Return of Dynamic Bones
Evil LordMaster
Put simply Dynamic bones seem to be more reliable and don't need a root bone the way physic bones need them. Plus, the one preset file I had saved worked easily with all my avatars and I could easily throw it wherever I wanted to make something move. Physic bones have to many extra steps and seem to just not work on old avatars that don't have very well-set root bones.
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Whaddageek
Physbones have extra steps because they actually work well. Your old avatars being badly made isn't a valid usecase for anything. Take the time to actually learn the new tools available, because they're MUCH better.
Dynamic Bones are also an external package, which is completely unreasonable to ask a developer to rely on for their own use.
Evil LordMaster
Whaddageek I've spent like 10 hours learning them now and Ion feel like going into blender or some to add a better root bone to some Frenni avatar that I fixed just so I could make an Epstein joke to my friends. You are right the physic bones are better I'm just being lazy not gonna lie.
Evil LordMaster
Whaddageek Hey I just realized I'm a lil dumb and was using Physic bones, BUT I'm not using VRC physic bones which VRChat still doesn't like is there a way I can convert them? Or anything else I could do?
Docteh
I also see a thread on the forums about this, https://ask.vrchat.com/t/dynamic-bones/47770
I found the conversion process in the avatar SDK to work properly last time I used it. https://github.com/VRLabs/Dynamic-Bones-Stub
The ship is long gone on this one
So having a root bone for hair is an idea that makes sense for physbones, but all the older booth models I've seen just copy the physbones onto each strand of hair when its a PC model........ just do that?
Whaddageek
Docteh It can SOMETIMES make sense if you have hair strands of differing lengths that need different properties, or don't need collision (eg; long hair with bangs doesn't need collision on the bangs, just the long back strands), but like 99% of the time it's dumb and you should totally just put a single physbone on the root bone to control it all.
Plus you can set physbones that override OTHER physbones on same transforms, and just control those differing bone strands on their own. (ie; Just put a physbone on the root of a strand under the main physbone and set it to override it).
Evil LordMaster
Docteh Caught me being lazy on both sites
Evil LordMaster
Docteh Just realized I'm slow the problem is I'm using Physic bones and not VRC physic bones. IS there a way to convert this as well?
Docteh
Evil LordMaster I'm not sure, I've only heard people talk about dynamicbones and VRC's PhysBones.
Whatever you're talking about I'm having trouble tracking down. https://assetstore.unity.com/packages/tools/physics/physicalbone-54751 6 reviews and I think one of them mistook the product for vrchat physbones. I'd guess no converter exists for that one