do believe the recommended start settings had gravity

lavish sail
#

is there a reason why i can't modify the height of the physbone collider if i change it to a capsule

mellow hawk
#

Why am I always 3s late with the replies lol.

lavish sail
#

ok i thought i was doing something wrong thahnks

#

👌

mellow hawk
#

Fixed in the next sdk

lavish sail
#

ok bet

#

do they have a release date yet?

mellow hawk
#

It's on the beta

lavish sail
#

also are they gonna increase the amount of physbones permitted

mellow hawk
#

Nope, PC has no hard limit, just performance rank. Quest does and won't change.

lavish sail
#

ok got it

mellow hawk
# tardy perch Eyo question, when it comes to senders and receivers, with my new characters car...

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.

tardy perch
#

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?

ember trout
#

Hi. Question to any who can answer: how one to one is the PhysBones converter that comes with the SDK?

jolly crane
#

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

ember trout
#

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.

jolly crane
# ember trout Alrighty. Any tips to help recreate the settings in PB? I'm working with a model...

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

The Avatar Dynamics update recently dropped for VRChat, and with it brings the highly anticipated replacement for dynamic bones, PhysBones! With Physbones, you can apply secondary motion to parts of your avatar, such as hair or skirts, making avatars much mor...

▶ Play video
ember trout
#

Thank you.

lilac badger
#

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!

tidal heath
#

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?

vestal meteor
#

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.

gray stone
#

Someone plz help explain how its capsule but not height appeared

#

this has happened to me and someone else now

thorny isle
#

switch to debug inspector for now until patch is rolled out to live sdk

gray stone
#

How does one switch to debug inspector?

thorny isle
#

the 3 dots next to the lock button

gray stone
#

Pog

#

thx

eternal mortar
#

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

drifting quiver
#

anyone have any recommendations for PB settings when it comes to objects that dangle like chains?

vast portal
#

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

drifting quiver
#

@vast portal Yes, Physbones is what you're speaking of!

vast portal
#

YES ok i was worried i was gonna look like an idiot thank you

drifting quiver
#

Nooo no no you're all good!

fair sundial
# drifting quiver anyone have any recommendations for PB settings when it comes to objects that da...

This video has good settings for hair, chains, chest and tail somewhere in there https://www.youtube.com/watch?v=PTTnWUkswkU

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

The Avatar Dynamics update recently dropped for VRChat, and with it brings the highly anticipated replacement for dynamic bones, PhysBones! With Physbones, you can apply secondary motion to parts of your avatar, such as hair or skirts, making avatars much mor...

▶ Play video
#

4:14

drifting quiver
#

Ahhh tyty!

fair sundial
#

👍

carmine bear
#

If any of y’all know how to use the IsGrabbed parameter for holding things e.g, a weapon, please let me know how

odd trail
#

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. 🤔

sly terrace
#

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?

halcyon vault
torpid sphinx
#

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?

halcyon vault
torpid sphinx
#

is there a way to test it in Unity tho? Like trigger the animation it would play without having to get into VR

rose lantern
#

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

torpid sphinx
#

doesnt trigger anything

rose lantern
#

oh, my mistake, you might need lyuma's av3 emulator to do that

torpid sphinx
#

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

rose lantern
#

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

torpid sphinx
#

whats the best to use then? It just plays a 2 sec animation

#

thought on enter would do it

rose lantern
#

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

torpid sphinx
#

still does not trigger anything

rose lantern
#

do you actually have the av3 control in the scene?

#

i'm not sure if you need an avatar in the scene as well

torpid sphinx
#

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

rose lantern
#

and just to be sure, this is the latest version of the emulator that added avatar dynamics support?

torpid sphinx
#

toggles work fine but the trigger wont for me

#

that could be a issue

#

one sec

#

thats awkward xd

rose lantern
#

no worries, I did the same KEK

torpid sphinx
#

i just kept moving the existing folder into new projects

finite crystal
#

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"

lofty walrus
mellow hawk
#

I think that av3 emulator brakes contact testing in editor

mellow hawk
# finite crystal Are there any easy-to-understand comprehensive guides for Physbones? All I've fo...

