#avatar-dynamics
1 messages · Page 24 of 1
bump?
you can add the IsLocal bool to your controller and use it in transitions
isnt't it just for avatar's owner vs everyone?
yes, it will be true for the wearer of the avatar, and false for everyone else
and i want true only for the one who made contact and false for everyone else including owner
yeah I don't think that's possible
well, unless the person touching had some local-only contact on their avatar that you were specifically responding to
but standard fingers and hands, no
ofc no, im literally talking about buttons
well that's not quite what I mean
i get what you mean, its not a solution
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
I wouldn't say impossible, but atypical. You'd have to think a bit to figure out the mechanic, but it could be done.
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.
the only thing thst comes to ming is make shure noone sees contact
the only possibility I can think of would be going back to how it was done before avatar dynamics
like giving a chair that teleports you far away
Nah, culling is too unreliable.
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?
Particles can still be killed locally and trigger a local contact flip.
If it's a button, it'd be easy enough.
Thinking about going back to particle death triggers gave me a visceral reaction
anything. like button "i dont want to see your hat anymore". as i said, just like world's local toggles for pens etc.
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.
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"
Which is why I didn't wanna give anyone the idea to attach colliders to other users.
Instead of people pressing a button you would basically just slap them to make things happen for them only
Too much.
how's that
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
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
You can attach your own trigger colliders to other user's contacts, but that felt too excessive to suggest.
Wouldnt that need collaboration between the avatars tho?
Nope.
Oh I misread, you meant like the player tracking thing?
contact tracker?
The contact tracker prefab works alright.
nah too personal
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
There's a better way. Just need to think on it.
it's a base for player tracker just more raw
People can already clunkily share props using a combination of those prefabs, so it's viable, just heavy.
A lot of contacts and a lot of floats.
I'm just too unmotivated to run my own idea on rotation get.
Good news is, you don't care about rotation for the trigger idea anyway.
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?
The problem is that particles wont collide with other peoples limbs, only their player capsule
If you can grab the key, just use contacts at that point.
Which is why I mentioned the contact tracker. You can attach the trigger collider directly to fingers or wrists of other users.
@stray island well msybe for my idea having noone in 1m away from buttons is feasible
Attaching particles might be cheaper, but you're already using a contact tracker so, why care.
¯_(ツ)_/¯
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
vending machine that shoots those particles for 1m whenever button is pushed and only people in front of it gets affected
Phys bones VS dynamic bones, which would be better for preference, versatility and general ease of use?
Always physbones.
Dynamic bones will be convert to physbones in game, so there's no reason to use it.
I see thanks
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
I am unable to upload the avatar (which I was able to upload a month ago or so), did they cap the physbones?
quest only allow 8 components
Huh I have active build Windows so should be targeting PC, let me check
Yeah definitely I have set it up for windows
not what sdk thinks, restart unity
Oh wtf I just opened and closed the settings and it got fixed
Guess unity magic as usual lol
Ty!
Best bet would be the plane shape phys bone colliders, set a little bit back on the bones to be grabbed and angled properly. Then, if for some reason you wanted angle from any of the other strands, it'd give proper values. Downside is the additional collision checks, but that's a low number of bones needing collision. It's up to you.
There are other options, but like final IK or blender weight painted are going to both be tedious.
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?
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! 
Are you using physbones + unity cloth physics together ? Does that even work ? When you grab one bone strip from the skirt, do the other bone strips "follow" like they are connected through the cloth physics ? If so, that would solve my problem I posted above ^^
Also if they are jiggling too much try dampening the bone jiggle (pull & spring)
Couldn't remember if PB had inside bounds, so I mentioned planes with an offset because their range is effectively infinite. Good luuuuck.
