man, things have gotten so much easier to work with during the years. It took me a couple of tries to get a rig to work properly and now with all those easy editors and clear tutorials it's almost no hazzle at all anymore to get even complicated things like hair bones to work in vr! I'm really thankful for what people have developed during the years to make all of this so much more comfortable and easier to work with, thank you
For skirts: - Like the hair, you only need to give the physbone component to the parent bone. - Use the Polar limits. To avoid the clipping, give low value to the Max Yaw and Max Pitch. Don't touch the rest! - The gravity set to 0 works, but you should give a low value if you want the skirt to float a little. - The Max Stretch value should be lower than 0.1 for a realistic "cloth stretching". Just saying for those who were wondering if skirts were different. This tutorial is excellent!
Important things to note: -*Don't set Humanoid bones as PhysBones Root Bones! It'll cause major issues.* Instead, create a duplicate transform of the initial Humanoid bone, and re-parent all the bones you want animated to that duplicate. Cat's Blender Plugin can do this for you. -To test your PhysBones in unity, Make sure the physbones have a radius greater than 0. Center the main camera on your avatar then enter play mode. In the game tab, click and drag parts of your avatar you applied physbones to.
Hey, I'm sorry for asking as it's probably really easy to understand, but what do you mean create a duplicate of the bone, and how do you re-parent these bones?
@@jagagagaga it has to be made in blender. you will have full acces to the armature. with your whole armature selected press tab to go to edit mode. select the parent bone > shift D to duplicate from the humanoid parent > select your futures phys bones and go to their bones properties > under "relations" type the name of the duplicated bone. your hair/cape/tails ect... have now a duplicate as a root and the issue is fixed
@@ThommyDude in Play mode, you have to select the bones in the hierarchy first and the gizmo will apear in 3D. Click the name of the bone and drag it to the physbone component slot to apply physics.
@@MooshSmoosh its in the inspector panel towards the bottom when you have your avatar selected in the hierarchy, make sure you have the latest vrc sdk too
I haven't even played VRC in a hella minute, but I still use your videos to see how progress is going in the VRC world. Excellent video as per usual by the way! If you get the time, I'd love to see a video on how impressive an excellent rated quest avatar can actually be with "all the tricks in the book" being taken advantage of. 🤞
Same with the first (second as well though!) I’m hoping I’ll be able to go to larger worlds now that my computer likely won’t kill itself having to render all the dynamic bones, which was a big reason why I fell off VRC to begin with.
for those who wants to drag the hair like sipp did in the video, make sure your physbones have a collision radius that is greater than 0, enter into play mode by clicking the play button on the very top, position your camera in scene tab, and then go into the game tab to drag the physbone, good luck!
You did so GOOD explaining this Tutorial! Most people creating tutorials simply go trough the process without explaining really what does what, limiting the learning experience. This from now on, will be my ''go to'' Tutorial for PhysBones, along with sharing this link with my friends 👍✨
Mad respect; 🙏 thank you for posting these tutorial and breakdown videos… they’ve made the transition to physbones easier for me. The Info is presented in a clear, easy to understand format.
You complete and utter chad, you. You answered every question I had! I only do vroid models, and I barely knew how to use Unity prior to this. But I just did what you said step-by-step and it works! After some trial and error, I made my model recreate a scene from the Exorcist by accident, oomf
I can't believe this is so cool! I think they outdone themselves, this is waay more complete than I expected! I can't wait to start tweaking my avatars!! Thanks Sippbox for explaining this in a simple and direct way. As every video you do
It's so much better for quest now because we just got it and now we get to use it it also gives hope towards quest getting as good as pc soon possibly or just avatars as good
when i added the physbone and did what you said, and adjusted it to what i needed, the hair didn't move at all when i used gravity or messed with the radius and game tab. i can't figure out what im doing wrong.
Hm atm the limit types @ 5:00 don't seem to be working atm, I have the SAME settings on something on my chest in which I don't want it to clip through the body but it doesn't seem to be doing anything. However, it was functioning properly when the SDK first came out. /shrug
Thanks to this video It makes me learn a lot !☺ There's one thing I'm more interesting about is on 7:22 the animation part I saw your How to toggle prop video but still not understand it 🥺 Can you do the other video just about this I'll be really appreciate 🥰
Does anyone know how to make the avatar's face animate when the phsybone is grabbed? I tried doing it like in the video here but they don't have if the parameter is a flot/int and what needs to be connected to it specifically in order to make it work
ok so i have some tree roots on the avatar's hands . I have putted bones in there and parented these bones to the hand. so i wanted to add component there and the physbones dont appear
Simple question. Where the toggle to see the interface on the avatar? Like the spheres or pills or angle cones.. all I see is the xyz marker point when I select the body part.
