#avatar-dynamics

1 messages · Page 22 of 1

torn night
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understandable

glacial verge
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mines too pretty

torn night
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u could always commission avatars from creators u like

glacial verge
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I just want the phys bones for quest

little owl
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if you don't want to do it yourself or you don't want to commission somebody to make it for you, then I really don't know what you expect to happen. Somebody's gotta do it

glacial verge
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like I never said I wouldnt pay someone lmfao

little owl
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ok but people's time is valuable

torn night
glacial verge
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did you even read that

little owl
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idk, vrctraders does have a free section you can throw into the void but good luck

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but you literally just said you didn't want to go through that process

glacial verge
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bruh

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.

little owl
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ok so what's the problem with vrctraders

torn night
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whar

glacial verge
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I didnt reply to anything abt vrctraders? tf

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💀

little owl
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then go do that

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that seems to be the solution to your problem

torn night
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ok this conversation is very confusing and im at work so im just gonna. peacefully exit

glacial verge
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or, I can just ask until someones willing to give my avi physbones for money if they want money PISSED

little owl
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that's what vrctraders is

glacial verge
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im not deep enough to know where to find the good people

little owl
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at vrctraders

torn night
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....or gumroad.....

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i like gumroad...

glacial verge
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gumroad sucks

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for me at least

little owl
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well gumroad is a marketplace for stuff people have already made, not a place where you ask people to do things for you

glacial verge
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all public avis

glacial verge
little owl
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ok but it doesn't though

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this channel is for learning, not commissioning

glacial verge
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ive found multiple people that could do it, I just lost their dm

little owl
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I mean sure, the people exist, but the channel isn't made for it and most people watching the channel are just there to answer questions

glacial verge
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i can ask, Im fine with no answer, if I find someone, I find someone

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not in a rush :p

little owl
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you can certainly try

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just don't get mad when people try to help in the way you don't expect

glacial verge
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i was mad cause nobody actually paid attention to what I said

little owl
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because nobody here is interested in doing it for you

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they were trying to help you do it yourself

glacial verge
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okay? that doesnt change that they literally werent paying attention to what I said

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they literally didnt know what I wanted

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even after I stated it multiple times

little owl
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¯_(ツ)_/¯

torn night
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i was just trying to help ):

feral tundra
rugged steeple
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Imagine Phasedragon gets treated like some nobody that doesn't know what they're talking about. eks dee

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Some people dense. It was a good try though.

errant notch
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Maybe they should have asked the virus for help

bronze imp
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Does anybody know how to fix this error, its my first time uploading a phys bones avatar but I've done all the necessary steps and made a new project but it still keeps coming up with the same thing.

mellow hawk
bold quail
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Is it possible to make a toggle to disable physbones on your avatar? I figured it would be a useful thing to be able to disable them at any time.

mellow hawk
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Yeah, just disable the script, should work.
Thats what I do to reset posed phys bones.

pastel token
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using the new contact system is there a way to make a homing missile type thing or autoaim on someones head?

mellow hawk
pastel token
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thank you

turbid badger
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hey so i think ive figured something out

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if you are having trouble with PC and Quest physbones not syncing right

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try giving each physbone component a unique parameter, even if you don’t end up using it

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ive done this on mine and it seems to have gotten rid of all of the issues

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perhaps it uses this parameter for syncing purposes, so if u have 2 chains with the same parameter, it knows they are linked

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let me know if this works for you if you have voted on this canny

turbid badger
chilly arrow
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Oh my goodness I never knew you posted this here xD

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(have no issue with it lol, just a bit funny how I just notcied now xD)

slim olive
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Lmao

turbid badger
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someone please tell me why the hell this is all done in a single layer rather than each set of switches in an Any State in its own layer
 and maybe another one for handling stuff like colors or whatever... SalitySaltySenpai

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it would be incredibly useful if it synced

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i.e. if you have a semi automatic rifle, a pen that can be cleared, and so on

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it might be more critical that the trigger be queued and sent than a boolean, as the boolean could potentially not be registered or sent in time

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you could for example flick the clear button on for a milisecond and it will work for you but not anyone else

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but if it was a trigger, it could stay on the queue as having been “activated”

slim olive
turbid badger
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could also use this in tandem with parameter drivers if you wanted say an automatic pistol, but in those cases you can probably just sync the ammo count as an integer, and shoot every time it lowers

atomic matrix
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How would I go about adding a gun cocking dynamic bone? Im trying to make it so you can grab the top of the gun and pull it back but i cant get it to work

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GunBase is the base gun, and GunTop is the part im trying to move backwards

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setting root transform to gunbase worked, but it would pull the wrong way

atomic matrix
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Anyone?

remote ferry
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The tracker isolates the person its attached to

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To be more specific it isolates the exact contact you attach it to and will only be influenced by that single contact

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Nothing else can interfere with a tracker once its attached, not even another tracker

remote ferry
desert tiger
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what can be done about avatars hair passing through it's body when moving? I added Phys bone collider where it passes but it didn't stop it.

torn tendon
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did you add the collider to the physbone

desert tiger
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ty

torn tendon
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i just realized how dumb and vague my message was

steel thistle
desert tiger
desert tiger
graceful acorn
turbid badger
remote ferry
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Pretty much yeah

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Contact permissions only get checked once when you first make contact

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So turning off allow others while someone is still inside a contact will allow them to continue interacting with it

rugged steeple
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Tracking is easy enough without rotation.

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@next mauve You could do root motion rotation if you make it always grab at the same point. 2 contact receivers and an extra animator, but you could reuse that rot enabled tracker for other stuff.

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Get the layer set up right to minimize "latency" or the apparent damping effect to make it more snappy.

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It'd probably look the way constraints did before VRC fixed the execution order. eks dee

void finch
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is there anyone i can find to make an avatar for me ?

high mesa
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can't move bones in animation with new physbones, is this going to change or will it always be like that?

torn tendon
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Does anybody know where I caan find good dynamic avatars (preferably boys and other creatures)

mellow hawk
torn tendon
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Finds ones in game🙃

mellow hawk
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#avatar-search-old will be a better place to ask. People in there will know worlds and stuff you can go to find some.

next mauve
rugged steeple
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Yis.

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The contacts for tracking are offset so you get rotation.

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Root motion or just make a funky layer for it, if you want.

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I should just draft a prefab, but I don't have a real usage for that right now.

upper raven
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hey i have a flip phone that i would like to make it so when you flicked it it would open, how would i go about doing that with phys bones?

mellow hawk
# upper raven hey i have a flip phone that i would like to make it so when you flicked it it w...

Have a phys bone on between the base of the lid of and the top of the lid. Change the limit to hinge and set a max angel. tick on is animated. Add an something to the premotor field, Put {pram}_Angle into the animation controller as a float. Make a toggle so that when it gets to some angle it rotates the phys bone. Then the same thing for closing.
Just an idea, no idea what problems this would have. Just the first idea I had lol.

trail vapor
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I switched to index controller and I can't do Victory gesture anymore (however I do find some avatars that can do), where should I look into my avatar to make the V override my finger tracking? thanks

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might be the wrong topic

mellow hawk
# trail vapor I switched to index controller and I can't do Victory gesture anymore (however I...

Would recommend looking at this part of the docs, as this shows what gestures vrc looks for: https://docs.vrchat.com/docs/animator-parameters#gestureleft-and-gestureright-values

umbral narwhal
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any way to get collision to like move back without having to go back into blender a edit the bones?

trail vapor
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the reading from controllers is correct

mellow hawk
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Ah, I see, that's the weight paint being messed up. The person who made the avatar base probably only had a quest or a rift. So they didn't test for finger tracking.

wary tartan
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Having an issue where physbones isn't getting the head bone of this plush. Physbone component is only on the hip bone and there's nothing under 'ignore transforms' so I'm not sure what's going on

mellow hawk
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(Not sure what it is, but avatar adorable)

storm idol
mellow hawk
wary tartan
mellow hawk
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Have you messed around with the endpoint field on the script?

wary tartan
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I have not

mellow hawk
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Would reamend giving that a stab and also the multi child type. See if any of those change it at all.

wary tartan
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Yep, just figured it out as you were saying that. Changing the MC type to average solved it :D

wheat carbon
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I have an avatar with a very similar bone structure to my main avatar however when I apply my physbones to its Root Transform everything goes crazy huge. I'm unsure how else to explain it or how to fix it but I'm down to voice for some help.

