#avatar-dynamics

1 messages · Page 24 of 1

wicked spear
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yeah, I have it on two different layers. When the synced bool is true, the shirt turns off, and when the bool is false it turns back on.. but the bool doesn't seem to turn false again

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Again, thank you so much for your help and patience

dark drift
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bump?

jolly crane
dark drift
jolly crane
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yes, it will be true for the wearer of the avatar, and false for everyone else

dark drift
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and i want true only for the one who made contact and false for everyone else including owner

little owl
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yeah I don't think that's possible

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well, unless the person touching had some local-only contact on their avatar that you were specifically responding to

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but standard fingers and hands, no

dark drift
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ofc no, im literally talking about buttons

little owl
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well that's not quite what I mean

dark drift
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i get what you mean, its not a solution

little owl
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what I'm saying is that it's not possible if you put all the requirements on your own avatar. However, if you had a pair of avatars, then you could do it

rugged steeple
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I wouldn't say impossible, but atypical. You'd have to think a bit to figure out the mechanic, but it could be done.

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I can already think of one way, but it's dumb. I'd prefer to think of a better way than to give that idea to the public, tbh.

dark drift
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the only thing thst comes to ming is make shure noone sees contact

little owl
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the only possibility I can think of would be going back to how it was done before avatar dynamics

dark drift
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like giving a chair that teleports you far away

rugged steeple
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Nah, culling is too unreliable.

little owl
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it might depend more on your specific use case. Like do you need an actual animator parameter to be completely different, full desync? Or would it be acceptable to only have the visuals be desynced? Like what if there was a shader that showed a different thing from different perspectives?

rugged steeple
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Particles can still be killed locally and trigger a local contact flip.

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If it's a button, it'd be easy enough.

stray island
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Thinking about going back to particle death triggers gave me a visceral reaction

dark drift
rugged steeple
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No, you can stop action disable a particle object that has both a sender and receiver contact on that same object and it'd flip from true to false.

little owl
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yeah but particles can't react to fingers, they'd have to react to the other player's local collider. Which means you couldn't be precise, you'd have to just do "everybody within a meter of me"

rugged steeple
stray island
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Instead of people pressing a button you would basically just slap them to make things happen for them only

rugged steeple
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Too much.

stray island
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You have a parent particle system on your hand that collides with the PlayerLocal layer. Since everyone only has a single PlayerLocal (themselves) then if the original particle system collides with them only they will see the death of said particle and the particle death animation or child particles

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You could have the child particle be a large sphere mesh that stencils out something on your avatar, so for example you could have a spider and if there is an arachnophobe you can slap them and then spider isnt there anymore

rugged steeple
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You can attach your own trigger colliders to other user's contacts, but that felt too excessive to suggest.

stray island
rugged steeple
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Nope.

stray island
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Oh I misread, you meant like the player tracking thing?

rugged steeple
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The contact tracker prefab works alright.

dark drift
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nah too personal

rugged steeple
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You can disable the attach as soon as they trigger it.

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So.

dark drift
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oooooh, wait a minute

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ah no

stray island
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Can you link the contact tracker for me? I wanted to play with it by maybe having a spider latch onto someone's face or something not terrifying definitely not

rugged steeple
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There's a better way. Just need to think on it.

dark drift
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it's a base for player tracker just more raw

rugged steeple
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People can already clunkily share props using a combination of those prefabs, so it's viable, just heavy.

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A lot of contacts and a lot of floats.

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I'm just too unmotivated to run my own idea on rotation get.

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Good news is, you don't care about rotation for the trigger idea anyway.

dark drift
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i mean if by some particle manipulations you can do it and then attach particles not onto your hand but on some grabbable thing like a key to push buttons?

stray island
rugged steeple
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If you can grab the key, just use contacts at that point.

rugged steeple
dark drift
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@stray island well msybe for my idea having noone in 1m away from buttons is feasible

rugged steeple
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¯_(ツ)_/¯

dark drift
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oh i think i get what you mean by particles, like we get them to die only in case of playerlocal layer so when someone gets hit it will die for them and alive for everyone else. i need to see it for myself

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vending machine that shoots those particles for 1m whenever button is pushed and only people in front of it gets affected

pastel cloud
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Phys bones VS dynamic bones, which would be better for preference, versatility and general ease of use?

steel thistle
willow sand
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Hi I have a really tricky problem and none of my avatar creator friends can solve it. Please help (>﹏<)
So I have a dress with 3 bone strips. They have grabable phys bones so you can lift them up. Since the tips of the bones are not connected in any way (see pink dashed line in the picture) only a third of the mesh will be lifted up and be kina distorted at some height.
GOAL: connect the tips of the 3 bone strips with something that behaves "like a cord".

My ideas (that don't work)
• Blender bone constraints (-> does not import into unity)
• Unity Character Joint (-> does only affect rigid bodies on meshes, not bones)
• Unity Position Constraint (-> fake clones the position delta, but pulls not behind the other bone realistically like a "cord" / "rope")
• VRC sphere colliders with "inside bounds", trapping the neighbour bone. (-> doesn't work, because adjacent bones pull and block each other at the same time)

https://cdn.discordapp.com/attachments/926473753058213919/988112292233240606/unknown.png

pls halp

torn tendon
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I am unable to upload the avatar (which I was able to upload a month ago or so), did they cap the physbones?

simple elk
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quest only allow 8 components

torn tendon
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Huh I have active build Windows so should be targeting PC, let me check

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Yeah definitely I have set it up for windows

simple elk
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not what sdk thinks, restart unity

torn tendon
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Oh wtf I just opened and closed the settings and it got fixed

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Guess unity magic as usual lol

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Ty!

rugged steeple
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There are other options, but like final IK or blender weight painted are going to both be tedious.

latent python
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Hard to show in a picture but the ends of my physical dress seem to whip back and fourth when moving at all and almost seem to repel each other(ends of phys bones on bottom of dress). Anyone have any idea on what is going on? Do I maybe need to just reduce pysbone collider size?

willow sand
# rugged steeple Best bet would be the plane shape phys bone colliders, set a little bit back on ...

Oh that's actually a creative idea! Maybe not the plane collider though, but the Sphere + "inside bounds". Because: when you use the plane, and keep it 100% parallel to the 3 bone ends, then they will move up synchronously, which will look very strange like "frozen", stiff cloth. If the plane gets tilted a bit, they will slip of into a direction and create a big distance and mesh distortion again.
But with the inside bounds Sphere, I can just tell every bone to keep at least a certain proximity to its neighbour. And when its pulled away, at a certain range (sphere radius) they adjacent neighbour will follow - just like they are connected through a cord.
I will try that out now - thanks for the input! iris

willow sand
rugged steeple
turbid badger
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u would get better results with something like magika cloth but its only allowed in CVR

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another thing u can try is to use a bunch of inside colliders attached to the ends of the bones

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but it will not work perfectly

latent python
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I didn’t have time today but yeah I’ll try some settings changes to see if they help

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It’s like each physbone chain become a J shape with the bottoms of the J wiggling back and fourth outward facing

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But when testing in unity before uploading. This doesn’t happen

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The cloth flows straight down the legs as expected when testing in unity

timber saddle
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Is it possible to make a physbone sort of... sway -toward- another bone? Like not complete weight toward it, but just sorta... Spring-toward it? as if the two ends of a V were connected with a rubber band?

willow sand
rugged steeple
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I took your word for it about the constraints initially but decided to test it real quick and made this thingy in a minute or so. I don't have any avatars with skirts or long hair to test it on though, but this is just gameobjects with position constraints on 0.3 weight. I assumed this is kind of what you meant.

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You can grab everything separately and they all react to eachother instead of acting as separate chains. The caveat of this is that stretch or angle floats of the chains you're not grabbing can't be read via constraint movement, but the one you are grabbing can.

timber saddle
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basically i have this top with long, loose sleeves, and i want to make them move loosely, but not move too far from the arm, to sort of give a clothlike look to them without adding a hundred bones

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What i've got for now is i made a bone alongside the lower arm bone, rigged the sleeve to it, moved it around, and did some painting to stop it from cutting through to show the arm.. and then applied physbone to it

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with an angle limit it moves, but doesn't pass through the arm, but i wonder if there's a better way

flint flower
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How do you make physbones collide with your own chest collider?

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Needed to prevent the scarf from clipping through a shirt

main quiver
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anyone know how to put dynamic bones on wings

jolly crane
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the one defined in the avatar descriptor is only used for a contact sender

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you will need to add your own physbone collider(s) for the scarf

flint flower
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Understood, thanks

willow sand
# rugged steeple Did you want something like this?

