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vrm-springbone-physicsVRM 弹簧骨物理

Agent Skill

用于辅助 Java 项目开发、面向对象设计、Spring 生态、Maven 或 Gradle 依赖和后端工程实践。它适合让 Agent 分析类结构、设计接口、整理服务分层、生成测试或检查常见代码坏味道。使用时需要结合项目已有架构、包结构和依赖版本,不应只按通用教程改代码;涉及数据库、事务、并发或框架配置时,应先确认运行环境和回归测试范围。

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安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:vrm-springbone-physics(VRM 弹簧骨物理)
来源仓库:https://github.com/project-n-e-k-o/n.e.k.o
仓库路径:skills/vrm-springbone-physics
安装命令:
npx skills add https://github.com/project-n-e-k-o/n.e.k.o --skill vrm-springbone-physics
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/project-n-e-k-o/n.e.k.o --skill vrm-springbone-physics

简介

vrm-springbone-physics 用于辅助 Java 项目开发、面向对象设计和 Spring 生态。

  • 适合让 Agent 分析类结构、设计接口、整理服务分层或生成测试。
  • 使用时需要结合项目已有架构、包结构和依赖版本,不应只按通用教程改代码。
  • 涉及数据库、事务、并发或框架配置时,应先确认运行环境和回归测试范围。
  • 适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

SKILL.md

VRM SpringBone Physics Debugging

This skill covers common issues with VRM hair/clothing physics using @pixiv/three-vrm and how to fix them.

Common Symptoms

  1. Hair flies upward or explodes outward on load
  2. Hair sticks out horizontally like there's an invisible wall
  3. Hair is stiff and doesn't move naturally
  4. Physics works but starts from wrong position

Root Cause 1: Incorrect Delta Time (Most Common - 90%)

Problem

The vrm.update(delta) function expects delta in seconds, not milliseconds. If delta is too large, physics "explodes".

Diagnosis

// Add this to your animation loop
console.log('delta:', delta);
// Should be ~0.016 for 60fps, NOT 16 or larger!

Solution

// Correct implementation using THREE.Clock
const clock = new THREE.Clock();

function animate() {
    requestAnimationFrame(animate);

    let delta = clock.getDelta();
    // Clamp to prevent explosion on tab switch or lag
    delta = Math.min(delta, 0.05);  // Max 50ms

    if (vrm) {
        vrm.update(delta);
    }

    renderer.render(scene, camera);
}

Root Cause 2: SpringBone Colliders (Very Common)

Problem

VRM models have invisible spherical colliders (usually on head/body) that prevent hair from penetrating. Virtually ALL VRM models have oversized colliders, causing hair to appear stuck horizontally in mid-air.

Root Cause Analysis

Confirmed Facts

  1. UniVRM Export Bug Exists (#673):

- When colliders are on scaled objects, the radius doesn't normalize with the mesh - Gizmo shows correct size in editor, but exported collider is larger - Issue documented with reproducible steps

  1. three-vrm Uses Radius Directly (source): const distance = length - objectRadius - this.radius; // radius not scaled by world matrix
  2. UniVRM Officially Discourages Scaling (source): "We do not recommend using SpringBone and scaling together"

Empirical Observation

[!NOTE] 50% reduction fixes ALL tested models. The exact mathematical reason is uncertain - the export scaling could vary by model/tool. However, this factor works universally in practice.

Possible explanations:

  • VRoid Studio (most common VRM source) may use consistent internal scaling
  • The visual matching in Unity editor may systematically create ~2x overcorrection
  • Export normalization algorithms may have consistent behavior

Practical Approach

Since the exact cause varies, we provide an adjustable reduction factor with 50% as default.