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Then I drag and drop the new "root transform" bone in...

jolly crane
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make sure it's always set to FBX All

wheat carbon
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Hmm okay I'll check that, haven't messed around with Blender and stuff in a while. Getting all these strange issues. ;w;

mellow hawk
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Dont put phys bones on the human bones. It will brake you're avatar. Put it on an emtpy game object that hold all your thing you want to move and the script.
(removes line about apply scaling)

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Can also just shrink the radius if you dont want to touch blender

wary tartan
mellow hawk
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Could always just put limits on it so that it cant flip

wary tartan
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....see, I come here because my brain doesn't like to think that far

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Thank you lol

mellow hawk
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Or you could also have a large amount of immobile, but also give it a fall off as it gets to the edges. that way you can still bend it but it wont flip.

wheat carbon
jolly crane
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if you did armature changes, you need to reset the pose via the rig config, and most likely in the scene aswell using Pumkin's

wheat carbon
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I saw a video that said to "select everything you want to export hit S and then hit Enter", doesn't that just make sure everything is scaled at "1"?

jolly crane
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in blender?

wheat carbon
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Yeah, before exporting.

jolly crane
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you should make sure all your transforms are applied, you do that by selecting everything in object mode and doing ctrl + A > All transforms

wheat carbon
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Ah okay so it's just a shortcut I see.

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The video I was referring to: https://www.youtube.com/watch?v=D-HDrhHgATo

Alright, Here we go! Everything you need to export FBX animations from Blender to Unity in the next 60 seconds!!! Hope it helps :)

Free Female Base Rig Download:
https://www.youtube.com/watch?v=_XfvLpLyulI

Animation Speed Tutorials:
https://www.youtube.com/watch?v=6Km2COZGYA0&list=PLZpDYt0cyiut1oZv6zyWgDnyBJu4U1jwJ&index=3&t=0s

If you enjoye...

▶ Play video
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(or maybe it wasn't that video. I watched soo many. ;w;)

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Thanks for shouting out Pumkins btw super cool!

timber saddle
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Screw off bot

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Is there a way to make physbones move less when you walk via joystick? I love the movement when I move in my play space,but walking via stick makes them go crazy

mellow hawk
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I can't remember if you can animate parts of phys bones scripts or not.
But vrc has a built in driver for keeping track of how fast you are moving. VelocityX VelocityY and VelocityZ. you can use these in the animator to change stuff if you're moving or not.

trail vapor
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Where is the sitting pose referenced? the locomotion layer only has standing/crouching/prone

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I tried to modify the pose, say sitting on a interactive chair but can't find where this animation is referenced in layer

mellow hawk
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Seated is the one your looking for

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I think that's in the action layer?

simple elk
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vrc_AvatarV3SittingLayer

trail vapor
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hmmm lemme chack that real quick

simple elk
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That is for a custom sit on a station (chair) , action is for emotes while sitting , its just seated = true so can be used on action to tho

trail vapor
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I see,

dark drift
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are contacts work at all in unity? Created reciever, created sender (cube that imitates hand and have same sender name) - nothing, in blend tree var stays 0. Not on constant, not on proximity. When changing value via av3emulator animation shows fine.

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oh wow, changed from custom contact name to actual Hand L and it started working. Not a typo, was using ctrl+c/v for custom name. vrcThinking

trail vapor
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just everytime i sit on it the body will lean to one side and twist the entire body a bit, idk why but this is good enough

echo lodge
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You dont have to put colliders in the hands anymore, right? They're just automatically there or whatever?

echo lodge
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Awesome, thanks for the reply

jolly crane
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you can customize where they are under the avatar descriptor under Colliders

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but in most cases you don't need to do that

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maybe just need to tweak the head and torso

echo lodge
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Actually, no thanks for the reply. As soon as you replied, my unity crashed xD

jolly crane
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bruh

elfin locust
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anyone know good dynamic bone settings for hanging chains? mine are stiff as a board

elfin locust
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where do i get those?

little briar
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It’s built into the vrc SDK

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Just don’t import dynamic bones

trail vapor
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the prone still anim looks normal in preview but drastically broken in game....

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where should i be looking at to fix it? thanks

little owl
# trail vapor

That's what happens when IK gets involved, it tries to match your head to your camera. You can fix this in a few different ways, but the easiest would be to simply disable IK by adding a vrc animator tracking control behavior to the state where this animation is played. Then don't forget to reset everything back to tracking when you're out of this state

trail vapor
little owl
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depends how you set it up. You would probably want to set hands to no change, actually

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if you want to make it work really well in VR, then you can set up a whole chain of events where it does

-tracking control to animation
-play animation
-activate temporary pose space (another state behaviour)
-tracking control back to ik for head and hands, but leave feet on animation

doing that will reverse it and move your camera to where the head of the animation is, rather than moving the head to the camera.

trail vapor
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yeah it's defly trying to match camera to the head, with tracking control the camera is stuck inside the body

little owl
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yeah, camera is stuck inside the body because the avatar is ignoring the camera. It's not ideal, but like I said that's the easiest way. Up to you if that's enough. Going further is kinda tricky

willow oak
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hello there,just wanted to ask about making an item grabable with avatar physics,should i use a contact receiver with parent constraint or can i do it directly with a physbone? (grab it,and replace it after back)

elfin locust
tiny belfry
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Anyone got any tips & tricks for really nice flowy physbones for a dress/skirt. Been tweaking mine trying to get it to flow outward in a spin, however the dress just spins inward instead of outward. I have played with pretty much all the settings to try and get it to flow outward with no luck, even hinge'd each skirt bone to see if that method worked. No dice.

little owl
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if that doesn't do it, you may need to increase the resting angle up a bit. You could do that by either adjusting the rig or if you have gravity, you could reduce the gravity at rest, by increasing the gravity falloff a little

dark rampart
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@jolly crane Hi Sacred, I really like your toggle setup but I think I might be doing something wrong. Would you be able to take a look?

jolly crane
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there should only be one receiver, not two

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the synced bool should only be driven by the toggle, not by a contact

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the idea being that if the collision happens on your end, regardless of if it happened for others (due to desync or any other reason), the Synced bool will be made true, which will then sync to others

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the Synced bool is what you would use to drive other things

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@dark rampart

dark rampart
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@jolly crane Thank you so much!

turbid badger
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as long as its set to Local Only

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say for example you have contacts on your palm to detect finger positions

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u might want those to sync

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but yea that works only for buttons, not toggles

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for toggles u would write to another parameter and use parameter drivers

jolly crane
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that's the whole point, my example IS a toggle lol

turbid badger
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yea one layer would have

jolly crane
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with customizable cooldown too

turbid badger
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entry -> Wait -(activated, already on)> turn off -(deactivated)> exit

jolly crane
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the first transition of the loop has IsLocal aswell

turbid badger
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Wait -(activated, off)> turn on -(deactivated)> exit

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and another layer would have the actual toggle

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so it would sync to everyone else

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for example if its to turn off a shirt u would have a standard shirt toggle setup like u would normally

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and then a layer is added to toggle it with contact

jolly crane
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I know. I'm not sure why you're explaining it lol

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the toggle they showed is my setup that I made a package out of

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I've posted it in here a few times

turbid badger
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explaining it so they read it

jolly crane
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alright

turbid badger
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also about cooldowns, its not really reliable to use exit time