Yes it was one of my ideas but still not a very realistic workaround for cloth.
But I think your solution is still the best workaround until now ! ... how did you set up the constraints ? Position constraints just in the end bones, connecting each other ?
Thank you so much for trying it out ❤️

rugged steeple
# willow sand Yes it was one of my ideas but still not a very realistic workaround for cloth. ...

Every bone has a position constraint and is sourced to its neighboring bone at a low constraint weight. You can adjust the constraint weight to your liking and you can use more than just 3 chains if you plan on using this with other cloth setups later on. You'd just source both outer neighbors to each bone. Here's an example prefab. All it requires is the VRCSDK in your project for the .prefab to function.

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It should be cheaper than adding collision checks or using other methods, but constraints are a non-zero performance cost, so maybe use it sparingly.

warm grail
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with physbone, i have it so you can holster and pick up guns but its delayed for others, laggy. any ideas?

fierce forge
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How do you do avatar side pickups using physbones

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sorry im not really sure how to word this. im looking to have a prop that can manipulated by other players as part of my avatar.

turbid ridge
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Quick question: Is it possible for a contact receiver to collide with everything (e.g. a wall)?

short narwhal
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nope it only interacts with the physics bone colliders

turbid badger
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plus it would look awkward because it would move parts of the skirt in weird ways

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rotation constraint might be better but it won’t allow stretch to spread to other bones

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if vrchat added some parameter to control “cloth pull” then this wouldn’t be an issue to begin with

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and it would just naturally affect nearby bones in the chain

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which btw this is an existing canny post

rugged steeple
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I think rotation constraints would be more likely to cause artifacting, tbh.

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But even if adding them felt necessary, _IsGrabbed exists.

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If every chain is only affected by it's nearest neighbor, rotation constraints would be largely unnecessary.

timber saddle
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I have an umbrella i downloaded, I'm trying to make a stretch bone so i can have umbrella_stretch and use that parameter to drive a shapekey that opens the umbrella..It has one root bone, and i added a second bone and turned it into a grabbable umbrella i could take out of my hand. What'd i do wrong? XD

radiant compass
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Any chance we can get radius curves for phys bone colliders like we have for phys bones?

little owl
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physbone curves influence how the settings affect all the different bones along the chain. Colliders don't have a chain, they're just one object, so what would curves do?

timber saddle
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perhaps they mean they want to shape them more than capsule and sphere

radiant compass
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? you can curve a 2 pointed object

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the capsule end points can be made to be wider or smaller. Not sure the logic behind assuming they cannot be since every bone individually is a 2 pointed collider and they scale those just fine

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all im asking for is this but with physbone colliders and not physbones themselves. And no im not adding individual finger bones. its an example.

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Would be a welcome addition to having proper collision for avis

little owl
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sure, I could see that being a thing but a curve would be overkill. Just needs to be a second radius

radiant compass
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true but id imagine for UI sake theyd keep this curve window and just clamp the two values left to one end and right to the other

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also running into this super odd issue where setting colliders on a physbone is causing the physbone to glue itself to the colliders

little owl
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are the colliders set to inside?

radiant compass
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nope.

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i lied one is woops thanks bossman

timber saddle
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I have an idea i want to make but executing it is elluding me. How would i make a pole with a second bone that i can grab, and have vrchat register my movement along said pole as "stretch" so i can pass it to a shapekey via a blendtree?

dark drift
tough osprey
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can you have multiple bones use the same variable name?

craggy warren
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I’m having an issue with my receivers. In play mode my sender and recover act normal but in my animator the parameter won’t show a 1 when my receiver gets a 1. I have both parameters the same name and I don’t get what the issue is

rugged steeple
timber saddle
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it is!

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i have both a japanese parasol, and a splatoon umbrella

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with shapekeys to open

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so you mean make a gameobject at the root, put a second one in it, and have stretch set on?

rugged steeple
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I can show you, I was just lazy when you asked last night.

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One moment.

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It'd work the same as my chest knife. But not as complicated.

timber saddle
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chest knife?

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imagines a knife between boobs

rugged steeple
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Okay, I made a quick prefab for you real quick for you to take apart. I can explain the animator side of it in a bit. @timber saddle

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The "Visuals" in the prefab, obviously don't matter and can be deleted. It's just to help you see what is happening.

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You can just slap Anchor -> Stretch onto your umbrella and adjust the collision, stretch, and change the parameter name as needed.

rugged steeple
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Just in case you needed the info, This is how I would set up the layer for the umbrella. The only thing in the transitions is it goes from OFF to ON_tree on condition Pole_IsGrabbed : true. And from ON_tree to OFF on both conditions of Pole_IsGrabbed : false and Pole_Stretch : less 0.05. OFF is for the default resting state so that your umbrella doesn't get stuck somewhere in the stretch's motion time.

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Motion time is just like, as the float increases it progresses through the animation's time. So if float is 0.5, it'll be halfway through the length of the animation, so if the animation is 10 frames long, it'd be at the 5th frame of that animation.

timber saddle
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o.o;

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I've used motion time, but for a blendtree with a single animation in it

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that's a different way

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i love how 3.0 opens up so many different ways to do things

rugged steeple
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You would just have first frame blendshape at 0 and last frame 100, as an example.

timber saddle
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mhm

rugged steeple
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And the float would progress it.

timber saddle
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my issue was how to make a bone.. chain? that takes stretch

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the one i tried failed XD

halcyon vault
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Why use a single animation in a blendtree? you're not blending anything at that point.
I guess if it works it works

rugged steeple
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I gave you a prefab you can rip apart for that. EZ

timber saddle
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instead i made a grabbable umbrella

rugged steeple
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Oh YEAH

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XDD

timber saddle
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actually the fact you can link motion time directly makes me think i should go back and change that

rugged steeple
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Yes.

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Motion time is powerful.

timber saddle
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i had an animation which turned on a bunch of uh..

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accessories

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on a previous avatar

halcyon vault
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hmmmmmmm

timber saddle
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and it was in a blendtree, didn't know it didnt' need to be

rugged steeple
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You can use any float with it. I use it for my GestureWeight values too.

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Fun things.

timber saddle
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doesn't gestureweight only work for one gesture?

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fist

rugged steeple
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But it works on trigger pull. So as you pull the trigger it'd progress through the animation.

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A lot of control.

timber saddle
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ah

rugged steeple
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So yes, it requires fist in order for it to start progressing. You'd usually set both Gesture = 1 and gestureweight for a transition.

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For safety.

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I do wish I could progress gestureweight on any gesture though.

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So the trigger could function no matter what.

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Then I could set conditions for other gestures and then have gestureweight in there. Like thumbs up and such.

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Or idle.

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Idle would be powerful.

pearl ingot
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Is there a easier way to get your playspace velocity in Avatar 3.0? VelocityXYZ only works for joysticks

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currently doing this with phys bones wish it was easier

rugged steeple
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Since enter can take velocity.

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In my head, enter contact set to specific velocity values and the contact needing to quickly enough enter those enter contacts in order to register. Maybe do a dampening constraint and the enter contacts.. Idk, it's another fun problem.

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There are speed detectors already, but they're not very optimized and wouldn't work crossplatform.

pearl ingot
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I’m just doing it all with phys bone angle on hinge joints that have angle limits. No contacts

opal laurel
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Is there a trick for dealing with bones behaving like this? they look something like this in unity

toxic dawn
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It’s probably the colliders

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Go to the hair group and maybe deselect the arm collider

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That might be the reason it’s acting weirdly

oak barn
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Think it might be the shoulder

onyx vapor
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I have a contact on an object on my shoulder. When I use a parent constraint to move that object to my other shoulder - the contact moves there fine. However, when I use a parent constraint to move that object to my head (offset a bit so its on top of my hair) - locally, in the mirror, I see the contact at the base of me head even though the object is on top of my hair, as intended.
This is causing a problem because for other people the contact is actually on top of my hear, and they can interact with it. But I run some extra animations locally for that contact and those never trigger .If i have someone touch into the base of my head it triggers for me as usual.

Question: Is there a simple way to move a contact to somewhere under the head bone without it being affected like this by the "locally head bone things shrink down"?

flint wasp
kind estuary
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I wish I could turn this into a skin

inner crag
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Sorry to be a pain but idk what's happening qwq been trying to fix it for 2 days but nothing, all I got so far, is the chain earring to go back to resting place, thou still very giddery. The earring gose like insane and moves at like 100mph. Idk what's wrong with it, as I do have another item which moves and it moves perfectly fine but not the chain earring vrcTupDead

deft fern
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Has anyone experienced this before? I have a contact receiver set to send a param when it contacts a hand. In the unity editor, when I use a hand contact sender, the parameter seems to send to my animator just fine, but in game it doesn't- I checked out the contacts avatar overlay in game and it looks like when I contact the object, all of my senders & receivers start blinking. Contacting my other receivers doesn't do this, just the one.

