VRMSpringBone
Overview
A group of components related to oscillating mono settings.
Where components are added
VRMSpringBone
When importing a VRM, it will be added to an automatically generated game object named secondary.
VRMSpringBoneColliderGroup
When importing VRM, it will be added to the game object added during export.
VRMSpringBone
The setting for making objects swaying such as tail, hair, clothes and so on. Please set the target object's parent Gameobject inRoot Bones
. To do that, drag a target object (e.g.hair1_L
) fromHierarchy
to theElement X
field (or click the rightmost icon ofElement X
then you can see a list of selectable components). AdjustSize
to change the number ofRoot Bones
you want to put in.
That's it. Try to adjust Stiffness Force
, 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.
For example, hit Add Component
to attach VRMSpringBoneColliderGroup script tohead
and draghead
to theElement 0
field inCollider Groups
. You can change its offset and radius value by double clicking theElement 0
field inCollider Groups
.
There is no set VRMSpringBone
VRMSpringBone was attached to the node secondary
during import.
Complex hit detection settings
When setting up complex collision detection, set multiple spheres in one added VRMSpringBoneColliderGroup.
Prevents shaking when moving
Normal VRMSpringBone is calculated based on the world origin. By specifying a game object as the Center of VRMSpringBone, you can change the reference point of the shaking object.