#avatar-dynamics
1 messages · Page 22 of 1
mines too pretty
u could always commission avatars from creators u like
I just want the phys bones for quest
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
like I never said I wouldnt pay someone lmfao
ok but people's time is valuable
no i think they mean they WOULD pay someone
did you even read that
idk, vrctraders does have a free section you can throw into the void but good luck
but you literally just said you didn't want to go through that process
ok so what's the problem with vrctraders
whar
ok this conversation is very confusing and im at work so im just gonna. peacefully exit
or, I can just ask until someones willing to give my avi physbones for money if they want money 
that's what vrctraders is
im not deep enough to know where to find the good people
at vrctraders
well gumroad is a marketplace for stuff people have already made, not a place where you ask people to do things for you
all public avis
vrc discord suffices
ive found multiple people that could do it, I just lost their dm
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
its for just avatar dynamics lol
i can ask, Im fine with no answer, if I find someone, I find someone
not in a rush :p
you can certainly try
just don't get mad when people try to help in the way you don't expect
i was mad cause nobody actually paid attention to what I said
because nobody here is interested in doing it for you
they were trying to help you do it yourself
okay? that doesnt change that they literally werent paying attention to what I said
they literally didnt know what I wanted
even after I stated it multiple times
ÂŻ_(ă)_/ÂŻ
i was just trying to help ):
dont feed into it next time lol. people like that just whine when they get an answer thats not being spoonfed to them, don't worry
Imagine Phasedragon gets treated like some nobody that doesn't know what they're talking about. eks dee
Some people dense. It was a good try though.
Maybe they should have asked the virus for help
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.
Check Window > package manager. Look to see if Burst and Mathematics are installed. Then save and re-open project.
Thank you very much!
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.
Yeah, just disable the script, should work.
Thats what I do to reset posed phys bones.
using the new contact system is there a way to make a homing missile type thing or autoaim on someones head?
There is this repo: https://github.com/hfcRed/Player-Tracker
Idk how it works, just kinda magic lol.
thank you
Thanks.
hey so i think ive figured something out
if you are having trouble with PC and Quest physbones not syncing right
try giving each physbone component a unique parameter, even if you donât end up using it
ive done this on mine and it seems to have gotten rid of all of the issues
perhaps it uses this parameter for syncing purposes, so if u have 2 chains with the same parameter, it knows they are linked
let me know if this works for you if you have voted on this canny
wouldnât this follow someone else if they happened to walk by or through someone?
Oh my goodness I never knew you posted this here xD
(have no issue with it lol, just a bit funny how I just notcied now xD)
Lmao
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... 
it would be incredibly useful if it synced
i.e. if you have a semi automatic rifle, a pen that can be cleared, and so on
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
you could for example flick the clear button on for a milisecond and it will work for you but not anyone else
but if it was a trigger, it could stay on the queue as having been âactivatedâ
Well since itâs itâs own layer it can be done to toggle one and have another one thatâs active be toggled off. But I assume itâs way better to be done in one layer
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
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
GunBase is the base gun, and GunTop is the part im trying to move backwards
setting root transform to gunbase worked, but it would pull the wrong way
Anyone?
Nope
The tracker isolates the person its attached to
To be more specific it isolates the exact contact you attach it to and will only be influenced by that single contact
Nothing else can interfere with a tracker once its attached, not even another tracker
So you dont spam your FX Controller with layers. Merging layers for toggles is extremely simple which is why I dont really get why they made it so complicated in the video.
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.
did you add the collider to the physbone
ooh nope i thought it would take away from optimizationđ„Č guess i have to
ty
i just realized how dumb and vague my message was
You can use angle limit for physbone to prevent the bone from going to certain angle.
ohh okay ty i played around with that earlier, will watch a vid about it since i didnt figure it out myself
its not dumb!
Hey its alright, we all have our moments. Idk you, im just a simple man that makes models for aot, but i hope you have a great day
and how does it do that? does turning off Allow Others keep the current contact only?
