Allow the grip “strength” of PhysBones to be controlled either with higher pressure gripping on the Valve Index, or by pressing down on the Grip for standard controllers. This would enable more dynamic control while grabbing PhysBones, allowing for new and unique avatar interactions and experimentation.
Light grip would result in a PhysBone slipping / sliding from the hand as if it was held by colliders. Strong grip would result in the normal / current PhysBone grabbing behavior. Grip strength could be calibrated or enabled in the accessibility or controls menu, and also disabled in PhysBone chains if it is not desireable behavior.
Would also expect the introduction of additional animator parameters, i.e.
{parameter}_GripPosition
and
{parameter}_GripStrength
, as a way to interface with the system directly. A few novel examples may be a balloon animal that pops when squeezed with enough pressure, a tail that can be pulled off with high grip strength, or a weapon that tolerates grip adjustments. Tails, hair, ties, scarves, etc, will also benefit from grabbing without being stretched or pulled constantly.