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VRM - humanoid 3d avatar format for VR
  •  VRMSpringBone(ja)
  • VRMSpringBone

    Spring bone setting.

    The node attached by spring bones

    When VRM is imported, components related to spring bones are attached as follows:

    • VRMSpringBone is attached to the nodesecondary.
    • VRMSpringBoneColliderGroup is restored to the node previously attached during the export.
    Please checksecondaryin the Hierarchy window if you cannot find VRMSpringBone

    VRMSpringBone

    The setting for making objects swaying such as tail, hair, clothes and so on. Please set the parent GameObject of an object inRoot Bones. Drag an object (e.g.hair1_L) to theElement Xbox (e.g.Element 0). The number of elements can be changed inSize.

    lookat
    Example: Set the hair and ribbon inRoot Bones

    That’s it. The specified 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.

    collider
    Add the collision detection mechanism on the head (VRMSpringBoneColliderGroup)

    For example, attach VRMSpringBoneColliderGroup script toheadand dragheadto theElement 0box inCollider Groups. You can change its offset and radius value by double clicking theElementbox inCollider Groups.

    set_collider
    Attach and setheadinCollider Groups
    gizmo
    Gizmo at runtime (checkDraw Gizmoin the Inspector of VRMSpringBone)

    Set multiple collision detections in one VRMSpringBoneColliderGroup

    Though the default is only set for one collision detection (the range of a sphere ball), users can change the setting to multiple detections (multiple balls) by changing the value ofSize.

    VRM - humanoid 3d avatar format for VR