Added Physbones on avatars not functioning correctly
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Isamu the Fox
i thought i was going crazy before, but this is a thing that's been the case since beta. 3.7.6 has broken added physbones on avatars, I switch back to 3.7.5 and the physbones function correctly. mind you, I am adding physbones to an avatar that has proper armature and weight painting. they do not move in play, and they in fact do not function in world. pls fix
This is merely an example;
- Drop in Odo's Foxxo Avatar
- Add a Physbone Component to the base prefab
- Map the root bone to Left Rear
- Adjust parameters to liking
- Enter Play Mode
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Fax
needs more information
Hi Isamu the Fox! Thank you for the report.
Can you please provide steps to reproduce the issue without a third-party avatar?
Isamu the Fox
Fax what do you mean without a third-party avatar? we only ever use third-party avatars, unless there's something i've missed this whole time
Fax
You're correct, all avatars are created by users! However, avatars are quite complex and use many components. To fix bugs, it helps if our engineers how to reproduce the issue on
any
avatar.For example: The VRChat SDK includes and example avatar that uses physbones. The example avatar works, but Odo's Foxxo Avatar does not work. What's different? Is there a setting that would cause the example avatar to break, too? It's possible that the issue is caused by a misconfigured avatar, or due to import issues.
Isamu the Fox
Fax so my issue is pertaining to newly added physbones on parts that, realistically, i know are weighted to make it possible to move them. are there any additional weighted armature components on the example avatar that i can't see just by hitting play?
sorry for the late response, i haven't received any sort of notification for this at all