[BUG] Physbones won't respect animated bones positions.
D10X1D0
Physbones will snap animated bones to a unexpected pose when activated. I've tryed with all parameters, even limiting all movement and it still snaps animated bones. video of a test https://youtu.be/OBhCWrbE9BU
update: this snapping happens when the phys bone component is added to a empty at the avatar's root for organization 4rth pic, ther's only one animation playing with one frame posing the tongue bones.
If the component is added at the bone doesnt snap in unexpected ways 3rd picture.
2nd Update :
I've isolated the issue to just one animation, animates position rotation and scale of the second bone in the chain affected by the phisbone component, snaps it to another position when the physbone is enabled.
I can provide the minimal proyect with just the avatar and the two animations that do the blep and reset it.
New video test https://youtu.be/3ZyFAFy1paw
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~Murdoc~
I am having a similar issue where when i activate the physbone feature, the entire group of child bones will change to random rotations before transitioning to their intended animation positions
Kiro
This may or may not be related to this post.
The fix is not yet publicly available, however if you have an example avatar I can test I can validate if the above is indeed the same problem.