The animation I have tied to that parameter being sent isn't even toggling anything, I'm stumped!

civic nexus
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why can't i move my physbones?

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they don't move in unity or ingame, this is the first time i'm doing this but i followed tutorials and none of them say anything about it. also can't find any info on why this is happening

onyx vapor
# flint wasp You make a dummy head.

I thought about something similar but figured it wouldnt move with the head. But watching that video its so obvious to just use a rotation constraint! ><
ty!

tranquil vine
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I feel like I can't find this anywhere but does someone have like... general setting values for physbones for tails and hair?

deft fern
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The reason I say that is because depending on the shape, desired mass, etc you'll want pretty different values for all of those settings

tranquil vine
deft fern
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Best of luck! You'll get the hang of it 💪

timber saddle
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IS there any way to make a bone point "toward" another bone? Like.. not directly snap at it, but sorta..if the bone is close, bend -toward- it? I was thinking maybe a way to make my inkling girl more expressive, like making her tentacles have a sort of "force" that points them toward where her hands are pointing, inspired by some splatoon octoling art.. like.. if one's tentacles did this (picture) it's cuz they are going 👉 👈

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but like, without using sub-arm rigidbody thing vrchat doesn't like

autumn zenith
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Avatars have evolved way past using rigidbodys

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I would say use some of the Nice math based constraints added to our supported list of constraints

timber saddle
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do-wha?

autumn zenith
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Like a Look at or target constraint on one of the tentacle bones

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Open up unity and check out some of the cool constraints it has to offer

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Play around with them until you find something you like

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Of course it does have to be something vrc supports. So i would look at the supported list of constraints for vrc before you get too crazy.

rugged steeple
timber saddle
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hmm

rugged steeple
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I would position constraint the proximity contact to both wrists, so it just hovers between them at all times, that way it doesn't need your hands to be in a very specific place every time.

pearl loom
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Heya Im trying to make an object with a world constraint pickupable does anyone have an Idea on how to do this?

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btw the object doesnt have bones so Idk if thats an issue

rugged steeple
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Just put a parent constraint on the object thats under the world constraint and constrain it to your wrist source. Then, to drop it in world, toggle the parent constraint.

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You can make it fancier with constant contacts reading hand.

hard sleet
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I'm struggling real hard to figure out how to toggle an object with a contact receiver, I can only get as far as having the object be active but then after a second or so it returns to being inactive.
I want a state where I can touch the object on the avatar, and then have it stay on even after I move my hand away from it, and then touch it once more to toggle it off whenever I'd like

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For clarification it's just a single spotlight, the object is meant to be a clip-on flashlight

rugged steeple
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Alternatively, you can have a wait state on false that waits for true again and just use that layer to drive the toggle parameter. That way you can just slap it whenever and still use the menu. Default state of the layer handles parameter persistence and you have the typical toggle layer. Probably the no compromise solution.

thorny isle
cunning vale
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If I were to add a "weapon swing" and "collide" sound effect to a sword on an avatar, would I be able to achieve that using avatar dynamics? Or should I be looking at a different way to go about that?

short tangle
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Hey so vrc Physbone isnt showing up for some reason, is this a little cvommon?

modest tusk
plush arch
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Is there a way to make a dynamic bone have positional as well as rotational movement?

short tangle
wary dew
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Is there a way to hide the avatar dynamics outline?

timber saddle
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How would i turn a contacts touch into a toggle? I want to stop relying on the radial menu as much and make a phone menu for my avatar, using this (example)

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"high five/slap sounds on/off"
"kick sounds on/off"
"headbutt sounds on/off"
"Select clothing"

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Like how yash has his phone menu that can toggle things on and off, or change things

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the select clothing seems obvious, just turn on the contacts clothes types, then when one is touched (shoes) switch to another screen with different pictures and turn on the contacts for those, but what about actual toggles?

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though maybe this isn't a good idea? it seems sometimes i grab my gun and people don't see the parent constraint swap triggered by the contact...

turbid badger
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just enable and disable the object containing the contact

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make sure every contact is its own empty gameobject first

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or you can have a collection of them on the same object

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for example if u want a tablet, u would just activate the object with the tablet contacts

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although for things like "high five" you just simply ignore it in your animator

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i.e. if high_five contact triggered AND this boolean is true, then play high five animation

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the same way you do every other toggle in your animator

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except you have extra conditions attached

rugged steeple
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Better to not toggle the objects as scripts react unexpectedly when their object is disabled. You can just do the additional conditions to transition.

rugged steeple
severe ivy
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Hi all, I'm trying to add a gun to my avatar and want my avatar to be able to fire the gun when equipped. I managed to do up the toggle gun On/Off but I'm not sure how to shoot, only when gun is toggled:(
I kept ending up with gun only able to fire once(I used GestureRight = #int, linking gun toggled and gun firing animation).
I want it to be such that gun fires when its a specific gesture, and when I switch to other gesture it resets, and I'll be able to fire again when I switch it back to that particular gesture.
Any tips?

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sent it in the wrong channel earlier on

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I did something like this, got a gut feeling its not suppose to be like this

timber saddle
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basically i toggle the gun on, it has a contact on it's handle, and i have "gestureright = fingerpoint" and "HipContactR = true" on it, so once it's on i can just grab it

timber saddle
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I mean.. at one point by mistake i had a contact set to local and nobody could hear the audio source it's parameter was triggering.. so I'd think that would cause more problems

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When it was accidentally set "local only" nobody would hear the slap sound gameobject but me

rugged steeple
timber saddle
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so like.. .a second layer?

rugged steeple
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Because just because you see the contact sender inside of the receiver, it doesn't mean others do. So if you want to do it reliably, you drive a local contact with an unsynced parameter to a state that then swaps a synced parameter to the value you want.

timber saddle
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I'm a bit confused by that

rugged steeple
rugged steeple
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Even with synced parameters being used in the contact receiver.

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So if you want the state to sync reliably, you use the contact in a way that you will always see the sender inside the receiver so that you can always drive a synced parameters that others will be able to see.

timber saddle
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I'm still having parameters that aren't saving, randomly... i don't get it..

opal laurel
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Make sure they're checked to save

timber saddle
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they are, for the five hundredth time.

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they are.

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different inkling avatar :

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the hat saves on, the hair saves to it's setting, but the shirt unsets

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and the shirt tex and hairdo are both using int, with saved

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and both mimicking vrchat's hands layer style

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there's no parameter drivers or anything, so i don't know why

alpine laurel
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im using a proximity receiver for an animation on the face, how would i make the animation play through based on the proximity? (e.g. Frame 50/100 when half way to center of receiver)

timber saddle
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animation time

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er, motion time, rather

alpine laurel
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Elaborate pls, i'm new to dynamics

timber saddle
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see where gestureleftweight is?

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put your parameter from proximity there instead

alpine laurel
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to elaborate, my vrc name is ricecake, so i have a ricecake in my mouth, and everyones first instinct is to bite it, i put a state with no anim where there's no biting, and when it does it goes into a blend tree with the animation

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oh i put the motion time on the off state whoops

#

worked, thank you @timber saddle

timber saddle
#

yup

torn tendon
#

Is there a way to have a physbone that just rotates?

pastel token
#

Is there a reason for a motion to not activate? Like the animations themselves are fine but when they are executed in the FX layer nothing happens.

onyx vapor
#

Maybe there are two layers trying to animate the same thing at the same time in the controller or the layer with the motion has 0 weight?

pastel token
#

weight is 1, ill check if something is combating it but i doubt thats the issue

#

I figured it out, I just had to put one of the layers above the one that was having an issue

stuck badge
#

So i'm having a bit of an issue. I updated to the latest SDK, and for some reason when moving Bones in playmode, It does not respect the Hinge? I did not have this issue before.

#

It makes it really hard to test things now.

little owl
stuck badge
#

That's how i have been doing it before. Just press Play and then play around with it, but after the SDK update i can't.

#

So it confuses me, i haven't used the Game tab at all

little owl
#

ok well that was an unsupported method

#

and that's not how it works ingame anyway

#

because it bypasses the physics system and forces things into place. It's more alike to animating than to grabbing

#

so if you want to simulate proper grabbing, use the game tab. That's the whole point

stuck badge
#

I see.

timber saddle
stuck badge
#

Alright, I got it now. Thanks.

