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Testing physbones with motion? #136

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dragos240 opened this issue Nov 7, 2023 · 3 comments
Open

Testing physbones with motion? #136

dragos240 opened this issue Nov 7, 2023 · 3 comments

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@dragos240
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I'd like to be able to see what my avatar is doing when it moves forwards/back/etc. I see there's a velocity settings, but I don't see any difference when I change its value during runtime. Is this intentional? I'm on 3.2.1 currently and can update if needed, but I'm curious if this is the correct setting for doing what I want to do.

@anatawa12
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Changing configurations of PhysBone in run time (including play mode) is not supported.
Currently, re-enabling after config change works as a workaround but it's not guaranteed.

@dragos240
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dragos240 commented Nov 8, 2023 via email

@anatawa12
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Oh sorry, "Motion" in unity means combination of animation clip and BlendTree so I misread your question. Sorry.

The Velocity is just a built-in animation variable for locomotion animation so non-moving is partially expected. With VRCSDK default locomotion animation, You'll see pose-only locomotion animation since VRCSDK doesn't provide actual locomotion animation, just a proxy one.

If you want to swing PhysBone, one way which I'm using is moving avatar root from scene view. We can change position of avatar root.

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