[SDK 3.7.3-Constraint] Move the bones set in PB with animation , Constraint does not work properly.
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元怒
VRC SDK version: 3.7.3
- Set PB - enable Is Animated
- Move the bones set in PB with animation
- Make another object follow the PB bones with Constraint
Combining all of these 1 to 3 will cause the Constraint to not work properly.
This issue did not occur with VRC SDK versions 3.7.2 and below.
-日本語-
VRC SDKのバージョン: 3.7.3
1.PBを設定-Is Animatedを有効
2.PBで設定したボーンをアニメーションで動かす
3.Constraintを使用し、PBのボーンに別オブジェクトを追従させる
これら1~3を全て組み合わせた場合、Constraintが正常に動作しなくなります。
VRC SDKのバージョン 3.7.2以前ではこの不具合は発生しませんでした。
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Dexvoid
Merged in a post:
After the 1534 update, VRC Constraint is working differently than before.
qpandorap
First of all, I'm Korean and I'm using a translator, so please understand.
I run a qpandorap shop at the booth and make costumes.
Recently, after the update of 1534, the Constraint is moving differently than before, including the avatar that has already been uploaded in-game, and the clothes are pierced. In previous versions, the costumes were not pierced even when using VRC Constraints. (I have also updated to use VRC Constraints by default).
The video link is too large, so I've attached a link to the announcement in the X.
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먼저 한국인이기에 번역기를사용중이므로 양해 부탁드립니다.
저는 booth에서 qpandorap샵을 운영하고 의상을 만드는 사람입니다.
최근 1534의 업데이트후 인게임이서 이미 업로드된 아바타를 포함하여 Constraint가 기존과 다르게 움직여서 옷이 뚫리는 현상이 나타나고있습니다. 이전버전에서는 VRC Constraint를 사용하여도 뚫리지 않는 의상이였습니다. (VRC Constraint를 기본으로 사용하기위해 업데이트도 해두었습니다.)
영상링크의 용량이 너무 크기에 X에 올려둔 공지링크를 같이 첨부하였습니다.|
qpandorap
I'm getting this reported as an error as well, so I'd like to see this resolved quickly...
Riry
I can also confirm this happens with VRC parent constraints, behaviour in Unity editor is consistent with expectations even on 3.7.3 however in game it appears to be ignoring physbone transforms using the source parameters instead.
A good example of this is if you are using multiple physbone chains to influence another bone chain in a skirt, or a locomotion system that chains and staggers the constraints along a physbone chain that is active like a train.
This issue is reproducible in live and open-beta as of this time, persistence beta has expected behaviour in my testing.
I also have not been able to consistently replicate this but I believe that the ignore condition might play a part in this. e.g, you have one physbone chain, have an ignore condition halfway down, and are parent constraining the lower half of this chain to a different physbone affected transform. This is just a guess based on the mechanisms I've seen broken and I want to reiterate I have yet to replicate so it's basically a gut feeling at this point. I will update this post if I manage to replicate it.
(edited my tired wording to be more clear)
Dexvoid
tracked
datguyful
Can confirm I'm also having this issue and seems like disabling the PB on the constrained bone makes it behave somewhat as intended, while enabling the PB seems to make it ignore the rotation constraint object.
Dexvoid
needs more information
Hello, please provide the ID of the avatar suffering from this issue. You can find this by viewing the avatar on the VRChat website and checking the URL - the ID starts with
avtr_
. You do not need to make the avatar public if it's currently private.Dexvoid
Apologies, no example avatar is needed - I'd missed that your report is specifically against the SDK.
There's a known SDK-only issue where a VRChat constraint that has a physbone as a child object will not run until you enter play mode in the editor. This happens regardless of whether or not Is Animated is enabled on the physbone. Is this the specific issue you're seeing when you say the constraint does not work properly?
元怒
No.
We have confirmed that this happens both when playing in the Unity editor and on the VRC side.
Please refer to the above for the behavior that occurs.
Note
This always happens in VRC after uploading an avatar, regardless of the SDK version.
Avatar ID
avtr_0d2920db-7812-4ca4-acb3-37d7740d3690
StormRel
tracked