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for more accurate cooldown it is better usually to use a timer parameter

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but it depends on the type of cooldown you are looking for

tepid rivet
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I tried to make a hat that you can pickup from your head, but everything I try does only work for others and not for me locally.
Neither a physbone, or just a contact receiver and a gesture works for me.
I think the problem is that the everything on the head is not active for yourself.
Does anyone know a solution to make stuff like that working?

velvet geyser
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hay i need help with making something with new Avatar Dynamics . I'm trying do touch toggle with my model where i reach into where torso is and pull out my hammer . i try look up video's but it seem doesn't work. can some one show me how to do it?

remote ferry
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For you locally

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To get around this you use a parent constraint to constrain the object to your head instead, that way it won't be affected by scale for you locally

kindred venture
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Yup, you will be able to grab it etc normally, but you wont be able to see it. Unless you are looking in the mirror.

remote ferry
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Doing so however will cause it to clip into your viewpoint since it no longer gets scaled to 0

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To get around this you have to do a mirror split to make the object only visible in mirrors and cameras and invisible outside the mirror and camera for yourself locally and visible in both for remote players

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And then when the object gets grabbed you make it visible again outside the mirror

kindred venture
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Since it's a hat I don't think it will really obstuct the view, so in that case a normal parent constrain should work good enough.

remote ferry
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It will if you jump

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This depends on the hat obviously, but in most cases it will clip the viewpoint when in locomotion

kindred venture
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Hm yeah that could be true.

remote ferry
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It's cleaner to just do a mirror split

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Also when looking up the hat will 100 % clip into your viewpoint

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Depending on the position of your viewpoint but in most cases it will

kindred venture
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Hm yeah that's probably true, how do you even do a mirror split?

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I have never done that before

remote ferry
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You abuse the fact that your mirror clones animator initializes after your own animator

tepid rivet
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I had a scale constraint on it to make it a bit bigger in my hand
this might be the reason

remote ferry
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Mirror splits are extremely simple

remote ferry
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You make an entry state that splits into two states. The condition to go to the left is "Bool = True" and the condition to go right is "Bool = False". Your Avatar will take the right path due to the Bool being False, on the right state is a parameter driver that turns the Bool to True. Your mirror clone animator initializes and now that the Bool is True it will take the left path

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Meaning that now your mirror clone is on the left side and your avatar on the right, then you can build out your logic from there.

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You use IsLocal to go down to the mirror split, remote players get sent to a different state upon entry.

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VRLabs has a prefab for that btw

tepid rivet
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thank you for the input
I'll try that later

remote ferry
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Mirror splits are mainly used for things like head props, clones and physics

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If you ever do anything physics you will notice it yields unexpected behaviors ingame. A mirror split and a physics fix are required to get physics working ingame

tepid rivet
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I had some major problems with that in the past, now you make me want to play with physics more again

remote ferry
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Joint related physics like spring joints or custom joints are fine

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But as soon as you introduce even a single physics collider you will run into problems

kindred venture
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ahhhh

remote ferry
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Because ingame your avatar will start colliding with your mirror clones collider and start throwing you around like a ball. A mirror split is required to disable the collider for the mirror clone.

kindred venture
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Weird issue but at least there is a way around it 😅

remote ferry
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You just have to apply the two systems to all your physics objects on your avatar and you're good to go

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Physics can be really fun to play around with

chilly ravine
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Is it possible to sync physbones? my sunglasses are lifted with them and when someone joins they are still down

rugged steeple
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Like yeah, but why for a hat.

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If it was something like you had entire armatures attached to your head then maybe. But a hat?

remote ferry
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That's why you do that split

rugged steeple
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I'd actually consider myself an expert with head related shenanigans at this point, thanks. You can still see a swapped mesh in mirror.

remote ferry
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It's just preference then I guess

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A mirror split isn't much work anyways

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I can set one up in 2 minutes, only takes two states

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The logic for the grabbing remains the same

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Probably because I work with clones and duped Armatures a lot

rugged steeple
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I'd cringe at clone, but I've done it once.

remote ferry
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Not fun do not recommend

rugged steeple
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I use IsMirror for this thing's head parts because ouch otherwise.

remote ferry
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So what's with the mesh swap?

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How does that function

rugged steeple
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Just IsGrabbed so you can still see it everywhere as if nothing happened, it's just not parented to head with the swapped mesh.

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Assuming hat is not 5 materials and 20k tri.

remote ferry
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Pain

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I guess you could also just scale constrain the hat when grabbed

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To counteract the headbone scaling

rugged steeple
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Nope.

remote ferry
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You can't?

rugged steeple
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Scale doesn't work.

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Can't increase something that Unity sees as 0.

remote ferry
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Is it because it's childed to the head bone

rugged steeple
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If you scale 0 by 100 you still get 0.

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Like in Unity it works because they just make the jump and add a miniscule amount.

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But not with constraints, no.

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I diiiid bug it out recently though.

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For my root motion controller.

remote ferry
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I hate scale constraints

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They're hella awkward

rugged steeple
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Had to Zero then Activate then remove a source, etc. It's dumb, but it works.

remote ferry
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Putting scale constraints on children of an object with another scale constraint is wacky as fuck

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It completely fucks it

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Scale of the object remains at 1 but the transform doesn't reflect the same value

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I wonder if you can do math with that

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Considering you can already do math using X Y and Z positions it wouldn't be too far off

rugged steeple
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Find Unity bugs then exploit them. The VRC way. rero and CB did it like 4 years back and never stopped.

remote ferry
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Exactly

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Most stuff I find is useless

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But if you trial and error long enough you eventually find something

rugged steeple
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Yeah, so scale works if you bug with it a bit.

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Couldn't think of any better audio for the tests, so get goblin'd.

remote ferry
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LOL

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I am

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So confused

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You making a slingshot?

rugged steeple
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Nah. I just didn't wanna make a bow again. That's just proto for what I'll eventually add.

remote ferry
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Gotcha

rugged steeple
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The base mechanic is done enough. Just need motivation to make the looks and sounds.

remote ferry
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You doing actual physics for that

rugged steeple
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Nope.

remote ferry
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Particles?

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Constraint loop?

rugged steeple
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Physics breaks. I tell Cam and lin all the tiiiime.

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It's root motion.

remote ferry
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Forgot about that one

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I love physics

rugged steeple
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Might get it all into my base animator, I think.

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Physics is very situational, but people use it for everything.

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It breaks and has 0 sync in-game.

remote ferry
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I just want funny bouncy bounce on world mesh

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I've never had it break on me

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Sync sucks balls tho

rugged steeple
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You wouldn't see it break if you use it for just throwing it around anyway.

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It has a lot of zero errors.

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You throw and reset it all the time, you'll never really notice.

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You can sync root motion because it has total control though.

remote ferry
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I should use it more

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I always forget

rugged steeple
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Use it to get rotation from your contact tracker.

remote ferry
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That's an interesting idea

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How would you go about doing that

rugged steeple
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Can make a funky tree for a root rotational object that's position constrained to the tracker, I guess.

tiny belfry
remote ferry
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A lot of people have been trying their hands at making props that read hand rotation

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Only just a few days ago a friend of mine actually managed to pull it off cleanly

rugged steeple
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It doesn't feel that hard. The array of contacts was already something on my mind from the moment I heard about proximity contacts back in the day.

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Now people have trackers using it.

remote ferry
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The current implementation of getting hand rotation is using 3 trackers and a few look at and aim constraints

rugged steeple
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Yeah, figured.

remote ferry
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Which is a bit expensive but so far the only method that's been found

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I'm working on packaging it as soon as it's cleaned up

rugged steeple
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It's just like rube goldberging constraints but now each tracker prefab is a constraint.

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smh

remote ferry
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Pretty much

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18 contacts

rugged steeple
#

I thought so.

#

I just care too much about perf still.

