#avatar-dynamics

1 messages · Page 21 of 1

light bluff
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tuning off is animated made it less twitchy but it was still there

grim flax
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ty

light bluff
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thank you i dont look up those things

grim flax
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at least they are aware

light bluff
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only thing is it was still a little gittry when is animated was off

grim flax
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i use lots of tail animations that need that

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so yeah i feel you

light bluff
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yea temp i deleted the ear animation but thanks for letting me know about this yall

mellow citrus
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uhh... i log on tonight and my ears and tail are vibrating now???

mortal mantle
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I think its the last update

mellow citrus
# mortal mantle I think its the last update

i was thinking that.. unfortunate... I'm really tired of re-uploading so many times. Dx
I'll keep an eye out and see if others are experiencing this again.

I read the bottom of announcements. It seems like they are aware and working on a patch, thats good news. :3

steady viper
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Easier for some of us than others, especially when you have 300+ Avatars uploaded. 😆

sage sail
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Sound effects being played on Contacts seems temperamental. I can make the contact on your hand react to a receiver on my shield and make a sound effect, and make that sound effect happen like half the time I actually do it, and I can't get anyone else to affect it, despite it using a collision tag everyone has by default. Allow Others is ticked

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It's working, but only for me it seems, and not consistently. Is this expected?

warped cargo
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Hey! I saw a video that had someone being able to put a prop (a beartrap in this case) and stick it onto other player's avatars, it seemed like a unique and cool ability so I assumed it had something to do with avatar dynamics, I want to learn how it was done so if anyone knows how to do something like that (or how to replicate said tech) I would greatly appreciate it!

dark rampart
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can a receiver exist in a world, rather than attached to an avatar?

mellow hawk
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You can use works constraints to place it in the world.

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VR labs has a good prefab for that.

harsh ermine
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hi, does anybody know how to prevent PhysBones breaking when placed on a child of the neck/head bone while having a scale constraint? My goal is to have dynamic hair bones being visible from first person.

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this also happens when the bone with the physbone component is a child of another bone with a scale constraint but does not have one itself

misty rose
kindred venture
harsh ermine
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hm, I see... was trying to avoid that because then you'd need a separate version with a different armature for quest as rotational constraints don't work there.
Seems though like i might be the only way, thanks for your answers ^^

safe wind
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The physbones on my tails are extremely laggy and broken in game since the most recent update. Any ideas on how I can fix this?

kindred venture
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(on the latest change log)

safe wind
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Great...

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Well thanks for the info

kindred venture
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The fix should come out early next week

misty rose
sharp willow
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Can you not make the new physbones bigger like dynamic bones? Used to just make a oppai sider using the old bones. Doesn't seem to work with the new ones. Would animate the scale of the root bone. Not working

kindred venture
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wdym with making them bigger? A bigger collision radius or what?

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And also, do you have IsAnimated checked?

sharp willow
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size, make em smaller. I tried isanimated checked

kindred venture
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Using the latest SDK etc?

sharp willow
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yea

kindred venture
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In editor it works for me

sharp willow
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Sizing works but animating doesn’t seem to. I dunno imma keep playing with it lol

kindred venture
kindred venture
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Just found a bug, scaling a Phys Bone will not scale the collision raidus of the child bones

pearl solstice
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are there currently issues known with the physbones causing shaking of the bones? got multiple messages of friends today of their physbones shaking (low amplitude but high frequency)

short narwhal
sharp willow
lofty solar
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I was working on toggling an object with contacts and recievers, it works fine, but its still local even though "Local Only" is unchecked.

kindred venture
# kindred venture

Well, I've just wasted a lot of time writing a bug report, just because I forgot to turn on IsAnimated.....

sharp willow
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oof. Well I thank you either way

kindred venture
sharp willow
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It looks good though

kindred venture
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Ik, I've recently started putting in more time writing these xD

kindred venture
# lofty solar I was working on toggling an object with contacts and recievers, it works fine, ...

Contacts don't always "sync" properly, the way they "sync" to other people is basically just that you have touched it on your client and also on their client (by moving your arm there etc.) This can cause them to not always sync properly, especially for things like toggles this it not really recommended.
But there is a solution!
If you just put the parameter also in your VRC Expression Menu Parameter List it will work as intended, but if you do that you should turn on LocalOnly. ^^

lofty solar
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okay thank you :D

lofty solar
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it still isnt working, but thanks for ur help

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ill prolly just scrap the idea and use av3 toggles

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nvm it worked once

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it works only when i change into the avatar, if i reset it it doesnt work.

sharp willow
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@kindred venture I think my animation layer was broke. I deleted it and remade it...works now sigh

lofty solar
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i have it on a toggle, it works when i turn it on, then if i turn it off and on, it doesnt work

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so progress i guess

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yeah ima scrap it

amber coyote
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The phys bones are actiong wierd cuz they are glitching a bit when they move do I have to fix it myself or will that fix on its own

kindred venture
amber coyote
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Oh so its was a bug okay

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I was afraid that i had to fix it myself

timber saddle
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okay so in the video, and several times, they showed off a hammer...is this just a contact and the "contact" is set to head?

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so when you touch someone else's head contact with the hammer, it goes bonk?

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Like the nose boop i made where someone touches my nose and my avatar blushes

kindred venture
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Yeah, it's just a contact receiver that looks for the head

timber saddle
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what is "custom" for the contact?

kindred venture
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if you have a custom conact sender somewhere

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it will look for any senders with the same name

timber saddle
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does that include on another avatar?

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like if someone happens to have "butt" and you put that on your hand, you could make a butt slapper?

swift sentinel
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Yeah... (It's case-sensitive I think, so it wouldn't work with "Butt".)

stray crater
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what causes little micro vibrations in phys bones?

kindred venture
stray crater
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ahhh

timber saddle
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then slap the cripes out of that one butt that actually does, because you can.

stray crater
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hmmmm, so that was ticked... but i do still seem to have some stuff vibrate

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hmm, maybe just didn't switch the avatar properly

devout star
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Is there a way to actually see the default contact senders as gizmos?

kindred venture
devout star
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thank you ;-;

grizzled badger
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added the new sdk from yesterday to my project and got a ton of these errors all referencing the physbones in my project -- was on tuesday's sdk...didn't change anything

just imported the new sdk and clicked upload

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i did untick "show gizmos" after that, but same result

grizzled badger
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not going into scene view allowed me to upload the avi...and i can go into play mode normally - but none of the physbones are moving now

hasty kelp
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Hey, question... what's good settings for a bunny ears hairband to have for dynamics? I've tried my default stuff for cloth and it moves WAY too much

mellow hawk
sudden urchin
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Immobile World set to 1
Does this mean that no joystick movement will transfer to the phys bone but IK tracking movement will.

Or is this straight immobile where the object does not move at all?

round marlin
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is it possible to make an animation trigger when you grab a part of an avatar?

grizzled badger
mellow hawk
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Hard to tell, looks like something was set to -1 for some list

grizzled badger
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that's not it unless something uses a non-base10 number system and combines groups in a non-logical manner

pearl birch
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what settings would you guys recommend for the bones on small breasts

mellow hawk
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playing around with the sliders till it looks nice

mellow hawk
turbid ice
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Is it possible to have a contact receiver activate once and not revert until it's touched again, like a switch? I have an avatar with a retractable visor that activates if a finger collider touches the receiver, however unless the finger stays there, the visor closes again. Is this possible to do?

jolly crane
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you can have a local setup that controls a synced parameter in a toggle fashion

turbid ice
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Ah, sweet thanks!

proud void
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any way how to lock movement in a certain axis?
Trying to make this slide backwards using physbones

proud void
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🤔

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Lets try that

kindred venture
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I assume you have a Phys Bone with stretch on it so you can pull it back, right?

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I would have just used an angle limit with 0 so it can only be pulled

proud void
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👍

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Perfect!

