Physbones 'IsAnimated' is broken again
complete
TheCreationKing
Just like when originally introduced, IK tracked parts like the arm appear to not work even when 'IsAnimated' is enabled on the physbone. This doesn't appear to affect things that aren't IK tracked like ears from what I've seen, but it does affect the wings of my avatar and the same for the same avatar model my friend uses.
Edit 2: It does happen on quest.
Edit: Other IsAnimated physbones appear to have also been affected as well, but some animations do work while others don't.
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StormRel
complete
Lush
Merged in a post:
Physbones on humanoid (IK) bones broken in build 1287
InvertedCrink
For a long time I've used a single Physbone component for multiple chains for my avatar's arm wings. I use the multi-child 'ignore' setting to "mask" out the IK bones by adding empty game objects to prevent them being effected by the Physbone.
Recently (pretty sure build 1287) doing this now forces the IK bones with Physbones on them back into T-pose.
This causes my avatar's arms to be stuck straight while i can still move other bones (including shoulder bones) in game.
(I'm not sure if this effects quest but it certainly effects PC-VR)
Campa
available in future release
Ӄito ßallarɖ
I just posted about this in another section by mistake. I'm surprised how often this breaks. Pretty annoying having my upper body flail around by a locked up Physbone while walking around...
TheCreationKing
The issue specifically, since I can't update the post anymore, seems to be that any time a bone is ignored by the setting "multi-child type: ignore", that bone is also ignored in the tag "IsAnimated".
This does not only affect IK affected bones, any bone with this configuration will break if physics on it are ignored by multi-child type: ignore.
P.S. I have not tested whether ignoring bones through the ignored transform setting are also affected. It could be that any bone not affected by physics are affected by this bug
emperorofmars
It happens for me when a bone with a Physbone script targeting it has multiple child bones. If its 'multi child type' is set to ignore, IK will no longer work, if it is set to average, it will, but then the bone with the script on it will also move when thats not wanted. 'IsAnimated' is set to on in both cases.
TheCreationKing
emperorofmars: Yeah, I was hoping I could update it with info as I learned more, it's not just IK bones that are affected by this as it turns out. I posted everything else I found in the comments but I can't edit the post anymore
Kizzy
I am having the same issue with my hair and chest bones while using the multi-child ignore setting, causing pretty much all of my avatars to not move properly from the chest up since the latest update.
HK
Merged in a post:
Avatar heads' tracking incorrectly
7
7CERES
i have a Rikkorchi avatar and noticed after the 2023.1.2 update that its head won't turn when I look up or down, it likes to move around my hip orientation, both in FBT VR and in desktop mode (demonstrated when walking/running side-to-side)
due to its relation with its hips the hands become misaligned when I sit in FBT
I've noticed this also happen to one of my favorited public avatars too (listed in the "reproduction steps" section)
here's a video demonstrating the problem
HK
TheCreationKing
It's probably a consequence of this bug, like the person below said.
TheCreationKing
When a physbone component is supposed to ignore physics for the head bone, in the most 2 recent updates it has ignored physics, but also stopped all animation
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