Unity / VRChat Tutorial: Floor contact with PhysBones

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  • เผยแพร่เมื่อ 26 ม.ค. 2025

ความคิดเห็น • 12

  • @omniaesthetic1256
    @omniaesthetic1256 2 ปีที่แล้ว +2

    Really excellent tutorial. Here I was sketching ideas for using a floor collider with a toe and foot collider being used to sense the difference in distance from the floor and calculate an animation to scale based on that. This is so much simpler and I feel like a derp for not thinking of it. Thanks for saving me so much trouble! I'll be sure to share this video with my group. 👍

  • @SalineSolU
    @SalineSolU 2 ปีที่แล้ว +1

    does this work the same with wanting the tail to collide with the floor? or do i have to do smth different

    • @Roxfox
      @Roxfox  2 ปีที่แล้ว +3

      Exactly the same method! Add the ground plane to the tail's physbones component's list of colliders to check for.

  • @alextheferret5674
    @alextheferret5674 2 ปีที่แล้ว +2

    I'm currently trying to make it possible to use my feet to touch other people's phys bones. I have no idea how to do that though.

    • @Riverbreak
      @Riverbreak 2 ปีที่แล้ว +2

      You'll want to put physbone colliders on each foot and they should automatically interact with the bones on other avatars. If you want the colliders to interact with the bones on your own model, then you need to drop the part that has the collider into the collider list on the bones you want to be affected by that specific collider.

    • @SuperShadow
      @SuperShadow 2 ปีที่แล้ว +1

      @@Riverbreak I don't think this works, unless I'm doing something wrong. VRC Phys Bone Colliders are for self-interactions only. I'm reading that this may have been a feature with Dynamic Bones, but not Phys Bones.

  • @13luejay18
    @13luejay18 ปีที่แล้ว

    5 seconds into the tutorial and I dont have the "vrchat SDK" option at the top. What do i do?

    • @Roxfox
      @Roxfox  ปีที่แล้ว

      Download the VRChat Creator Companion and follow all the steps to ensure you have the correct version of Unity and the SDK!

  • @uwunice3779
    @uwunice3779 2 ปีที่แล้ว +1

    And here I was making animations for them....bruh this is way easier.
    Question: does this method support gravity for those toe bones?
    For example....whenever I lift up my foot the toes tend to "drop" or hang from the foot...is it possible? (nothing crazy, but often toes kinda hang/ curl a little when in the air)
    Any tips for that?

    • @Roxfox
      @Roxfox  2 ปีที่แล้ว +3

      Hi! Sorry, I'm not getting notifications on comments on my own videos anymore I guess.
      Gravity technically works, but I would advise against using it like that because gravity very easily makes things look super floppy and awkward. I'm sure it's possible, but personally, I don't have the patience to tweak all those settings to that level.
      Instead, what you should do in the case of feet that relax upon lifting, is use the avatar dynamics system. With that, you can have "contact senders" on the floor, and "contact receivers" on your feet. Use the proximity function to measure the distance between foot and floor, and have that control an animation blend tree where you insert an animation clip that has the toes slightly curled. That way, you get precise control of the distances involved, so you can make sure the toes curl gradually the higher you lift your foot, and always splay out just before impact, or whatever looks best.
      You'll have to look elsewhere for a tutorial on the avatar dynamics system, though. I don't have the confidence or time to make one, myself.

  • @Disgruntled_Asshat
    @Disgruntled_Asshat ปีที่แล้ว

    Minecraft notebook history maker and vr enthusiast sounds like a good combo

  • @irishisme
    @irishisme 2 ปีที่แล้ว +1

    that's very cool ^-^