how do I read the parameters values?? I named it as "Hair" like you did in the video, but my face animation is not working. I made a parameter called "Hair_IsGrabbed" in the animator and I use that parameter for the transitions, but the face doesn't change. I even made a parameter with the same exact name in the expression parameters, and tried with boolean and with integer too, but I can't make it work
So I have a problem where the bones don’t move at all anymore when converted to phys bones from dynamics and a tried multiple ways to fix and I can’t find a fix anyone know the problem?
so question, how does one undo a physbone setting in unity? cause in a project for avatar i have, the creator disabled physbones from working in playmode and im trying to fix it to where it isnt like that
man, things have gotten so much easier to work with during the years. It took me a couple of tries to get a rig to work properly and now with all those easy editors and clear tutorials it's almost no hazzle at all anymore to get even complicated things like hair bones to work in vr! I'm really thankful for what people have developed during the years to make all of this so much more comfortable and easier to work with, thank you
For skirts:
- Like the hair, you only need to give the physbone component to the parent bone.
- Use the Polar limits. To avoid the clipping, give low value to the Max Yaw and Max Pitch. Don't touch the rest!
- The gravity set to 0 works, but you should give a low value if you want the skirt to float a little.
- The Max Stretch value should be lower than 0.1 for a realistic "cloth stretching".
Just saying for those who were wondering if skirts were different. This tutorial is excellent!
Important things to note:
-*Don't set Humanoid bones as PhysBones Root Bones! It'll cause major issues.* Instead, create a duplicate transform of the initial Humanoid bone, and re-parent all the bones you want animated to that duplicate. Cat's Blender Plugin can do this for you.
-To test your PhysBones in unity, Make sure the physbones have a radius greater than 0. Center the main camera on your avatar then enter play mode. In the game tab, click and drag parts of your avatar you applied physbones to.
Hey, I'm sorry for asking as it's probably really easy to understand, but what do you mean create a duplicate of the bone, and how do you re-parent these bones?
@@jagagagaga it has to be made in blender. you will have full acces to the armature. with your whole armature selected press tab to go to edit mode. select the parent bone > shift D to duplicate from the humanoid parent > select your futures phys bones and go to their bones properties > under "relations" type the name of the duplicated bone.
your hair/cape/tails ect... have now a duplicate as a root and the issue is fixed
Thx I needed that
Click and drag WHAT? Because the testing in Unity very much doesn't work for me...
@@ThommyDude in Play mode, you have to select the bones in the hierarchy first and the gizmo will apear in 3D. Click the name of the bone and drag it to the physbone component slot to apply physics.
Thank you for creating this! I was having a hard time finding clear and concise explanations. This was extremely helpful!
for those of you that cant move the bones in game tab, you have to add collision radius first, then enter play mode
This is what I'm missing, thanks! ♥️
THIS NEEDS TO BE PINNED OMG
And how do I do that?
@@MooshSmoosh its in the inspector panel towards the bottom when you have your avatar selected in the hierarchy, make sure you have the latest vrc sdk too
How do u enter play mode??
I haven't even played VRC in a hella minute, but I still use your videos to see how progress is going in the VRC world.
Excellent video as per usual by the way!
If you get the time, I'd love to see a video on how impressive an excellent rated quest avatar can actually be with "all the tricks in the book" being taken advantage of. 🤞
Same with the first (second as well though!) I’m hoping I’ll be able to go to larger worlds now that my computer likely won’t kill itself having to render all the dynamic bones, which was a big reason why I fell off VRC to begin with.
So hype for this update, its so much more customizable than dynamic bones! Thanks for your tutorials that are always get right to the point!
This is why you're my favorite avatar UA-camr, right to the point and simple instructions
Nice to see a replacement to dynamic bones at last, hopefully it will indeed have a lesser performance hit as planned by the devs
Great vid!
I love the fact that the immaculate boneworks sound track is playing in the backround.
Nice! I can finally play with peoples animal ears!
ryan??!????
WHAT??!?!?>
ryan!!!!! :D
Watching this in class before going home and putting the physbones on my avatar. Thank you for the tutorial
for those who wants to drag the hair like sipp did in the video, make sure your physbones have a collision radius that is greater than 0, enter into play mode by clicking the play button on the very top, position your camera in scene tab, and then go into the game tab to drag the physbone, good luck!
This was a genuinely amazing video. Straight to the point, clear and concise, easy to understand, comprehensive, and a high quality voiceover.
