Latest updates messed with Pre Existing Physbones
tracked
๑Ҝɨʇɍɨ๑
- anything with a long strand of bones
- Use them.
I'm a virtual Flow artist and after the new update, pysbones are now acting choppy and jittery. Below is a gif of me using my cyber flows that I listed a couple weeks ago and the movement they made. The video on the other hand is after the new update that brought the drone and dolly. this affects me as a dancer. while it's most noticeably seen on flow toys it is also seen on tails and hair to some extent. We have also noticed choppiness on a piece of clothing such as a Kimono and long dresses.
Adding on, Included the ID of the Feline avatar with the same flow toys to test along with several other flow toys that have also been affected
avtr_82990eea-2f71-4495-8b11-434afda801a7
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LigerXT5
Murto avatar base, I don't use the boobs, so they are set to 0. Yet they have Physbone components.
After the update, my avatar of a flat chested Murto would suddenly have concaved boobs, if I moved around (walking even). Resetting/reloading the avatar would temporarily fix it, until I walked around again.
Removing said Physbones fixed it entirely. No more concave holes in my chest with clipping of clothing and body.
Vivien_EXE
I did a little bit of looking to why they were acting like this in game. Turning the physbone overlay on will show that the bones work fine, but the object or what ever they are attached to dont sync up or lag behind. Still dont know the cause
๑Ҝɨʇɍɨ๑
I hope this can be fixed soon. This is really infuriating. I can't film videos right now while it's like this. I also can't test items that I'm making correctly for listings.
Pidge_Streams
๑Ҝɨʇɍɨ๑ I feel this. As a dancer and content creator I can't really film anything as looking back seeing everything slightly broken breaks the immersion that VR is meant to give. I have deadlines for some things coming up and I am having to rework ideas to try and keep the broken bones to a minimum AKA not dancing with flow toys or flowy hair and tails.
TheAlbinoMaltese
same problem happens in my swimwear avatar. My skirt is broken!! avtr_cc9620f9-38af-4021-9a0e-2b0bbeb43670
Raeschen
Physbone Jitter issue is also visible in the unity editor. The same behavior happens in-game.
In my case, there may be some relation between using constraints and physbones together (The wing fingers are constrained)
Wolph Windancer
I'm having issues with all avatars that already used Physbones after the VRchat 2025.1.3 update. The toes and ears are acting very strangely, my toes curl back after taking a few steps or jumping and won't go back to their original position. My ears crunch up into tiny balls and even if I have stretch turned off in Unity the ears can be stretched to infinity and won't return to their original position when grabbed again.
StormRel
Merged in a post:
Physbones are noticeably more jittery after recent update
t00ny
- Get an avatar with physbones
- Open the actions menu, and select options>avatar>avatar overlay>physbones
- Move the part of the avatar with the physbone (preferably something in the hand)
I've noticed that physbones have had some jittering issues as early as the 2024.3.3 update, but they have gotten significantly worse after the lastest update.
To me, it looks like the mesh isn't syncing with the bone properly. Almost like it's briefly trying to average out the rotation between the root of the bone, and the bone itself, before resetting to the correct position.
In the video provided, you can see me pushing the physbone into a floor collider, meaning the weapon shouldn't move, and should instead be flush with the ground. But for some reason, it still rotates with the hand slightly.
As far as I know, this affects literally every avatar that uses physbones, and nullifies alot of my own avatars completely.
I think a good solution to this would be to fully anchor the mesh to the bone, as the bone has no jittering problems whatsoever. Or just revert whatever changes were made to physbones in the first place
StormRel
Merged in a post:
[SDK 3.7.7-beta.1] [build 1606] It breaks when a single bone is specified as the Root Transform of multiple PhysBones
meronmks / めろん
When a single bone is specified as the Root Transform of multiple PBs (perhaps 3 or more) and the same bone is specified as the Root Transform of each PB component, when all of those PB components are active, they will continue to rotate in a strange way, ignoring the number specified in Limits.
If you move back and forth with the following avatar ID, you should see that the PB set for the chest starts to rotate indefinitely.
avtr_3640ff60-3a7a-45a7-828a-17a71f658548
avtr_c18751b0-b15c-4b83-9d8b-775f7d12391b
== 日本語原文 ==
ある1つのBoneを複数(おそらく3つ以上)のPBで1つの同じBoneをそれぞれのRoot Transformに指定している状態で、それらのPB Componentがすべて動作する状態になるとLimitsで指定した数値などを無視して回転し続ける奇妙な動きをします。
以下のアバターIDなどで前後に動いたりすると胸に設定されたPBが無限に回転し始めるのが確認できるはずです。
avtr_3640ff60-3a7a-45a7-828a-17a71f658548
avtr_c18751b0-b15c-4b83-9d8b-775f7d12391b
StormRel
tracked
meronmks / めろん
I wrote the ID of avatar in another Feedback, so I will write the URL.
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