Pretty much yeah
Contact permissions only get checked once when you first make contact
So turning off allow others while someone is still inside a contact will allow them to continue interacting with it
Tracking is easy enough without rotation.
@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.
Get the layer set up right to minimize "latency" or the apparent damping effect to make it more snappy.
It'd probably look the way constraints did before VRC fixed the execution order. eks dee
is there anyone i can find to make an avatar for me ?
can't move bones in animation with new physbones, is this going to change or will it always be like that?
Does anybody know where I caan find good dynamic avatars (preferably boys and other creatures)
Are you looking to make your own or find ones in game?
Finds ones in gameđ
#avatar-search-old will be a better place to ask. People in there will know worlds and stuff you can go to find some.
Hmm? Are you talkinga bout my "give another person a gun" thing?
Yis.
The contacts for tracking are offset so you get rotation.
Root motion or just make a funky layer for it, if you want.
I should just draft a prefab, but I don't have a real usage for that right now.
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?
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.
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
might be the wrong topic
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
This is a list of Parameters (case-sensitive) that can be added to any Playable Layer (animation controller) and change across all Playable Layers that include this parameter. User created parameters that are not in this list will exist only locally within that animation controller and are not curre...
any way to get collision to like move back without having to go back into blender a edit the bones?
Oh I didn't state my question well. I was saying that the fingers will still stretch as it should, just not in "V" shape but two fingers stuck together instead
the reading from controllers is correct
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.
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
(Not sure what it is, but avatar adorable)
You want the head to wiggle right? Try putting another phys bone on it. Put it into play mode and move it around to see it work too and set limits to angles if that's what you're going for
What dose the bone setup look for this btw.
Do you mean one directly on the head bone?
No matter where I put the component, it doesn't pick up the head bone
Have you messed around with the endpoint field on the script?
I have not
Would reamend giving that a stab and also the multi child type. See if any of those change it at all.
Yep, just figured it out as you were saying that. Changing the MC type to average solved it :D
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.
Then I drag and drop the new "root transform" bone in...
you most likely exported your avatar with a different "Apply scalings" setting
make sure it's always set to FBX All
Hmm okay I'll check that, haven't messed around with Blender and stuff in a while. Getting all these strange issues. ;w;
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)
Can also just shrink the radius if you dont want to touch blender
Slightly different issue now... Changing multi-child type to anything but ignore causes unusual bending/flipping
Could always just put limits on it so that it cant flip
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.
Thanks so much, yeah it was the export settings not being set to FBX All. I'm unsure if I can just "import" the existing FBX over my current one... doing so gives me some warnings.
you can
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
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"?
in blender?
Yeah, before exporting.
you should make sure all your transforms are applied, you do that by selecting everything in object mode and doing ctrl + A > All transforms
Ah okay so it's just a shortcut I see.
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...
(or maybe it wasn't that video. I watched soo many. ;w;)
Thanks for shouting out Pumkins btw super cool!
Screw off bot
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
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.
Where is the sitting pose referenced? the locomotion layer only has standing/crouching/prone
I tried to modify the pose, say sitting on a interactive chair but can't find where this animation is referenced in layer
hmmm lemme chack that real quick
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
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.
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. 
well it worked, kinda, i guess, thanks
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
You dont have to put colliders in the hands anymore, right? They're just automatically there or whatever?
correct
Awesome, thanks for the reply
you can customize where they are under the avatar descriptor under Colliders
but in most cases you don't need to do that
maybe just need to tweak the head and torso
Actually, no thanks for the reply. As soon as you replied, my unity crashed xD
bruh
anyone know good dynamic bone settings for hanging chains? mine are stiff as a board
Use physbones
where do i get those?
the prone still anim looks normal in preview but drastically broken in game....
where should i be looking at to fix it? thanks
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
is this going to affect VR mode animations?
depends how you set it up. You would probably want to set hands to no change, actually
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.
lemme take a note, thanks.
yeah it's defly trying to match camera to the head, with tracking control the camera is stuck inside the body
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
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)
okok so are they automatically made into the bones?
