[1511] Physbones at the end of other Physbones jitter horribly
available in future release
Davilos
On the newest Open Beta, Physbones that are children of other bones affected by Physbone components jitter horribly, even if the child bones are marked as excluded in the parent's Physbone component. The first gif attached is how this looks on live, and the second gif shows how Physbones that did not jitter before now do so on the beta branch.
This avatar uses several Physbone parameters to drive animations keeping the lowerbody of the avatar upright. Since one of these Physbones is located on the hind hips, the tail is a child of that Physbone. Even though it is excluded in the hind hips Physbone, notice how the tail still jitters horribly in the beta.
The avatar featured in the gifs can be tested with this link: https://vrchat.com/home/avatar/avtr_edde17d2-800a-419b-ad2a-afa244a4eb24
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ni1chigo2115
A major correction was also identified here.
The problem is gone on my end, but does anyone else have a problem?
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available in future release
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BigMoomba
I Notice it too on the Uncia (Owl like Model) that the Hand Feathers are very laggy if i move my Arms.
They are using VRC Rotation Constraints to have get them a Tiny offset.
(i was thinkings its because of the Rotation Constraints)
But even on other Models like the Chibi Novabeast i notice that Normal movement lets jitter the Ears or Tail physbone a lot what was before not the case.
It feels like everything that has Physbones now after the last 1-3 Patches are broken now for me and Jitters alot.
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Edit: That all only happens in the Beta and on the Live version is all fine.
If that maybe helps because it was mentiont that not all have that problem.
I'm using a Ryzen 5 3600 OC CPU and a Nvidea Geforce GTX 1660 Ti GPU
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Merged in a post:
[1516] PhysBones with stiffness applied have really bad jitter when the player moves.
_spidget
I notice that on this build, physbones with stiffness jitter a lot when it didn't happen in live at all. This jitter seems to happen whenever an avatar that the local user is wearing has stiffness on a physbone and they move around at all. It almost looks like the bone wants to move in the direction you're moving to.
The odd thing is that it doesn't happen to everyone, but a certain number of people. None of my friends have this issue at all, but some people that I've had talked to and don't know personally have this issue.
Here is an avatar that I've seen with this issue:
On this avatar, take note of the ears and how they move.
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Merged in a post:
[1511] PhysBone under constrained is extramely unstabled in OpenBeta
dag-ed
PhysBone, which was not bad in the live version, became very unstable in the open beta.
The problem probably occurs in PhysBone under Constraint.
I attached videos taken with live(1505) and OB(1511).
ni1chigo2115
Possibly related items.
I am suffering from a similar problem.
StormRel
Merged in a post:
[1511] Physbones behave different in beta.
TummyTime
Obligatory me crying about this thing.
Physbones placed on a humanoid bone like the arm behaves quite weird in the beta. It is super "springy" even if the component has "Is Animated" checked.
Video: https://youtu.be/Ng2tqYo1Ruc
StormRel
Merged in a post:
[1511] Phys Bones jiggle extremely with new beta
Ronsterwars
Phys Bones that are set to not jiggle move now violently.
I have a setup for my glasses and flower so you can grab and pose them but I don't want them to jiggle.
It worked fine for years but with this new beta they jiggle now violently while I move.
Here is a video showing the difference and a screenshot of the phys bone.
Mіcca
This also occurs with the Final-IK based "Nardotaur" rig used by a bunch of centaur-like avatars, but to a much higher degree.
Public test avatar:
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