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I was messing with constraints n such hehehe

jaunty valley
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was the issue with the avatar jittering fixed yet?

sand jetty
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Not yet

cursive agate
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Hey. Is there any way that you can make a physbone only grabbable by other people and not yourself?

sand jetty
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You can turn off self interaction in the menu of vrc

cursive agate
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Yeah, aware of that. But that is kind of dancing around the problem. Just want to disable self interaction on a single pb.

rose lantern
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you could have a toggle that disables the allow grabbing property of said physbone and use an IsLocal check in your transition so it only turns off for you

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you may need to turn the phys bone component off and on to have it take effect

cursive agate
cinder widget
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wait? i thought the physbone values couldn't be animated. is it only the slider values that cant?

shut karma
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can be changed the height on vrc phys bone? or only can on the collider? i tryed on debug mode also and cant find it , not sure if i miss it

hardy estuary
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im having complaints of index users not being able to trigger receivers half of the time . is there an issue about that?

hardy estuary
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Sometimes it also happens to me that i have to reenable self contact cause they just don't work when loading the model.

shut karma
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the receiver work but i cant adjust it to the size of the body, only radius so if i set bigger radius the capsule go outside of the body and in game can touch it before reach body (sorry my bad english)

velvet ice
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anyone available to help me with a tiny pysic problem?

mellow hawk
velvet ice
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So I added pysbone to the head of the avatar so all the children components jiggle but when I do that the head breaks so I can't move Mt head left or right it becomes kinda stiff

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@mellow hawk

kindred venture
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Put all of your children in to an empty object, you should never put Phys Bones on your Humanoid Bones.

velvet ice
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Ahh okay thanks

velvet ice
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Still learning

mellow hawk
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Make an empty game object on the head, then parent the phys bones you want onto that empty, the add the script to that

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human bones will cause it to brake.

kindred venture
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Then just drag all of your hair bones etc on to that empty object and put the Phys Bone component on that empty object

velvet ice
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There isn't an option in 3d for empty

kindred venture
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Give me a sec

mellow hawk
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when you right click

velvet ice
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Ohh okay

kindred venture
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Yeah whops my bad, i forgot where exactly it was

velvet ice
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Now how would I move everything over

kindred venture
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just drag them on to the empy object

kindred venture
velvet ice
kindred venture
# velvet ice

ahhh, right lick on your avatar and press "unpack prefab"

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then you should be able to do that

mellow hawk
velvet ice
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Ahh tysm

mellow hawk
# velvet ice Ahh tysm

make sure you're not inside a prefab btw, you would see something like this in the top left:
cant upload from with in one.

mellow hawk
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Its a helpful one imo lol

kindred venture
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I use a different tool for that, but yours looks good to ^^

wooden ginkgo
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does anyone know if there's a prefab for this but for avatars? https://booth.pm/ja/items/2657402

※English Description below [2021/08/17] v2.1 Unity2019対応。VRChatのログに大量のログを出力してしまうことがある不具合を修正。 VRChatワールドに配置できるポテトチップスです。 ギミックにより食べることができます。音が鳴ったりエフェクトが出ます。 SDK3 + UdonSharp専用ですが、Udon知識ゼロでも簡単に導入できます。 更にUdon Chips対応でポテチに課金しちゃおう。 サンプルワールド:

kindred venture
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Uhhh, ik that Hai made the Avatar who had this but I don't know if you can get it somewhere

brazen locust
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I don't quite understand the difference between grabbing and posing and the documentation doesn't help - anyone able to explain it please?

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Ah I get it now - posing allows the player to fix the bone in its position after letting go.

arctic tangle
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Is there a tutorial anywhere to follow for applying effects when slapped? Every tutorial I find is particles or facial expressions. I'm just trying to figure out how to make a handprint appear with a slap sound effect when hit =[

velvet ice
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@kindred venture hey another quick question

jolly crane
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they most likely did not need to unpack, they most likely tried to drag an object between two bones, rather than onto a bone in the hierarchy

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keeping FBX link is very useful for future updates

timber saddle
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I literally used this to make a comic book i can bap people with like totless

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reacts to "head", makes bap sound and uses that particle to make it look like i'm whapping the daylights outta someone

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Actually i used her comic book model, just retextured it, heheh..

timber saddle
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neeeeeeeevermind, scrolled and saw

arctic tangle
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@timber saddle Have been sent that 3 times now. Not what I'm looking for =/

timber saddle
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it's a guide on making something happened when slapped..

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instead of using your hand and using someone else's hand as the sender, you use your face, make it a contact reciever looking for hand

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I also used what i learned from that to make it so that when someone boops my avatar's nose, she blushes

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finger - > nose = blush animation

timber saddle
arctic tangle
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I figured out I can apply the handprint via the "Decal" option onto my avatar. But sadly my avatar has a mirrored skin. So the handprint appears on both...

timber saddle
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a little work in blender could fix that

arctic tangle
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Don't know blender

timber saddle
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either un-mirror your skin, or make a shapekey with the handprint on it like my blush

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blender is actually pretty easy to learn.

arctic tangle
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That's all foreign to me. I've no idea how to do any of this. I've literally been looking for tutorials on how to do this for hours.

timber saddle
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there is no shortage of videos on how to do avatar stuff in blender. Most from vrchat users

arctic tangle
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I just want anyones hand, even my own, to come into contact with butt. Followed by slap sound effect with handprint to appear and fade after a second.

I can't use the decal option cause my bloody skin is mirrored and that'd look stupid.

timber saddle
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people just like us who learned

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leverain, the hand thing is literally taught to you by sippbox's video

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make a contact on butt, tell it to use "hand" as it's input

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done.

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set it to run a parameter, maybe "buttslap"

arctic tangle
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Yes, it explains the contact. But I can't get the handprint to appear. And it's assuming you know how to make animations and the like

timber saddle
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right click, create animation >

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and again there are shit tons of videos on how to do this...

arctic tangle
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I don't even know what a shapekey is. Or how to make one

timber saddle
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you'd have to make a shapekey in blender

arctic tangle
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Fucking blender....

timber saddle
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it's basically a slider which moves vertices of the model around

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for my blush up there i cut out like, 12 faces

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duplicated them, put a texture on them, then pushed them under the face. made a shapekey, which is actually easy.

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shapekey makes them move up, so they're seen.

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it literally took me less than 5 minutes in blender.

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I know it SEEMS daunting, but blender is NOT hard.

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it's not 3dsmax or maya, it's MADE to be user friendly

arctic tangle
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Aside from not knowing what cut out faces means, or how to use blender and duplicate things, apply textures, just anything to do with blender. I don't even know how to port my avatar to blender.

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This is all chinese basically to me and I need stuff explained like I'm 5, lol

timber saddle
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again. loooooots of videos

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on youtube.

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kung even made a series of them.

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ya know, kung, up at the top right there.

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that kung

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and sippbox, also on the right there.. purple name

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the resources are there.

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there are videos on youtube that can walk you through from making a single vertex to doing some crazy shit

arctic tangle
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The video from sippbox shows how to make the contacts. How to edit the shape of it, how to let self/others effect it. How to adjust the receiver and velocity and such. But I'm not trying to make a particle play. I'm trying to make a handprint appear and play a sound.

What his video DOESN'T say, is how to do that. Which apparently requires blender.

timber saddle
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it does if you have a mirrored skin and want a handprint, yes.

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butthere are videos on HOW to add things like that to your avatar.

arctic tangle
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It's assuming you have all the resources which I don't. I just wanted to do this in unity if possible.

timber saddle
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and even how to MAKE an avatar, from scratch

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considering your skin is mirrored, that's not likely possible.

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and you -have- the resources

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blender is free, and so is youtube.

arctic tangle
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Equivalent of saying, "You CAN make a rocket on your own. Free online classes and information is available on youtube and google. Resources ARE there."

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Doesn't account for time and being able to understand so much new stuff at once.

jolly crane
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@arctic tangle rather than un-mirroring your whole main texture, you could make a new UV map for the decal

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basically each texture slot in Poiyomi allows you to pick which UV channel to use

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you can make a new UV map, select the part of the model you want the decal applied to, and unwrap it onto that new UV map

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and then have all of the other UV vertices of the model jammed into the 0,0 corner

arctic tangle
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There a video tutorial for that somewhere? >.>
Or laid out instructions?