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.
There are a few things I would try. First, make sure you're on advanced mode instead of simplified, and try cranking up the momentum
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
Will give it a shot.
@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?
there should only be one receiver, not two
the synced bool should only be driven by the toggle, not by a contact
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
the Synced bool is what you would use to drive other things
@dark rampart
@jolly crane Thank you so much!
it can be driven by a contact just fine
as long as its set to Local Only
say for example you have contacts on your palm to detect finger positions
u might want those to sync
but yea that works only for buttons, not toggles
for toggles u would write to another parameter and use parameter drivers
that's the whole point, my example IS a toggle lol
yea one layer would have
with customizable cooldown too
entry -> Wait -(activated, already on)> turn off -(deactivated)> exit
the first transition of the loop has IsLocal aswell
Wait -(activated, off)> turn on -(deactivated)> exit
and another layer would have the actual toggle
so it would sync to everyone else
for example if its to turn off a shirt u would have a standard shirt toggle setup like u would normally
and then a layer is added to toggle it with contact
I know. I'm not sure why you're explaining it lol
the toggle they showed is my setup that I made a package out of
I've posted it in here a few times
explaining it so they read it
alright
also about cooldowns, its not really reliable to use exit time
for more accurate cooldown it is better usually to use a timer parameter
but it depends on the type of cooldown you are looking for
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?
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?
Everything on your head gets scaled to 0 0 0
For you locally
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
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.
Doing so however will cause it to clip into your viewpoint since it no longer gets scaled to 0
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
And then when the object gets grabbed you make it visible again outside the mirror
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.
It will if you jump
This depends on the hat obviously, but in most cases it will clip the viewpoint when in locomotion
Hm yeah that could be true.
It's cleaner to just do a mirror split
Also when looking up the hat will 100 % clip into your viewpoint
Depending on the position of your viewpoint but in most cases it will
Hm yeah that's probably true, how do you even do a mirror split?
I have never done that before
You abuse the fact that your mirror clones animator initializes after your own animator
I had a scale constraint on it to make it a bit bigger in my hand
this might be the reason
Mirror splits are extremely simple
ahhhh
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
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.
You use IsLocal to go down to the mirror split, remote players get sent to a different state upon entry.
VRLabs has a prefab for that btw
thank you for the input
I'll try that later
Mirror splits are mainly used for things like head props, clones and physics
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
I had some major problems with that in the past, now you make me want to play with physics more again
wdym with "Physics" ?
Anything with physics colliders
Joint related physics like spring joints or custom joints are fine
But as soon as you introduce even a single physics collider you will run into problems
ahhhh
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.
Weird issue but at least there is a way around it đ
Both the mirror split and physics fix can be downloaded on VRLabs GitHub
You just have to apply the two systems to all your physics objects on your avatar and you're good to go
Physics can be really fun to play around with
thank you :)
Is it possible to sync physbones? my sunglasses are lifted with them and when someone joins they are still down
Imagine making all that effort when IsGrabbed exists and you can swap meshes in a single frame.
Like yeah, but why for a hat.
If it was something like you had entire armatures attached to your head then maybe. But a hat?
Because you still want to be able to see your hat in mirrors and cameras
That's why you do that split
I'd actually consider myself an expert with head related shenanigans at this point, thanks. You can still see a swapped mesh in mirror.
It's just preference then I guess
A mirror split isn't much work anyways
I can set one up in 2 minutes, only takes two states
The logic for the grabbing remains the same
Probably because I work with clones and duped Armatures a lot
I'd cringe at clone, but I've done it once.
Not fun do not recommend
I use IsMirror for this thing's head parts because ouch otherwise.
Just IsGrabbed so you can still see it everywhere as if nothing happened, it's just not parented to head with the swapped mesh.
