store.steampowered.com/app/34...
store.steampowered.com/app/34...
いや理解は深まったから!ヨシ!!
いや理解は深まったから!ヨシ!!
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
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
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.
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.
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)
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)
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
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
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
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
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
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
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
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
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
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
www.popville.com/2025/06/spri...
www.popville.com/2025/06/spri...
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
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
store.steampowered.com/app/34...
store.steampowered.com/app/34...