Whitelist Constraints
complete
LastRar
This system seems to be far better suited to perform a lot of task previously accomplished with other comments, while providing additional options for avatar creators
Allows limb copying without fixed joints (allowing avatars with multiple arms or legs)
Allows using world particles in situations that IKFollower doesn’t allow (Attach to non-IK-following bone) that previously required fixed joints
I believe these allow you to Animate holstering / unholstering weapons without needing to duplicate the mesh (IIRC, FinalIK supported this)
Aim/LookAt constraints can be used to replicate hydraulics pistons or other mechanical joints for robotic avatars (previously this could be achieved with dynamic bones any maybe FinalIK) These components likely can be used to achieve other effects.
These components hopefully won’t have the disadvantages of the systems they replace, such as;
IKFollower: only allowed on IK-following bones (As per documentation)
Rigid Bodies: Known to break in Combat enabled worlds (https://vrchat.canny.io/bug-reports/p/avatar-rigid-bodies-break-in-combat-enabled-worlds)
Rigid Bodies: Some configurations of joints can drift out of place over time or during teleports.
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Tupper - VRChat Head of Community
complete
As of build 904, the following components are whitelisted on SDK2/SDK3 avatars, and in SDK3 worlds:
AimConstraint
LookAtConstraint
ParentConstraint
PositionConstraint
RotationConstraint
ScaleConstraint
lin
yes
MOZ1987
PLEASE FOR THE LOVE OF GOD WHITELIST THESE i am sorry for the caps but i really care about it, i need my optimized avatar without double props, it also work for pistons, please....
Tupper - VRChat Head of Community
tracked
Saigo
IK_Follower works if you know what you're doing. You can even use it in tandem with Final IK to make Final IK work on avatars again. There's no reason to use joints once you've figured out how to use IK_Follower. But yes, this would be a nice alternative. It looks simple and easy.
RetroGEO
IK_Follower actually does work on non tracked bones.
LastRar
RetroGEO: That's counter to the documentation "Putting the IKFollower script on an object that is a child of any other bone will result in odd behavior." from https://docs.vrchat.com/docs/vrc_ikfollower, but I've never tested this.
Although, I've had issues with IK_Follower with particals using burst emissions only working once, which is the main reason why I use fixed joints.
RetroGEO
LastRar: I've used IK_Follower many times. The set-up is more involved than joints since it requires the avatar to be scaled a certain way. But it works exactly a it should on all humanoid bones albeit with frame delay comparable to joints. I've never run into burst emission problems, though. Everything has worked fine so long as the object with the script is at position 0 on the bone and never animated while the particle is on a child of that object at whatever offset is needed.
Don't trust the documentation on certain things, it is horribly outdated.
As for constraints, while they would be very useful we do not know if they will behave with netIK.
LastRar
RetroGEO: I've used burst particles for non-looping effects (i.e. launch X-number of particles, such as a single lightning bolt). they would work the first time, but would never trigger again.
I've tried to use them 4 times in the past;
Twice before they where noted as fixed in VRChat 2019.1.1 (Once on the head, once on the upprt arm, spoilers, it didn't work)
Once pre NetIK update (Of which I saw the above behaviour)
Once post NetIK update (I forget when exactly, but I was also unable to get it working)
I'm not aware of any scaling requirements, what exactly are they?