Is there an equivalent of springBoneManager.setCenter from three-vrm v0.6 in the latest version?
See original GitHub issueIn v0.6 of three.vrm, there is the springBoneManager.setCenter
function which allows offseting the spring bones center. This is useful in my case when I have to do something like
springBoneManager.setCenter(vrm_mesh)
to prevent the spring bones from jumping crazy (I don’t know what causes the crazy spring movements. Maybe it’s because vrm_mesh
is far away from (0,0,0), or maybe it’s because vrm_mesh
is scaled).
However, in v1.0 of three-vrm, this function is gone and I can’t find an equivalent.
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- Created 10 months ago
- Comments:15 (10 by maintainers)
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I have tested with your latest
v1.0.7-alpha.0
with mesh scaled up..setCenter()
.reset()
.setInitState()
), the spring motion is like the opposite of v1.0.5 (which is very fast). Now it’s like 10 times slower than usual as if the character is moving in space with very low gravity..setCenter()
, everything looks normal again (i.e. no need for.reset()
and.setInitState()
, and that’s an improvement).Talking about the colliding behavior, I wonder if I have a misunderstanding of how it works, or there may actually be something wrong with the current implementation in v1.0…? I have tried your
three-vrm
example.https://pixiv.github.io/three-vrm/packages/three-vrm/examples/humanoidAnimation/index.html
with the Alicia VRM model
https://3d.nicovideo.jp/works/td32797
and dance motion from Mixamo such as this one
https://www.mixamo.com/#/?page=1&query=Capoeira
When Alicia dances, her legs pass through her skirt with no physical interaction, as if the skirt colliders don’t exist. Is it supposed to be like that? I tried v0.6 in my own project with other motions, and the colliding behavior was visible (still far from perfect as legs passing through skirts still occur, but at least the colliding interaction is more noticable).
I change the scale of the mesh right after the model is loaded, and it basically never changes again afterwards. Changing the scale before or after adding the model to
three.scene
, and where.setInitState()
/.setCenter()
is placed doesn’t seem to make any difference. I think I should give up fixing it on my app side and simply wait for your fix on the new PR lol