not really possible. the closest you can get is to only use one chain or use equal and smooth weights between each bone so it just averages everything together
u would get better results with something like magika cloth but its only allowed in CVR
another thing u can try is to use a bunch of inside colliders attached to the ends of the bones
but it will not work perfectly
No just phys bones running down the dress mesh and colliders on my legs/hips. Mostly it works fine except the ends of the bones at the bottom of the dress almost spring up a bit like a snake hanging from a tree and wiggle back and fourth into each other so the end of the dress is jagged and popping outward at the bottom/ends
I didn’t have time today but yeah I’ll try some settings changes to see if they help
It’s like each physbone chain become a J shape with the bottoms of the J wiggling back and fourth outward facing
But when testing in unity before uploading. This doesn’t happen
The cloth flows straight down the legs as expected when testing in unity
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?
thanks for the reply. Yea I tested it with the inside colliders but it does not work. The problem is, colliders can pull bones but not the other way round. And colliders block bones from moving. So if A pulls + blocks B with 10 radius, then B can not do the same on A with the same radius.
Did you want something like this?
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.
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.
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
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
with an angle limit it moves, but doesn't pass through the arm, but i wonder if there's a better way
How do you make physbones collide with your own chest collider?
Needed to prevent the scarf from clipping through a shirt
anyone know how to put dynamic bones on wings
you don't get a chest collider by default
the one defined in the avatar descriptor is only used for a contact sender
you will need to add your own physbone collider(s) for the scarf
Understood, thanks
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 ❤️
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.
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.
with physbone, i have it so you can holster and pick up guns but its delayed for others, laggy. any ideas?
How do you do avatar side pickups using physbones
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.
Quick question: Is it possible for a contact receiver to collide with everything (e.g. a wall)?
nope it only interacts with the physics bone colliders
position constraints wouldn’t work if you didnt also use rotation constraint
plus it would look awkward because it would move parts of the skirt in weird ways
rotation constraint might be better but it won’t allow stretch to spread to other bones
if vrchat added some parameter to control “cloth pull” then this wouldn’t be an issue to begin with
and it would just naturally affect nearby bones in the chain
which btw this is an existing canny post
It's not like it'd be a difficult thing to add though, so it's okay. Given the chains they were working with, what I gave them will more than suffice.
I think rotation constraints would be more likely to cause artifacting, tbh.
But even if adding them felt necessary, _IsGrabbed exists.
If every chain is only affected by it's nearest neighbor, rotation constraints would be largely unnecessary.
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
Any chance we can get radius curves for phys bone colliders like we have for phys bones?
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?
perhaps they mean they want to shape them more than capsule and sphere
? you can curve a 2 pointed object
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
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.
Would be a welcome addition to having proper collision for avis
sure, I could see that being a thing but a curve would be overkill. Just needs to be a second radius
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
also running into this super odd issue where setting colliders on a physbone is causing the physbone to glue itself to the colliders
are the colliders set to inside?
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?
just do a proximity contact on one end of pole, i do it to change guitar tone while sliding along neck.
can you have multiple bones use the same variable name?
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
If it's your umbrella, you could do it all with empty gameobjects and send the stretch float to a state as the motion time.
it is!
i have both a japanese parasol, and a splatoon umbrella
with shapekeys to open
so you mean make a gameobject at the root, put a second one in it, and have stretch set on?
I can show you, I was just lazy when you asked last night.
One moment.
It'd work the same as my chest knife. But not as complicated.
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
Unless you can take it from there, of course.
The "Visuals" in the prefab, obviously don't matter and can be deleted. It's just to help you see what is happening.
You can just slap Anchor -> Stretch onto your umbrella and adjust the collision, stretch, and change the parameter name as needed.
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.
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.
o.o;
I've used motion time, but for a blendtree with a single animation in it
that's a different way
i love how 3.0 opens up so many different ways to do things
You would just have first frame blendshape at 0 and last frame 100, as an example.
mhm
And the float would progress it.
my issue was how to make a bone.. chain? that takes stretch
the one i tried failed XD
Why use a single animation in a blendtree? you're not blending anything at that point.