#

It makes it much better to test things, lol.

little owl
timber saddle
#

oh, alright.

odd prairie
#

Hi!! New to avatar dynamics but trying to understand all what i can on the way!, i been reading some explanations about network synced parameters for contacts, but i don't get how the second layers need to be created, for example, i have a jukebox prefab that i want to fix because my friends can't hear the songs that i select there with the contacts sometimes, if someone can give me an example on how to do it or a short explanation i would appreciate it!

simple elk
#

Not sure you need that, have one i made ages ago it just constant and exit time (length of song) before you can pick another one

#

(any state is just incase i want to stop / reset)

#

audio setting on an avatar is totally garbo if you are trying to set a max range

#

same setting in a world behave

odd prairie
#

thanks for the response!, the thing is that i thought i would need that because when i pick a song touching the button, and i have one or more friends that are not looking at me, or looking away from the jukebox, the songs doesn't play for them, but is playing for me!, that happened also with a bag that i made it grabbable, if they don't see me when i grab it then they see the bag on my back all the time :/

rugged steeple
#

You can for sure perfectly sync any of your contacts this way though.

#

The problem is that a sender entering a receiver isn't perfectly synced over the network. It'd be nice if that came with some update, but if they don't see you contact the receiver with your sender, then they will not witness the parameter change and thus, the resulting transition from the conditions being met.

#

But you can make it so that you always seeing your sender into your receiver is shown globally via parameter driving.

odd prairie
#

oh okay i think i get it, then i will need to make the contact receiver local only right?

rugged steeple
#

eks dee

odd prairie
#

okay! i will try to see what i can do, thank you so much!

stuck elm
#

any way to toggle gravity on and off? ive tried and it does not wrok simply by setting it to 0 in an animation lol

simple elk
#

have to 'refresh' the physbone by toggling it off / on before it uses the new setting

stuck elm
#

i tried that too, no change

stuck elm
#

this is also the third time ive asked here lmao

rugged steeple
stuck elm
#

yeah but then its not "flowy" and stuff

drifting needle
stuck elm
#

not knowledgeable in script writing for unity

drifting needle
stuck elm
simple elk
#

vrchat does not allow custom scripts so pointless, its all controllers and animations

drifting needle
stuck elm
#

i thought they did?

#

unless i'm remembering incorrectly xd

#

i just need my physbones gravity fixed man x3

drifting needle
#

I'll see how my first Avatar is working. I'm not that good with blender 😅

rugged steeple
# stuck elm i thought they did?

There is no custom scripting whatsoever. Again, if you don't want to refresh your script by animating the value changes then turning the script off then back on to make the changes active, you can have a second script on a different gameobject that references the same root with all of the same settings and then change the gravity to 0 and then turn the one with gravity off in the same frame that you turn the one without gravity on and use that as a toggle and go back and forth that way.

stuck elm
rugged steeple
#

Then you're not doing what I described.

#

lol

stuck elm
#

unless i'm misunderstanding what y'all mean by "turn it off and on again"

#

i mean like that's all people have been saying to me is turn it off and on, like that helps lol

rugged steeple
#

Maybe people are overestimating your experience with Unity. That would mean they have much more to explain than what should be necessary by the time you're uploading an avatar.

mint hare
#

is there a way to do grabbable contact recviers, ie when you grab say a breast bone, it plays an animation but doesnt if you just touch it?

thorny isle
mint hare
mellow hawk
mint hare
#

ty!

mellow hawk
#

Just pretend it's another pram from your synced prams list, and do every thing else as you normally do.
You don't have to put it in the prams list, it works fine on it's own.

lofty walrus
#

is it possible to use PB to grab an object on your avatar and make it drive a blendshape from 0 - 100 based on pulling it?

rugged steeple
old condor
#

Is there any way you can make a dynamic bone only be dynamic when it is grabbed?
aka would I have to dick around with the _isGrabbed parameter and make a animation that would essentially turn on the dynamic bone when a player grabs said bone?

timber saddle
#

@rugged steeple I got my umbrella done, and it works so well

timber saddle
#

i even proceeded to add contacts to put it on my back

#

rather, i added a reciever so when it contacts "torso" it switches the parent constraint to one on my back to "put it away"

rugged steeple
versed tartan
#

Hey I may need some help. I put some limits on my physbones but the bones are just not limiting. Don't know if I'm doing something wrong or what but. It looks the exact same no matter what I do.

halcyon vault
#

what sort of settings have you been trying?

rugged steeple
versed tartan
rugged steeple
#

What is it that you're limiting?

versed tartan
#

Tail

rugged steeple
#

Does your avatar have a skirt or anything like that with Physbones on it?

versed tartan
#

it is a dress and I think there may be skirt physbones auto added when I converted it but I didn't manually add any

#

Yeah they are there

#

just checked

rugged steeple
#

If you have anything on hip but it's not ignoring the tail, which may also be a child of hip, then it'd be using the skirt script and the tail script at the same time.

#

Is why I ask.

versed tartan
#

can you dumb that down a bit

#

I may just remove the skirt bones

#

anyway

rugged steeple
#

Try disabling the skirt script by unchecking the box.

#

And see if your limits work.

#

If so, then you need to just add the tail to the ignore list of the skirt script.

#

Where it says "Ignore Transforms" or something similar.

versed tartan
#

Dont think that did anything

rugged steeple
#

Can you screenshot your hierarchy?

versed tartan
#

Okay it is messy though just a warning

rugged steeple
#

Where even is the tail?

#

Is it the one named Hair?

#

I'm not use to these naming schemes, is all.

versed tartan
#

Hair1_15

#

sorry

rugged steeple
#

You're fine. Just different.

rugged steeple
versed tartan
rugged steeple
#

And there's no script on Hips?

versed tartan
#

mhm

rugged steeple
#

Last thing I could look at is the script settings, but limits are usually pretty straight-forward.

#

But just in case.

versed tartan
#

where would i find that?

rugged steeple
#

If you could click on the object that you have the script on and check your inspector tab, that should show the settings. And you can screenshot that.

plush arch
#

Is there a way to slow down the movement of the physbones near the edges of an axis limit? I want the movement to smootly halt when reaching the edge of the axis cone. Is that possible?

versed tartan
#

@rugged steeple

rugged steeple
#

Unity slow to open, so gimme a bit.

rugged steeple
# versed tartan

So, real quick, that's an older version of Physbones, so it's an older SDK.

#

I wanted to check to make sure, but Immobile doesn't have the dropdown. I couldn't remember if simplified just didn't have it, but it does for me. I'll test the other thing I noticed real quick too though, in case it could be that.

#

Those settings are also super tight, but everything is weighted differently, so it coooould be fine somehow, but those values are all so high that I'm surprised you can see it move enough to need limits.

#

So maybe an update would help.

rugged steeple
#

I don't think the free-flowing one would work, but grabbables have grab movement.

#

I still don't think it'd be what you want.

#

Unless.

#

Idk how intentionally stacking scripts works.

#

Scripts with different thresholds using different settings. vrcThinking

#

I haven't tried intentionally stacking scripts before.

rugged steeple
#

Inner limit has higher pull than outer limit. vrcThinking

plush arch
#

hmmm, interesting :3

#

thank u

old condor
#

ok so I know there is something simple I'm missing or not doing right why is my tail_stretch value not updating in my fx layer?
I'm trying to do a simple when tail gets pulled an animation plays with sfx
could it be that I have to sperate the animation and make the sfx turn on on the fx layer and have the animation on the gesture layer?

simple elk
#

Try with av3 emulator

#

(exsample)

old condor
#

the animation and stuff work fine when i manually set the value in the parameters

#

ill give that a go tho

#

i was just mostly wondering why this value wasn't updating or if it even should be

simple elk
old condor
#

ok its working in the emulator so I guess ill have to assume it will work ingame kinda funky I have to download this to test it in the editior but oh well

simple elk
#

should still show up as long as you have FX controller on animator

old condor
#

okie

mild herald
#

Hey, I am trying to make use of a parent constraint in a bone chain being affected by phys bones, but the behavior is not getting to what I want to do.
The idea is that the avatar can hold a hydrant hose on either left or right hand (and then spray water with it later) but for some reason the constraint just kinda pulls a new magical bone out of nowhere when I am trying to use the constraint? I dunno if this is not supported or I should do something else D: I have the "animated" parameter enabled too

#

I think the "bone appearing out of nowhere" just got fixed, but doesn't affect the rest of the chain doesn't move still.
Also, the jittering was caused by Is Animated, so that is another issue down but the main one is still there, the chain won't react to this bone being moved like this

rugged steeple
#

Parent contraints don't do the same thing as grabbing the bone in-game.