Assuming hat is not 5 materials and 20k tri.
Pain
I guess you could also just scale constrain the hat when grabbed
To counteract the headbone scaling
Nope.
You can't?
Is it because it's childed to the head bone
If you scale 0 by 100 you still get 0.
Like in Unity it works because they just make the jump and add a miniscule amount.
But not with constraints, no.
I diiiid bug it out recently though.
For my root motion controller.
Had to Zero then Activate then remove a source, etc. It's dumb, but it works.
Putting scale constraints on children of an object with another scale constraint is wacky as fuck
It completely fucks it
Scale of the object remains at 1 but the transform doesn't reflect the same value
I wonder if you can do math with that
Considering you can already do math using X Y and Z positions it wouldn't be too far off
Find Unity bugs then exploit them. The VRC way. rero and CB did it like 4 years back and never stopped.
Exactly
Most stuff I find is useless

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

Yeah, so scale works if you bug with it a bit.
Couldn't think of any better audio for the tests, so get goblin'd.
Nah. I just didn't wanna make a bow again. That's just proto for what I'll eventually add.
Gotcha
The base mechanic is done enough. Just need motivation to make the looks and sounds.
You doing actual physics for that
Nope.
Might get it all into my base animator, I think.
Physics is very situational, but people use it for everything.
It breaks and has 0 sync in-game.
I just want funny bouncy bounce on world mesh
I've never had it break on me
Sync sucks balls tho
You wouldn't see it break if you use it for just throwing it around anyway.
It has a lot of zero errors.
You throw and reset it all the time, you'll never really notice.
You can sync root motion because it has total control though.
Use it to get rotation from your contact tracker.
Can make a funky tree for a root rotational object that's position constrained to the tracker, I guess.
Things worked out fairly well, momentum just makes it very bunge-chord like so you really have to play with the settings a lot, got it mostly to what I would like though, appreciate it!
A lot of people have been trying their hands at making props that read hand rotation
Only just a few days ago a friend of mine actually managed to pull it off cleanly
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.
Now people have trackers using it.
The current implementation of getting hand rotation is using 3 trackers and a few look at and aim constraints
Yeah, figured.
Which is a bit expensive but so far the only method that's been found
I'm working on packaging it as soon as it's cleaned up
It's just like rube goldberging constraints but now each tracker prefab is a constraint.
smh
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
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.
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
Yeah, Melee weapons now, flesh it out for something that requires accuracy for aiming later. fingerguns
I made a gesture reader for a pen I'm working on atm
Just finger tip readers?
It calibrates to the hand of whoever holds the pen and will draw whenever you do a fingerpoint
Oh, just point.
Since there's no thumb contact a lot of gestures can't be read unfortunately
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
Contact for each finger?
Oh nah it's just a tracker attached to the wrist
And then a Proximity Contact that looks for the fingers
Because you need a float?
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
Just go all the way and add 4 bools.
Bools aren't accurate enough you want that float value
Bools are cheaper and you can use them for constant contacts just to track individual fingies.
The transition conditions to fingerpoint are looking for 2 decimals of accuracy so it can work in locomotion
It's extremely tight
Maybe I'm underestimating the tracker's latency.
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
I haven't done it and I don't have a reason to, so I can only brainstorm how I would do it. 
Maybe when I start letting people run off with my limbs.
Trackers are pretty busted tbh
I'll probably take more advantage of grabbing and then just make a machine for the rotation or their wrist, tbh.
Yus
Then track fingers.
So they can pull the trigger themselves.
On trigger anyway.
Easier with two hands to track.
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
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.
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.
I have a Halo on an avatar of mine, but when toggling it on occasionally itâll just freak out completely. Itâs toggled with two animations, which shrinks it into the head and turns off itâs physbone, and the other doing the opposite. The halo is attached to the body mesh for optimization. How do I make it so it doesnât freak out?