#

(And bits.)

remote ferry
#

But it works amazingly well, the tracker has been improved upon recently and now tracks almost 1:1 with movement, can even keep up really well in locomotion. The prop feels like it's just part of your Avatar, it's hella fast and accurate

rugged steeple
#

I imagined it'd probably end up looking like constraints before they fixed execution back in the day.

#

With a frame of latency or something.

remote ferry
#

There's a slight bit of latency yeah

#

Framerate dependant obviously

#

But if you're just moving your hand normally without going into locomotion the tracker can catch up within 2 to 4 frames

rugged steeple
#

Yeah, Melee weapons now, flesh it out for something that requires accuracy for aiming later. fingerguns

remote ferry
#

I made a gesture reader for a pen I'm working on atm

rugged steeple
#

Just finger tip readers?

remote ferry
#

It calibrates to the hand of whoever holds the pen and will draw whenever you do a fingerpoint

rugged steeple
#

Oh, just point.

remote ferry
#

Since there's no thumb contact a lot of gestures can't be read unfortunately

rugged steeple
#

I added thumbs too all my avatars anyway.

#

Just a contact and collider.

remote ferry
#

And also it has no way of adjusting to custom hand gestures, but fingerpoint is the one that's practically the same on every avatar

rugged steeple
#

Contact for each finger?

remote ferry
#

Oh nah it's just a tracker attached to the wrist

#

And then a Proximity Contact that looks for the fingers

rugged steeple
#

Because you need a float?

remote ferry
#

Yus for the calibration

#

The Proximity gets scaled down until the Float hits a certain threshold

#

So the distance of the fingers to the center of the Proximity is always the same

rugged steeple
#

Just go all the way and add 4 bools.

remote ferry
#

Bools aren't accurate enough you want that float value

rugged steeple
#

Bools are cheaper and you can use them for constant contacts just to track individual fingies.

remote ferry
#

The transition conditions to fingerpoint are looking for 2 decimals of accuracy so it can work in locomotion

#

It's extremely tight

rugged steeple
#

Maybe I'm underestimating the tracker's latency.

remote ferry
#

1 frame is enough

#

Since it will always lag behind even a tiny bit on every movement

#

Because constraints solve distance by %

#

It's not that noticeable ingame but to a system that relies on accuracy like the gesture reader it is

#

Like I said, attaching something to your hand with the new trackers almost feels like it's just part of your Avatar, it moves very quickly and accurately

rugged steeple
#

I haven't done it and I don't have a reason to, so I can only brainstorm how I would do it. vrcSunglasses

#

Maybe when I start letting people run off with my limbs.

remote ferry
#

Trackers are pretty busted tbh

rugged steeple
#

I'll probably take more advantage of grabbing and then just make a machine for the rotation or their wrist, tbh.

remote ferry
#

Yus

rugged steeple
#

Then track fingers.

#

So they can pull the trigger themselves.

#

On trigger anyway.

remote ferry
#

I've seen a few people make guns with it

#

Especially ARs

rugged steeple
#

Easier with two hands to track.

remote ferry
#

Exactly lmao

#

You don't have to worry about rotation that way

#

If you combine it with a bone then you can even have it late join synced

rugged steeple
#

At some point we can standardize some tags and it won't be so difficult to have late join sync anyway.

#

Like people saying Damage is a commonly used tag.

remote ferry
#

It is!

#

Tho I haven't made much use of that

rugged steeple
#

If VRC doesn't make us Human, we should standardize these sorts of things too.

#

But I've only ever seen myself with working thumbs so far.

remote ferry
#

Yeah thumb needs to be added

#

No idea why that one was left out

fallen sluice
#

I have a Halo on an avatar of mine, but when toggling it on occasionally it’ll just freak out completely. It’s toggled with two animations, which shrinks it into the head and turns off it’s physbone, and the other doing the opposite. The halo is attached to the body mesh for optimization. How do I make it so it doesn’t freak out?

timber saddle
#

In fact I bought that one from vket... Habakiri? Two swords that become a bow. But it's usage of write defaults off made it break

#

It's too bad VRC has no standardized combat system and everywhere with combat has to write their own

rugged steeple
#

Still do, though nobody chooses to use it anymore?

#

But yeah, it broke things people were using at the time.

#

Which was another reason I steer clear of physics altogether.

#

I used rigidbodies way back when combat worlds were more prevalent and the combat system broke them regularly.

#

Joints and rigidbodies were the constraints back then. eks dee.

rugged steeple
storm idol
#

Yea but does your bow irl ricochet indefinitely with Magic arrows like old hanzo scatter? (i am a bow fan)

timber saddle
#

Multiple bones on string, stretch = power?

misty rose
#

is there a way to make the grabbing 'balls' on my hands smaller? theyre too big and grab wrong things when theres a lot of grabbable things close together
(example im tryna grab a hair style toggling ponytail but my hair and ears are being grabbed instead most the time)

remote ferry
#

No

torn tendon
#

so how would one use contacts to grab a sword and use it

#

and then be able to put it back

mellow hawk
#

You could combine a parent constraint toggle with contact points and the built in pram driver GestureLeft/GestureRight.
Or you could use a physbones {parameter}_IsGrabbed and {parameter}_Stretch. To trigger the parent constraint toggle as well.

twin nimbus
#

i need help with physbones

mellow hawk
twin nimbus
mellow hawk
#

You can either make them smaller, or check if you applied transforms and scaling in blender.

twin nimbus
mellow hawk
#

Change this value

twin nimbus
mellow hawk
#

No, thats what mine is set up with, yours has weird sailing. Just add zeros till it looks about the right size.

twin nimbus
#

😭 ive been so confused for the past hour

simple elk
#

Create a box near it, how big is that

twin nimbus
mellow hawk
#

right click

simple elk
#

set it to 0.0.0 where your av should be, if that covers your av its tiny

twin nimbus
#

I did make a vrchat test avi tho and its the correct size in-game... so idk what to do

simple elk
#

Havnt seen those in awhile, transform on avatar 1.1.1 ?

#

(scale)

twin nimbus
#

Yeah the scale is 1.1.1

simple elk
#

This is one of mine near a box and im at 0.07 for a tail blob, yours are gigantic compared

twin nimbus
#

I could send you the avatar to mess around with lol

mellow hawk
#

Could you open the fbx up in blender, press N, and screen shot this menu

twin nimbus
mellow hawk
twin nimbus
mellow hawk
#

Wellp its not that ideavrcBotThink

twin nimbus
#

I genuinely have no clue what to do 😭

#

?

mellow hawk
#

¯_(ツ)_/¯

twin nimbus
#

Sobs

rugged steeple
#

I'd research the character and scale her in blender to match the lore then export.

#

I was gonna do a bayonetta, but in order to get her model from the second game I'd have to jump through so many hoops since that was a Wii U exclusive.

twin nimbus
rugged steeple
#

Hair* vrcSunglasses

#

But yeah, it'd probably be a hacky solution, as is 90% of VRC things.

#

They have a generalized standard but some users forget that not every model is created by the same person.

amber crane
rugged steeple
#

That is interesting though.

#

But yeah, animating a couple thousand is high enough to cause issues.

#

Let alone 10k.

#

Makes me wonder about how that hits in VRC now.

#

And why they don't just cull the near plane on your local viewpoint instead.

calm owl
#

near plane is handled by map creators, bundled in main camera with post processing and stuff. And with avatars just being marionettes if headset loc is < 0.3m from head bone, shrink head down is ez

jolly crane
# twin nimbus

you did not export your model with "apply scalings" set to FBX All

#

so your entire armature scale is wrong

tired vault
#

currently trying to add physics to a chinese dress, have 4 physbone rows on the frontside and 3 on the back. it works when im standing, but when im sitting or lying it gets messy. is there a way to add constrains between different physbones? or jsut a workarround in general? whats happening now is that the physbones go around the leg colliders and mess up

twin nimbus
twin nimbus
mellow hawk
near orbit
#

I have problem when I try to animate physbones, it seems the root of the bones doesn't want to move.
Like here the ear should move down as well as tilt but it only tilts. I have tried disabling colliders and all the other settings in physbones and nothing seems to help.
Moving the ear bones a longer distance with the animation works but not a short distance like I'd need here.