Here's three explanations, best I know of:
https://youtu.be/PTTnWUkswkU
https://docs.vrchat.com/docs/physbones

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

The Avatar Dynamics update recently dropped for VRChat, and with it brings the highly anticipated replacement for dynamic bones, PhysBones! With Physbones, you can apply secondary motion to parts of your avatar, such as hair or skirts, making avatars much mor...

▶ Play video
torn tendon
#

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

worn mica
#

seems like it's not even changing to a capsule

torn tendon
#

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

solar cypress
#

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.

mellow hawk
#

Do you have the av3 emulator installed?

solar cypress
#

I do

mellow hawk
#

I've found that the emulator, when it's enabled, has trouble testing out contacts in the editor.

solar cypress
#

Ok. But it's not on when i hit play

#

So. A total removal then

mellow hawk
#

Worth probably testing if it works with a menu object first

solar cypress
#

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

dire ingot
#

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?

onyx vapor
slim olive
#

what are good settings for long hats? like bedtime nap caps?

wild pebble
#

Is there a way to test grabbables without going into vrchat itself first?

thorny isle
#

using the cursor

wild pebble
#

Oh wow, that's grand

kind smelt
#

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.

agile wraith
#

Is there a way to move the finger colliders?

#

Its lets you adjust the hand position but the fingers just have size adjustments

vast portal
#

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

vale drift
#

Whatever happened to the height setting for capsule colliders?

feral tundra
vast portal
#

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

feral tundra
#

sick 👌

vast portal
#

thank you

halcyon vault
somber monolith
#

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

rugged field
#

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.

jolly crane
somber monolith
#

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

hardy estuary
#

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.

mellow hawk
#

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.

hardy estuary
#

yeah thats the only solution i found

mellow hawk
#

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.

hardy estuary
#

ty

wild pebble
#

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

obsidian quiver
#

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

obsidian quiver
obsidian quiver
upper sage
#

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

obsidian quiver
#

And she said that she had downloaded the SDK just a few days ago

upper sage
#

then i don't see how this is happening

#

maybe try contacting someone higher rank?

obsidian quiver
upper sage
#

maybe someone who has great experience with unity and idrk anyone that does

obsidian quiver
upper sage
#

yw ig

mellow hawk
# wild pebble Anybody that could give me a crash course in how the contact systems work? I hav...

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 ...

▶ Play video
sleek lance
# obsidian quiver And she said that she had downloaded the SDK just a few days ago

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

obsidian quiver
#

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

obsidian quiver
mellow hawk
#

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.

shut karma
#

someone know why the option of "height " didnt appear here? i check videos and guide and it appear an "height" option >.<

swift sentinel
#

Have to go debug mode by clickin' the 3 dots directly to the right of "VRC Phys Bone Collider (Script)" and navigating that menu.

shut karma
#

oh the 3 dots in up i was fighting with the 3 dots near the collider and cant find it

#

thank you very much

mellow hawk
#

Fixed in beta, just broken rn lol

wild pebble
mellow hawk
#

More or less yeah, does not work on quest though.

wheat carbon
#

Can I have 2 physbones scripts on one parent bone?

hidden brook
#

isn’t there supposed to be an option for “height” here

sleek lance
mellow hawk
hidden brook
#

thank you

dark rampart
#

can a world object be a receiver? (senders/receivers)

idle jolt
#

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)

jolly crane
idle jolt
jolly crane
#

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

idle jolt
#

Oh so basically make an on/off loop and shove it into the parameters?

jolly crane
#

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

idle jolt
jolly crane
#

like when you select your radial puppet in the expression menu

#

to adjust it

idle jolt
#

Ohhhh

#

So in short there's no real way to consistently update it

jolly crane
#

you could detect when the value of the float changes, and use that to drive the toggle

#

but that is getting more complex

idle jolt
#

If toggle is updated, turn off phys, turn on phys, end

#

I'm assuming the issue is, for some reason, detecting the update

jolly crane
#

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

idle jolt
#

So... Variables?

jolly crane
#

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

idle jolt
#

I know how computers work, honestly the unity animator is just a pile of if statements

jolly crane
#

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

calm owl
#

You can make animations that change animator parameters? You can make animations that change animator parameters wow

jolly crane
#

from remembering values, to smoothing setups, to more complex mathematical operations like difference and absolute value

calm owl
#

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

eternal mortar
#

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

little owl
eternal mortar
#

so does the curve affect values where like x=length, y=setting?

