Physbone Gravity Falloff Default Point Changes When Updated
available in future release
Scarlett Puppy
I have noticed a kind of annoying issue with Physbones that if an avatar has a toggle that updates the physics by turning the script on and off, whatever way you are oriented when the physbones are enabled becomes the new default point, so if you are laying on your back and turn the physbone off and back on again laying down is treated as the the falloff point where it will apply 0 gravity then if you stand up the bone is dragged down by gravity.
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LuciBlack
Can confirm that this issue still occurs on both Physbone versions 1.0 and 1.1.
Due to the nature of this bug, it essentially renders gravity falloff unusable if you intend to make the affected Physbone toggleable.
Reloading the avatar is the only way to fix the Physbones' behaviour once it breaks (for example by resetting or switching the avatar).
The "Reset When Disabled" setting does not make a difference.
I'm assuming the problem is caused by the "rest position" for gravity falloff getting set in the moment the Physbone is enabled, instead of calculating off the default position at avatar initialization.
StormRel
tracked
Zevvy
Just ran into this issue again, hadn't used Gravity Falloff in a while because of it.
When using Gravity Falloff > 0 and Gravity > 0 (e.g. 1 and 1), assuming you are upright when switching into the avatar, laying down on your back will show your Gravity value have a high impact.
While maintaining your layed-down pose, a toggle that turns said Physbone script off keeps them in this gravity-affected orientation - oddly enough as well with 'Reset When Disabled' ticked on.
Turning the Physbone script back on takes the graviy-affected orientation as the new Rest Position. Getting yourself upright e.g. via sitting will now show your Gravity value have a high impact - the complete opposite of the initial effect.
StormRel
needs more information
Thank you for reporting this issue. Since this post is quite old, we are requesting that you confirm that the issue is still present and to provide any updated information.
Scarlett Puppy
StormRel Hi there yes it is still an issue to this day
StormRel
Scarlett Puppy: We're having trouble replicating, do you have an avatar ID where this consistently happens?
Scarlett Puppy
StormRel ummm its pretty much on all of my avis just do this you can just do it in unity, have an avatar with some kind of weighted bone with like .2 gravity and .95 or 1 gravity fall off, rotate the avatar so it would be laying on its back meaning the gravity is fully applied then toggle the physbone script off and on again and you'll see that becomes the new default fall off point, meaning that if you rotate it back up to a standing position the gravity is fully applied
StormRel
Scarlett Puppy: We can't seem to reproduce the issue, it may be avatar dependent. We'd need an example.
Zevvy
StormRel Hey, It's a consistent behaviour on every model/bone-chain/rig where I want to use Gravity in combination with Gravity Fallof and toggling the Physbone script.
Here's an example in Unity 2022.3.6f1 & SDK 3.5.2, with a default Physbone 1.1 script, ticking the "Is Animated" and "Reset when Disabled" boxes in the later part.
Zevvy
StormRel Quick demonstration avi. Given the hair physics, you see it very easily when tilting head to right or left and toggling.
avtr_3dc74f7c-1d2f-478c-9a94-aa6a0390a8d7