I guess if it works it works
I gave you a prefab you can rip apart for that. EZ
instead i made a grabbable umbrella
It's not a blendtree
This is
actually the fact you can link motion time directly makes me think i should go back and change that
i had an animation which turned on a bunch of uh..
accessories
on a previous avatar
hmmmmmmm
and it was in a blendtree, didn't know it didnt' need to be
You can use any float with it. I use it for my GestureWeight values too.
Fun things.
But it works on trigger pull. So as you pull the trigger it'd progress through the animation.
A lot of control.
ah
So yes, it requires fist in order for it to start progressing. You'd usually set both Gesture = 1 and gestureweight for a transition.
For safety.
I do wish I could progress gestureweight on any gesture though.
So the trigger could function no matter what.
Then I could set conditions for other gestures and then have gestureweight in there. Like thumbs up and such.
Or idle.
Idle would be powerful.
Is there a easier way to get your playspace velocity in Avatar 3.0? VelocityXYZ only works for joysticks
currently doing this with phys bones wish it was easier
Yee, the problem is it doesn't really get Vel, just movement in general. Lmk if you get it, because I was trying to get arms for vel, but I think I need to make a dummy arm and take advantage of the enter contact and do some other dumb stuff that I don't feel like doing.
Since enter can take velocity.
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.
There are speed detectors already, but they're not very optimized and wouldn't work crossplatform.
I’m just doing it all with phys bone angle on hinge joints that have angle limits. No contacts
Is there a trick for dealing with bones behaving like this? they look something like this in unity
It’s probably the colliders
Go to the hair group and maybe deselect the arm collider
That might be the reason it’s acting weirdly
Think it might be the shoulder
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"?
You make a dummy head.
https://youtu.be/_1gJC8ph37Q Cam explains this in detail in his world constraint video at around 8:00*
How to make an object that can be placed on your body and even be locked in the world!
0:00 Project Setup
2:09 Placing the Cat
3:07 World Constraint
5:03 Setting Up The Positions
8:23 Attaching Objects to Your Head
11:20 Animations
20:00 Toggle Logic Setup
22:21 Scaling Logic Setup
I wish I could turn this into a skin
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 
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!
why can't i move my physbones?
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
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!
I feel like I can't find this anywhere but does someone have like... general setting values for physbones for tails and hair?
IMO it's best to just tweak them in the unity editor to your liking. You can tweak them while the project is running too, just right click the physbone component and copy the values before you end play, or their values will be reset back to where you had em before
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
Damn... Alrighty, off to play mode for me then! 
Best of luck! You'll get the hang of it 💪
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 👉 👈
but like, without using sub-arm rigidbody thing vrchat doesn't like
Avatars have evolved way past using rigidbodys
I would say use some of the Nice math based constraints added to our supported list of constraints
do-wha?
Like a Look at or target constraint on one of the tentacle bones
Open up unity and check out some of the cool constraints it has to offer
Play around with them until you find something you like
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.
You could use a proximity contact that turns on with gesture and then as you bring your hands together, the weight value of a set of constraints turns up to make the tentacles slowly reach to try to mimic your hands.
hmm
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.
Heya Im trying to make an object with a world constraint pickupable does anyone have an Idea on how to do this?
btw the object doesnt have bones so Idk if thats an issue
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.
You can make it fancier with constant contacts reading hand.
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
For clarification it's just a single spotlight, the object is meant to be a clip-on flashlight
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.
id guess easiest way is physbone the tentacles and inside collider attached to the arms/hands, but won’t give too much customization
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?
Hey so vrc Physbone isnt showing up for some reason, is this a little cvommon?
weapon swing might be a bit harder, collide works very well with avatar dynamics :)
where is it not showing up?
Is there a way to make a dynamic bone have positional as well as rotational movement?
fixed, user eror
Is there a way to hide the avatar dynamics outline?
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)
"high five/slap sounds on/off"
"kick sounds on/off"
"headbutt sounds on/off"
"Select clothing"
Like how yash has his phone menu that can toggle things on and off, or change things
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?
