[1181] End Offset and End Length Conversion
complete
shammy
Ingame, the Dynamic Bone to Physbone conversion converting End Length and End Offset into Endpoint Position doesn't seem to work at all. Any Dynamic Bones that had only a single bone in the chain and relied on End Length or End Offset to work instead of leaf bones/end bones now don't work in the beta with Physbones.
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Tupper - VRChat Head of Community
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complete
Fixed in editor and at runtime in an upcoming Open Beta build.
Afromana
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[1181] end length of Dynamic Bones is ignored by auto conversion
DrBlackRat
I noticed that the auto conversion in unity and on runtime in game is ignoring the end length setting from Dynamic Bones. This means that every Avatar which was using the end length setting is now missing the last bone in a chain and would require to manually add those end points back in with Phys Bones.
I would suggest finding a way to also convert the end length from Dynamic Bones over to the end point settings from Phys Bones. I could imagine that it might be hard to do though, since with Dynamic Bones you just needed to set it to 1, while with Phys Bones you manually have to adjust the end point values to fit. (I hope this can be done since it would solve a lot of issues for people without access to the Unity project of their Avatar and would make it easier to auto convert for those who have access to it.)
If it’s not possible to do auto conversion, please at least consider adding the information about it to the Phys Bones documentation, so that others would know about having to manually add end points again.
I also included 2 pictures, in the first one you can see that the whiskers are missing the last bone in the chain after auto conversion and in the second picture you can see how it should look after I added the end points manually.
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Ruuubick - Designer
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Joshuarox100
This also is an issue when using the SDK's autoconversion tool. It simply fails to convert existing offsets and leaves it as zero.