#

Here is the same animation with physbones disabled and how it's supposed to look.

turbid ice
#

Did you update your SDK?

near orbit
#

Yes it's the latest one

#

The problem has been the same since the first physbones update

carmine bear
#

Might be the head collider

near orbit
#

I tried disabling that along with the ear colliders, same result

carmine bear
#

See what happens when they aren’t cones?

#

If not then animators with physbones might still be broken

near orbit
#

I did try without any type of limit and was the same result. The weird thing is that moving the ear down more does work with phys bones but not when it only moves a little like I would need it to.

torn tendon
#

can someone help me im trying to make a avatar in unity.

mellow hawk
#

Yee, should make it not clip anymore

#

Do need it to go all the way around the legs

tired vault
#

Nope, it works more or less

rugged steeple
rugged steeple
mellow hawk
rugged steeple
#

(I'd have agreed if it weren't for them already exceeding the PB limit by 3 times.) vrcVPoorThinking

#

If it was on quest, they'd probably have to just exclude that outfit.

#

Or go back to blender.

mellow hawk
#

combing scripts is not too to bad, assuming they are all in the same place

rugged steeple
#

But their collision check and PB count will have them disabled by default/unable to even upload anyway.

#

(on Quest anyway)

mellow hawk
#

For contact points, you can just make an empty game object somewhere (doesn't even have to be on the avatar). Give it a contact sender or receiver script a matching tag for the thing you want to test. Then in play mode ram the scrip into the part of the avatar you want to test.
For phys bones, you can just go into play mode, and click on them in the game window (not the scene window)

pallid torrent
#

Hello everyone. this is probably an unusual question but I thought that asking won't hurt.
so a friend of mine as a cool idea but for that it might need some custom scripting. it that possible with the Avatar SDK 3.0
the required attribute is the velocity of a given bone.
so basically his idea is. that he would like to have a wosh sound on his avatars tail. and depending on how fast it's moving back and forth the pitch of the sound should vary accordingly. now he personally is not able to Programm but I thought I'd give that Idea a shot.

rugged steeple
#

Yeah, maybe with a combination of Immobile and reading the angle. If you're animating the tail to move yourself, that'd be even easier.

pallid torrent
#

well its supposed to be a dynamic system since the tail won't be doing the same animation all the time.

#

hm I might have a idea. using lights and Dopplereffect

rugged steeple
#

In theory, Immobile makes it take more motion to exceed angles of rotation. So the more you move, the greater angle of rotation. Reading angle on a float, you can increase pitch on a state with the float controlling motion time.

pallid torrent
#

oh. I assumed the immobile just gives out a bool. well this changes alot

rugged steeple
#

Immobile is a property.

#

Angle of a bone can be read with a float.

#

Angle from rest position to 180 degrees of rotation from rest position. 0.0 - 1.0

#

You can make an invisible system just for getting pitch if you want. Or attach it to the tail directly and try to get the values tuned to the tail.

twin nimbus
pallid torrent
#

this would be way easier if you could script with C# like in the World SDK

mellow hawk
# pallid torrent Hello everyone. this is probably an unusual question but I thought that asking w...

My dumb idea with a 30s drawing.
So You have the tail chain of bones, (white) that controls the mesh. With a phys bone (green) you can have this move a contact sender (blue) into a contact receiver (yellow). The receiver would have to be on the bones (white)
With this, you can use the built in parameter driver on the phys bone to get {parameter}_Angle float. And the angle from 4+ contact float's or bools.

rugged steeple
#

If you rotated in VRC at one speed, the bone would only be able to rotate to one max angle. If you rotated at a different speed, it'd only reach this other max angle. Give a transition delay enough for the animator's layer but not enough for any human to notice and the pitch is set, trigger audio.

#

You could probably make that system with 1 script, 3 game objects and a layer using 1 float and 1 bool.

#

And then the audio source could be literally anywhere you wanted it. Because animator.

#

Animators are essentially visual scripting. If you know how they work, you can do all sorts of hackery to get a lot of the outcomes you'd be going for with the conventional scripting you may be use to.

#

Add PB on top of that.

#

Also, someone earlier posted a git link for "animator to C#" or something if you may be interested in that.

mellow hawk
#

Ê·Ê°á”‰Êłá”‰ ᔈᔒ á¶Š ᔍᔉᔗ ᔗʰᔃᔗ

pallid torrent
#

hm. very interesting. i'll give those ideas a try. I'll let yall know if it works and if it does, how well it works

rugged steeple
mellow hawk
#

On to my list of git stars lol

opaque sail
#

Does the stretch component on Phys Bones just not work for Quest?
It works on PC but when I try it on Quest it doesn't stretch.

mellow hawk
#

It dose. If things are set up right it will work.
I have it on my avatars.

opaque sail
#

well idk why I couldn't grab and stretch it

rugged steeple
#

Do any of your other bones work?

opaque sail
#

it works on pc

#

so idk why it doesn't work on quest

twilit birch
#

Trying to be able to grab glasses and place it on hip, do I just add a receiver on head and hip, put a receiver and sender on the glasses and animate it with gesture equals 1 for fist?

amber crane
near orbit
#

I will double check later just in case though Checked again, still the same problem

dark drift
near orbit
#

I don't want the root bone to move, it's the second bone in the chain that needs to move. I did fix it now with a workaround by making a duplicate of each ears first bone and parenting the original bones to those. Then I made the new bones animate and put the physbones on the original bones.

#

It works but means I have to have one more physbone component than before,

twin nimbus
#

I sill need help with my collider radius,

twin nimbus
#

fixed it

jolly crane
#

otherwise your armature scale will be 100

acoustic mist
#

Does anyone know how to fix this?

dawn sonnet
#

Add a descriptor.

timber saddle
#

so hey. I have a squiddy, her tentacles move WAY too much when i walk in vrc. is there a setting on physbone i can use to make them not move as much? but still flex around when i move my head?

cedar sky
#

Have you tried increasing the Stiffness?

digital crescent
#

for some reason having capsule recievers on my avatar breaks them, they become non functional and every contact in avatar overlay flickers

rugged steeple
timber saddle
#

oh?

rugged steeple
#

Immobile makes it so physbones are less affected by motion. They did an update allowing you to specify that you only want it affecting locomotion and not IK motion.

ornate monolith
#

so I got a question

#

how does one check a bone's length

#

for stretching

#

I currently have something that should be stretching absurdly far but just

#

doesn't

steady heron
#

282 bones after doing fix model. 😛

#

if i'm reading this right...213 of my 282 bones are in the hair? 😛

ornate monolith
#

I get the intense feeling that I will never figure out how to make this shit stretch

steady heron
ornate monolith
#

yep

#

thing is I have tested that, yes, I am grabbing the thing

#

but it may be so small that it just... doesn't stretch far at all

steady heron
#

how many bones are in the effected chain?

ornate monolith
#

2, 3 if you include the leaf bone

#

what's weird is it used to work, and... seemingly nothing changed

#

but it just... stopped working

#

I genuinely have no clue what I changed

steady heron
#

how many bones chains do you think is the right number for hair back if the chains are 6 bones long?

ornate monolith
#

does it not have a single, actual root bone?

steady heron
#

well yeah i'm going toput a root bone between the head and all the hair chains but i am trying to decide how many chains is the right balance of good looking hair and decent performance.

ornate monolith
#

to be blunt I would heavily reduce the number of bones in the hair to begin with

#

it doesn't matter what you do, 200 bones for hair is absurd

steady heron
#

that's what i'm saying my guy. i'm trying to reduce but i'm not sure what a good target is.