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...
its very easy
just enable and disable the object containing the contact
make sure every contact is its own empty gameobject first
or you can have a collection of them on the same object
for example if u want a tablet, u would just activate the object with the tablet contacts
although for things like "high five" you just simply ignore it in your animator
i.e. if high_five contact triggered AND this boolean is true, then play high five animation
the same way you do every other toggle in your animator
except you have extra conditions attached
Better to not toggle the objects as scripts react unexpectedly when their object is disabled. You can just do the additional conditions to transition.
Also, try making the contact and its parameter local and then make it drive a synced parameter. Users not registering that your contact is being triggered causes desync.
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?
sent it in the wrong channel earlier on
I did something like this, got a gut feeling its not suppose to be like this
wouldn't setting it local just still stop people from seeing me draw the gun?
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
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
When it was accidentally set "local only" nobody would hear the slap sound gameobject but me
No, you use the locally driven parameter of your contact and use a state behavior to drive a synced parameter.
so like.. .a second layer?
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.
I'm a bit confused by that
Well, yes. For simplicity sake. But you can put it on the same layer with some fudging.
Contacts are not globally synced.
Even with synced parameters being used in the contact receiver.
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.
I'm still having parameters that aren't saving, randomly... i don't get it..
Make sure they're checked to save
they are, for the five hundredth time.
they are.
different inkling avatar :
the hat saves on, the hair saves to it's setting, but the shirt unsets
and the shirt tex and hairdo are both using int, with saved
and both mimicking vrchat's hands layer style
there's no parameter drivers or anything, so i don't know why
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)
Elaborate pls, i'm new to dynamics
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
oh i put the motion time on the off state whoops
worked, thank you @timber saddle
yup
Is there a way to have a physbone that just rotates?
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.
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?
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
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.
you're moving it with the gizmos, so that changes the base rotation. It should respect the limits if you grab it normally, in the game tab
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
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
I see.
I was gonna ask, should this be on an animator on the umbrella, or on my avatar? Like, will the stretch parameter still be read even though the umbrella is basically a gameobject on my hand, and not legit attached in blender?
All AV3 features should be on the avatar's animator. If you have a child animator it will not be able to make use of all the same features. All child gameobjects with a physbone or contact will send their values to the root avatar animator, doesn't matter if they're attached in blender or if there is some other animator in the way
oh, alright.
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!
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
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 :/
You would just have a layer that is specifically for driving the synced parameters with a local parameter change via contacts. To get perfect sync from remote users making contact, I haven't messed with that yet, tbh
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.
oh okay i think i get it, then i will need to make the contact receiver local only right?
YES. Sorry. That's important.
eks dee
okay! i will try to see what i can do, thank you so much!
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
have to 'refresh' the physbone by toggling it off / on before it uses the new setting
i tried that too, no change
this is also the third time ive asked here lmao
You could easily just use a second script that has no gravity and hotswap. I don't do the refresh thing.
yeah but then its not "flowy" and stuff
You could write a script for that
not knowledgeable in script writing for unity
I'm working in software development, i can try to figure it out. But give me some time
alright, that would be awesome for me and i'm sure many others
vrchat does not allow custom scripts so pointless, its all controllers and animations
Okay, than it's guess GG 😅
i thought they did?
unless i'm remembering incorrectly xd
i just need my physbones gravity fixed man x3
I'll see how my first Avatar is working. I'm not that good with blender 😅
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.
it's not that i don't want to do that, it's that it doesn't work, it does nothing lol
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
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.
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?
physbones has _IsGrabbed parameter
is there any tutorial for this
PhysBones is a set of components that lets you add secondary motion to avatars, permitting you to add motion to things like hair, tails, ears, clothing, and more! Using these well will make your avatar seem more dynamic and real. PhysBones is a replacement for Dynamic Bones. While both systems share...
ty!
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.
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?
Just add the _Stretch to an animation state's Motion Time.
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?
@rugged steeple I got my umbrella done, and it works so well
YEEE
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"
You can try just using a contact to enable it just have a second script that's only purpose is to be grabbed to enable the script you want.
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.
what sort of settings have you been trying?