#

It won't read stretch or angle or anything from a bone that is constrained. It must be moved by either movement(world/IK), colliders, or grabbing.

mild herald
#

Ahh D:

#

This might be a bit too hard to do then. Grabbing could work but the idea of having to hold it all the time could oppose some problems for me

#

Thanks though!

rugged steeple
#

Final IK can do wonders for bone chains, but that might be outside the scope of what you're willing to do.

mild herald
#

Most likely yeah

#

Also I don't know why but I also cannot interact my contact senders and receivers in my avatar

hearty hinge
#

has there been a fix to the whole physics bone not animating when IsAnimated is enabled yet?

humble robin
#

Hoi 🙂 is there some tutorial somewhere that shows how to create something like a nose boop or maybe head pat interaction?

hearty hinge
#

using physbone colliders you can trigger events onoverlap

mellow hawk
# humble robin Hoi 🙂 is there some tutorial somewhere that shows how to create something like ...

There are these videos, but these are from the physbone beta so some info is out of date. For example, you had to use a float for everything, but that has changed. So don't take everything verbatim.
https://www.youtube.com/watch?v=t4mMA3gZlSs

SDK DOCUMENTATION: https://docs.vrchat.com/v2022.1.2/docs/avatar-dynamics

WRITE DEFAULTS OFF: https://www.youtube.com/watch?v=Eiu7jMC7mgg

Cam's video is a good starting point for converting your avatar to write defaults off, however, I will likely be making a video in the future showing how to do this and explaining why you should do this.

A ...

▶ Play video
humble robin
#

Thank you very much, itll probably be good enough to get me started. I am fairly new to creating stuff so its good to have something that roughly help me in the right direction at my own pace

compact raft
#

I got a model and wanted to work on its phys bones but its asking me for a license key which has never happened before

compact raft
#

like huh

compact raft
#

nvm i found out what to do

hearty hinge
#

Try 12345678

halcyon vault
#

license key for what? phys bones?
man if you got that sdk anywhere but the vrchat website I would ditch it

somber monolith
#

i'm trying to figure out how to do this (#avatar-showcase message) and I have the phys bones set up with the hinge and all but the object i'm trying to get to move isn't moving at all (the pump handle)

#

I get it's because the position isn't being manipulated by phys bones but I am struggling to figure out how they were able to make it move at all

summer abyss
somber monolith
#

I already have that setup

#

the problem is that position isnt changing at all lol

halcyon vault
#

Are the constraint settings locked?

somber monolith
#

nope

halcyon vault
#

that's why it's not keeping it locked to that offset

somber monolith
#

should mention i have the hierarchy setup like this

#

even with the constraint locked it is not moving

#

just the phys bone rotates

halcyon vault
#

yeah the PumpPos position never changes, it's just rotating

somber monolith
#

ya

halcyon vault
#

I see, I see. Add an empty gameObject as the child of PumpPos and position in near the handle. Position contraint PumpAction to that child gameObject instead

#

as the position of PumpPos never changes, PumpAction has nothing to follow

#

they both stay still

somber monolith
#

mhm

#

ahh i see what youre getting at now

#

perfect

#

dont know why that didnt come to mind earlier

#

appreciated

halcyon vault
#

It's always interesting to see what people try out. The first thing I tried and still use is Stretch.
Goes to show there's rarely one way to do something.

rugged steeple
#

Why even use constraints, what.

#

🙄

blissful garnet
#

I want to use phys bone setting for a bone, because I want to be able to grab it and position it.
But I want the children bones under it to be animated by my FX layer. Is this doable ?

#

I also want the bones to be positionable on only one local axis

blissful garnet
#

Nevermind I figured it out

crimson wind
#

Does anyone know how to fix phys bones not working cross platform?

mellow hawk
crimson wind
#

I think it would be a sync issues cause quest can see what quest does but pc can’t and vice versa

#

But I have another avatar that does the exact same thing and it works fine

swift sentinel
#

Does the desync happen even if Physbones are setup the same way?

crimson wind
#

Yes

#

The setup is duplicated from the pc to the quest version

glossy aurora
#

hey, i have an avatar that doesnt have dymanic or physbones, how do i add them to my avatar?

cursive hull
glossy aurora
cursive hull
glossy aurora
#

ooooooh nooooo....

opaque zodiac
#

hey im trying to add physbones to my avatar. To the ears, hair, tail and breasts, it doesnt come up with anything wrong with them before I try and test the avatar, but when I do test it, all but 1 physbones stays and the rest are deleted? how do I fix this

#

nothing in here regarding physbones so idk

lean herald
#

for the love of the gods please combine your meshes and turn the poly count down i am BEGGING you

opaque zodiac
#

my brother

#

this isnt my avatar

#

i didnt make it

#

i just want dahm physbones lmoa

lean herald
#

my gpu is crying 😭

opaque zodiac
#

thats cool and all

#

but

#

like

#

physbones....

lean herald
#

man i cant even figure out outfit toggles bro

opaque zodiac
#

this avatar has quite a few toggles so thats probably why its saying all of this shit

halcyon vault
# opaque zodiac

Not a solution to your problem but
I’d remove the things you don’t plan on using. I imagine it has quite a few outfits/accessories/gimmicks that you’re not completely fond of. Ditch them, everyone will be happier.

#

Looking at this performance list though, does it count the phys bone components and transforms of all the phys bone scripts you gave it?

opaque zodiac
#

i figured out the solution, im just stupid and I added the physbone components while I was in play mode so it didnt actually save

#

and ye i will do

dusk ember
#

Is there anyway possible that someone knows to mix both visemes and jaw bone movement. I’m want the jaw to open while the lips move and don’t wanna use blend shapes to open the mouth

#

In sdk lip sync u can only have either one, and they each work on their own but I believe there must be a way to have them both in action at the same time.

jolly crane
#

alternatively, you could animate it yourself by making animations to move the jaw that correspond to certain visemes/loudness

#

and setting it up in a controller like additive or FX

lofty walrus
#

@lean herald just for the lulz... have your gpu eat a load of this

dusk ember
jolly crane
#

you use the Viseme parameter in your animator

dusk ember
#

Doesn’t it only take blendshapes

#

I need to check

#

I’m new to all this

dusk ember
halcyon vault
dusk ember
stiff glen
dusk ember
#

All I need is the jaw bone to open when I say “ah” and at the same time, the lips to round when I say “oh”

halcyon vault
#

Yes but not all voices are the same so it can be finicky

timber saddle
#

Wingmandraws literally made special moves on his Sora(KH) avatar that are triggered by him calling them out

#

he literally says things like "defend!"

#

and stuff happens

halcyon vault
#

Say "Gun" and a prop gun spawns

#

fun stuff

timber saddle
#

well, sorta.

timber saddle
#

from what i can tell it's made by chaining viseme detection

#

in a FX layer

#

if viseme = dd -> if viseme = ih -> if viseme = ff -> if viseme = dd

dusk ember
#

What program is this done in btw?

timber saddle
#

unity

flat roost
#

how can i check physbone animations in unity? Idk where people are able to drag and stretch the bone

timber sundial
#

i bought dynamic bones but its not letting upload it onto unity says i dont have any assets anyone can help

barren lichen
timber sundial
#

also how do i add phys bones

barren lichen
#

no need to import its there

#

Vrc phys Bones

timber sundial
#

the vrcsdk thing automatically puts phys bone?

dusk ember
#

I need is the jaw bone to open when I say “ah” and at the same time, the lips to round when I say “oh” how do I do this ? Anyone know?

barren lichen
timber saddle
#

So how would y'all suggest making these work without using rigid bodies and fixed joints? because vrc sdk complains about too many of those

#

and that's with just one arm XD

opaque zodiac
#

new problem, why can I literally grab and run away with it like its a weaave

timber saddle
#

bahahah, snatched her wig

opaque zodiac
#

also the tail is a little detatched when she runs, any pointers

timber saddle
#

it sounds like your dynamic scripts are on the wrong bone on both cases

#

the wig snatching looks like it's on head root, not hair, and the tail sounds like it's probably on hips, not tail

#

you want your hair scripts in a bone that's the hair's root, not the head

#

and the hair root attaches to the head bone

opaque zodiac
#

strange, there was no hair root or tail root.

timber saddle
#

See? second bone, same place as head, parented to head

opaque zodiac
#

ah you see, i didnt add the hair to the avatar, just added physbones to it

timber saddle
#

well if it doesn't have a root bone you oughta make one in blender

#

cuz it looks like the "stretch" parameter is letting the hair be pulled away from your head bone

halcyon vault
timber saddle
#

can ya explain with more than one word? XD

#

cuz parent constraint would just attach it to the existing arm, which is not how this works

opaque zodiac
#

welp, who ever she bought it off clearly didnt know what they were doing

halcyon vault
timber saddle
#

and yeah it has a full skeleton of matching bones from shoulder to fingertip

halcyon vault
#

Constraints, imo, is how all the clone based logic systems work. This is the same logic just for an arm and not the whole body

timber saddle
#

so fixed joints and rigid bodies aren't needed? cuz that's what all the japanese makers of sub-arms like this say to do

halcyon vault
#

We didn't have constraints before 2019. Old habits die hard

steel thistle
#

Use rotation constraint on bone to bone. Not parent constraint

timber saddle
#

yeah that i know, i still find videos for animations in 2022 that say "clone your avatar"

#

no. you can run an animation right on your avatar, you do not need a clone.