ornate monolith
#

hmmm

#

I would try to split it into 3-4 chains, 5 long each at most

#

just my opinion tho

#

maybe 6 long

steady heron
#

at the length i went vroid auto gens the chains at 6 long.

ornate monolith
#

why does it have 200 jesus

steady heron
#
  1. i was doing a test and just set the "bone group" count for front and back to 30 each. so that's a chain for litterally each hair clump i'm pretty sure.
#

would be nice since every clump would move independantly but also would really be bad for performance. :p

ornate monolith
#

and you have this setup in blender?

steady heron
#

that's just what i did in vroid then exported and imported into blender to see how many it was.

ornate monolith
#

to be blunt I am not familiar with vroid in the slightest

steady heron
#

just imagine the character creator at the start of most RPGs but instead of making a character for that set game you create a model you can export as a vrm which can then be imported into blender. 😛

ornate monolith
#

I see

#

yeah um

dark drift
#

you can dissolve some bones to make one out of two etc

ornate monolith
#

yeah that was what I was just about to suggest

#

you may have to manually merge a few vertex groups

steady heron
#

that seems like a waste of time when i could just regen the hair with fewer chains.

dark drift
#

or this

steady heron
#

so regen with about 4 chains. that'll give me...24 bones in the back.

ornate monolith
#

which is more than enough for hair

#

I'm pretty sure I don't even have that many for the flowy-ass robe on an asriel model

steady heron
#

asriel the fallen seraphem?

ornate monolith
#

the undertale character I simp for a bit too much

steady heron
#

ahh, played some undertale but never really made it that far.

#

woah! just discovered vroid has a dark mode! heck yeah!

#

ok i'm down to 145 bones (that's including some that get scrubed by fix model.

#

yeah 115 bones after doing fix. so only 25 bones need pruning to get to fallback quality. so that shouldn't be bad.

ornate monolith
#

there should... really be a way to test what it's like to grab a bone

steady heron
#

erm...doesn't play mode do that qhen you click on the bone?

ornate monolith
#

I swear to god

#

wait what ye mean

#

I be confused

steady heron
#

so in unity there is a play button at the top middle of the window. when you click that the "game" tab will be animated and you can interact with physbones

#

sweeping your mouse will bump things like they are hiting a collider and i think clicking replicates grabbing.

ornate monolith
#

I

#

huh, never realised

steady heron
#

it's super handy not just for physbones but also if you wanna see how poiyomi animations will work.

ornate monolith
#

I feel extremely stupid

steady heron
#

note you'll wanna move the camera because for SOME DUMB REASON it is pionted at the back of hte character from like 1000 miles away.

ornate monolith
#

yeah I know

#

this is just

#

so odd

#

it can be easily grabbed but it just

steady heron
#

if you show your physbone component in a screenshot that might help someone identify the problem?

ornate monolith
#

doesn't stretch

#

at all

#

a moment

steady heron
#

that is a TINY intaractive radius.

ornate monolith
#

not relative to what is being grabbed

#

trust me when I say I can grab it in vr

#

the issue is the lack of stretch

steady heron
#

even my hair radii are way bigger than that. then again 1 is equal to the maximum size of your character along the longest axis right? so i guess it must be a huge character?

ornate monolith
#

he's 8 ft tall and this is a trigger for a clown nose

#

it small

steady heron
#

what's the "imobile type" thing? i've not noticed that experimental bit before.

ornate monolith
#

to my knowledge that just determines a way to restrict the movement depending on how intense the world is

#

I think

#

but I can grab it in the game menu and it just... doesn't really move

#

sure I can swivel it around but again

#

no stretching

#

when it used to

steady heron
#

huh yeah i have no "imobile type" option. just the imobile slider...guessing the sdk got updated on me.

ornate monolith
#

do I need to update this shit

steady heron
#

i was thinking i was the out of date one.

ornate monolith
#

nope that didn't fix it

#

hurgh and I was gonna work on something else

steady heron
#

tried changing the immobile type?

ornate monolith
#

trying that now

#

yep, did nothing

#

you can see why I am deeply confused

ornate monolith
#

anyone still up?

ornate monolith
#

nevermind, I figured it out

tidal turret
#

I need a little help.
So, I tried adding the new physbones to my older model (which used Dynamic bones).
But for some reason, the Physbones on the hair won't work. I tried digging a bit around, and it seems like my entire hair's parent bone got deleted(?).
If I grab the hair bones, and move them around, the hair will move. But Physbone just won't work

#

it looks like this now.
Is there a way I can do an easy fix? Or will this mean i'd have to start over?

dark drift
tidal turret
#

I think the head bone got combined with the hair bones, for some reason? As in the pose editor I cannot move the hair bone. Only the hair strands

dark drift
#

can you import and screen it without converting?

noble temple
#

Question.. what's the limitations of the quest avatars for Physbones?

short narwhal
noble temple
#

Thank you!

short narwhal
#

and one extra detail on Quest you basically can't have very poor physics bones as as if you exceed the poor total you basically have all your physics bones removed

kindred venture
short narwhal
#

that's nice to know

elder magnet
#

Is there a way to fix the sync of avatar dynamic ;-;

digital crescent
#

why are capsule receivers broken?

#

just having one on my avatar breaks all my contacts stuff

rugged steeple
languid glade
#

So I've been trying this balloon with phys bones on booth and it say you can give it to other people and when I tried giving it to someone they were not able to grab it. Idk if its pc only because I tried it on quest but does anyone know how to fix it? Here is the settings. (phys bone is for the grab root and the and the position constraint is also for the grab root) All the description said is to drag the prefab in.

rugged steeple
#

If it doesn't float away when IsGrabbed is false, I'll be sad.

rugged steeple
#

If it's not that, it might be in the animator.

#

PB tends to bug out a lot in its current state and just not work for people and you'll often need to toggle it everywhere.

#

Either you, or the other person.

languid glade
#

Well I also used it on myself and it didnt work but I set the permissions to my friends. also I didnt even do anything with the animator because It didnt say anything about one in the readme I got

#

But no I dont think its bugged

#

do you want the booth link to see for yourself?

rugged steeple
#

So the physbones should just work, yeah. I'd assume that since a balloon wouldn't care about rotation that you could just pos constrain it and then the grab point just stretches very far so the person could run off with it.

#

Sure.

#

If I had a balloon model, that wouldn't be too hard to make, tbh

languid glade
#

https://booth.pm/en/items/3911853 here you go. I tried telling the author about the problem but she hasn't responded

Pop! A grabbable balloon you can put on your avatar and share with your friends! Pop! . Grabbable balloon utilising Physbones! . Low performance impact! . Comes with a variety of textures! . Substance Painter files available for easy retexturing! . Easy to import! Included . Balloon Model / .FBX .

#

they are able to grab but its not working

rugged steeple
#

What isn't working?

languid glade
#

Other people are supposed to grab it but they arent able to. I tried it on my friend and myself and they arent able to grab it

rugged steeple
#

I'ma test it in a moment. My unity crashed. 🙄

languid glade
#

It even says it in the read me "When in-game any user should be able to grab the balloon out of your hand. When the user lets go of the balloon, it will float back to your hand."

rugged steeple
#

Yeah, pull.

#

I just dragged it in, put it under wrist, and reset position.

languid glade
#

Oh I see the problem

#

Its only working on pc

#

Idk why though

#

because I play on quest and so do most of my friends

#

So idk how to get it to work on quest now

#

@rugged steeple ^ sorry for ping

rugged steeple
#

Oh, the reason it wouldn't work on Quest is because of the constraint.

#

That may change in the future, but constraints aren't whitelisted for the Quest platform yet.

#

What you could do to still get the same effect is have the balloon with gravity but set the gravity falloff to 0.

#

And then you'd have to reparent the "grab" portion to where it's being grabbed and then exclude it in the script for the grab.

#

It wouldn't move as flowy, but it'd work.