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I've no idea how to make a new UV map or anything

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I see the UV channels

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Do I have to use Blender to make a new UV map or something? Googling it is bringing me to all sorts of videos without much help. Kind of a time waster to sit and watch each 30-60 minute tutorial one by one till I find the right video mentioning what I need to do..

jolly crane
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yes, this is something you do in blender

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Unity is not a tool for editing models

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it's more of an "asset placing" program

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it's a game engine after all

timber saddle
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learning blender isn't a time waster, blender is how you make 3d assets for vrchat.

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and many other things

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Want to make your own Anime style avatar? For Things like VRChat, Vtubing/streaming and game creation? Stick around, I'm going to let you in on all my secrets to making something simple, optimised, looks good and works well.

I've been using blender for over a year now, I put a lot of effort into researching useful things related to Avatar creat...

▶ Play video
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unless you want to pay someone else to make shit for you, learn blender.

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at least on a basic level.

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Heck i went back to ffxiv modding wit ha whole new understanding of how to do things in blender and was like "yeah, i could make darn near anything now"

arctic tangle
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Tried exporting FBX from unity. Took forever. Tried importing into blender. Error.

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Yay...

timber saddle
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uh.

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if you havethe model you have the fbx, there's no "export"

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it's on your PC already

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right click your avatar, pick "select prefab root"

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it will take you to the fbx, right click that and hit "show in explorer"

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then it will open a windows folder

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copy the address from the top , open blender. file > import > fbx

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feed it the address

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there's your fbx.

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ta'dah, now it's in blender

arctic tangle
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Things people assume you know x_x

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Copied, pasted

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"Doesn't exist"

timber saddle
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these are pretty basic windows functions dude.

arctic tangle
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Finally got it into blender....

Now to choose. Attempt to find out how to make a second UV map. Or attempt to figure out how to make my skin not mirrored...

arctic tangle
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I think I made another UV map in blender. But not sure how to implement it in Unity...

inland stirrup
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Is it a known and accepted thing that having different amounts of Physbone components on a Quest avatar and PC avatar (less and more, respectively) causes all physbone grabbing and syncing to break?

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Or having them set up differently.

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Example, You have identical setups on both with a chest component and bones, tail, ears and hair. However, you'd like to add some to the rear on PC, but quest is at it's limits. So, you add and properly identify all components with roots and appropriate setups. However, upon testing cross platform interaction, instead of simply (in terms of end user result) syncing up all the ones that can and ignoring the "rear" bones entirely on Quest, suddenly grabbing bones has no effect. OR, worse, it grabs entirely unrelated bones.

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At one point, grabbing my tail and stretching it was causing my chest to be grabbed and stretched accordingly.

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Which is funny but undesirable.

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Is there a way to take advantage of each platforms limits to their fullest (Medium on Both) while also still maintaining grab/pull/pose syncing across platforms?

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Otherwise, the PC avatar is completely at the mercy of Quest Limits. (in my case, 6 components, 32 transforms).

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Which I can live with, if no other option exists.

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I realized I did not check the time and this probably wont get any attention. lol I'll just copy it to bring up another time just in case.

kindred venture
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There is a canny for that yeah

inland stirrup
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Oh good, alright. Usually I just come here check a bit and I'm vindicated so I never get that far. My bad!

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I must miss when it's a topic. Guess it's time to pin the Canny to bookmarks.

supple garden
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quick question:
If I want to use contact receivers, but want them to be properly synced, do I have to make it local and drive an avatar parameter with it?

supple garden
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so I can't really use the parameter that gets created by the contact receiver, because it could be different on the other end?

supple garden
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aight

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I suppose I shouldn't tick the "Local Only" checkbox in the parameter driver?

supple garden
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wait...

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can't I just set it to local in the receiver, and then put the same parameter in the ExpressionParameter list?

jolly crane
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I haven't tried to do that, but you're totally free to try it

supple garden
jolly crane
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that's one way you could do it yes

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I made a simple toggle system using a receiver and parameter drivers

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here it is if you want to take a look

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this could be used for things like buttons on avatars. there's a set cooldown which you can customize by changing the transition duration on 2 of the transitions

supple garden
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naa, it's fine, I know how to set that up. But I was wondering if you could save animation layers (they aren't free performance wise)

supple garden
arctic tangle
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I'm still trying with mine....trying to make a decal appear and play a sound when interacted with. Not many tutorials specify how. Specially with sound. I'm at a loss x_x

jolly crane
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adding sound is as simple as adding an audio source to an object, and enabling that object via an animation

arctic tangle
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That video everyone keeps pointing me to expects you know about animations. Which I do not.

jolly crane
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that's kind of a fundamental lol

arctic tangle
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And I keep trying to find proper tutorials on something which is apparently as simply as that but it's just apparently expected.

jolly crane
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right click anywhere in your assets, Create > Animation Controller. call it "_Dummy". drag this controller into the Animator component of your avatar. now you're able to use the Animation window

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to make an animation, click the dropdown under the record button and click Create new clip. to add properties to the animation, either hit record and change something, or click Add property and find the property you want

arctic tangle
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Trying, "add property" I don't see the sound effect I have saved anywhere. Only the hierarchy

jolly crane
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did you already create an empty object and put your audio source component on it?

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the object should be parented to the hips

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call it like "Slap_SFX"

arctic tangle
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Why hips instead of body?

jolly crane
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you want to position the audio source where it's supposed to come from

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and you want it to move with the hip bone

toxic dawn
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How do you add physbones onto long sleeves without the hand/arm going through it?

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do u just add physbones at the end of the long sleeves?

torn tendon
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does the root bone (that has the component) move i forgot

knotty oracle
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Little Problem: I have an avatar with fluffy ears.. so i did put some physbones into them.. but they dosnt move o.O Even the dynamics stuff that normally shows up the blue capsels etc dosnt show up.. it seems like the bone dosnt get regonized.. anyone knows what the problem? We checked in blender and the ears a called HeadL_Root (or R)

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Thx, this was the problem ^^

timber saddle
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I have a question. How do people make these things you can grab with physbones that are not part of their body? Such as the popular among us follower

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I want to make a little camera bot that follows me but I can grab it and change it's location

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Really. So it doesn't have to have an actual link to you?

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You know, I also tried to make a floating sword on a dynamic bone once and that went all sorts of wrong. I assumed it had to be connected to me to follow me ..

jolly crane
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the reason as to why it's using the particle driver system rather than contacts is so it can be self contained

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no messing with FX

timber saddle
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hm

jolly crane
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if you want to leave stuff in the world, that's just a world constraint

timber saddle
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that sounds a bit above my understanding of how to work with..

jolly crane
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as for the stuff you can grab, you'd use physbones

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you can make a self-referencing physbone so that there is no limit to how far it can go

timber saddle
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no, i wanted something that followed me, but i could grab it and move it's follow position

jolly crane
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possible, but would not be synced

timber saddle
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doesn't really need to

jolly crane
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like

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if it was on your left, and you grab it to move it to your right, late joiners still see it on your left

timber saddle
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i use a unity camera when streaming instead of the vrchat camera with a huge beam

jolly crane
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or whereever the default is

timber saddle
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and that's what i wanted to make float

jolly crane
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right

timber saddle
#

hence "camera bot"

#

so really it only matters where i see it

#

plus it'll go invisible when i'm not repositioning it

#

i jsut don't like the vrchat camera because if you go to any public world you become a target via that big red beam

#

people trying to get in front of your camera, cursing and using other slurs

jolly crane
#

I see

#

so how are you getting around that exactly?

timber saddle
#

unity camera

#

they can't see it

jolly crane
#

how is the unity camera set up so that it doesn't fuck with your view in VR?

timber saddle
#

displays on right eye only, and i put it far on the edge of my view

#

i can -barely- see that, in VR

#

but when i capture right eye with OBS, well, there it is

jolly crane
#

I see

timber saddle
#

like to see the camera display i have to pretty much PRESS my headset against my face, it's that far off on the edge of the view

torn tendon
#

can someone tell me how to toggle an object with recievers without sending me to sippbox's tutorial? Im learning nothing from that video.