Are you sure it's not being affected by some other script on a parent?
Idk maybe I'm really new to physbones. I just kept going back and forth between angle and hinge and nothings really changing. I converted it from a vrm so that may be an issue.
What is it that you're limiting?
Tail
Does your avatar have a skirt or anything like that with Physbones on it?
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
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.
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.
Dont think that did anything
Can you screenshot your hierarchy?
Where even is the tail?
Is it the one named Hair?
I'm not use to these naming schemes, is all.
You're fine. Just different.
Did you place the script on that one?
mhm
And there's no script on Hips?
mhm

Last thing I could look at is the script settings, but limits are usually pretty straight-forward.
But just in case.
where would i find that?
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.
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?
I'ma check something real quick.
Unity slow to open, so gimme a bit.
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.
Do you mean just as a flowing object or part of a grabbable mechanism?
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. 
I haven't tried intentionally stacking scripts before.
Yeah, you can apparently stack scripts just fine. Place another script on a different object and set the same root. You can give it different values and see what you can come up with.
Inner limit has higher pull than outer limit. 
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?
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
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
should still show up as long as you have FX controller on animator
okie
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
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.
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!
Final IK can do wonders for bone chains, but that might be outside the scope of what you're willing to do.
Most likely yeah
Also I don't know why but I also cannot interact my contact senders and receivers in my avatar
has there been a fix to the whole physics bone not animating when IsAnimated is enabled yet?
Hoi 🙂 is there some tutorial somewhere that shows how to create something like a nose boop or maybe head pat interaction?
Yup
using physbone colliders you can trigger events onoverlap
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 ...
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
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
Screenshot?
nvm i found out what to do
Try 12345678
license key for what? phys bones?
man if you got that sdk anywhere but the vrchat website I would ditch it
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
Position constrain the handle only on the axis you want it to move with endbone as the source
I already have that setup
the problem is that position isnt changing at all lol
Are the constraint settings locked?
nope
that's why it's not keeping it locked to that offset
should mention i have the hierarchy setup like this
even with the constraint locked it is not moving
just the phys bone rotates
yeah the PumpPos position never changes, it's just rotating
ya
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
mhm
ahh i see what youre getting at now
perfect
dont know why that didnt come to mind earlier
appreciated
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.
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
Does anyone know how to fix phys bones not working cross platform?
Please explain a bit more of what is the problem.
Are you over the phys bone limit, do they not sync up position, or is it something else.
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
Does the desync happen even if Physbones are setup the same way?
hey, i have an avatar that doesnt have dymanic or physbones, how do i add them to my avatar?
Dynamic bones are removed, and were replaced with Physbones - click on a gameobject, go to the Inspector and add a component, and search for vrcphysbone
dont i have to add anything else or mess with the physbones component?
nope! though you probably do want to adjust the physbone component's settings - see this doc page for more info c:
https://docs.vrchat.com/docs/physbones
ooooooh nooooo....
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
for the love of the gods please combine your meshes and turn the poly count down i am BEGGING you
my brother
this isnt my avatar
i didnt make it
i just want dahm physbones lmoa
my gpu is crying 😭
man i cant even figure out outfit toggles bro
this avatar has quite a few toggles so thats probably why its saying all of this shit
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?
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
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.
the best way is just to make your blendshapes open the jaw
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
get a better gpu 🙂 You dont even wanna see all of mine. Your gpu will kill itself immediately
@lean herald just for the lulz... have your gpu eat a load of this
Interesting
So the animation will be triggered by the voisem ?
you use the Viseme parameter in your animator
I mean, is voice gonna trigger the abimation
As it's a parameter it can be assigned as the condition to a transition thus there's nothing stopping it from animating anything an animation can.
Can an animation be triggered by voice ?
Someone I know did it but didn't find it to be very reliable
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”
Yes but not all voices are the same so it can be finicky
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
well, sorta.