#

experimenting

little owl
#

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

eternal mortar
#

going past 0.5 seemed to affect the second one tho

thorny isle
eternal mortar
#

your banner is cute

hasty willow
#

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.

jolly crane
#

the tip should be grabbable as long as the radius is greater than 0

hasty willow
#

well, it isnt

#

are they just too small?

jolly crane
#

possible

eternal mortar
#

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

jolly crane
#

depending on how long the hair is, angle limits would help a lot

eternal mortar
#

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)

jolly crane
#

and only if you have collision enabled in the physbone settings

eternal mortar
jolly crane
#

not possible

eternal mortar
#

f

#

btw what is "Allow Posing" in Grab & Pose? i've not heard of being able to pose parts

jolly crane
#

if you pull the trigger while grabbing a physbone, you can make it stuck in place

eternal mortar
#

so can that be undone?

#

like trigger again or

jolly crane
#

you can just grab it again without pressing the trigger to unfreeze it

eternal mortar
wanton bridge
#

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!

worn mica
# wanton bridge Hello! I'm trying to find a way to make a steal-able/take-able prop from one ava...

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

worn mica
#

Ye sorry I just kinda... blegh

wanton bridge
worn mica
gentle patrol
#

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

mortal zephyr
#

does avatar dynamics (touching a button on an avatar) still only work with Float values ONLY? or can i make Bools now?

worn mica
worn mica
sage sail
#

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

shut karma
#

can i ask here about finger animator? or is another channel?

worn mica
shut karma
#

i want the model change face only when close hands presing the trigger and not only closing the hand (index controller, i use)

pearl ingot
#

has anyone figured out how to do a 2D coordinate touchable surface? I know sliders work well with bool line contact + proximity sphere

worn mica
# shut karma

In that case you would need to modify the animation of the fist to not change any blendshapes and just the fingers position

shut karma
#

(sorry my bad english)

worn mica
shut karma
worn mica
pearl ingot
#

I wish I could lock the eyelids without locking eye rotation

shut karma
#

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

signal sinew
#

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"

crimson berry
#

bug fixed in beta sdk

signal sinew
#

Thank you! that fixed it

little crane
#

Does the holster thing for avatar dynamics work for quest

#

Or is that pc-only?

timber saddle
#

wait a sec.

#

that's in sipbox's video.. but mine

#

what's missing here? DX

shell yarrow
#

When did you last update your SDK ?

timber saddle
#

Like... literally a couple days ago?

#

the vid is from april 28th, i have version 2022.05.04

shell yarrow
#

It was fixed about two weeks ago sweat

timber saddle
#

4 days ago..

#

so.... i got a bugged version somehow?

shell yarrow
#

If you got it from the website, that is doubtful

indigo shore
timber saddle
#

but this is what my "capsule" is like, and i can't change it's height

#

I just wanted to stop my hair from going through my forehead XD

shell yarrow
#

Investigating thumbsup

timber saddle
#

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...

crimson berry
#

if u want height get into debug mode

shell yarrow
#

Turns out we didn't backport this fix to live yet sweat

crimson berry
#

yes u didn't

timber saddle
#

uh... How do i go into debug mode?

#

also, whoops!

crimson berry
#

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?

timber saddle
#

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)

wise hinge
timber saddle
#

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

wise hinge
timber saddle
#

Yus, more mature one (no not nsfw)

wise hinge
#

yeah, I can tell a character from that game anyday

timber saddle
#

the file is known as "teen inkling"

wise hinge
#

ooo

timber saddle
#

OI yes .