#

I just need to know how to make an object stay once its spawned

#

I know how to set everything up except how to make the object stay

arctic tangle
#

Been trying that for a day. They just send you back to the same video. That or they send a tutorial that just assumes you have prior knowledge of different mechanics in Unity. Not really many good walkthroughs for newcomers like myself. Just vague tutorials with very broad wording.

torn tendon
#

I learned nearly everything i need avatar related from sippbox's videos but that one is too in depth. I dont want to watch and decode through 7 minutes of stuff. I just need a quick how-to like nearly all his other videos do but I cant get a straight answer

#

I didnt need to even think about bools or floats and suddenly i do with no knowledge

arctic tangle
#

Good luck. They'll send you to a series of tutorial videos each 60 minutes long then. "The information is there! You have the tools at your disposal!"

#

Some people may know what they're doing in Unity and blender, sure. But man.....they are not good teachers.

silent lava
#

when doing contact animations (like headpats) and you create a default state that sets these blendshapes to 0 doesn't that conflict with facial expressions that normally use these?

#

🤔

simple elk
#

set 2 conditions to trigger, they wont

silent lava
arctic tangle
#

Hell, I spent all yesterday trying to learn to make new UV map to apply decals. Finally got it working. Got both decals placed individually on my avatar (which I had to do since it's a mirrored skin) and was finally happy I made progress. Turns out the entire avatar got botched somehow in transferring to unity. Lost all toggles and everything. Shoddy attempt at an animation didn't even work to boot. There's so much that can be done via blender and unity it's difficult finding a tutorial for EXACTLY what you want.

simple elk
#

contact parameter = false allow to do normal stuff, if petted, contact parameter = true -> you are now not allowed to do normal stuff until its back to false

silent lava
#

that sounds useful. where do i add this parameter 🤔

#

i didn't bother with dynamics much until now

#

i do know the basics

simple elk
#

2nd condition on stuff you dont want to interfere,

silent lava
#

so when headpat parameter is 0 it also puts contact to 0 you're saying? but how does that free the blendshape from the default state?

#

a transition to exit with the contact parameter?

#

basically i am using a few blendshapes in my headpat expression for my facial expressions and that kinda conflicts

#

all i got from that now is a bool with the name contact but.. nothing else

simple elk
#

if petted = you are now not allowed to do this gesture (exsample)

#

it must be false to trigger

silent lava
#

isn't that my problem but backwards

simple elk
#

I use wd on , off is a pain and more work then its worth having to mask stuff to behave

silent lava
#

let's say i use the same blendshapes i use in some of my facial expressions in the headpat animation. but for the default state (off) i need to put these blendshapes to 0 right? so if i do that doesn't that override any of the facial expressions i use for these specific blendshapes to 0?

#

unless this is the wrong layer setup people have been posting idk

arctic tangle
#

All I wanted was to add a handprint that plays a slap sound effect when hit by someone. Now the entire avatar is broken. I'd like to die now, thanks.

supple garden
#

@jolly crane Oi!
I confirmed it. You don't need a seperate layer to have synchronized parameters with contact receivers, just set it to local, and put it in the expression parameters list, done.

jolly crane
#

nice, good to know

kindred venture
hardy estuary
#

Question about the physbones, what causes my radius to be absurdly large. i have to set it to .001 to be small enough.

simple elk
#

avatar scaled 1.1.1 in scene?

hardy estuary
#

yup

gloomy linden
#

, with the ik 2.0 update physbones break for fullbody as they become jittery and like double image

simple elk
#

'isanimated' bug, fixed in open beta one

supple garden
short narwhal
#

it's also Memorial Day today so they might have work off

errant notch
arctic tangle
#

So I got the "game objects" in both left and right set as "contact receivers". They're both activated by hand and it's set to "on enter" with a velocity of .2

#

On the same "game object" that is the contact receiver, I have a, "VRC Spatial audio source" with the sound file attached. This is done for both left and right so each one SHOULD be activated individually.

#

"Gain" and "far" both set to 1. I am not sure what to do after this o__o

#

Oh and they're set to be under the "Hips" of my avatar. Dunno if that matters

peak jackal
#

so, with the new physbones, can and should we remove the duplicated bones needed for dynamic bones in the past?

wet quiver
#

Anyone know why I can't find vrc phys bone component

ripe sphinx
toxic granite
#

Just to make sure I'm not going crazy, I nabbed the latest vrc SDK avatars and now physbones the collision radius seems ... insane, anyone else have this?

ripe sphinx
#

If your armatures default scale is 100

#

You’ll need very tiny radii

#

My physbones radii is like 0.0001

toxic granite
#

I see, I wonder how that happened

ripe sphinx
#

Just normal unity scaling things

toxic granite
#

Well previous version of my avatar it didn't do that, though, cats seems broken atm for the version of blender I'm using, and it won't let me export

thorn tendon
#

hey i wanted to ask, do phys bones have the same exclusion function as dynamic bones?

#

where for example i could exclude one bone from the hair root

kindred venture
ripe sphinx
#

I export my avi at 1 scale

#

Armature has to be 100x

#

¯_(ツ)_/¯

kindred venture
#

Yeah you have to change a setting in your export window, or just use cats

ripe sphinx
#

Just gotta account for that with scaling stuff

#

Not big issue

thorn tendon
toxic granite
thorn tendon
#

OH that's what it's called

#

i couldnt tell thank you

kindred venture
#

Yeah it's called Ignore Transforms

#

Im surprised you couldn't find it, it's described in the Phys Bone documentation

thorn tendon
#

i got confused because it's referred to in a different way

kindred venture
rugged steeple
# ripe sphinx Not big issue

Just for future reference, a lot of bugs in the past were related to improper scaling and trying to just compensate Unity-side. So properly exporting would be the first thing to check if things start acting unexpected ways.

ripe sphinx
jolly crane
#

if you want to ensure it's always set that way, export using CATS

#

or make your own export preset

#

should also disable "Add leaf bones"

kindred venture
#

On bones you want to add Phys Bones to it's recommendations to either manually add end bones in Blender, or in Unity with an empty object or to set an end position on the Phys Bone script if you disable leaf bones in Blender.

timber saddle
#

wait a sec. is there a worlds dynamics SDK? Like can dynamics interact with stuff in worlds? Like could you make a contact receiver on an object in a world and when your hand touches it, an alarm goes off?

#

or a dummy for checking collision items against

simple elk
#

not yet

timber saddle
#

aw

#

soon™️ ?

simple elk
#

after ui update my guess 2023

gloomy jewel
#

can someone help me out something real quick related to contact receivers?

rugged steeple
#

That was also well before Udon released as well. So my plans could be even more easily fleshed out by then. The aspects of Udon I required, that is. *

vocal vigil
#

could anyone help with this error -.- ... even making a Default setting Phybone still puts out the same error

timber saddle
rugged steeple
timber saddle
#

heck even more than that, contacts could be used for combat worlds

rugged steeple
#

Instead of just the avatar and the world functioning as separate entities, they are one cohesive set.

timber saddle
#

bullet contacted torso

#

bullet contacted head

#

do damage

#

Honestly i've sat here and went "could i make a gun have a contact bullet that "shoots" by animating forward from the gun? it would hit someone's "chest" or "head" then trigger a blood spatter and sound, and would not require projectiles

rugged steeple
#

Bullet part is difficult because most default to particles for projectiles, but that would require objects. Which, I enjoy making, but are admittedly a hassle sometimes.

timber saddle
#

only thing is there's nothing to detect walls, so you could shoot people across the world

rugged steeple
#

Oh, no. They can detect walls fine.

timber saddle
#

if it's actually your avatar and just a bone moving?

#

or gameobject with a bone

rugged steeple
#

Not a bone, but an object yes.

#

You can use objects as projectiles. Very versatile. A lot easier now than like 3 years ago.

#

And AD makes it fairly simple. And much easier to sync.

timber saddle
#

oh wait you can throw a prefab into a particle can't you?