Sickk
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
What program is this done in btw?
unity
how can i check physbone animations in unity? Idk where people are able to drag and stretch the bone
i bought dynamic bones but its not letting upload it onto unity says i dont have any assets anyone can help
vr chat dont use dynamic bones anymore
its physbones now
yea but like why cant i even find dynamic bones in my unity anymore
also how do i add phys bones
no need to import its there
Vrc phys Bones
the vrcsdk thing automatically puts phys bone?
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?
yeaah but you need to set them up like dynamicbones before
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
new problem, why can I literally grab and run away with it like its a weaave
bahahah, snatched her wig
also the tail is a little detatched when she runs, any pointers
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
strange, there was no hair root or tail root.
ah you see, i didnt add the hair to the avatar, just added physbones to it
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
Constriants
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
welp, who ever she bought it off clearly didnt know what they were doing
It depends on what they're doing but if the mech arms have the same bone structure then giving their bones a rotation constraint with the main rig's respective bone as the source will allow them to mimic your movements 1:1
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
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
We didn't have constraints before 2019. Old habits die hard
Use rotation constraint on bone to bone. Not parent constraint
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
will that also get the position of the bones? ya know, motion and all
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
Humanoid bones motion are only animated on rotation
So if you want to copy animation onto other bones, just copy rotation
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 
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..
hahaha, bro I say that as a joke everyday
3.0 plus avatar dynamic haven't reach its peak yet so that'd be far future
This bug has been around for years upon years, in multiple past versions too. Plus isn't it only solved in the 2021/2022 versions?
Material slot bug still exists in 2022 version
I don't think we'll be skipping 2020
LOL i just found a post fro mapril fools 2021
thing is...
just a feeeew months early my guy.
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"
That's what we call "physbones" today
It's more like an extenstion for sdk3
that joke kept going around the streams and announcements
cuz tupper legit knows fizzi
like, he's in fizzi's server..
"fizzi bones"
i wasn't sure where to put this, but is there documentation of being able to somehow interact with avatars on the upload screen?
i should add that i have no idea how this happened, or how to replicate it
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
does anyone know if the physbone capsule collider setting got patched? last I tried to use it the collider was a sphere
yeah, it's been fixed for about 5 weeks now
ah I couldn't find anything in the patch notes about it
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
Lol
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
Could always use the copy driver on a sender inside a proximity receiver.
¯_(ツ)_/¯
Just animate the sender going away from/toward the center on bool change.
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?
For example, toggle driven by contact.
What state is the "wait for contact"
Is that a parameter?
It's a state that does nothing, just waiting for the contact
How do I make it wait for the contact? Is there something special I need to do to it?
Nothing really. But generally, you should place in motion with proxy_stand_still animation if the state don't have its own animation to play, so the state has some data and doesn't break other animation.
Right now for the transitions, do I use them like I would a normal toggle from the "WaitForContact"
Yes. The parameter in condition should be the contact parameter
And I assume that I'm using a Bool for the 2 other states?
Yes
What about the transitions leading to exit? Do I do anything for them?
When contact parameter is false(no longer touch the contact) then go to exit state
That's the condition you have to add
But how do I make them wait for the contact to be no longer touching?
If transition condition isn't fulfilled then it just stays on that state
this is what i have so far
And conditions for those transitions?
and of course the other is set to false
And the one that going out from WaitForContact?
those were the ones going out from wait for contact
Which one is contact parameter and which is toggle parameter?
wait theres supposed to be a different one for the contact? ill make one now for that, which transition am i supossed to put that on?
Look again. Contact parameter should be true when the transition going out from WaitForContact, then toggle parameter will be used to branch transition into either top or bottom state. That two state contains ParameterDriver to switch toggle parameter to the opposite.
Then you can use toggle parameter to do something else on other layers.
I'm lost, so I should add only the contact parameters for this layer but how will that affect the toggle layers?
Contact parameter alone can't do toggle; it's only touched, and not touched. That's when you have to use contact parameter to drive a proper toggle parameter.
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.
And what do I do with the toggle parameter?
Use that to play animation on your item whether it's being toggled or not.
