[1648] Intense Physbone Jitter during force driven collison
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ZenithVal
If a physbone is moving into a collider due to sufficient pull or gravity it'll very noticeably jitter. This is an issue with the latest physbone changes.
SDK 3.8.1: 

SDK 3.7.6: 

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DangerKiddy
Happens for my avatars as well, jitter depends on scale of colliders/physbones (including the scale of the whole transform, i.e. when you're exporting model with FBX All or All Local). Really annoying and can't figure out how to fix it
Oopsies02
Issue is still persisting for my avatars. Its not a huge jitter, but like the others recorded its a small rumble. Makes skirts and coats look shaky. My projects are on sdk version 3.8.2
KhaiShin
Ran into this issue again - collision turned off, ignore child physbones turned on. No collider present, but acts like its colliding with something
ZenithVal
KhaiShin This appears to be a different issue rather than the jitter when colliding with a known collider.
StormRel
Merged in a post:
Jittery/Broken Physbones in latest SDK
KhaiShin
SDK causing physbones randomly to collide with nothing. Downgrading the SDK seems to resolve the random collisions / jitteryness in unity. The jitteryness of the bones persist in game however.
I've noticed increasing pull from .2 to .3 seems to fix the random collisions, the jitteryness on the tail does not resolve no matter what i do.
This seemingly started happening randomly for me, previously i have uploaded avis with the new sdk no problem - issue persist in game after upload. I have tried wiping and doing new unity projects as well with same result
As a note: This occurs even with all collision turned off and default physbones as well
Truce
Do you see the same jitter in the client, or just in an SDK project?
DrBlackRat
Truce SDK & Client
StormRel
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ZenithVal
DrBlackRat