#

Sorry reverse. Reparent the string to the grab.

languid glade
#

@rugged steeple ^ sorry for ping again

mellow hawk
rugged steeple
#

Well, yeah.

#

You could just make it world drop on IsGrabbed false.

mellow hawk
rugged steeple
#

Then remove the position constraint from String Root.

#

Then

#

Do this to the script on Grab Root.

#

It'll look finicky, but it'll work. You could always mess with the PB settings to make it look nicer.

rugged steeple
#

The balloon script would probably benefit frooooom..

languid glade
#

Any other changes in the script that I should be aware of except for ignore transform?

rugged steeple
#

something like that maybe.

rugged steeple
rugged steeple
languid glade
#

Ok so I tested it out in unity and it works! tysm!

fringe iron
mellow hawk
# fringe iron Any idea how to get this effect with a spear?

You could use the built in driver GestureRight or GestureLeft to trigger the animations when you let go of the grip. Then Manually control the fingers with a animator tracking control, so that it will auto grab the 180° until you grip again. Assuming you want that.

maiden oracle
#

hello, i bought an avatar off gumroad and it says i need physbones? how do i...do that

maiden oracle
#

like how do i like

#

idk

#

pull it out?

dawn sonnet
#

I have no idea, I don't make avatars. I just know that it's part of the SDK.

mellow hawk
#

Did it say physbones or dynaimc bones?

maiden oracle
#

is the creator companion worth trying rn

steel thistle
maiden oracle
mellow hawk
#

Make sure you are on the right version of unity and have the newest sdk. If the avatar requires them, should just work.
If you need to do it you're self. These are comments, so you find them by clicking an object in the hierarchy tree. Then click the Adding Comment in the inspector. Loop up "physbone" and add the VRC Phys Bone script. You'll have to play around with the values till it looks good.

torn tendon
#

sorry to ask but where do i get the new sdk

mellow hawk
torn tendon
#

tysmmm

maiden oracle
#

wait

#

if the gumroad says physbones

#

do i still need dynamic bones

#

or no

maiden oracle
#

2019.4.31f1

mellow hawk
#

yee

mellow hawk
#

also no dynamic bones

maiden oracle
#

okay

maiden oracle
mellow hawk
#

tldr: import vrc sdk, import avatar, make avatar visible, clear and check console

rugged steeple
#

So if Gesture = 2 and Angle greater than like .2 or something like that for the conditions.

daring wasp
#

Hey, I got this avatar from Booth and converted the dynamic bones to Physbones.
Anyone got some advice on good settings for the tail? Didn't really find anything useful when googling.

It kind of falls down flat now, I would like it to do a little bend upwards at the end in "resting" position.

rugged steeple
#

You can try changing gravity falloff to 1 but tbh, the converted isn't too stellar with the way people all made avatars.

mellow hawk
#

I use those for mine. idk how well they will work for you, but enjoy lol

rugged steeple
#

So you usually play with it.

daring wasp
maiden oracle
#

im back

#

so basically the avatar came with a base version and a gold version

#

idk how to change the materials and stuff from the base to the gold

#

because the golduses assets from base so i had to import both

novel mantle
#

wrong channel lol

storm idol
# maiden oracle

Try importing the gold after the base. Also I'll inv you to Lods server

daring wasp
#

Hmm, what does TailCtrl means? I guess it's something leftover from dynamic bones, right?

#

It contains nothing really.

mellow hawk
#

May have been a parent constraint to do a wag animation. depends on the avatar

twin nimbus
#

Need help with physbones - The bone I want to apply physbones to is inside (or close) to another bone and isnt displaying any physics when physbone is applied.

green lynx
#

i'm having trouble with attaching to an avatar contact point at the moment

#

it works fine in-editor, but as soon as i bring it into vrchat it fails at the attachment phase

#

in-game the object initially snaps to the hit location but then fails to attach to the contact reciever (in this case its mapped to "torso")

#

does anyone have any advice for how to troubleshoot possible issues?

cold mirage
#

I'm not sure where to put this, but would it be possible to take an already made avatar and just give it a few physbones?

solid saddle
#

Is it possible to make dynamics pass/save parameters?

I got an AVIgen and there's this feature where someone can slap the visor and it goes bluescreen and you gotta boop it to reboot it, but that's only local, so it doesn't turn out equal.

I wonder if it's possible to have something like a tic-tac-toe setup with a grid on a cute fluffy belly and one could click there, but that it synchronizes by passing the collision event to the avatar wearer. (Unrelated to AVIgen)

jolly crane
#

if so, that is someone else's work, you can't take that and modify it for your own

#

the best thing to do would be to find out if the model in question is a derivative of a base model that you can purchase from somewhere. if it it, then you can buy that model and modify it to your heart's content

halcyon vault
green lynx
#

Nevermind, figured out the issue by myself

solid saddle
halcyon vault
#

I haven’t read the docs I just know you could set up a system using Receivers and animation logic that’d give you all that. Receivers setting bools to True and transitioning on that condition.

timber saddle
#

IS there a way to make grabbable stuff on your avatar, that doesn't require a world constraint? I don't want to plop stuff down in the world, I just want to be able to grab the physbones and hold it..

mellow hawk
#

Without constraints, the best you can do is have the physbone be posed.

cold mirage
#

All I wanna do is apply a few physbones

mellow hawk
pale pecan
#

Anyone know how to make a recovers toggle into ON when touched and off when touched instead of constant so your don't have to hold a finger there?

chilly magnet
#

is there any way for a player to be able to ROTATE a physbone in their hand, rather than just pulling it purely by position?

#

I want someone to be able to hold their hand in one place and rotate the physbone like a doorknob, but it seems to only respond to the hand's translation, not how it twists

ember trout
#

Hi. Whenever I hit play so I can test my PhysBones settings, some of the bones start moving rapidly on their own while others get stuck in a position I didn't set them to. What should I do?

#

Second image is outside of play mode, with the bones in their proper position.

mellow hawk
ember trout
#

Only one in the floor, and that's a plane one.

mellow hawk
#

Could you send a screen shot of the settings you have for the phys bones?

ember trout
#

Better yet, I have the exact image I used when I set up the dynams for the hair and bandana. Would that work better?

mellow hawk
#

more info is always better

ember trout
#

Alrighty. I only used the settings listed here for hair and skirt, and then added one collider each, that just links back to the floor collider. Anything not shown isn't ticked.

fringe iron
#

Edited my avatar and removed the end bones to the hand. Though testing it in game, I lost my hand colliders. Would this cause my colliders to disappear?

#

I assumed end bones weren't exactly needed

mellow hawk
#

Did you happen to move the avatar in unity after you setup the colliders

fringe iron
#

Nope! Though I didn't set up hand colliders, I always thought VRChat kinda automatically did that

Could I remake the hand colliders?

#

The previous variant of this model has hand colliders

mellow hawk
#

Yeah, i should work if the bones are named right.

fringe iron
#

Hmm, I didn't change the name of the bones

#

Just removed the end bones

idle fiber
#

You can just delete them but keep in mind that you need at least 2 bones in a chain for dynamics to work, or an end offset value

glacial verge
#

ill pay someone to phybone up my avi

kindred venture
timber saddle
# fringe iron Just removed the end bones

removing end bones is fine.. but physbones and such use them, so i would suggest when you export from blender to check "add leaf bones" under armature. then when you import to blender just hit "ignore leaf bones"

#

and leaf it at that

timber saddle
#

ey so. where do i get that asset with the AD eatable chips?

#

(at 95 seconds)

crimson mist
#

Is it possible to test the built-in physbone colliders in editor?

crimson mist
#

And Maybe a way to test the new World (Experimental) Immobile type?

hearty hinge
#

Can someone give me a hand with animated physbone?