I personally love using bows on Minecraft and half life alyx. I'd totally use a bow to shoot people in VRC
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
They use to, actually.
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.
Bows aren't difficult to do, especially with PB now. They're just boring to me. I can use a bow IRL. What can I not do IRL? Magic.
Yea but does your bow irl ricochet indefinitely with Magic arrows like old hanzo scatter? (i am a bow fan)
Multiple bones on string, stretch = power?
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)
so how would one use contacts to grab a sword and use it
and then be able to put it back
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.
i need help with physbones
Yes, explain, what is going wrong
You can either make them smaller, or check if you applied transforms and scaling in blender.
Whats transforms and scaling? also how do i make them smaller lol
Change this value
To what? If you look at the photo, the colliders are already at a 0.03 radius..
No, thats what mine is set up with, yours has weird sailing. Just add zeros till it looks about the right size.
Wont let me type into the box
đ ive been so confused for the past hour
Create a box near it, how big is that
right click
set it to 0.0.0 where your av should be, if that covers your av its tiny
My av barely sticks out of it
I did make a vrchat test avi tho and its the correct size in-game... so idk what to do
This is one of mine near a box and im at 0.07 for a tail blob, yours are gigantic compared
I know! I have no idea what i did wrong lol
I could send you the avatar to mess around with lol
Could you open the fbx up in blender, press N, and screen shot this menu
My friend just gave me the unity package... how might I export it to FBX?
in unity find the avatar file, should look like this with the arrow to the right (1), not like this without the arrow (2)
when you find it: right click, show in explorer. Copy the path open blender, go file import, fbx. (3) or use CATS if you have that installed.
Wellp its not that idea
ÂŻ_(ă)_/ÂŻ
Sobs
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.
She's scaled correctly - the problem is that my colliders are showing up too large to scale her ribbon..
Hair* 
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.
Head is not scaled to 0 locally, but to 0,0001 exactly. So if you want to bring something under head bone to its normal size you scale it up by 10000. Even Lyuma's Av3 emulator emulates that.
Wow, so not 0, but still an unstable tier of values to be animating regardless.
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.
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
you did not export your model with "apply scalings" set to FBX All
so your entire armature scale is wrong
Well, yes. "EZ"
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
How do I fix this? My armature says itâs the correct scale, and the test avatar i published was correct sizing as well
I have a model rip of her second outfit if youâd like
Change the limit type from angle to hinge. Make sure all the blue lines are all facing away from the legs. And the clipping should go away.
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.
Did you update your SDK?
Yes it's the latest one
The problem has been the same since the first physbones update
Might be the head collider
I tried disabling that along with the ear colliders, same result
See what happens when they arenât cones?
If not then animators with physbones might still be broken
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.
can someone help me im trying to make a avatar in unity.
like this?
Nope, it works more or less
People typically weightpaint a little to the legs or turn to cloth. If your topology is sane, you might like cloth a lot more, once you've learned it.
I spend way too much time on my main avatar, so I'd feel bad having her and not at least giving her some witchy ways. đ©
But I appreciate it!
(side note to this: cloth would not work on quest if you where planning on uploading for both)
(I'd have agreed if it weren't for them already exceeding the PB limit by 3 times.) 
If it was on quest, they'd probably have to just exclude that outfit.
Or go back to blender.
combing scripts is not too to bad, assuming they are all in the same place
But their collision check and PB count will have them disabled by default/unable to even upload anyway.
(on Quest anyway)
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)
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.
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.
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
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.
oh. I assumed the immobile just gives out a bool. well this changes alot
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.
I still need help with this.. Lmk if you can help!
but with that i only get the is rotation and not a vector. i'd still have to "measure" much the tail moved from one sample point to the next one.
this would be way easier if you could script with C# like in the World SDK
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.
I mean, I mentioned immobile for a reason. Not just angle.
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.