How the hell do you have only 9k subs, dude you got on top of this live update the day of, I commend you highly mate thank you for these videos
So glad I found this vid. So much better than using colliders! I just fixed all my hair with these adjustments. Perfect!
Always on-point with new guides, Sippbox, you are a blessing ♥
This was a VERY well explained tutorial. Thank you for all the help with understanding this new tool.
Your guides are amazing Sipp, you helped me understand an issue i experienced super easily, thank you!
You did so GOOD explaining this Tutorial!
Most people creating tutorials simply go trough the process without explaining really what does what, limiting the learning experience.
This from now on, will be my ''go to'' Tutorial for PhysBones, along with sharing this link with my friends 👍✨
Thanks!
Mad respect; 🙏 thank you for posting these tutorial and breakdown videos… they’ve made the transition to physbones easier for me. The Info is presented in a clear, easy to understand format.
You complete and utter chad, you. You answered every question I had! I only do vroid models, and I barely knew how to use Unity prior to this. But I just did what you said step-by-step and it works!
After some trial and error, I made my model recreate a scene from the Exorcist by accident, oomf
I can't believe this is so cool! I think they outdone themselves, this is waay more complete than I expected! I can't wait to start tweaking my avatars!!
Thanks Sippbox for explaining this in a simple and direct way. As every video you do
in 7:20 i got lost because i have no idea how to add those nodes since it has been skipped in this video
i'm polishing my first ever "original" avatar. this video will be useful for sure.
btw thanks, we don't say that enough.
I've never even made a VRC character before but this video is so comprehensive that it can be understood regardless
Great work
Thank you! Your tutorials never disappoint!
I don’t have an armature? I downloaded my vroid right after making it and it’s only saying Face, Body, Root and then the children.
Your root is your armature
Goated tutorial, thanks for the super easy to understand instructions!
Thank you for 4:13! 🙏
Oh, the conversion from dynamic bones worked out beautifully too-! 🎉🔥😭
Oh dear god thank you for including a list of body/clothes and their best settings to start with.
Thank you so much for posting this. It seems so hard to understand Limits from everyone else's video but you did it so well
Thank you! All works perfectly! Presets for physics different parts looks nice!
Very Good Explanation, Must Watch, working on my avatar Tail and Ear stuff, really helped me out.
Literally the moment I open unity I see this uploaded.
bless you for getting this up so quickly haha
IV been waiting for this update for ages n it’s finally here
Great guide, right to the point and very direct unlike most of them. Thank you!
Thank you so much for taking the time to create tutorials for us!
Timestamps to make it easier to reference specific parts ofthe video.
Consider putting them in the description so youtube splits the video into chapters
0:00 - What are Physbones
0:27 - How to Add Physbones
0:53 - Ignore Transforms
1:03 - Endpoint Position
1:24 - Multi Child Type
1:50 - Forces: Intro
2:01 - Forces: Integration Type - Simple
2:08 - Forces: Pull
2:19 - Forces: Spring
2:30 - Forces: Immobile
2:44 - Forces: Gravity
2:55 - Forces: Gravity Falloff
3:14 - Forces: Integration Type - Advanced
3:22 - Forces: Momentum
3:31 - Forces: Stiffness
3:46 - Curves
4:06 - Example Settings
4:17 - Limits : Intro
4:38 - Limits : Limit Types
4:42 - Limits : Angle Limit
4:59 - Limits : Hinge Limit
5:11 - Limits : Polar Limit
5:40 - Collisions
6:08 - Grab & Pose
6:18 - Grab Movement
6:35 - Max Stretch
6:47 - Parameter
7:23 - How to use Parameters
7:36 - Is Animated
7:53 - Outro
I just favorited this video for future reference! Thanks for the great videos! I always look forward to them.
Amazing video. Wish more tutorials were this concise
I've learnt alot from you. Thank you so much. I now have a playlist of your videos saved for reference.
4:13 for example settings of things like hair, ears, tail, chest, skirt and chains
It's so much better for quest now because we just got it and now we get to use it it also gives hope towards quest getting as good as pc soon possibly or just avatars as good
Which some avatars are as good actually
In the first step while adding the phys bones component I do not see that as an option. Already tried reimporting the SDK and that did not work
Super cool. I’ll have a lot of fun setting weird animations that play when the phys parameters change
thank you for this. you're helping so many avatar creators!
So glad this is finally out!
when i added the physbone and did what you said, and adjusted it to what i needed, the hair didn't move at all when i used gravity or messed with the radius and game tab. i can't figure out what im doing wrong.
babe wake up sippbox just posted
I can't grab my character's hair or mess with it while in play mode even after adding bones and collision radius.
thanks so much for your tutorials!! !! !!