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?
Use ParameterDriver to set toggle parameter
Okay, I understand that now, so what do I do for the animations in the middle then?
If they aren't the toggle animations
Empty or place dummy animation file like proxy on it
And what conditions should I set for those transitions heading to the exit?
When contact is false, no longer touching
T = true condition
F = False condition
is that right? so only one condition should be set to true?
The ones coming out from waitforcontact should also include toggle parameter in condition
like this?
contact parameter have to be true on both
alright, and should i add the toggle parameters to the exit transitions?
No
Alright, so the transitions into exit should be collider parameter set to false?
collider?
Of course yes
and now i need to make a seperate layer for the toggle?
Yes
Got it, thank you for the help!
One last thing how would I use the Parameter driver for this? I haven't used it before
When you've got a specific state selected in the Animator view, you'll be able to add State Behaviors. They're a bit like components for states. They do different things. Try adding them, and you'll see what they can do! All state behaviors run on the first frame of the transition into that state. S...
well i tried it and it didnt work lol, im giving up
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 ;-;
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
enable Local only on your contact receiver, and add the parameter to your synced parameters list
The one in the Menu parameter list?
yes, your expression parameters
To be sure, this one right?
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?
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
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
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.
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
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
Do you have the fx layer in descriptor? I don't remember if that was a thing or not x)
Also...
What is the timescale of your project? Mine was randomly once set to 0
It's in project settings somewhere I think in a tab called time
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?
Not sure, just something off the top of my head that I remember happening
Probably not then 🤪
quite literally should be - and was - as simple as this https://youtu.be/igh9IEbxIP0?t=116
SDK DOCUMENTATION: https://docs.vrchat.com/v2022.1.2/docs/avatar-dynamics
Really quick and easy explanation of senders and receivers with avatar dynamics. If you have any questions about them just ask in the comments below!
Yea, it should
this is making no sense... unless it's an SDK issue?
Hey, https://i.discord.fr/daQU.gif any idea why the Stretch value don't work here ? apparently it's the distance is too short, as it work when it's far https://i.discord.fr/jFoD.gif
I have instilled jealousy into my boccamicino avatar I bought c:
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"?
unfortunately, no. Right now you can only really coordinate with friends or check for a bunch of words and hope you get lucky with a random
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 ?
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 :
you could just try weapon convention. Blade, sword, beam, shaft,hit,connect,repel,parry
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
In unity this doesn't show up with a second bone, so i dunno if i'll be able to grab it, i'm thinking no?
"2handroot" (the second bone) appears to be where the first bone is
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
thats how they work.contact
anyone got some good parameters for nice flowy hair, for physbones
pinned video
seen it, the physics are very elastic for the hair
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
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
people put too much wiggle on cat ears
it's made of cartilage, not ribbon underwater
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
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
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
ah i see
moving the umbrella from my back, to my hand
if i didn't want it to be tied to a gesture, would it still work?
yeah ofc, just a general question
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"
makes sense, ty for the explanation!
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
i've seen people on booth make bows with physbones
but not sure about guns or swords
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
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
you were asking about bones instead of constraints, thought you were trying to grab 2 seperate bones
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
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?
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
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
I wasn't aware two scripts could be used at once. Thanks
wait... two different parameters for the same animation?
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
oh, you mean the parameter when creating the animation. I was thinking the contact receiver parameter field
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?
something like this?
You could set a physbone with an angle limit, and then use the angle parameter it gives off for motion time to drive the animation that moves the shapekey
@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?
I'm not sure why you're using an int
You just need two bools, one for right hand contact and one for left hand contact
then on the arrow between your state
i was trying with a bool and only one hand was activing it. I'll give it another shot
left hand contact true
right hand contact true
make sure BOTH are on the condition
so it requires both bools to be 1
testing out in unity now
oh shit, it worked! guess I fudged something up initially
thank you sir
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?
@hidden osprey check the reply link
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 ?
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?