ʷʰá”Êłá” á”á” á¶Š á”á”á” á”ʰá”á”
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
On to my list of git stars lol
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.
It dose. If things are set up right it will work.
I have it on my avatars.
well idk why I couldn't grab and stretch it
Do any of your other bones work?
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?
You need to change multi-child type to something else than ignore.
I tried the other ones already and no change.
I will double check later just in case though Checked again, still the same problem
if you want the root if ears move as well then obviously they should not be a root but a second bone in chain since root bone is always fixed cause your hair/tail grows from some certain point
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,
fixed it
you need to export your model with Apply scalings set to FBX All
otherwise your armature scale will be 100
Does anyone know how to fix this?
Add a descriptor.
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?
Have you tried increasing the Stiffness?
for some reason having capsule recievers on my avatar breaks them, they become non functional and every contact in avatar overlay flickers
Immobile. Check the dropdown. You can set it to just locomotion.
oh?
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.
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
will this cause issues with hair physics?
https://cdn.discordapp.com/attachments/361741445352259584/984696341844361256/unknown.png
i figured out how to get bones all the way down but i set it up so there are like 30 bone chains per hair group so LOTS of bones (i think total i had 350ish when exporting from vroid) đ
282 bones after doing fix model. đ
if i'm reading this right...213 of my 282 bones are in the hair? đ
I get the intense feeling that I will never figure out how to make this shit stretch
stretching is only when grabbing right?
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
how many bones are in the effected chain?
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
how many bones chains do you think is the right number for hair back if the chains are 6 bones long?
does it not have a single, actual root bone?
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.
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
that's what i'm saying my guy. i'm trying to reduce but i'm not sure what a good target is.
hmmm
I would try to split it into 3-4 chains, 5 long each at most
just my opinion tho
maybe 6 long
at the length i went vroid auto gens the chains at 6 long.
why does it have 200 jesus
- 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
and you have this setup in blender?
that's just what i did in vroid then exported and imported into blender to see how many it was.
to be blunt I am not familiar with vroid in the slightest
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. đ
you can dissolve some bones to make one out of two etc
yeah that was what I was just about to suggest
you may have to manually merge a few vertex groups
that seems like a waste of time when i could just regen the hair with fewer chains.
or this
so regen with about 4 chains. that'll give me...24 bones in the back.
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
asriel the fallen seraphem?
the undertale character I simp for a bit too much
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.
there should... really be a way to test what it's like to grab a bone
erm...doesn't play mode do that qhen you click on the bone?
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.
it's super handy not just for physbones but also if you wanna see how poiyomi animations will work.
I feel extremely stupid
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.
if you show your physbone component in a screenshot that might help someone identify the problem?
that is a TINY intaractive radius.
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
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?
what's the "imobile type" thing? i've not noticed that experimental bit before.
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
huh yeah i have no "imobile type" option. just the imobile slider...guessing the sdk got updated on me.
do I need to update this shit
i was thinking i was the out of date one.
tried changing the immobile type?
anyone still up?
nevermind, I figured it out
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?
you should add physbones component on parent of hair strands
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
can you import and screen it without converting?
Question.. what's the limitations of the quest avatars for Physbones?
Thank you!
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
(You can't even upload the Avatar when you exceed them)
that's nice to know
Is there a way to fix the sync of avatar dynamic ;-;
why are capsule receivers broken?
just having one on my avatar breaks all my contacts stuff
I think one of the main reasons they doubled bits is so you could add the PB parameters to the sync list. But I dunnoooo
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.
If it doesn't float away when IsGrabbed is false, I'll be sad.
First I'd ask if your PB were bugged and if you toggled permissions off and on to see if it was that.
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.
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?
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
https://booth.pm/en/items/3911853 here you go. I tried telling the author about the problem but she hasn't responded
they are able to grab but its not working
What isn't working?
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
I'ma test it in a moment. My unity crashed. đ
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."
Yeah, pull.
Yeah, it appears to work just fine in Unity. 
