now you nest one of these:
ReturnToRestWhenStill {
motion_threshold(0.028)
still_for(0.4)
}
on a SpringBone{} component
next i will support stylized angle-dependent motion sensitive pose snapping for spring bones
#gamedev #indiedev #vr
•Andy’s Pizza
•Housebar
•Capo Deli
•Joe & The Juice
•Springbone Kitchen
•Andy’s Pizza
•Housebar
•Capo Deli
•Joe & The Juice
•Springbone Kitchen
My model still has 24... for a total of 144....
This is the VRM used for Offkai
I haven't given it to the staff yet, but I'm worried. I wonder if their PCs can handle it...
My model still has 24... for a total of 144....
This is the VRM used for Offkai
I haven't given it to the staff yet, but I'm worried. I wonder if their PCs can handle it...
and VRM-like API (SpringBone and SpringJoint components)
in mittens 0.5.2
GLTF{} spawns a bunch of stuff internally (transforms, primitives -> renderables etc). so SecondaryMotion uses component refs to handle those deferred things
#gamedev
and VRM-like API (SpringBone and SpringJoint components)
in mittens 0.5.2
GLTF{} spawns a bunch of stuff internally (transforms, primitives -> renderables etc). so SecondaryMotion uses component refs to handle those deferred things
#gamedev
🌞 Good Morning Internet Friends
🈁 Internet Person Jessica Pixel Here
Updated my Idol VRM to have my new hair yesterday
Still need to update the VSFAvatar
It takes too long to copy springbone settings
I need a tool that actually works
#️⃣ #ohajess #vtuber #varkshorts
🌞 Good Morning Internet Friends
🈁 Internet Person Jessica Pixel Here
Updated my Idol VRM to have my new hair yesterday
Still need to update the VSFAvatar
It takes too long to copy springbone settings
I need a tool that actually works
#️⃣ #ohajess #vtuber #varkshorts
I have a feeling they probably will.
Does that mean we just need to create it using VRM Springbone with the Mtoon shader?
I have a feeling they probably will.
Does that mean we just need to create it using VRM Springbone with the Mtoon shader?
By: Georgetown Media Group Graphics on Thursday, June 11, 2026
By: Georgetown Media Group Graphics on Thursday, June 11, 2026
store.steampowered.com/app/34...
store.steampowered.com/app/34...
I reckon if I had the knowledge, maybe using a springbone and reading it's location might make it more liquidy? But, I do not know how.
I reckon if I had the knowledge, maybe using a springbone and reading it's location might make it more liquidy? But, I do not know how.
store.steampowered.com/app/34...
store.steampowered.com/app/34...
0.xはスフィアコライダーしか使えないという部分は、SpringBoneの制約の問題ではありますけどね。
1.0はカプセルコライダーが使えるようになってますけど、VRoidStudioから書きだしたときはスフィアコライダーしか使わない、というのもVRoid側の制約というか仕様の問題よね。
0.xはスフィアコライダーしか使えないという部分は、SpringBoneの制約の問題ではありますけどね。
1.0はカプセルコライダーが使えるようになってますけど、VRoidStudioから書きだしたときはスフィアコライダーしか使わない、というのもVRoid側の制約というか仕様の問題よね。
I've now figured out how to do it using the vrm1.0 package, so I've brought it back💪
I've now figured out how to do it using the vrm1.0 package, so I've brought it back💪
Actually, that feature used to be implemented in the app, but in UniVRM for vrm1.0, disabling individual Springbone components has become more complicated than before.
I’ll see how to implement with the 1.0 package.
Actually, that feature used to be implemented in the app, but in UniVRM for vrm1.0, disabling individual Springbone components has become more complicated than before.
I’ll see how to implement with the 1.0 package.
store.steampowered.com/app/37...
store.steampowered.com/app/37...
メッセージさせていただきました。VRMPosingDesktopは私用でも仕事でも頻繁に使うアプリで、とても助かっています。もしこの問題が解決できれば大変ありがたいなぁ……と思いつつ、現在は揺れ物有効化をオフにして、SpringBoneを1つ1つつまんでポーズを作っております。
メッセージさせていただきました。VRMPosingDesktopは私用でも仕事でも頻繁に使うアプリで、とても助かっています。もしこの問題が解決できれば大変ありがたいなぁ……と思いつつ、現在は揺れ物有効化をオフにして、SpringBoneを1つ1つつまんでポーズを作っております。