Last modified September 15, 2020: tags(unity, detail, api, gltf...) (cdaf1eb)
This section is about spring bone settings.
Nodes attached by spring bones
When VRM is imported, nodes attached by components related to spring bones can be found as described below:
- VRMSpringBone is attached to the node
- VRMSpringBoneColliderGroup is attached to nodes exported last time.
The setting for making objects swaying such as tail, hair, clothes and so on. Please set the target object’s parent Gameobject in
Root Bones. To do that, drag a target object (e.g.
Element Xfield (or click the rightmost icon of
Element Xthen you can see a list of selectable components). Adjust
Sizeto change the number of
Root Bonesyou want to put in.
|Example: Set the hair and ribbon in|
That’s it. Try to adjust
Gravity Power, etc. The target objects will perform swaying movements.
[Option] VRMSpringBoneColliderGroup (Collision detection)
The collision detection mechanism can be added to prevent swaying objects from penetrating user-specified parts.
|Add the collision detection mechanism on the head (VRMSpringBoneColliderGroup)|
For example, hit
Add Componentto attach VRMSpringBoneColliderGroup script to
Element 0field in
Collider Groups. You can change its offset and radius value by double clicking the
Element 0field in
|Attach the VRMSpringBoneColliderGroup script to|
|Gizmo at runtime (check|
Set multiple collision detections in VRMSpringBoneColliderGroup
Though the default is only set for one collision detection (a sphere range from the target), users can change the setting to multiple detections (multiple sphere ranges from multiple targets) by adjusting the value of
Sizeand multiple targets can then be put into
VRMSpringBone set before was gone
VRMSpringBone was attached to the node