I just dragged it in, put it under wrist, and reset position.
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
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.
You got me confused on the string part sorry I'm still new to this đ
@rugged steeple ^ sorry for ping again
Huh, this is a really interesting effect tbh. It gives me an idea, I wonder if I could combine the start and end with, world constraints and rotation constraints to make something that other players can pick up, move, and place down. Without needing to have the object go back to the player. Hmm...
One sec.
Time to spend hours in unity lol
So make it look like this.
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.
Sorry, where it says Ignore Transforms.
The balloon script would probably benefit frooooom..
Any other changes in the script that I should be aware of except for ignore transform?
Not in the GrabRoot one, no.
This is the String 1 script.
Ok so I tested it out in unity and it works! tysm!
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.
hello, i bought an avatar off gumroad and it says i need physbones? how do i...do that
That's in the SDK.
right...idk what that is
like how do i like
idk
pull it out?
I have no idea, I don't make avatars. I just know that it's part of the SDK.
Did it say physbones or dynaimc bones?
is the creator companion worth trying rn
You just need the latest sdk to upload avatar with physbones
phys
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.
sorry to ask but where do i get the new sdk
tysmmm
the version of unity im using is like 2019, something or other
2019.4.31f1
yee
also no dynamic bones
okay
im gonna pretend to understand what the latter half of this meant until i hit a wall and then i will be back
tldr: import vrc sdk, import avatar, make avatar visible, clear and check console
Might be reading gesture and bone angle to make it smooth and not just theatrics.
So if Gesture = 2 and Angle greater than like .2 or something like that for the conditions.
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.
You can try changing gravity falloff to 1 but tbh, the converted isn't too stellar with the way people all made avatars.
I use those for mine. idk how well they will work for you, but enjoy lol
So you usually play with it.
Thanks, I will test and see how well it works!
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
wrong channel lol
Try importing the gold after the base. Also I'll inv you to Lods server
I did
And ty
Hmm, what does TailCtrl means? I guess it's something leftover from dynamic bones, right?
It contains nothing really.
May have been a parent constraint to do a wag animation. depends on the avatar
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.
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?
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?
Wdym by "take" ?
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)
you mean a public avatar you cloned in game?
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
Sounds like a job for the Contacts system.
Nevermind, figured out the issue by myself
Which chapter in the documentation describes this?
I havenât read the docs I just know you could set up a system using Receivers and animation logic thatâd give you all that. Receivers setting bools to True and transitioning on that condition.
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..
Without constraints, the best you can do is have the physbone be posed.
Ya know, take one, there's an avatar already made and I just wanna make a few adjustments to it because it's an older avatar
All I wanna do is apply a few physbones
If you don't have the files on your computer. There's nothing that can be done.
Have to either find different public avatars, find the avatar on something like gumroad or booth and remake it yourself, or contact the person who made it and ask them to update it.
help
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?
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
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.
do you have any colliders inside the physbones? (not the white default ones)
Only one in the floor, and that's a plane one.
Could you send a screen shot of the settings you have for the phys bones?
Better yet, I have the exact image I used when I set up the dynams for the hair and bandana. Would that work better?
more info is always better
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.
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
Did you happen to move the avatar in unity after you setup the colliders
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
Yeah, i should work if the bones are named right.
Yeah those _end objects were created as part of dynamic bone to physbone conversion if the dyn bone had a end offset. No idea why, considering the converter could have just set the value for the end offset on the physbone instead.
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
ill pay someone to phybone up my avi
ooof why do you have so many colliders?
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
ey so. where do i get that asset with the AD eatable chips?
this one
https://youtu.be/0VzFbvBLWYY?t=95
My Social Media âŒ
Twitch: http://www.twitch.tv/unclearpixels
Discord: https://discord.gg/Sd59mRM
Twitter: http://twitter.com/unclearpixels
Steam: UnclearPixels
XB1: UnclearPixels
PSN: jelanidozier
(at 95 seconds)
Is it possible to test the built-in physbone colliders in editor?