#

Rather than looking underage, okay bot?!

wise hinge
#

The bots are dirty minded

timber saddle
#

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

wise hinge
#

Yeah no lewd stuff

#

As I say that the page to deviant art loads and its literally a bunch of lewd stuff

timber saddle
#

yep. :/

wise hinge
timber saddle
#

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

wise hinge
#

same, but im there for the star wars crap

timber saddle
#

which would be "neat stuff people made"

wise hinge
#

Y e s

#

Also neat stuff I make HEEHHEHE

timber saddle
#

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

wild pebble
#

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

timber saddle
#

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

wild pebble
timber saddle
#

Dangit, now i have to experiment

wild pebble
#

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

timber saddle
#

yes that's for stretching, which just scales the bone

wild pebble
#

I wish I could get my hands on that yellowed hair anime boy with the phone and sword toggles

timber saddle
#

and yay, someone came to the same conclusion on that as i did

wild pebble
#

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:

mellow hawk
#

An easy way to do it would be: Parent constraints, GestureRight or GestureLeft drivers, and Contact points.

wild pebble
#

How would the gestureright/left come into use?

timber saddle
#

the maker of the avatar? moment i can tell you

mellow hawk
#

Could use it to check if you are grabbing, or if you're had is just their.

timber saddle
#

Yash_88

wild pebble
timber saddle
#

oh my gosh he also made games that use avatar dynamics. guess who, connect 4, bingo, twister

mellow hawk
#

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.

timber saddle
#

trouble, sorry, chess...

wild pebble
#

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

timber saddle
#

to youtube

#

remember, most of vrchat content is user made

#

Look up vids on youtube

wild pebble
#

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

timber saddle
#

uhm

#

literally this person grabs their own knife and gun

wild pebble
#

Oh nifty!

timber saddle
#

i searched "grab props avatar dynamics"

wild pebble
#

I don't think that one had showed up for me

timber saddle
#

My google-fu is strong

wild pebble
#

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:

mellow hawk
#

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.

wild pebble
#

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

kindred venture
#

The latest update causes the Phys Bone tongue on the Rexouium to stop working.

thorny isle
#

🦀 tongue is gone 🦀

kindred venture
#

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

thorny isle
#

the fake leg bone is rotated for curl, with child as physbone for targeting collider

kindred venture
#

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

feral tundra
#

could've just upped the immobility

#

oh never mind, im blind as all hell

kindred venture
#

Found a kinda weird but working work around

#

It looks like this xD

broken tiger
fossil sable
#

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

mint kestrel
#

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

fossil sable
#

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

mint kestrel
#

hmm

#

i wonder if we toggle the physbone on and off, would it update?

fossil sable
#

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

mint kestrel
#

same, don't want my wings sticking out into everyone's faces

#

only when i want them to, lol

fossil sable
#

here's hoping they hotfix it

mint kestrel
#

watch it be "intentional, but undocumented"

fossil sable
#

that would prevent you ever animating any physbone-controlled transform

#

which would not be good

mint kestrel
#

welp, until then i guess my wings will just have them turned off

fossil sable
#

feel free to updoot it and put in your 2c

mint kestrel
#

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

fossil sable
#

yeah

kindred venture
#

In genereal animating Phys Bones is a bit weird though

#

It works fine in some cases but not so good in others

fossil sable
#

it didn't used to behave like this

#

so i assume it's unintentional

kindred venture
#

It had issues with that before this update too, now it just got worse

rugged steeple
#

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.

kindred venture
wary tartan
#

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

lean quarry
#

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

kindred venture
lean quarry
kindred venture
#

Oh

lean quarry
wary tartan
lean quarry
rugged steeple
dark rampart
#

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.

bronze gorge
wheat carbon
#

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.

kindred venture
wheat carbon
#

Ah okay I updated it 2 days ago, I'll see if there's a new version.

kindred venture
#

Yup, yesterday there was an update

pearl ingot
#

is there currently any way for a shader operation to trigger a contact or avatar parameter change in any way

kindred venture
#

I don't think so

flat roost
#

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

onyx vapor
#

and then have that run a state that plays an animation that makes your sound play

mellow hawk
mellow hawk
# flat roost okie thank you!

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.

normal dune
#

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?

mellow hawk
#

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.

normal dune
#

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.

jagged sigil
#

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?

jagged sigil
#

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?

upbeat tree
#

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

distant copper
#

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

grizzled bloom
#

can someone help me with senders and receivers?