#

so make that have a dynamics collider, and there you go, a bullet that knows it hit your torso

rugged steeple
#

I don't think that's possible.

timber saddle
#

isn't that how you made a 3d object like a shell casing model spit out of a gun?

#

a prefab object in the particle emitter

rugged steeple
#

Particles are purely visual and locally simulated.

#

Unless scripting.

#

That's a mesh particle.

#

It's basically like taking a bunch of billboard particles and organizing them into that mesh's shape and then applying the UV.

#

Oversimplified, but think of it that way.

#

There are a few ways to project an object. The important part is kind of like setting up the sync.

#

Can use looping root motion animators on some null and animate the scale to adjust speed.

#

Then constraint to that.

#

Best bet would be a raycast working with all of that in tandem. 😅

timber saddle
#

does new SDK mean i HAVE to upload to fix my vibrating tail?

#

or is it just fixed now and thats it?

rugged steeple
#

The issue was client-side, so it's corrected.

timber saddle
#

woo!

wet quiver
austere python
#

How is this possible, 132 colision checks and i have one colider and 7 physibones components

#

All of em have the coliders set to one

#

Only the hair roots have coliders set, is it doing a colision check for every transform?

molten blade
austere python
#

Ah ok that makes sense

#

Is there a way i could keep the dynamics on most of the hair whilst dropping the transform count?

jolly crane
austere python
#

Yeah but that means blender

jolly crane
#

yep

austere python
#

Ima just jimmy rig it

jolly crane
#

if you don't fall under the physbone limit, they will all be removed

austere python
#

Yeah ik

onyx vapor
kindred venture
latent mirage
# austere python Yeah ik

Do you sincerely need colliders for the hair? Perhaps constraining the angle and rotating it away from the head will work

kindred venture
#

Especially for a Quest version

fair sundial
#

or try using physbone limits, that could work to prevent clipping

kindred venture
fair sundial
#

possibly

#

I thought constraints were something different

#

🤷

torn tendon
#

they just worded it weird

#

you can set the physbones to adhere to an angle

kindred venture
#

Yeah they are, but with "constraining" they just meant limiting. As snekko said, it's just worded wierd.

latent mirage
#

Yeah, my brain is not all there anymore (blame covid), so my sentences are a little off, but that’s what I meant haha

kindred venture
#

no problem ^^

rugged steeple
#

Were constraints whitelisted for quest?

#

And I missed it?

torn tendon
#

Does anyone have an idea why this happens to my breasts all of the sudden O__o ?

#

It's also not caused by any Collision either

rugged steeple
#

But the breast itself doesn't move?

torn tendon
#

Yeah its weird af

rugged steeple
#

Unless there's something outside of that script on its own, everything looks alright aside from that spazzing.

#

Like, does it move alright when grabbed or moved?

torn tendon
#

Okay nvm, its the collider size, its not normalized to 0-1

#

Guess i forgot while exporting the FBX

#

Nothing a good old /100 can't fix in the number input ;)

#

(Yes, you can do math inside of scalar fields)

ripe sphinx
#

I knew you could do those in blender

#

But I didn’t know Unity did it too

normal meadow
#

Is it possible to set up some dynamics in such a way that would let others steal my hat?

rugged steeple
#

Without rotation, it's about as easy as adding stretch and enabling posing.

#

If you want them to be able to wear it themselves, you'd need to use a contact tracking rube goldberg, but that still wouldn't handle rotation.

normal meadow
#

i can live without rotation

rugged steeple
#

Without rotation, it turns when you turn its parent bone, etc.

normal meadow
#

so if they steal it and i look down then the hat will turn as if it was on my head? right?

rugged steeple
#

Probably. Unless they keep hold of it and the stretch is right.

#

If it's a chain it could have angles.

normal meadow
#

what if i made it parent with a parent constraint and just have it turn off when its not close enough to my head?

#

like have it only track my head when its close enough

rugged steeple
#

As long as you don't mind not seeing it.

#

Because things on head are shrunk down locally.

normal meadow
#

yeah but if it gets far away enough wont i see it?

rugged steeple
#

Nope.

normal meadow
#

ah

rugged steeple
#

Because it's still weighted to head and the VRC setup for that doesn't distinguish.

normal meadow
#

i was going to have it not weighted to the head

rugged steeple
#

Then it'd possibly be in your camera at all times, but if you didn't mind that.

normal meadow
#

and use a parent constraint to have it connect when no one steals it

#

I'll try the first idea for tonight tho, using just physbones

rugged steeple
normal meadow
#

i could do that

#

I'll try them all out n see what works best

#

thanks for your help!

rugged steeple
torn tendon
latent mirage
#

Anyone good with world constaints + physbones know how to leave an object and connect it back to yourself?

timber saddle
#

Interesting idea...

rugged steeple
#

Like _IsGrabbed true advances to a state that has a transition from it on _IsGrabbed false to toggle the parent constraint.

#

Just rip off someone's bones and drop them in the world. EZPZ

#

If you wanted to make it easily reattachable, just add some simple contacts.

latent mirage
#

Ok, thank you!

nocturne salmon
#

Is it possible to change properties of an VRC Receiver in an animation? I can see it changing in unity itself but not ingame... I debugged it too- does it even work in game?

floral junco
#

Is there a way to make physbones stretch without grabbing it?

thorny isle
#

nope

hardy estuary
#

Is the capsule receiver working now ?

#

i remember a few weeks back it didn't work and i had to use the sphere but i wanted to know if this was addressed

trail vapor
#

Is there a easy way to do spring ball joint in unity? Can you add phys bone to a bone-less obj and attach it to armature?

mellow hawk
trail vapor
#

I want to make this halo spring over my head and able to be grabbed, but all I managed to do is to make it follow along the head

mellow hawk
#

For grabbing, you need phys bones to have a radius.

trail vapor
#

it does have radius, right now it's fixed to the head and won't move relative to the head at all

#

The obj had no bones in it to begin with, it's simply an mesh obj. Could this be the problem?

rugged steeple
#

Nope.

#

The objects above the mesh are important though.

trail vapor
#

hmmm?

rugged steeple
#

What do you want to do when you Grab it?

#

Pull it away from where it sits or just make it pivot?

trail vapor
#

Pull it away, and itself should be able to spring back and forth as the head moves

#

just like hair

rugged steeple
#

You have a grandparent and parent object?

trail vapor
rugged steeple
#

It needs another object between them so it knows what to pivot from.

#

And it needs an offset so it has a distance to pivot with.

#

So Hat Root has the script, then Ring Parent then Ring.

#

Could put Ring Parent between those two objects.

trail vapor
#

hmmmm lemme create another object just for the ring

trail vapor
rugged steeple
onyx vapor
#

Is there a performance way to detect where on a contact a collision occurred?
For example- I have a big contact covering my torso and I want a particle system to move to and emit some particles at the point where someone touches with their hand.

#

My only two ideas are:
-Have like 10 smaller receivers to detect a bit more accurately where the contact happened
-have a particle system that emits a scattered field of invisible particles that die on collision then trigger a sub emitter (although I think that would only work for player capsules...)

calm owl
#

If raycasts are allowed in vrc, ive seen some neat physbone stuff in editor using them to do that sort of effect. The article was in japanese so i didnt quite understand it or had the time/chance to reverse engineer it

shrewd lotus
#

I cant get my "SwordCarry" parameter to change despite the fact that I set the receiver to set it to 1 when the right hand collides

#

The "SwordCarry" float doesnt change

rugged steeple
kindred venture
shrewd lotus
#

It's my right, that photo is taken in a mirror

#

Regardless neither hand does anything

kindred venture
#

Hm weird

shrewd lotus
#

I check the parameter in debug mode and nothing

kindred venture
#

You don't even need to look for that, of a Contact Reciver is getting activated it would turn green in the overlay

shrewd lotus
#

Oh

kindred venture
#

Random Question but do you have "Self Interact" disabled?