And Maybe a way to test the new World (Experimental) Immobile type?
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
dang this channel be dead tonight
Not publicly available afaik
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
Editing the root bone the dynamic bone is on doesnt quite work atm, there should be a canny post somewhere maybe
It's from hai..
and i don't see the chip thing on their twitter or such
Not on their booth either
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
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
but grabbing things on others seems to have a bad rotation
rotated toward the source
Literally just ignore rotation
hm?
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
How do you....oh wait can i just turn off inherit in blender?
So I should just
Shove the script one bone up the chain?
Yeah editing the transform of the root kinda janky
Is Animated is a pre-requisite to making sure you can animate bones. there are other considerations too
such as?
which playable layer you animate it on, if you're using Write defaults on/off, and if you have layer masks
are you using write defaults on or off
more importantly, make sure you don't mix WD settings
although then again, i have no clue where i would check this.
Where?
And how so?
Yeah, just checked, my anim layer has no mask on it
ok, all my WDs are on
all the relevant ones for this specific animation
make sure WD is on for every single state in every single layer of your FX controller
cannot mix and match within one controller
Using WD. When the docs say don't.
Does that really change anything?
that isn't the issue here most likely
in fact, animating transforms in FX is easier with WD on compared to off
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
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.
What does it even do anyway?
Toggling things is so much easier with write defaults ON. I don't get why vrc says to not use it
This may help to explain it.
https://docs.vrchat.com/docs/avatars-30#write-defaults-on-states
What is Avatars 3.0? Avatars 3.0 is our name for all the features available for avatars in VRChat. AV3's features are focused on improving expression, performance, and the abilities of avatars in VRChat. Avatars 3.0 is heavily integrated with the Action Menu for controlling and interacting with the ...
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
Yeah that works for off too you just have an animation doing the inverse of the On animation in that blank state
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
People don't seem to in cases I've seen
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
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"
true, I rely on Dreadrith's WD utility for that, though I saw that VrLabs' Manager can do something similar
Start > dress on state > transition for off > dress off state > exit
I've seen this a lot too when helping people. I can only imagine it's from a tutorial though I can't remember any that do it this way but I have seen this setup for both WD methods.
at this point I feel like I've been shown 12 different ways to toggle something on/off
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
oh god. every time I tell people that isn't necessary anymore I get hit by the 2017 vrchat horror stories xD
even if the avatar was put into a position we have tools, free tools that fix it in 1 click
You can just go to overrides and undo any stuck transforms if it happens to get stuck by a rare case
true but people unpack the fbx so they lose that
Or I think pumpkin's tool can force t-pose which is pretty much the same thing
bonk
"but write isn't even the same word as right at all!!" Ok and??? đ
bonks more
I'm gonna put you in a meat grinder
Pretty sure I wouldn't fit
tell that to their, there and they're
Weakest write default off user > Strongest write default on user
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
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
I run Dreadrith's Controller Editor that has my states all off by default amongst other things
what changes when they're on or off what
even has an animation so nothing is left blank
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"
did I miss the context? what is this referring to?
what are we converting
On to off
If you just take my fx and switch all write defaults. no doubt things will break
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
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
I want to say the answer is to have all the parameters in your synced list in the avatar descriptor, but I am unsure honestly. Seems only necessary for prop things as particle system stuff works fine
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.
does that mean tail would be {tail}_IsGrabbed or tail_IsGrabbed ?
i don't see this parameter under conditions..
It would be tail_IsGrabbed
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
ah so i did have to put it on my fx
Is there a way to make phys bone interactable with everyone's Torso and head colliders?
Not currently
For me it doesn't sync up that well for the swords only, I don't know is it because people pull it out too fast?
Well, TECHNICALLY, yes
With trackers, anything is possible

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
Shilling a monster prefab when it's doable with simple contacts. smh
