Hi, I’m trying to make use of the new squishy bones functionality in the VRChat SDK, and I’m having some trouble with them.
My avatar has a boopable nose, and previously I was using a hack where I put the nose vertices on a bone whose origin was below them, and then used a hinge constraint to prevent them from wobbling around. It looked close enough to a linear boop for my purposes.
But I wanted to try out the new squish bones, so what I did was moved the head of the bone to behind the nose, and changed the PhysBone to v1.1, and set it to have an angle limit of 0°, with a Stretch Motion of 1, a Max Stretch of 0, and a Max Squish of 0.5. (Without the angle limit the nose just flops around instead of getting booped, which is not what I want!)
When I look at the bones in the PhysBone overlay in-game, the bone appears to get booped correctly, but the actual mesh geometry doesn’t move along with the bone.
Are there any guides available yet for how to actually set up a squish bone? In particular I want to emulate something like the pressed button effect shown at the promo video at around 13 seconds in: New in #vrchat 2023.2.2: SquishyBones! - YouTube