#

(Ingame Quick Menu settings page)

shrewd lotus
#

I don't think I do have it disabled, I will need to check later

#

Usually I grab my tail on one of my other avatars so I'd be surprised if it was disabled

kindred venture
#

Hm weird

solar cypress
#

General question. I'm trying to make a stretch some bones that have phybones on and the bones drift out of position. like the hair is interreacting with itself and bending up or down, or ontop of itself. any insight as to why this is happening?

cedar helm
#

I made a Physbones interactable where I can grab and pull out a sword, but it seems to get desynced for some people where it doesn’t pull out at all. The only way to fix it is to reset the avatar. Is there a way for it not to desync?

crude wyvern
#

anyone got any ideas on how i PUSH a physbone in a button and not have to GRAB it and pull it (prefferable so parameter_Stretch works with it)?

mellow hawk
#

You probably want to use a contact receiver with proximity if want to push and not grab.

jolly crane
#

or use a physbone and read the _angle

#

with a hinge limit

severe kite
#

Is there any common "standard" that players use for combat objects on avatars, some means that I can use to detect if my avatar has been hit by a gun or melee weapon (granted the attacker uses these aforementioned hypothetical standards)?

I wanted to have some haptic feedback for that stuff mostly just as an experimental thing. My thinking now was to use velocity for melee since that is fairly universal and simple, the concept of "fast moving thing making sudden impact = hurt", but I am not sure of if I can listen for particle impacts or not

jolly crane
severe kite
#

Hmm

#

To the best of my knowledge only melee is feasible under avatar dynamics, I am not sure if recognizing particles is even possible

kindred venture
swift sentinel
mellow hawk
#

Someone really should make a table for all the most used tags lol

hardy estuary
hardy estuary
#

as of now it's

rugged steeple
#

I'm doing that now. If we're saying Damage is a tag, maybe I'll toss some tags on my bolts.

severe kite
#

Rate shouldn't be much of a problem for me, not looking to make it perfect, just functional

rugged steeple
#

I want to have believable gravity, so I'm not happy with it enough to release it, but if it's just firing in straight lines at variable velocities, that's done.

#

Refuse to use physics because the sync is poor af. But most would just resort to that. So if you want something quick and dirty, there's that.

hardy estuary
#

i tried with everything at 0 and as long as im pulling it in a direction it wiggles instead of getting dragged behind.

rugged steeple
#

Pull could be a bit lower too. Dunno about momentum down a "lot" though.

hardy estuary
#

ill show you want everything down to 0 does

rugged steeple
#

Stiffness could be 0 and Gravity Falloff at 1 rather than 0 so it's not acting like force from DB and more like actual gravity from DB.

rugged steeple
#

Something's not right if 0 pull has it trying to return to rest state still.

hardy estuary
#

its the gravity

rugged steeple
#

0 pull is like elasticity 0, Gravity Falloff 1 means gravity wouldn't kick in until you rotate the parent.

#

You're just sliding pos, not rot.

#

So it's acting strange. It's not supposed to be excluded from some other script that might be affecting it?

hardy estuary
#

everything is at 0 on that

steel thistle
hardy estuary
#

pretty sure i do not but let me check everything again

#

actually that was it, i made a copy mistake and left another bone reference somewhere else affecting it . Thanks for the help

rough dove
#

does anyone know how to make a prop that other people can grab from your avatar? i've been having trouble and whenever someone grabs it, the object starts rotating weirdly.

daring compass
#

Is it intended behavior that only one Contact Receiver can impact a parameter?

#

I have 3 receivers for one parameter and only one of them actually affects the parameter.

#

If this is intended, it should really be documented. Would have saved a massive headache 😅

calm owl
#

logically you have three things changing one parameter. Its not gonna choose the highest of the three its going to, in order, set what they believe the parameter should be

hardy estuary
#

Im getting a lot of desync with the sender receiver , where oftern if i touch to quickly , the animation plays out for me but not for the people watching. Any idea if there's a fix?

daring compass
#

If their implementation doesn't do that, it should be documented that it doesn't. I'd be surprised if I was the only one bit by this.

hardy estuary
#

If they remain this way i don't think i'll use them much since too much relies on guessing if everyone is seeing the right thing

mellow hawk
daring compass
#

Each receiver now changes a different parameter.

#

Though, thinking back on it I do have two receivers affecting the same parameter and they're working just fine. I think it may be because the 3 receivers in question are proximity receivers and the 2 that work are simply constant receivers.

rugged steeple
daring compass
rugged steeple
#

It depends on what you want to do. I had a local int that I could advance via parameter drivers with a proximity contact. Once the Int increases to a specified value, it jumps to another state. I can also reverse the driving with an inversion of that same Int.

#

Original

#

LOL It works flawlessly, but it probably is weird from a distance if you dunno what you're looking at.

daring compass
#

So, the idea was to have the Heartbeat blend tree's parameter increase the closer someone got to a hand or the chest and decrease the further they got until a value of zero. So I had 3 proximity receivers. One on each hand and one on the chest.

#

Nothing else controls the heartbeat

rugged steeple
#

Proximity contacts will just take closest of whatever sender, yeah. So I have like 3 tags for my proximity and I still have full control from my menu.

daring compass
#

Yep, correct. That's not the issue

#

The issue is that having more than one proximity receiver feeding the parameter causes two of the receivers to break and not affect the Heartbeat

rugged steeple
#

I know what you're saying. I just explained the solution I came to above, is all.

daring compass
#

My bad

rugged steeple
#

You can make that single float from the proximity contact be driven in a control layer using a local int.

#

Actually, wait.

#

Why are you using 3?

#

Just use 1 and add 3 tags to it?

daring compass
#

I am very confused now

rugged steeple
#

A receiver can have more than 1 tag.

#

If you don't need to use your menu for it still, just add all 3 tags to that one receiver.

#

It'd take the closest of the 3.

daring compass
rugged steeple
#

That makes more sense.

#

I thought you meant someone else's multiple contacts and your 1 chest reciever.

#

So you want to mess with just 1 float using all 3 of those separately. I would still rely on parameter drivers for this. If yours works, the work is done in your way and it'll be good enough.

#

If it doesn't, you can always try what I described.

daring compass
#

It does work, but if the way you've described to me is easier than I think that's preferable to my implementation

robust pecan
#

How would I make it so only one bone in a chain is collidable/grabbable?

#

I want the entire chain to move with it

#

but I only want the end bone to be interactable

jolly crane
rugged steeple
#

You can actually grab 0 radius bones, but they'll probably figure that out.

rugged steeple
#

Not true.

#

At all.

#

Your hand grab spheres are huge and will grab anything inside when you do the inputs.

#

0 radius isn't actually 0.

#

It's just a thread. And a huge sphere still grabs that thread.

#

It'd be nice if it were true.

#

Because I'd have liked to not have done a standard VRC hack-level work-around.

#

Collision on the other hand is different. But they said grab.

cerulean agate
#

it phases through your hands. I've tried a lot. every one of my avatars has 0 radius bones, and none of the dynamic bones are interactable at all. a lot of friends have tried too

#

I wish it weren't the case, but I've never seen it work

#

if it's 0.001 then you would be right because it's not 0 any more and it's small but still possible to grab

#

if radius=0 works for you but not for me, I'd be interested to see what the difference is. Or is it only converted dynamic bones with radius 0 that don't work?

jolly crane
#

in my experience, 0 radius does not work. however, if you set a radius on a chain, but then use a curve to make the radius of every bone except the last 0, I'm hoping that it would actually not allow you to grab those first bones with 0 radius

kindred venture
turbid badger
#

0 radius * anything is still 0

robust pecan
#

How would I go about making something toggled on by contacts on an avatar?
I wanna make it so when someone triggers basically a button on my avatar it'd toggle a prop
I have this setup to happen when my contact parameter is 1 but it doesn't seem to actually work and I'm confused as to why

turbid badger
#

u can multiply by 0 but not increment

turbid badger
#

no idea why the parameter driver stuff isnt done in editor

robust pecan
#

and I don't know why

#

The contact works it sets Hit to 1/True but then Hit doesn't set HitToggle to true and I have no idea why

#

Here's the transition as maybe it's the problem?