#

Like this dance is right on nuku, it's through the action layer. there is no second model

timber saddle
#

I did notice rigid body/fixed joint bones sorta.... drift apart.

#

over time the fingers end up in pieces

#

requiring a avatar reset to fix them

steel thistle
#

So if you want to copy animation onto other bones, just copy rotation

halcyon vault
#

Yep, getting the rotation is enough for mimicking movement. Model on the right has all it's motion driven through Rotation constraints.
Model is also in the process of being revised/optimised, I'm planning on reducing a lot of this

#

Here's hoping people update their uploads vrcTupDead

timber saddle
#

i see, i see.

#

there's a shit ton of models out there with dynamic bone that will never be touched..

#

and i have heard whispers of "avatars 4.0" all of a sudden..

halcyon vault
#

hahaha, bro I say that as a joke everyday

timber saddle
#

as well as another unity update..

#

due partially to the material slot bug

steel thistle
#

3.0 plus avatar dynamic haven't reach its peak yet so that'd be far future

halcyon vault
steel thistle
#

Material slot bug still exists in 2022 version

halcyon vault
#

I don't think we'll be skipping 2020

timber saddle
#

LOL i just found a post fro mapril fools 2021

#

thing is...

#

just a feeeew months early my guy.

steel thistle
#

That's one year ago

#

And the update is avatar dynamic today

timber saddle
#

a bit over a year, yes

#

but like.. the update to dynamic bones became more like "we're changing to something better than dynamic bone, and yes it works on quest too"

steel thistle
timber saddle
#

yup.

#

fizzi bones

#

edits SDK to say fizzi bones for the lulz, gets banned

steel thistle
#

It's more like an extenstion for sdk3

timber saddle
#

that joke kept going around the streams and announcements

#

cuz tupper legit knows fizzi

#

like, he's in fizzi's server..

#

"fizzi bones"

potent rivet
#

i should add that i have no idea how this happened, or how to replicate it

timber saddle
#

the "game" tab allows you to interact

#

though im surprised you're interacting through the photo as that's just a unity camera o.O

#

your avatar is actually far in the bottom left, and tiny compared to that

woven oracle
#

does anyone know if the physbone capsule collider setting got patched? last I tried to use it the collider was a sphere

halcyon vault
woven oracle
#

ah I couldn't find anything in the patch notes about it

wicked spear
#

hello again guys. I have a problem. I have a book on my avatar that is grabable. When grabbed, it appears in your hand. it was working for a very long time, no issues, then it randomly stopped working. I remade the animations, I redid the book itself, i started a whole new, fresh unity project and redid the whole thing and it is still not working. I don't know what to do

thick bison
#

Heyo, anybody have any idea how to do 'decay' in an animator?
In the sense, where you have a value, like a bool being fed by a contact. And while its true it drives a float upward/ while false it drives it down. And then you could use that float to drive some separate motion time'd animation.

I've tried messing around with the param.Driver, but while it would fine doing addition, subtraction ends up behaving weirdly. So I'm kinda stuck onthat

rugged steeple
#

¯_(ツ)_/¯

#

Just animate the sender going away from/toward the center on bool change.

rugged flame
#

I need some help for physbone contacts, I have the basics set down but could somebody help me bind them to a toggle? So I press the toggle and it stays that way, I'm using a mask as the subject, I touch the mask and it pulls it down, disables the original contact and enables another that will act the same except pull it up, how would I do this? Would I use a Bool Float or Int?

steel thistle
rugged flame
#

Is that a parameter?

steel thistle
rugged flame
steel thistle
rugged flame
steel thistle
rugged flame
#

And I assume that I'm using a Bool for the 2 other states?

rugged flame
steel thistle
#

That's the condition you have to add

rugged flame
steel thistle
rugged flame
steel thistle
rugged flame
steel thistle
rugged flame
steel thistle
rugged flame
steel thistle
#

Then you can use toggle parameter to do something else on other layers.

rugged flame
#

I'm lost, so I should add only the contact parameters for this layer but how will that affect the toggle layers?

steel thistle
#

So you have to have 2 parameters: contact parameter where it's receiving contact information, and toggle parameter where it's storing the toggle state.

rugged flame
#

And what do I do with the toggle parameter?

steel thistle
rugged flame
#

But where do I store the toggle parameter within the layer?

#

Because if the contact parameter is the only one being used how will it activate the toggle parameter?

steel thistle
rugged flame
#

Okay, I understand that now, so what do I do for the animations in the middle then?

#

If they aren't the toggle animations

steel thistle
rugged flame
steel thistle
rugged flame
#

T = true condition
F = False condition

rugged flame
steel thistle
steel thistle
rugged flame
rugged flame
# steel thistle No

Alright, so the transitions into exit should be collider parameter set to false?

rugged flame
#

sorry, contact parameter

#

my bad

steel thistle
#

Of course yes

rugged flame
#

and now i need to make a seperate layer for the toggle?

steel thistle
#

Yes

rugged flame
rugged flame
# steel thistle Yes

One last thing how would I use the Parameter driver for this? I haven't used it before

steel thistle
rugged flame
#

well i tried it and it didnt work lol, im giving up

timber rain
#

anyone here that knows how to do phys bone coliders wanna like call and help XD ? (i can also just send pic one sec)
the phys bones dont want to collide or work at all
even tho i followed tutorial on yt ;-;

austere hazel
#

Does anyone know a solution to syncing parameters? When for example do some avatar dynamics on my screen it might not do it on theirs and it messes it completely up and i need to reset my avatar

jolly crane
austere hazel
jolly crane
#

yes, your expression parameters

austere hazel
#

I put the variable in question here

#

And i enable local only on the contacts

#

And is it possible to describe multiple parameters in 1 contact receiver?

jolly crane
#

no, why would you want to do that

#

if they are all going to be triggering at the same time, why would you have multiple

#

and yes, that's the correct expression parameters

austere hazel
#

Thats true, right now i have different parameters for putthing something in the mouth... same hitbox...

#

I could just give it 1 name

#

And use it for both

#

im just dumb xD

lofty walrus
#

I'm having a massive brain fart.... but I'm not able to test out my contacts/receivers in unity anymore. I have the scene on play and have the FX layer attached to the model. My sender tocuhes the receiver, but no animation plays in the scene. This is happening with all of my models that have been verified in the past and work in VRC now. I think I'm missing something stupid

#

when i go into the animator and toggle the value, it works though. I just can't test the interaction anymore.

austere hazel
#

What u can do is put the fx controller in the animator and go into animator window and trigger the parameter manually

#

Since thats the o ly thing the concacts do, they trigger a parameter

lofty walrus
#

thats what I said I did. But this isn't making sense. Across multiple projects, this feature is no longer working.... unless it's an updated sdk issue?

