Physbones Jitter With Imobile Type World
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Mr․ Imagination
Physbones will jitter when Immobile Type is set to the "World" option while the Immobile strength is set to a high value (Especially when set to the maximum of 1). They will jitter even when the player is standing completely still, and the issue appears to get worse the further a player is away from the origin point (X=0 Z=0) of the world, though the issue is still present regardless of where the player is located. The issue is persistent on PC (both desktop and PCVR) and is present on the Quest platform too.
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Kiro
I've attempted to reproduce the issue you described but have been unable to. Are you able to provide an example avatar and/or world where you notice this happening?
I have been able to produce jitter with any physbone system regardless of immobile type when you get very far away from the origin. This is due to floating point precision, but I don't believe that is what you are trying to describe. A clear example would help me determine the cause.
Mr․ Imagination
Hmm, interesting it might be a combination of other setting along with the aforementioned setting then? Unfortunately I came across this issue on one of my personal models, so I can't exactly provide an example that's publicly available. However I can provide a screenshot of my current Physbone settings, the settings attached are for a 2 bone chain with an endbone/leafbone (So 3 bones total), you can probably ignore the angle limit and collision radius setting as I've adjusted those values several times and they've had no affect on the matter.
StormRel
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