#SpringBone
springbone test, or as I call it the wiggle test
September 18, 2025 at 4:15 AM
このバグ原因はSpringBoneっぽいんだけど、関係する箇所があまりにも多くて見当がつかない🫠
October 7, 2024 at 6:30 AM
I actually have been messing around with 4.4's Springbone system and having a blast. Next, I need to learn how to utilize the typed dicts and really upgrade my project. Onwards to the bright, bold future with Godot!
February 23, 2025 at 7:17 AM
PhysBone→SpringBone変換ツールあるじゃんそういや……
いや理解は深まったから!ヨシ!!
November 18, 2024 at 1:15 AM
Previously, you added the VRM Spring bone component and dragged the bones in you wanted to wiggle, and dragged in the bones with colliders.
Vrm1.0 has you putting a spring bone joint script into each bone to wiggle and you have to group the colliders into an object to reference
Awkward but neat
July 9, 2025 at 5:36 PM
OK I think this is what is going on.

VRoids (and most vtuber stuff) use springbones which are in the "secondary" object in the model.

You'll have to add a new VRM Springbone component on the "secondary" object.

Then you can drag the "Dragon_Tail" object to the "Root Bones" in the VRM Spring Bone.
September 3, 2024 at 9:30 PM
SpringBoneで無理やり対処する(できる?)か自力でウェイト塗るしか...
January 25, 2025 at 2:42 AM
SpringBoneの風表現、それっぽいのができたんだけど、入れてみたときの変化がメチャクチャ地味でぐぬぬってなってる
August 12, 2025 at 3:20 AM
根本側のボーンがLegsに近い位置にあるため、範囲が無限の板コライダーが反応しやすいのが原因な気がする…?
SpringBoneで個別にコライダーに反応しないようにできればいいのだけどおそらく出来ない?(Spring設定をコライダーに反応するかどうかで分割すると当然ですけど別物として扱われる)
September 11, 2024 at 10:02 AM
とりあえず工数多めの案件一つ区切りついたけどまだ他にも色々ひかえてて胃がキリキリする
でも初めてのフルスクラッチ振袖、しかもSpringboneで揺らすVRoid向けのん作れた 進歩
September 1, 2024 at 4:58 PM
There's a local chain "Springbone Kitchen" that advertises in the window that they "didn't use seed oils before it was cool" or something like that. Cringe.
August 25, 2025 at 10:45 PM
August 2, 2025 at 4:41 PM
Godot 4.4 finally adds a native SpringBone implementation!
Now the Renegade's tail trails in the wind using island transports, which is just the coolest thing ever to me for some reason, haha.
#godot
February 1, 2025 at 10:01 PM
In the past week I've taught myself through FAFO'ing or Youtube University these things in Unity:
Springbone modifications (the ability to make hair move more, booba jiggle, and animal ears flop)
Blendshape animations
Emissions and mapping, making it possible to have models literally glow
#unity
December 14, 2024 at 8:07 AM
O SPRINGBONE SEM CALCINHA
a cartoon of a yellow bunny sitting on a colorful table
ALT: a cartoon of a yellow bunny sitting on a colorful table
media.tenor.com
September 30, 2024 at 11:29 PM
If you wonder what these upcoming additional features might be, the current VNyanNet is very bare bones.

It's missing big features such as avatar parameters, sync of non-humanoid bones as well as global springbone colliders. All of these require custom components to be added to avatars
April 30, 2025 at 8:28 AM
I was having trouble battling clipping for the skirt until I came up with this system. This way produces less gaps for the springbone colliders to slip through and clip with. I was going to do a video tutorial on them but the plan now is a bsky thread breaking it down.
February 23, 2025 at 7:55 AM
UnityのDBとれぞのDBとぶいちゃのPBとVRMのSpringBoneかいうやってることは同じなのに挙動やら設定やらが微妙に違う面倒な4つ
July 14, 2024 at 5:30 PM
焼けない(ベイク処理)
照らせない(パストレーシング)
飛ばせない(SpringBone)
最後は別に上手くないや
April 24, 2025 at 2:53 PM
i keep wondering if valheim does something to the body to make springbone colliders not work on the body... but the tail bone collides with the hips, nothing else does. what.
July 1, 2025 at 8:10 PM
springbone node is great for floppy ear physics! 😍

#godot #gamedev #indiedev #cozygame #indiegame
April 10, 2025 at 3:43 PM
Blender, Unity and VRM Posing Desktop basically c:
Blender for: ripping, baking textures, armature and anything related to the mesh of the model
Unity: to port it to the VRM format, reshade and make the blendshape and springbone work
VRM Posing Desktop: posing and rendering
January 16, 2025 at 12:48 AM
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Steamで25% OFF:ねんりょう
ユーモラスで奇妙な謎解きゲーム!荒唐無稽なストーリー、奇妙なパズル、予想外の結末があなたを待っています。唯一の生存エンディングを見つけ、異世界に閉じ込められた主人公を家に帰してあげましょう。
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June 21, 2025 at 8:00 PM