#

I used to make a sphere, designate it is a sender and mark it has a finger, hand... whatever and test in unity. This was especially useful when judging speed of entry

quick pollen
#

Do you have the fx layer in descriptor? I don't remember if that was a thing or not x)

#

Also...

lofty walrus
quick pollen
#

What is the timescale of your project? Mine was randomly once set to 0

lofty walrus
quick pollen
#

It's in project settings somewhere I think in a tab called time

lofty walrus
#

i'll be honest, not even going to look. Across 6 projects, all of the timescale settings got set top 0 and only effect contact/receiver testing in unity?

quick pollen
#

Not sure, just something off the top of my head that I remember happening

#

Probably not then 🤪

lofty walrus
quick pollen
#

Yea, it should

lofty walrus
#

this is making no sense... unless it's an SDK issue?

sturdy plinth
latent mirage
#

I have instilled jealousy into my boccamicino avatar I bought c:

onyx vapor
#

Is there any kind of established standard naming convention for contacts? Like, if I wanted to add sender/receiver contacts on a sword what would be the most common/compatible name/s to use that would have a high hit rate with popular prefabs etc?
Intuitively i'd assume "weapon" or "sword"?

halcyon vault
onyx vapor
#

sadness

#

I've seen people use a lightsaber prefab a lot, anyone at least know what words that one uses for colliding with other sabers ?

timber saddle
#

Am i going to be able to us this as a grab-bone for pointing this mesh by grabbing it, or does it have to be connected?

#

this is the main root that goes to the hand :

timber saddle
#

a lot of custom names to put on a contact but hey, maybe one will work

#

or as suggested, ask someone who has it what the names are

timber saddle
#

"2handroot" (the second bone) appears to be where the first bone is

shut phoenix
#

hi! does anyone have a good tutorial on contact system toggles? i'd like to be able to, say, pull a book off of my hip and have it stay in my hand until i put it back - but i'm not sure how to do it

#

i've only seen the ones on basic contacts where the sender is always near the receiver or smth

timber saddle
#

thats how they work.contact

opaque zodiac
#

anyone got some good parameters for nice flowy hair, for physbones

opaque zodiac
#

seen it, the physics are very elastic for the hair

supple garden
#

can someone maybe quickly send me a screenshot of good physbone settings for cat ears? I have trouble getting them to a usable level, and it would be nice to have a starting point

feral tundra
#

not very hard to adjust from the settings sippbox gives to something you like

#

enter play mode, mess with the sliders, move your character to watch the jiggle

opaque zodiac
#

no it isnt

#

im just asking

#

if anyone has some good ones

timber saddle
#

people put too much wiggle on cat ears

#

it's made of cartilage, not ribbon underwater

feral tundra
#

physbones settings are pretty dependent on the user so like i said, you can use the ones sippbox provides and then tweak it from there

shut phoenix
# timber saddle thats how they work.contact

i know that's how they work -- i've seen avatars where if you grab something (like a sword on your back), it'll stay in your hand until you put it back there. is there a specific way to implement this? i only see tutorials where it's like, poking someone's nose to change their face until you stop poking them

timber saddle
#

sure, just use your conditions

#

i do that

#

sec

#

BrellaGrab is the parameter put out by the contact

#

so what this says in simple terms is "if brellagrab is true, and gesture right is fist"

#

then the animation it does just changes the parent constraint

shut phoenix
#

ah i see

timber saddle
#

moving the umbrella from my back, to my hand

shut phoenix
#

if i didn't want it to be tied to a gesture, would it still work?

timber saddle
#

yes but if you're "grabbing" said book you had

#

why not just use fist?

shut phoenix
#

yeah ofc, just a general question

timber saddle
#

Once it's on your hand it'll stay there. I use a second contact to put the brella back

#

Brellasheath is a contact -on- the umbrella shaft, it looks for my torso sender

#

so "if we're touching torso, and hand is open, put brella back to the chest constraint point"

shut phoenix
#

makes sense, ty for the explanation!

timber saddle
#

hope it helps ^^

#

So has anyone explored making a two-handed weapon with physbones, rather than constraints? Since they're grabbable i thought this would work, grab the bone down the length of the weapon, point the weapon by moving your offhand

#

but i'm either doing something wrong, or it won't work

shut phoenix
#

i've seen people on booth make bows with physbones

#

but not sure about guns or swords

mossy wigeon
#

you would need to set a physbone component on the hand for each hand, not just have the one

#

if its only the 1 component, it can only be grabbed 1 time, so you setup a second one for the other hand, and you should be good

timber saddle
#

buh-wha?

#

Oh i see what you mean. No the main hand isn't grabbing a physbone, it's using a parent constraint on the root

#

oh maybe that's what's stopping the rotation... constraint

mossy wigeon
#

you were asking about bones instead of constraints, thought you were trying to grab 2 seperate bones

timber saddle
#

nah

#

Trying to grab a bone that's at the second grip there

#

and use it to aim the weapon

#

but i guess the parent constraint making it stick to and rotate with the hand is stopping that

lofty walrus
#

Hey guys, is there a way for me to make a constant receiver type that NEEDS both the left and right hands touching to activate?

timber saddle
#

one object, two reciever scripts, two parameters

#

i helped a friend make a katana where he has to hold the sheath with his left hand, AND grab the handle of the sword

#

or it won't come out

mossy wigeon
#

Is there any reason why my anims that involve contact receivers won't play?
Last week I was able to grab the bat at my waist by touching the receiver and making a fist, but now I can't. The debug menu shows the receiver is detecting my hand, and that the first is still gesture 1, but the fx controller refuses to move to the next anim
It works in unity too which makes it even more frustrating

lofty walrus
#

wait... two different parameters for the same animation?

timber saddle
#

sure.

#

Instead you'd have like "lefthandcontact" from one script, and "righthandcontact" from the other script

#

then it requires both, or it won't go to the next step in your FX

lofty walrus
#

oh, you mean the parameter when creating the animation. I was thinking the contact receiver parameter field

fringe iron
#

I forgot how you'd do this, but I have a hoodie that has a hoodie up/down blendshape. I'd like to have it to where you can grab the hood and slowly pull it up or down, rather than just a quick toggle

#

Would it just be a pull interact? Like pulling someone's tail make them angry, but instead, pulling the hood bone activates the hood up?

lofty walrus
timber saddle
lofty walrus
#

@timber saddle so I'm doing the test in unity with the FX layer in the controller. I move two spheres, appropriately set to right hand and left hand to the designated spots and I see the INT change to "1" in the animator one at a time. The animation then switched to the jacket off animation. So it looks like it worked.... except it's not animating in unity's scene. I think that's a unity problem?

timber saddle
#

I'm not sure why you're using an int

lofty walrus
#

thought i had to going by your screenshot

#

should it bne a float or bool?

timber saddle
#

You just need two bools, one for right hand contact and one for left hand contact

#

then on the arrow between your state

lofty walrus
#

i was trying with a bool and only one hand was activing it. I'll give it another shot

timber saddle
#

left hand contact true
right hand contact true

#

make sure BOTH are on the condition

#

so it requires both bools to be 1

lofty walrus
#

testing out in unity now

#

oh shit, it worked! guess I fudged something up initially

#

thank you sir

hidden osprey
#

Ok Avatar Dyanmics Contacts question, how can i set up a contact toggle. Where i touch a contact and it toggles on, and then i touch it again and it toggles off? Like a switch button?

mellow hawk
#

@hidden osprey check the reply link

timber saddle
#

is there a way to get input that a physbone is hitting it's pre-determined collider? Like that a tail is on the floor (plane collider), so stop moving ?

mossy wigeon
#

i have a bow with a bone setup on the string, when i grab the bone and pull, the _Stretch param shows that it goes to the right distance, but the string only shows the bone moving a tiny bit.
is there anything that might be causing this or a fix for it?

mossy wigeon
#

in the game view one, my mouse was at the top of the pic, and the string moved with the mouse up until it hit this point

nimble dagger
sturdy plinth
hidden osprey
mint hare
#

is there anyone willing to help me one on one with contact recivers and such, i’ve been really struggling getting some things to work ty

halcyon vault
#

I imagine there are a lot of people that can help

timber saddle
ripe sphinx
#

Basically you want to transition to the on state when it becomes true, but it must become false before being able to go true and thus transition again

#

@timber saddle you were looking for an answer to this too

timber saddle
#

mhmm

#

cuz i want to make a little touch menu phone

ripe sphinx
timber saddle
#

was thinking i could do this, and have the chest be for "outfits", feet for "shoes", head for hats, etc

ripe sphinx
#

Think of it like how a click pen works

#

You gotta push it in to open it, but you have to let it go before you can push it again to close it

#

It’s gotta click 4 times to cycle once

#

@timber saddle @hidden osprey

#

Couldn’t find a case flowchart for a FlipFlop Toggle on google so I made one lol

timber saddle
#

saying flipflop makes me think of them t-flop things from minecraft

ripe sphinx
#

That’s exactly what it is

#

It follows the exact same boolean logic

#

For each cycle of the input, the output flips

#

T Flip Flop is literally “Toggle Flip Flop”. It’s a pretty common device in boolean logic

brisk token
#

where can i get dynamic bones

shell yarrow
#

Unsure why you would need it though

mellow hawk
rugged steeple
#

In the file under that message, the controller was an additional state for persistence. Keep in mind you still need the usual toggle layer. That just controls the contact driven toggle. You should probably make your contacts local so everything properly syncs.

ripe sphinx
rugged steeple
#

Yee. Contacts making contact isn't synced, so locally driving is best.

ripe sphinx
#

Correct, they aren’t synced, but they are calculated on the remote end.