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
yo, mind telling me how you managed to set up the stretch like that? it won't even stretch at all for some reason on my end
you set limit angle to 0, but you previus bone need to be in the same direction you need
Thank you very much!
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
I imagine there are a lot of people that can help
Don't ask just to ask. Tell us what problem you're having
I wanna know this too
Use a contact to set a boolean. In your animator, create a loop of 4 states.
State 1: off
Boolean true
State 2: on
Boolean false
State 3: on
Boolean true
State 4: off
Boolean false
Loop to state 1
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
https://youtu.be/lY5t45NQx_8
I used a similar method for the buttons on this, but they aren’t toggles. However it uses the same logic of making sure the boolean goes back to false before transitioning again
was thinking i could do this, and have the chest be for "outfits", feet for "shoes", head for hats, etc
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
saying flipflop makes me think of them t-flop things from minecraft
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
where can i get dynamic bones
On the Unity asset store !
Unsure why you would need it though
Dynamic bones are deprecated, phys bones are what you should use now. You get them when you install the SDK.
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.
So exactly like the flow chart I made. I’d also recommend keeping the parameter drivers local and driving a synced parameter. I did the same thing for my firework controller, the buttons and their booleans are local and unsynced, but the value which determines the firework type is then synced
Yee. Contacts making contact isn't synced, so locally driving is best.
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
snips all of this to read while working
woo I haven't heard anyone talk about flip-flops in a long time
That's a good technique though ^
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
This works perfectly thank you so much
oh man that's cool
My leg colliders arent working, idk what I did wrong?
the dress just goes through it like nothing
Do you have those colliders assigned in the physbones of the dress?
Ok that looks good. Does the dress have a radius set?
yes here
Hmm, could you share a larger picture of the whole thing?
also the dress itself has some problems with the dynamic bones
ye ye
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-
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
hm hm maybe bc I put it same as my other skirts that are very tiny
should I make radius 0.02?
The exact number doesn't matter
Use the scene view to adjust it appropriately
You should be able to see the size
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
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?
Sounds like you didn't weight painted flowers to your dress.
no, that is something you need to do in a 3d modeling program, which Unity is not
alright, thank you all for your help
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
remind me of this art I made sjkfsbfksfs;lsalfhsfsja;fsaf
lmao
i will just remove the flowers
mikasa, do you know outfit toggles? been needing assistance
not reallyy I always break all of my projects
I have a rlly good video tho
just a sec
:o
sippbox on youtube has really great tutorials, highly recomend watching them
Did this video help you? Consider sending me a tip on Ko-fi! https://ko-fi.com/sippbox
Welcome to my updated tutorial on creating toggles for your 3.0 avatar! This video goes over using bools to toggle a prop in your hand, and using ints to swap through accessories! Hopefully this helps you make your avatar more customizable!
0:00 - Intro
0:15...
yaaaa
he also got a discord server
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
called it! lol
color shift or completely different material?
both, depends on the character/outfit
for color shift I would say do sliders, would be easier
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
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
you need to be doing that in blender
i know, i just dont know how-
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
uh
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
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
you can do it however you want
im trying but idk shit about blender
Just as a hand or a specific hand pose?
Keep up the Sam. He didn't get enough love when Revengence was the main meme. 
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? 🤔
You surely checked your feet contacts for accuracy?
I mean, the custom placement.
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
ive asked the problems before. but im having issues with making a grabble parameter ive got my particals all set up and ive tried watching tutorials and i cant seem to get it, i want to be able to grab and pull one of the bones and a partical starts and when i let go i want it to end
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
You do the handgun gesture when touching your face with your right hand

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"?
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?
if it's a separate animation that you want to be able to run at the same time as the other, then yes, it'll have to be 2 different layers in the animator, if it's just the same animation that can happen from multiple bones, then nah just give them the same parameter output
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
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
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
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?
I'm feeling this is going into NSFW territory XD
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...
trying to not make it that way TvT lmao keeping it as sfw as i can
THE GOAL IS FOR jokes only
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?
there's no receivers on avatars. You have to add them
