By popular request, a super quick tutorial on how I set up my VRChat avatar to have its toes interact with the ground using the new (at the time of uploading) physbones script.
I highly recommend you read the official VRChat documentation for a greater understanding of what's going on and how else you can use these settings: docs.vrchat.co...
Other notes:
If your toe has multiple bones and the hinges end up rotated at different angles between them, you can tweak the individual hinges in the curve editor by clicking the "C" button next to the rotation settings. The curve editor will show you a line with two points. The leftmost point represents the value of the first hinge's rotation, and the rightmost point is the last hinge, with the scale of the curve based on the Roll value you've entered in the text field. By adjusting the Roll value and moving those two points on the curve up and down, you can change the individual rotation values of the hinges until they're both correctly aligned.
And do remember: Although physbones are far more optimized than dynamic bones, each bone and interaction still puts a load on the client! If every single avatar suddenly has 6-10 more bones that are constantly triggering off the ground, I doubt we'll see much improvement in performance overall. Use physbones responsibly, consider if your avatar REALLY needs moving toes, or maybe think about adding a toggle to turn those particular components on and off on the fly, for when you're in an environment where you just know nobody is looking at your feet anyway!
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