#

The setting isAnimated apparently is doing nothing at all

#

this is what i've got

#

If i turn off the dynamic bones altogether, i get this (which is how it's supposed to look like)

#

Even though Is Animated is turned on

timber saddle
#

dang this channel be dead tonight

hearty hinge
#

Tell me about it

#

Really getting desperate on this ond

remote ferry
#

You could look up who made the test avatar and then look up wether they have it available to download anywhere

#

At first glance it looks like something Yash would make

calm owl
timber saddle
#

and i don't see the chip thing on their twitter or such

#

Not on their booth either

remote ferry
#

Hai moment

#

Well it's not available then

#

You could make it yourself

timber saddle
#

makes sense it would be from hai, since it's in the vrware world

#

Well my wondering is how they let other people eat the chips and it doesn't seem to go fucky on rotation

#

i wanted to poke the files XD

remote ferry
#

Contact receiver on the chip that detects the head collider

#

If it collides with the head > eat animation

#

Picking up and moving it is done with a bone

#

You could also make it so
Grab > pick up animation > let go of grab > eat animation

#

Either way works

timber saddle
#

but grabbing things on others seems to have a bad rotation

#

rotated toward the source

remote ferry
#

Literally just ignore rotation

timber saddle
#

hm?

remote ferry
#

Every chip is Position Constrained to an endbone of a bone

#

That's all

#

You grab the bone, the chip moves with the position of the endbone but doesn't inherit its rotation

timber saddle
#

How do you....oh wait can i just turn off inherit in blender?

hearty hinge
#

Shove the script one bone up the chain?

calm owl
#

Yeah editing the transform of the root kinda janky

hearty hinge
#

i have no idea why

#

but my isAnimated toggle just

#

isn't doing anything

jolly crane
hearty hinge
#

such as?

jolly crane
#

which playable layer you animate it on, if you're using Write defaults on/off, and if you have layer masks

hearty hinge
#

It's animated to the FX layer

#

and i'm fairly certain i don't have a mask on that

jolly crane
#

are you using write defaults on or off

#

more importantly, make sure you don't mix WD settings

hearty hinge
hearty hinge
hearty hinge
#

Yeah, just checked, my anim layer has no mask on it

hearty hinge
#

all the relevant ones for this specific animation

jolly crane
#

make sure WD is on for every single state in every single layer of your FX controller

#

cannot mix and match within one controller

hearty hinge
#

Checked

#

clear

#

This is the problem i'm dealing with atm

dry panther
#

Using WD. When the docs say don't.

hearty hinge
jolly crane
#

in fact, animating transforms in FX is easier with WD on compared to off

hearty hinge
#

Well

#

I'm kinda on the lookout for a hail Mary at the moment

#

If anyone has any weird ideas, don't be afraid to share them

simple elk
#

wd is recommended off, it does not say 'dont use it', the amount of annoyance iv'e ran into with off is not worth it and creates more work to do the same thing.

hearty hinge
#

What does it even do anyway?

timber saddle
#

Toggling things is so much easier with write defaults ON. I don't get why vrc says to not use it

gleaming basin
# timber saddle Toggling things is so much easier with write defaults ON. I don't get why vrc sa...
timber saddle
#

We recommend keeping Write Defaults off and explicitly animating any parameter that needs to be set by the animation. Note that this may require adding "reset" animations or adding properties to the animation to "initialize" transforms in a specific orientation.

#

I have legitimately had zero issues arise from using write defaults in my 2 years on VRC. The issues arise when someone uses off, and tells you to merge their weird looking fx to yours

#

In fact every time I see something made with WD off, it just looks like bad logic written by a ten year old

#

With extra steps to do every little thing

#

Start > dress on state > transition for off > dress off state > exit

Me: start > blank state as default > dress on state. Dress on goes back to blank when dress != 1

halcyon vault
#

yes you need to spend 10 extra seconds duplicating the animation and inverting the properties but otherwise the basic toggles are similar

#

At the end of the day it's just personal preferences. I prefer telling unity what to do, where and when. I don't want it to do things for me

timber saddle
#

People don't seem to in cases I've seen

halcyon vault
#

If I enable something and then pass through other states, I want that property to stay the value I set it to. I'll set it back when I need to set it back thus I default to WD Off

#

both ways have their pros and cons

timber saddle
#

Plus half the time when something stops working for someone, it's always "check your write defaults, if you mixed them at all that's why it broke,it has to be all or none"

halcyon vault
#

true, I rely on Dreadrith's WD utility for that, though I saw that VrLabs' Manager can do something similar

halcyon vault
#

at this point I feel like I've been shown 12 different ways to toggle something on/off

timber saddle
#

Shoot there's still tutorials made for AD that the first word out of their mouth is "make a duplicate of your avatar"

#

You literally don't ever need to do that now

#

Unity does not get stuck with your avatar animated. You don't need to clone it to make anything

halcyon vault
#

oh god. every time I tell people that isn't necessary anymore I get hit by the 2017 vrchat horror stories xD

timber saddle
#

Yes 2017. 5 years ago

#

Time to move on

#

Even sippbox does it

halcyon vault
#

even if the avatar was put into a position we have tools, free tools that fix it in 1 click

timber saddle
#

You can just go to overrides and undo any stuck transforms if it happens to get stuck by a rare case

halcyon vault
#

true but people unpack the fbx so they lose that

timber saddle
#

Or I think pumpkin's tool can force t-pose which is pretty much the same thing

torn tendon
#

I use WRONG defaults

#

personally

timber saddle
torn tendon
#

"but write isn't even the same word as right at all!!" Ok and??? 🙄

timber saddle
#

bonks more

torn tendon
#

I'm gonna put you in a meat grinder

timber saddle
#

Pretty sure I wouldn't fit

halcyon vault
gray river
#

Weakest write default off user > Strongest write default on user

torn tendon
#

Lewinsky i don't even know what we're deadbolt on or is myself out what w of soda , i just do thing and it works out on the end prior tell me rong but i don't care

timber saddle
#

If write defaults off was that important someone would make a tool to convert them instead of unity just having them on by default

#

Convert them without breaking something, that is

halcyon vault
torn tendon
#

what changes when they're on or off what

halcyon vault
#

even has an animation so nothing is left blank

timber saddle
#

Because default doesn't look like "compatibility with past versions" as much as "we made a new thing but feel free to use the old forever, it's easier"

halcyon vault
#

what are we converting

timber saddle
#

On to off

#

If you just take my fx and switch all write defaults. no doubt things will break

halcyon vault
#

yeah, off isn't a fan of empty states

#

though it is the same both ways. You swap all my states to On and things will break. The toggles and expressions might work but you get into more complex things and you'll encounter some issues

wanton bridge
#

I'm a bit sleepy but does anyone also got their toggle animations off-sync when using contacts to toggle them?

#

Like the swords on my avatars kept not showing up on one or many sides but on local it is there

storm idol
hallow nova
mellow hawk
# hallow nova

Check the unity package manager (window > package manager) and check if you have Burst and Mathematics version 1.4.11 and 1.2.6 installed.

timber saddle
#

does that mean tail would be {tail}_IsGrabbed or tail_IsGrabbed ?

#

i don't see this parameter under conditions..

mellow hawk
#

It would be tail_IsGrabbed

timber saddle
#

it's not there

#

or do i have to make the parameter on my FX?

mellow hawk
#

The physbone prams are drivers, so they only need to control prams on the animation controller. You don't necessarily need to have them drive anything in your synced prams

timber saddle
#

ah so i did have to put it on my fx

abstract pivot
#

Is there a way to make phys bone interactable with everyone's Torso and head colliders?

halcyon vault
#

Not currently

wanton bridge
remote ferry
#

With trackers, anything is possible

timber saddle
#

Does the bone stretch not work right in VRC? In unity my character's face responds when i stretch the tail, but in VRC nothing happened

rugged steeple
timber saddle
#

the numbers work in unity.. but in vrchat someone grabbed his tail and went nearly 20 feet away, and nothing happened