Where can you find avatars like the one at 0:19? The one you were showing as an example? I had a similar one and it get yeeted out of existence.
How do you grab and interact with the avatar like at 6:16 ? I cant figure it out
so for some reason the "(parameter)_IsGrabbed" and the other two ones aren't being created for me? i'm pretty sure i set everything up correctly :
Good and simple Sipp! Good job! C:
Your vid makes me confident to try it myself, thank you so much!
Thanks, I want to create my own avatar (I'm starting and also using Blender), and the new features can help me a lot with the stuff I want to do :)
Hm atm the limit types @ 5:00 don't seem to be working atm, I have the SAME settings on something on my chest in which I don't want it to clip through the body but it doesn't seem to be doing anything. However, it was functioning properly when the SDK first came out. /shrug
Thanks to this video It makes me learn a lot !☺
There's one thing I'm more interesting about is on 7:22 the animation part
I saw your How to toggle prop video but still not understand it 🥺
Can you do the other video just about this I'll be really appreciate 🥰
This is the longest video yet. As always, quality content.
TYYY SO MUCH THIS IS MY FIRST TIME MAKING A MODEL I HOPE IT WORKS❤️❤️❤️❤️
man, i used to get asmr tingles in vrchat but lost it, now im gonna get that all over again now that people can play with my hair/bunny ears.
dude the boneworks music fits so damn good
How do I grab the bones like you did in Unity? Nevermind: I didn't see the little bit of text saying to use game view
but how do you get close to the avatar? I see it super far and I cant get close (nevermind: move the camera object in the editor)
anyone know what the avatar at 0:17 is and if it's public?
This is so good thank you guys for creating these
Thank you, can't wait for the colider tutorial.
I was wondering how to get those white things to show up like at 1:43
Finally some physics allowed in quest, now I will be able to offer those to my clients.
The desc improperly links the music used as analog sunrise instead of Bone Rhapsody by the same artist.
Thanks for all the great tutorials.
Thanks man! This was extremely helpful.
wow you did this quick, thank you so much!~
THIS SHIT IS PHENOMENAL
I definitely need another tutorial for 7:22
*In play mode, the physbones work, but I still don't know how to grab them with my cursor and move them.*
Does anyone know how to make the avatar's face animate when the phsybone is grabbed? I tried doing it like in the video here but they don't have if the parameter is a flot/int and what needs to be connected to it specifically in order to make it work
So how do you grab the phys bones in the unity project because I can't find the magic button combination to do that!
you already know what people are going to use these for
Man you’re tutorials are amazing, do you think you could ever make a video about facial expressions with physbones?
Super great tutorial that helped me alot.
Ur my savior man! love you!
So, just to make sure, im not suppose to have fixed joints on right? Cuz i want a chain connected from my characters cuffs to his jacket
ok so i have some tree roots on the avatar's hands . I have putted bones in there and parented these bones to the hand. so i wanted to add component there and the physbones dont appear
Simple question. Where the toggle to see the interface on the avatar? Like the spheres or pills or angle cones.. all I see is the xyz marker point when I select the body part.
how are you able to move your character around and see the physbones in action
im doing everything but my phys bones arent animating at all when i move the model around like you do :(
how do I read the parameters values?? I named it as "Hair" like you did in the video, but my face animation is not working. I made a parameter called "Hair_IsGrabbed" in the animator and I use that parameter for the transitions, but the face doesn't change. I even made a parameter with the same exact name in the expression parameters, and tried with boolean and with integer too, but I can't make it work
Wow, i will try it
Its amazing!! THX)
So I have a problem where the bones don’t move at all anymore when converted to phys bones from dynamics and a tried multiple ways to fix and I can’t find a fix anyone know the problem?
how are you making the physics move as you change them? it doesnt do that for me
2:10 How do you make physbones animate in the editor when you drag the avatar around?
nvm you have to select the Scene tab while you're in the Game Mode
@@buzer2011 LOL i was having just that issue! thank you for following up with your solution and helping me too 😭
so question, how does one undo a physbone setting in unity? cause in a project for avatar i have, the creator disabled physbones from working in playmode and im trying to fix it to where it isnt like that
I'll give you hugs and cuddles next time I see you in VRC.
Thank you so much I'm now a semi popular avatars creator an was losing fa me due to lack of outshines and now I have reached back to my point t ysm
super well done, thanks sipp!
7:32 you didnt tell us about the Hair_IsGrabbed parameter