#

I'm trying to get something network synced so Quest can shoot/select an avatar and have it do stuff even though the way I have shooting/select set up doesn't work on the Quest side

broken quartz
#

uhhhhh am i blind or is there no height option?

#

the capsule is rly tall but i cant seem to change it

#

do i need to reimport? =w=

robust pecan
broken quartz
#

;w; ok e

turbid badger
broken quartz
#

yeah i had to update.. it was only a week old tho ;;

#

wait is there supposed to be a height orientation tho

#

like on y or x axis

#

or is that db

#

aaah u can rotate it

rugged steeple
# cerulean agate you've never been able to grab 0 radius

You're not correct. I'm sorry. The line that shows the PB remains and the only thing that reducing it to 0 effects is the proximity you have to be in order to grab it. Collision still even works at 0 radius, it's just more diffcult to do. But you can still grab the "0" strands.

#

Like, you can literally still see the grab points in the PB debug in-game too even.

cerulean agate
#

I have never, ever been able to grab a 0 radius bone on any avatar, nor have I seen anyone else do it

#

I'm sorry, but it's to the point where I would need actual working proof of this

#

like, a model with radius 0 that works, or a video or something

rugged steeple
#

Also, yes, for context, I used both a script without a curve setting it directly to 0 and a curve with it setting only parts of the chain to 0.

cerulean agate
#

that's different, and may work

#

I'm talking about the case where there is no curve, or the radius box itself says 0

#

or converted from DB with radius 0

rugged steeple
#

Both are grabbable regardless, though.

cerulean agate
#

never works on any of my avatars

#

I've had people try a lot

rugged steeple
#

The conversion was bad, I started over in every case of conversion.

cerulean agate
#

if it's infintessimally small and works 1 in 1000 times, I don't consider it working

#

yeah, the problem is I have a lot of SDK2 avatars, or avatars I can't easily reupload

#

though I guess I could make a tool to edit the .vrca and change the radius, then reupload

#

wait.... actually that might be doable

#

lol

rugged steeple
cerulean agate
#

I don't think PB still breaks that much

#

haven't run into it since the previous update

kindred venture
rugged steeple
#

I have friends that need to toggle every setting on a regular basis in order for them to grab or collide with PB again and I'm more thinking maybe that's where you are.

rugged steeple
#

Especially if you say you just set them all to 0 by default so you wouldn't even know if they were broken, because you've been banking on them not working.

kindred venture
#

PB conversion is fine for most Avatars but can look really funky on some others, as stated in the docs, it's not perfect and will probably never be.

cerulean agate
#

I set them to 0, because I assigned the radius on the colliders. DynamicBone simply took distance by adding the two radii, so it didn't matter which one was 0

#

so with DynamicBone I used to set like radius 0 on the bone and radius 0.02 or something on collider, and I was able to interact with them before

#

but with PhysBone, that no longer works

rugged steeple
cerulean agate
#

no.....

#

I'm just explaining how DynamicBone used to work

rugged steeple
#

0 Radius worked on DB for me. So something is weird.

cerulean agate
#

you didn't have a curve. and your DynamicBones converted to PhysBone worked despite having radius 0

rugged steeple
#

They worked shodily so I redid them from scratch, but yeah.

cerulean agate
#

maybe it's possible. all I'm saying is I've not personally seen it. I tried every avatar I ever uploaded (all had radius 0, because I didn't even know dynamic bones had a radius setting: I always thought it was only in the collider)

rugged steeple
#

smh

#

The 0 radii DB worked. The 0 radii PB do not.

#

As intended, that is.

#

Goofy,

cerulean agate
#

well maybe someone reading this will have their own experience to add to this discussion. all I know is what I've seen, and all you know is what you've seen, and clearly they don't line up

ripe sphinx
#

I don’t get how you expect to calculate the collision between two meshes when one of them has literally 0 thickness

cerulean agate
#

a collision occurs if two colliders overlap.
Mathematically, this is often done by taking the distance between two objects and subtracting both radii. If the result is negative, a collision occurred

#

for example, two spheres whose centers are 3 units apart. one sphere has radius 2, and the other sphere is radius 1.5.
3 - 2 - 1.5 = -0.5 which is negative, hence collision

#

in the same way, I could have set one sphere to radius 3.5, and the other to radius 0.
The formula would say
3 - 3.5 - 0 = -0.5 which is negative

#

so that's how 0 radius spheres work as colliders

kindred venture
#

DB was weird, there was literally no documentation for it and the script was just a list of all the settings. I also never really understood it.

cerulean agate
#

indeed, it was just this wonky thing that everyone had to learn and understand

kindred venture
#

Phys Bones in comparsion were quiet easy to understand, even without looking at the documentaion since everything has a short explenation in editor when hovering above the settings.

spark moss
#

So, physbones question. Is there a way to make a bone with a toggle/parameter only react to one certain person or item?

For example, I want 2 rings or 2 necklaces, one on me and one on a friend. And you can connect the necklaces are like those best friends necklaces irl, like a puzzle. But when they connect I want an effect to pop up and I only want it to work with that necklace and nothing else, so it wont work for other people.

Does anyone know if thats possible to do?

steel thistle
spark moss
#

oh, so, is the tag what the item is called or what the sender/receiver has on the other persons item?

steel thistle
#

A tag is an arbitrary string of text you can set it to anything you want. Take a look in the contact receiver component and you will see that you can set a custom tag on it.

slender gale
#

i’m trying to create a toggle that switches between 0 gravity and 0.02 gravity on a physbone. it works fine, except it only updates if i update the bone in some way. may that be turning it off and back on or quickly grabbing it. i have “isanimated” checked as well. am i doing something wrong?

peak jackal
#

what are dynamics outside of bones?

little briar
peak jackal
#

just... what does it constitute?

little briar
#

Everything

peak jackal
#

wha

little briar
#

You cannot move without bones

#

Oooh wait

peak jackal
#

no, not everything

little briar
#

Dynamics

#

Uhhh

#

Like motion really

peak jackal
#

so animations?

little briar
#

Ehhhh

#

Depends

peak jackal
#

orz

little briar
#

What exactly are you aiming for

peak jackal
#

but not just with bones?

#

not aiming for anything, just wanna understand the term "avatar dynamics systems"

#

I only know of dynamic bones in this context, if it's more than that I'd like to know

little briar
#

Well, VRchat no longer uses dynamic bones they use physbones

#

But the concept is regularly the same

#

I don’t know how to explain it

#

Let me try to write it up lol

peak jackal
#

right, but wouldn't physbones still be dynamic bones in... this field?

little briar
#

Yes

peak jackal
#

but in terms of VRC we separate them, that I understand

little briar
#

Like how all physbones are dynamic bones but not all physbones are dynamic?

peak jackal
#

but is it anything else?

#

you wrote that wrong

little briar
#

It’s just permits secondary motion

peak jackal
#

flipped it

#

secondary motion...

little briar
#

Yeah

#

Hair

#

Tails

#

Gravity affected things etc

peak jackal
#

those have bones yeah

little briar
#

Yeah

ripe sphinx
little briar
#

That’s what dynamics is used for

peak jackal
#

so again...

