Physbones jitter at high movement speeds even if Immobile is 1
lackofbindings
When the player moves at high speed (locomotion) over about 2m/s physbones will flail around wildly. This would be acceptable except for that it also happens even if they have their Immobile set to 1. It doesn't make any difference if it is set to "All Motion" or "World".
This negatively affects avatars such as avtr_ba3daad5-0c64-4fb4-8593-38265acd9ad3 which use physbones to measure the up direction. When walking briskly the angle of the measurement physbones will flail around wildly causing undesired animations.
I feel like this wasn't originally an issue with physbones, and it started happening relatively recently, but I don't have any hard evidence to back that up.
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lackofbindings
Please note avtr_ba3daad5-0c64-4fb4-8593-38265acd9ad3 has been replaced by avtr_5c972960-700e-41e8-9cb3-136a2c081853 , please use this new ID for testing against.
I got sick of waiting for a fix on this and since it affects live products I can't just leave this forever. I manged to find a workaround for the jitter in this case by world constraining the physbone so it never actually moves, which of course only works because the physbone is invisible and im only measuring the angle. The new ID is an upload of the old version before the fix.
lackofbindings
I have some new info on this, the issue is definitely related the physbone moving. If I put the physbone inside a Freeze To World position constraint, but rotation constrained to where they were before, the effect is greatly mitigated. This lead me me to assume that where gravity thinks “up” is is lagging behind by one frame positionally.
lackofbindings
It seems to be related to the use of gravity. I seem to only get jittering with immobile if gravity is enabled. Something about the gravity calculation must be affected by movement speed and unaffected by immobile.
lackofbindings
here's an example physbone that experiences jitter with movement even though immobile is 1