#

im trying to make a working drumset

thin knot
#

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?

little owl
turbid badger
#

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

little owl
thin knot
#

When importing the new sdk, do we need to delete the old sdk file?

little owl
#

no

tepid nymph
#

how would I make it so that someone can grab an object on my body?

turbid badger
#

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

sharp willow
#

There a tutorial up for the sleeve grab? I can do the blendshape for it.

onyx vapor
#

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

onyx badger
#

The PhysBones are included into the SDK?

feral tundra
#

yes

onyx badger
#

I don't need to download them from anywhere else, like I used to do with Dynamic Bones?

feral tundra
#

also yes

onyx badger
#

Cheers ❤️

onyx badger
#

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?

feral tundra
#

for quest yes

onyx badger
#

Am I missing something?

neat elk
#

Quest has a hard limit for PhysBones, unlike PC. That was implemented right as Avatar Dynamics went live.

onyx badger
#

This is not Quest, this is PC

feral tundra
#

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

neat elk
#

Errors with this icon are usually upload-preventing.

onyx badger
onyx badger
#

Remake the project?

neat elk
# onyx badger

Oh, there's your problem. The SDK has some new dependencies you have to install from the Package manager in Unity.

onyx badger
#

What?

neat elk
#

If you aren't super experienced with that though, just making a new project would be easier.

onyx badger
#

You mean companion?

feral tundra
# onyx badger I bought it just now

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

onyx badger
#

I though Phys is included into the SDK

crimson berry
# onyx badger

in unity press alt + w go to package manager and update burst to 1.7.1

neat elk
#

Your project is missing the Burst package, you install that from the package manager.

onyx badger
crimson berry
#

yes lol u don't see package manager?

onyx badger
#

I think it's the project honestly...

crimson berry
#

no it isn't

onyx badger
#

Where is the package manager?

feral tundra
#

read that list

#

the image you just sent us

crimson berry
onyx badger
crimson berry
#

press arrow

#

on left of burst

#

it will show all versions

onyx badger
#

Updating

kindred venture
onyx badger
#

And enabling this new Burst, will increase that limit?

feral tundra
#

but makes sense

kindred venture
#

That's a Quest Avatar

onyx badger
#

That fixed it

#

So what did I exactly do?

feral tundra
#

updated a dependency

neat elk
onyx badger
kindred venture
#

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.

feral tundra
#

yeah

onyx badger
feral tundra
#

the build target wasn't even android either so thats why i was like vrcThinking

onyx badger
#

Upload order of unity packages wrong?

kindred venture
#

Nope, everything fine ^^

feral tundra
#

ur fine dude

crimson berry
#

just some of unity doesn't import 1..4.11 version right

onyx badger
#

Just Unity doing Unity things

kindred venture
onyx badger
#

Thanks fellas, really appreciate it

feral tundra
#

enjoy the 43 material 300k poly avatar l0l

#

20 skinned renderers holy

kindred venture
onyx badger
#

It's ok, I will work on this one, my main one is optimized

feral tundra
#

100% yeah

kindred venture
#

And don't forget the 335 collision check counts for Phys Bones xD

onyx badger
#

I am mostly getting this for a functional phys bones script etc

#

And only 15$

feral tundra
#

huh

#

physbones comes with the sdk

crimson berry
#

that avatar counts as 7 of my avatars

#

kinda makes you think

feral tundra
#

^

onyx badger
#

You don't need to tell me how unoptimized it is, I am well aware XD

feral tundra
#

if you werent able to find the package manager how are you gonna optimize it is the question vrcThinking

kindred venture
#

They wont and that's the fun part about it xD

onyx badger
#

Whilst you guys are still here...

#

I got this old message now, and I don't remember how to fix it:

feral tundra
#

lol

#

it tells you right there how to fix it

onyx badger
#

This avatar is a mess

#

I only have one account XD

feral tundra
#

"detach the blueprint"

onyx badger
#

IM stupid

#

Sorry

kindred venture
onyx badger
#

HAven't been on Unity for 6 months XD

neat elk
#

Creator must have already had a blueprint ID linked to their account on the avatar.

onyx badger
#

Yea, they had their own blueprint ID

neat elk
#

Sometimes creators forget to clear that before publishing the assets.