#

And due to stuff like network latency and NetIK, they likely will not be calculated the same on both machines

#

Synced parameters just overwrite what the remote client has for that parameter. If there’s a discrepancy between how local parameters are calculated on both ends (like a hand position not syncing fast enough) they might not match. Synced parameters send their value to all of the remote clients to make sure they remain synced, that’s why there’s a limit to how many you can use

#

There’s always a chance that due to the network, two objects might never even collide on someone else’s game

#

Like ghost blocks in minecraft. The server says there’s still a block there, but your client says you’ve already mined it

timber saddle
stiff glen
#

That's a good technique though ^

mossy wigeon
#

Would any body be able to help out with this:
I can't seem to get my bowstring to pull any further than this
It's grab strength is 1, Max pull 3, pull 1, has collision, and all other songs default
I've tried setting Max pull to 1 and 5, no difference, same with adjusting the grab strength and pull values

hidden osprey
zenith jetty
#

sheathing system I'm working on

timber saddle
#

oh man that's cool

quartz iron
#

My leg colliders arent working, idk what I did wrong?
the dress just goes through it like nothing

little owl
little owl
#

Ok that looks good. Does the dress have a radius set?

quartz iron
#

yes here

little owl
#

Hmm, could you share a larger picture of the whole thing?

quartz iron
#

also the dress itself has some problems with the dynamic bones

quartz iron
#

as you see its a big dress
all of the bones around it (around 13) have the same settings, but I'm aware I have to change the limits and pitch accourding to each one bc when I move around, some of them go up\backwards in a weird way

#

but first the coliders are more important as they will hold the dress better -w-

little owl
#

That radius looks really small

#

Is it possible that it's colliding, but slipping through between the bones? That's the whole problem with dresses/skirts and it is very difficult to solve

quartz iron
#

hm hm maybe bc I put it same as my other skirts that are very tiny

#

should I make radius 0.02?

little owl
#

The exact number doesn't matter

#

Use the scene view to adjust it appropriately

#

You should be able to see the size

quartz iron
#

I think that looks better

little owl
#

There's still plenty of room for your leg colliders to slip through

#

But even if that is one problem, you're going to run into more. Even if the leg collides with the skirt, the skirt will just fall to one side or another. Unfortunately physbones is just not designed to handle this case. You can get around it by using inverse colliders and stuff. That's a whole thing that I'm not familiar enough to help with but I think there are tutorials.

#

Ultimately this is something that would need to be solved by proper cloth physics, not bone chains. But cloth is expensive, ruins complex geometry like those flowers and is difficult to set up. So usually people go with bones as a cheap alternative that is "good enough" even if it's not perfect

quartz iron
#

ohh

#

I understand

#

thank you very much for your help, I will try to look for tutorials

#

I have another question if it's okay

#

on the bottom of the dress you can see flowers

#

on blender I mergred them into the dress, but on unity they seem separete (aka, the flowers don't move when the dress does)

#

is there a way to connect them in a way unity will see them as 1 thing and not 2 different things?

amber crane
#

Sounds like you didn't weight painted flowers to your dress.

quartz iron
#

fuck

#

Do I have to go back and do it? there is no possible way to fix it on unity?

jolly crane
#

no, that is something you need to do in a 3d modeling program, which Unity is not

quartz iron
#

alright, thank you all for your help

mossy wigeon
#

is there a way to get a bone to "snap" to its rest position after grabbing it?

#

like faster than a pull factor of 1

quartz iron
lean herald
#

lmao

quartz iron
#

i will just remove the flowers

lean herald
quartz iron
#

not reallyy I always break all of my projects

#

I have a rlly good video tho

#

just a sec

lean herald
#

:o

mossy wigeon
#

sippbox on youtube has really great tutorials, highly recomend watching them

quartz iron
#

yaaaa

#

he also got a discord server

lean herald
#

i know but theyre not quite what im looking for; with the models im working with i gotta switch out the whole body from the neck down

mossy wigeon
#

called it! lol

quartz iron
lean herald
#

both, depends on the character/outfit

quartz iron
#

for color shift I would say do sliders, would be easier

lean herald
#

like my rachel amber has a simple color swap of her flannel but she also has a tshirt fit

#

oh ig its a whole different material lmao

#

cause i gotta yoink the outfits from other models

quartz iron
#

ya

#

maybe would be easier to just do regular toggles of off and on of every part

lean herald
#

idk how to make the other outfits not just t pose, like idk how to make it use the same bones as the normal model

jolly crane
lean herald
#

i know, i just dont know how-

jolly crane
#

if the bones (and by extension vertex groups) of the outfit match the name of the bones for your main armature, it's just a matter of parenting the outfit mesh to your main armature, and changing the Armature modifier to use your main armature

lean herald
#

uh

jolly crane
#

if they don't match, then you should use CATS to merge the bones and groups of the outfit mesh to each corresponding bone in your main armature

lean herald
#

does cats have the ability to only combine a few things?

#

like i just want the head and the body, but the eyes and hair and stuff are separate

jolly crane
#

you can do it however you want

lean herald
#

im trying but idk shit about blender

rugged steeple
jolly sundial
#

Hello. Can you give me a hint knowledgeable people?
Are there any tacit restrictions for standard Contact Senders and custom Receivers?
I simulated a simple situation where a foot with a standard Sender stepped on the Receiver "floor", but with the standard collisions "Foot" or "Foot L", "Foot R" the receiver refuses to interact.
If instead of the standard, I put Custom Foot-L/Foot-R, everything works.
I haven't seen any restrictions on using the standard Sender with the Receivers in the documentation.
Where am I wrong? 🤔

rugged steeple
#

You surely checked your feet contacts for accuracy?

#

I mean, the custom placement.

ripe sphinx
#

What’s the best way to make a contact receiver that you can grab? My guess would be check for collision and fist gesture then use a position constraint attached to the hand? Would it be possible to use the position of the grabbed object (say a slider) to drive a parameter?

#

Maybe have the grabbed object have its own sender and use proximity receivers on each end of the slider? Just brainstorming really

mint hare
timber saddle
#

so bones have parameters, and a stretchable bone has namehere_stretch. SO you'd want to make an animation that turns on your particle emitter, and have namehere_stretch greater than some amount

zenith jetty
ripe sphinx
nimble dagger
#

hey so, i've seen a few people mention this but haven't seen anyone actually answer it, but anyone had the issue where it says "outermost animator is not known"?

mint hare
# timber saddle

if i try and do this on 2 bones like breast bones do i make two different fx layers?

#

and new state is that just an empty clip?

nimble dagger
timber saddle
#

Honestly i have my breast bones on a "root" bone

#

not that i want people grabbing them, but they both get the same settings

#

Grabbing my inkling's boob makes her blush

mint hare
#

i do aswell but how do you set up the contact reviers for on the root bone?

#

because i tohught you needed them on both bones

timber saddle
#

If you're after stretch you don't need a contact receiver

#

a bone reports name_isgrabbed and name_stretch

#

if someone grabs your boob, it'll give name_isgrabbed = true

#

if you want a response when they just poke it, you do need a contact receiver, probably on each end bone

#

and you'll have to fiddle with the size until they cover the boob

#

and yeah you can just give them the same parameter output

mint hare
#

so im looking for probably grabbed or stretch i have an animation for both L and R sides for the particals to turn on should i just make an animation that both sides go on?

timber saddle
#

I'm feeling this is going into NSFW territory XD

jolly sundial
# rugged steeple You surely checked your feet contacts for accuracy?

Yes, they are in the same position and even if I try to collide with another standard Sender, the receiver won't react to them, even if I specify all the standard Senders in the avatar. For some reason, it doesn't want to work, it doesn't give any Unity errors, i.e. it shouldn't be some weird SDK bug. At the same time if I create any Custom Sender with custom filter name everything works...

mint hare
#

THE GOAL IS FOR jokes only

jolly sundial
#

Tell me, do the standard colliders "Senders" work with their own Receivers in the avatar? Or is this some known problem that will be solved in the future?

timber saddle
#

there's no receivers on avatars. You have to add them