How To Convert Dynamic Bones to New Vrchat PhysBones

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  • Опубликовано: 21 авг 2024
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Комментарии • 11

  • @Skullkid16945
    @Skullkid16945 2 года назад +10

    Apparently in the open beta in safety settings, there is a box automatically ticked that automatically converts all avatar dynamic bones to the PhysBones. It can be turned off to re-enable the Dynamic Bones if you prefer those, but thought I would put that out here as you don't actually have to upload your avatar with PhysBones for them to work with PhysBones. At least for PC anyways. I don't know about Quest. But I do guess this is also a good way to set them up if you want to fine tweak the physics on them to make them work properly. From my experience with FBT, for some reason my legs and torso rotate weirdly and the bones move oddly. May just be me, or something else idk.

    • @alwaysyouramanda
      @alwaysyouramanda 2 года назад +3

      I’m ecstatic to hear this because I have some projects I would really rather not ever have to touch again. 😭🤣

    • @alwaysyouramanda
      @alwaysyouramanda 2 года назад +2

      I don’t know about FBT but someone did mention not wanting to attach them to the humanoid bones directly- if that helps.

    • @lonelyminotaur7135
      @lonelyminotaur7135 2 года назад +2

      Yeah that happened to me too, my avatars hips don't move and instead it rotates my legs in a weird way

    • @Skullkid16945
      @Skullkid16945 2 года назад +1

      @@lonelyminotaur7135 You explained my issue better than I could. Yeah basically same here. Whenever I rotated my hip tracker, it would rotate the legs and chest and not the hip itself. Seems like the hip also always follows the rotation of the head. Also walking is weird cause the hands do not stay lined up with your controllers like they do in live VRChat.

    • @spideyfan300
      @spideyfan300 2 года назад

      Dude THANK YOU. Here I was thinking I was going to have to redo the dynamic bones on older avatars. Hopefully I won't have to. I can't believe VRChat would apply such an atrocious setting by default, especially when it BREAKS the dynamic bones of older avatars. They're forcing something to be in a format they're not intended for. That's bound to create all kinds of bugs. I think the option should stay unticked by default imo. I mean you'll still be able to see those physbone avatars just fine, right?

  • @tkghoulkito2233
    @tkghoulkito2233 2 года назад +1

    I just uploaded a avatar yesterday with the new SDK and it didn’t ask me that and only the tail works with physbones. Do you know a way I can make the other dynamic bones converted? I have been trying to find an answer for a while but it seems no one has said anything about having the same problem. (I found the right sdk and it did ask but it still didn’t work and is only on the tail)

  • @Lil_VampireCJ
    @Lil_VampireCJ 2 года назад

    I am already having issues with the tongue bones, there is no way to fix it urself and it sounds like a thing VRC is going to have to fix themselves.
    I am having issues where the tongue keeps clipping through the model on the Rexo 3.0 & Wickerbeast, I have tried playing with the bone settings, even tried to set it to high no difference, & even when I try the blep expression the tongue keeps clipping to the side awkwardly instead of just flopping like what it normally would do with normal dynamic bones.
    Everything else works fine apart from the tongue bones for the update. I can't seem to find any threads nor sources to fix it either; my friends are having the issue too & hv had no luck either trying to fix the tongue bones on avatars.

  • @reality-drift122
    @reality-drift122 2 года назад +2

    your discord link seems to 404 idk if that's my end but the latest SDK from the VRC website should have the latest SDK right?

    • @planetpaddys
      @planetpaddys  2 года назад +2

      nah, its on the vrchat discord, cuz it in beta atm