feral tundra
#

pretty common thing

onyx badger
kindred venture
feral tundra
#

whats the gumroad for it bc im kind of curious lmao

onyx badger
#

Here's my main

onyx badger
kindred venture
#

wtf is that name "Yes Please Ty" xD

onyx badger
#

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

feral tundra
#

"Hair material swaps (16 colors available)
Tattoo swaps (20 different textures available)" bruh

onyx badger
#

Look at the tail my dude

feral tundra
#

how is it special lol

onyx badger
#

HOLY polys

feral tundra
#

oh christ

kindred venture
#

reminds me a bit of the Rexouium tail xD

onyx badger
#

This is mine

feral tundra
#

rexo's 🤌 👩‍🍳

kindred venture
#

he used one Dynamic Bone component for each whisker in the face....

feral tundra
#

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

feral tundra
#

for sure but if my bank account wasn't hacked l0l

#

can't direct deposit into a paypal account

kindred venture
#

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.

feral tundra
#

mine is 75k poly, 1 mat, 1 mesh and still counts as very poor :')

kindred venture
#

There are probably Poor Avatars which perform worse then yours xD

crimson berry
#

ur 5k too much

#

it might even be good

kindred venture
feral tundra
#

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

onyx badger
#

It's mostly on the hair for me

dark drift
#

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?

subtle path
#

Did somebody know a tutorial for taking a sword or a knife from a scabbard in realistic way??? I need that to my katana

simple elk
kindred venture
#

Only the hand and fingers are used for Colliders

safe wind
#

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?

patent herald
#

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

dark drift
dark drift
jolly crane
# safe wind Anyone know of a tool that allows you to position and scale contact points/ phys...

yes, Dreadrith's ADOverhaul (paid) https://www.dreadrith.com/l/ADOverhaul

Gumroad

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...

safe wind
#

Neat. thanks

strange zenith
#

That license thing sounds a little much tbh

jolly crane
#

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

strange zenith
#

I just don’t think I’ve ever encountered any other package that does it like that

topaz hamlet
#

hey where can i find a good free

#

dynamic bone

shell yarrow
#

Someone missed the memo lol

shell yarrow
topaz hamlet
#

but i don't find the place to download it then

shell yarrow
#

It's in the latest SDK

topaz hamlet
#

oh ok ty

#

i got it then

#

i'm missing just the poio

#

or something like this

timber saddle
#

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?

little owl
toxic granite
#

Heres a question, how would one be able to interact with another person's physbones without using the generic bones given (IE Hand)

timber saddle
#

i believe you have to use contact senders and recievers

#

and they have to have some special same-naming?

toxic granite
#

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

thorny isle
#

contacts only do detection of other contacts, not direct interaction with physbones

toxic granite
timber saddle
#

so the only interaction we have with bones is hands, and feet?

#

I'm confused why we don't have a thumb collider XD

toxic granite
#

Thumbs are a myth

thorny isle
#

i want head collider

#

so booba can rest on head

timber saddle
#

to headbutt people?

thorny isle
#

very important

timber saddle
#

hah

#

boobhat is nice

#

I'm surprised there's no global head collider. only interact

toxic granite
#

I wonder if the two avatars are in the same scene and uploaded if that would work

thorny isle
#

surprised feet have contacts but no collision either

#

but ig not widely used so makes sense

frigid raft
#

Hi there, having a problem where the capsule collider has no height options, how do I fix that?

toxic granite
frigid raft
#

So redownloading the SDK will fix it?

#

hmm

timber saddle
#

if it's not there, click the tab and select debug

#

but yes the sdk from yesterday puts height back

frigid raft
#

Ok, i'll give that a shot; thanks

#

that fixed it; thanks 💚

rugged steeple
#

¯\_(ツ)_/¯

drifting quiver
#

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..?

shrewd cargo
#

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

mighty blade
#

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

indigo dirge
#

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.

little owl
indigo dirge
#

Thankies! ive been away moving haven't had the time to check

misty rose
round fable
#

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?

jolly crane
timber saddle
#

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

jolly crane
#

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

timber saddle
#

hm.

#

i feel like physbones could use custom colliders

#

for that interaction angle

hardy estuary
#

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 ?

hasty willow
#

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?

hasty willow
#

Well it didnt fix it

light bluff
#

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?

grim flax
#

try deleting the radius curve or turn off is animated

#

those two do not like each other some times