#

is it more than bones or no?

little briar
#

No not really

peak jackal
#

hmm ok

little briar
#

I’m sure it can be used for other things if you know what you’re doing

#

But that’s the main main use

ripe sphinx
peak jackal
#

so avatar dynamics systems are dynamic bone stuff

#

and so here is where physbones is mainly talked about

#

ok thanks

little briar
ripe sphinx
#

Avatar dynamics consists of physbones and the contacts system

peak jackal
#

I'm going to try to add physbones today, if I can figure out my bone situation in Blender first

lilac cloud
#

how can you like test dynamic bones in unity instead of ingame?

ripe sphinx
#

Run the player

#

There’s a play button at the top center

lilac cloud
#

when i press play its just a static image

feral tundra
#

they've asked about their bones like 3 times now

peak jackal
#

I hope it's 1:1 now, it had at least improved last time I tried

ripe sphinx
#

Then you can go back to the scene and move around your avatar and see how they react

peak jackal
ripe sphinx
#

At least 6 times actaully

peak jackal
#

and move the model around

ripe sphinx
#

That’s literally what I just said

little briar
#

This server is laughable

ripe sphinx
#

Like if you’re gonna try to help don’t say something someone’s already said but in a less helpful way especially if you don’t even know what you’re talking about

little briar
#

@ripe sphinx do you by chance know css

ripe sphinx
#

Yes

#

html, css, java, c#, lua

peak jackal
#

but yeah my question has to do with bones, posted in #avatar-help

little briar
#

Can I dm you for some questions by chance? I’m switching from gumroad to Shopify and am having a hard time

ripe sphinx
#

What kind of questions

#

Gimme a general idea of what you’re working with

little briar
#

Shopify gives you a theme and you can edit it however you like and I’m pretty satisfied I just can’t figure out how to change the overall background or where that would be in the code

ripe sphinx
#
body {
     background-color: somecolor;
}
#

That work for ya?

little briar
#

I’ll have to look

#

It’s like

#

Super weird

late bridge
#

for some reason ive recently had 3 of my pbs stop working. they just move to my hip and do nothing there. the only changes ive made to my armature were slight poses to the head bone, but that hasnt changed the pivot points or the parenting at all

torn tendon
#

How do I make my hair move by a player touching it?

ripe sphinx
#

Phsybon

#

Phsbone

#

Pjysboje

#

Physbone

dawn sonnet
#

That was totally on purpose.

ripe sphinx
#

Fun fact, shut the fuck up

haughty bone
#

Is it posible to make a bone streach with force like a spring?

#

I have the spring param all teh way up but the bone isn't streaching

#

ah, just needed to set the bone up like a spring.

worthy hornet
#

Anyone know how to fix this? There is no collision radius, it just looks like this whenever I add a physbone onto it.

#

Some sort of weird glitch

timber saddle
wanton bridge
#

Hi does anyone know how to fix the height not working? I changed it to a big number but the gizmo was still the same

peak jackal
timber saddle
#

Nope! interactions!

#

Like high five, hitting someone with a hammer, hitting someone with a crowbar, slapping someone's bum

#

and making effects happen when you do

peak jackal
#

oh I see. thanks

molten dagger
#

Hey, I’m looking to get into avatar dynamics, but I’m finding a slight issue with trying to figure out how to test the physbones in Unity? I watched Sippbox’s tutorial on it, but I never really understood what he did to make the hair move while he moved the entire body.

#

I also have collision radius enabled as well

molten dagger
frank umbra
#

The big play button on top

#

▶️

molten dagger
#

Yeah, when I click on that, it just brings me to the game screen

#

The game screen is flat, at low resolutions

frank umbra
#

And then you need to go back to the scene

molten dagger
#

Ok, I’ll try that

#

Thanks mate

frank umbra
#

Make sure not to try to do too many things in play mode, the scene will go back to when you started it, once you stop

#

So you can move bones around, just don't make new parameters

molten dagger
#

Kk

molten dagger
#

@frank umbra Thank you so much! I just made my first avatar dynamics avatar thanks to you

frank umbra
#

you're welcome!

glacial verge
#

Would anyone be willing to give my avatar phys bones?

#

Avatar help wasnt much help w this

torn night
#

it's pretty easy to do

glacial verge
#

Well im not trying myself but yeah

#

I already tried

torn night
#

oh well do you have access to the unity file/scene

glacial verge
#

Not anymore, I reset my pc

torn night
#

for the avatar

glacial verge
#

The avatar itself yeah

torn night
#

so you have the avatar in a unity project?

glacial verge
#

No? I reset my pc, I have no programs downloaded

torn night
#

oh well you definitely need unity

#

unity is required for doing literally anything with avatars

#

but its free! so that's a plus

glacial verge
#

...

torn night
#

if u dont want to get unity urself u would have to have someone else do it, and they would most likely ask for payment

glacial verge
#

Thats, why im asking here.

torn night
#

oh

glacial verge
#

Like I stated, that I want someone to do it..

simple elk
#

Having other upload for you is a really bad idea, you would need unity

glacial verge
#

Im not asking for someone to upload it for me??

simple elk
#

big brain mode here how are you gonna upload then

torn night
#

...if you dont have unity you cant upload the avatar urself

glacial verge
#

They'll send me the file?

simple elk
#

seesh

glacial verge
#

I can get unity when I need to..

torn night
glacial verge
#

Im just not going through the process again trying to add bones

#

Like I dont care abt the unity process its the bones I care abt 💀

#

Why does nobody ever understand what I mean out here 😦

errant notch
#

'When you reset your PC for no reason and then ask others to do work because you dont wanna do it yourself' moment

torn tendon
#

i hate this discord

#

and sonic fans

#

unique breed

errant notch
torn tendon
#

i mean the guys who set tails to their icon and then do crystal meth and come into this discord

errant notch
#

xD

torn night
#

guys there's no reason to be rude

torn night
torn tendon
#

im not being rude

#

im stating an opinion and then a fact

torn night
#

in your situation i would recommend getting unity anyway bc even tho it is a hassle it is much safer and more convenient to add physbones urself than to have someone else do it then give u the file

tepid tundra
#

what is the ideal dynamic bones settings for everything? does anybody have a settings like that

echo lodge
#

So, question. Im trying to add a collider to my spine. And set it as a capsule. But.. THe size of the capsule is huge. Not the radius, the length. It's taller than my avatar, and none of the settings I change affect it. Am I missing a setting?

glacial verge
little owl
glacial verge
#

ok?

#

last time I checked asking if someone's willing to is a question so

little owl
#

well not really

glacial verge
#

💀

little owl
#

I mean yeah it is a question, but not what this channel is made for

torn night
glacial verge
#

i did that, I updted everything too

torn night
#

hmm

glacial verge
#

as soon as I got to the add the bone part, ig, it just didnt do anything

little owl
#

did you try it in play mode?

#

nothing gets simulated unless you're in play mode

torn night
#

did u build and test it or did u just try to move it around in the scene? physbones only do the wobbly thing if ur in play mode like phasedragon said

glacial verge
#

uhh no, i dont work on avatars

#

I dont know the first thing abt this

torn night
#

ahhh i see

glacial verge
#

i had someone who did it themselves lead me thru

#

and we got stuck

torn night
#

thats ok theres definitely a learning curve lol

#

the physbones probably did work but since u werent in play mode it wouldnt have looked like it

glacial verge
#

thats upsetting lol

torn night
#

it happens lol ive made the same mistake

little owl
#

could also have been put on a bone that didn't have any children

torn night
#

^ that too

glacial verge
#

see this is why I never wanna do it myself

#

what are all these things

torn night
#

it is a lil confusing lmao

glacial verge
#

a little?

torn night
#

well its very confusing to an absolute beginner

#

typically ppl learn very fast though so dont be discouraged!

glacial verge
#

im a slow learner

errant notch
glacial verge
#

Okay?

#

im not you G

errant notch
#

Be me

glacial verge
#

no thanks

torn night
#

dawg ur kinda beating a dead horse we've moved on from the reset pc lol

glacial verge
#

and I didnt browse anything, it kinda just started up

errant notch
#

I don't think that's how viruses work

glacial verge
#

okay?

torn night
#

but yeah beans i encourage u to redownload unity and try again with the physbones bc i bet it was just a simple mistake thats easily fixable

little owl
#

for the absolute basics I would recommend watching this tutorial 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
glacial verge
#

you rlly cant tell me how MY virus got on MY pc..

glacial verge
#

oh I cant do tuts

#

i tried

torn night
#

that tut is pretty easy to follow tho so i would just give it a try

little owl
#

not sure what you're expecting then. Gotta learn somehow. And if you need somebody to walk you through or do it for you every time then you're not going to learn

glacial verge
#

I literally dont need to or want to learn

little owl
#

then go to vrctraders

torn night
#

i mean its pretty handy to make ur own avatars

glacial verge
#

Im never putting myself thru that process lol

#

id cry

little owl
#

then use other people's avatars