[1301] Infinite Physbone Stretch as a feature
complete
ZenithVal
Although it was most likely unintended, physbones prior to 1301 could have their stretch set to infinity via debug view. Physbones on the most recent open beta (Both 1.0 and 1.1) are now clamped to 5, even if max stretch is set to infinity in debug. This will unfortunately break avatar systems relying on infinite stretch.
I and probably many others would love to see it be implemented in 1.1 as a proper feature. (Or at least clamped at a much larger number)
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GenesisAria
Wish more little things like this that are low risk quick fixes could get fixed in someone's
"coffee break"
like this one.Tupper - VRChat Head of Community
GenesisAria: Please keep comments on topic and polite.
Kiro
complete
Feature implemented in client release 2023.2.2 and SDK 3.2.0.
Smash-ter
This should be marked as "Complete" as we don't have a Ranged slider anymore
dan3a
Seems it's getting implemented back in the next SDK release! Really nice.
ZenithVal
They're removing the clamping thankfully, so you'll still need to pop open the debug panel to set it to infinite like before. (Which is great though!) Would still love to see it as a proper feature with a checkbox right in the component panel.
Kiro
ZenithVal: Not a bad idea. It's not a priority but I can set that todo for myself to sneak in at some time.
ShingenPizza
Kiro: what are you talking about? Zenith thought you're just reverting it to the old behaviour, but you haven't.
you HAVE already made it a proper feature as we wanted, not requiring the debug mode.
there's no need for any checkboxes.
Kiro
ShingenPizza: As of Avatar & Base SDK 3.2.0 Max Stretch is no longer provided as a slider, it's an open float field which accepts any value.
The way I interpreted ZenithVal's statement was that it would be nice to have a checkbox that auto-infinites instead of requiring someone to type a large value. Alongside the text field I could see this being a nice convenience.
Though you are right it may have not been what was originally stated.
ShingenPizza
Kiro: regarding the first paragraph: i... know.
regarding the other, firstly: to have an "actual" (float-range-clamped, i suppose) infinity, it shouldn't be a large value, but just an "inf"/"infinity" string - but that's how it worked before with debug mode already and it's fine.
secondly, "something that puts infinity in that text field" shouldn't be a checkbox, but a button. a checkbox, to make any sense, would have to disable the text field and override the value typed in there. however it would be kinda pointless to have 2 ways of getting infinity. also it would crowd the GUI needlessly.
ZenithVal
Kiro: My idea was for if the clamping in the UI was going to stick around. I was totally surprised by the simple input box which works so much better! Now a user can just type "1/0" or "Inf" and it just works.™ This should probably be noted in the physbone documentation.
Thanks!
Zoiko
Make it a thing!
smokzzz
I think it would be better to let one bone be able to stretch infinitely as opposed to having multiple bones in a chain lowering performance because think about it. You can have one bone stretching as far as needed for more headroom to optimize or 5-20 bones stretching separately to achieve the same thing but lowering your headroom to work with in the process, and thus optimization as a whole. Also on that note, creators have made many systems relying on the stretchiness and all of them break due to this patch.
if anything a value higher than five would be nice if you can't bring the infinite stretch back for some reason or another.
S
SnowFoxHound
For my avis hair I love the infinite hair stretch! I even edited the rotation to make the stretchies look smoother for long distance. I even have a little space buddy doll on my avi that can be grabbed by anyone and go on an adventure while I shleep XD
Absolarix
Please keep the infinite stretchy bones, they're quite useful.
トムンゴ
5 is too low tbh. Infinite stretch is super useful for interactive items. Could you please fix it.
ShingenPizza
instead of infinitely-stretchable bones (or in addition to them), i'd rather have a dedicated system for world-placeable 'props' that would not be attached to the player who owns them (well, that should toggleable).
something like the currently used World Constraints thing - but unlike this hacky solution, i'd like it to be properly synchronized for late joiners and people who happened to not look at the person who placed them, of course.
GenesisAria
ShingenPizza: it's actually possible to have world objects sync to late joiners with another hacky solution: and that being using animators to compensate offsets, based on a world 0,0,0 dropped world object. i plan to develop a system like this in the future if it's not done so by someone else or natively.
Fairplex
ShingenPizza: I also think that's not the initial purpose of bones. A world-placeable props system seems a better solution for that need. But because it's breaking many avatars, they have to fix it too
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