Diagnosis

Check if only bangs are horizontal (collider issue) or all physics elements (gravity issue):

  • Only bangs horizontal → Head collider blocking them
  • All physics horizontal → Gravity direction wrong

Disable colliders to confirm:

const colliders = Array.from(springBoneManager.colliders || []);
colliders.forEach(c => {
    if (c.shape?.radius) c.shape.radius = 0;
});
// If hair now falls correctly, colliders were the issue

Solutions

Option 1: Reduce Collider Radii by 50% (Recommended - Compensates for export bug)

const REDUCTION_FACTOR = 0.5;  // Compensates for UniVRM export scaling bug
const colliders = Array.from(springBoneManager.colliders || []);
colliders.forEach(collider => {
    if (collider.shape?.radius > 0) {
        // Save original for potential future adjustment
        if (collider._originalRadius === undefined) {
            collider._originalRadius = collider.shape.radius;
        }
        collider.shape.radius = collider._originalRadius * REDUCTION_FACTOR;
    }
});

Option 2: Completely Disable Colliders (Simple but may cause clipping)

const colliders = Array.from(springBoneManager.colliders || []);
colliders.forEach(collider => {
    if (collider.shape?.radius !== undefined) {
        collider.shape.radius = 0;
    }
});

Option 3: Disable Only Head Colliders (Best, needs bone name detection)

colliders.forEach(collider => {
    const boneName = collider.bone?.name?.toLowerCase() || '';
    if (boneName.includes('head') || boneName.includes('face')) {
        collider.shape.radius = 0;
    }
});

Option 4: Fix in Unity (Permanent fix, requires model access)

  1. Open model in Unity with VRM SDK
  2. Find "secondary" object in hierarchy
  3. Select head bone with VRMSpringBoneColliderGroup
  4. Enable gizmos to see magenta collider spheres
  5. Reduce radius/adjust offset to proper size
  6. Re-export VRM

Option 5: Scale Colliders with Scene (Runtime fix for scaled models)

When vrm.scene.scale is changed at runtime, colliders need to be scaled proportionally:

function scaleVRMScene(vrm, scaleFactor) {
    // Scale the scene
    vrm.scene.scale.setScalar(scaleFactor);

    // Scale all collider radii to match
    const springBoneManager = vrm.springBoneManager;
    if (springBoneManager) {
        const colliders = Array.from(springBoneManager.colliders || []);
        colliders.forEach(collider => {
            if (collider.shape?.radius !== undefined) {
                // Store original radius if not already stored
                if (collider._originalRadius === undefined) {
                    collider._originalRadius = collider.shape.radius;
                }
                // Scale radius with scene
                collider.shape.radius = collider._originalRadius * scaleFactor;
            }
        });
    }
}

Root Cause 2B: Runtime Scene Scaling (Application-Specific)

Problem

If your application scales vrm.scene to fit different screen sizes, the collider radii remain fixed in local space while bones scale with the scene. This causes colliders to become relatively larger when the model is scaled down.

Example

  • Model scaled to 0.8x (80% size)
  • Head collider radius stays at original 0.1 units
  • Relative to the scaled head, the collider is now 0.1/0.8 = 0.125 (25% larger)
  • Hair that previously cleared the collider now gets blocked

Key Insight

VRChat works because it doesn't scale the VRM scene directly - it places the model inside a container and scales the container, or uses a different physics implementation that accounts for scale.

Solution

When scaling the VRM scene, also scale the collider radii proportionally (see Option 5 above).


Root Cause 3: Model Issues

Symptoms

  • _worldSpaceBoneLength: 0 in console logs
  • Hair bones don't respond to physics changes

Cause

Model was not properly configured in Unity/Blender:

  • Hair bones missing child bones
  • SpringBone settings incorrectly exported
  • Gravity direction wrong in model

Solution

  1. Test with official VRM viewer - if hair is broken there, it's a model issue
  2. Fix in Unity with VRM SDK or Blender with VRM addon
  3. Ensure each hair bone has a proper child bone with non-zero length

Recommended Initialization Code

[!CAUTION] Empirical Fix Notice: The COLLIDER_REDUCTION = 0.5 value is empirically determined from testing multiple VRM models. While the underlying UniVRM bug is documented, we cannot mathematically prove 50% is correct for all models. If you encounter hair physics issues, adjust this value first.
function initializeVRMPhysics(vrm) {
    const springBoneManager = vrm.springBoneManager;
    if (!springBoneManager) return;

    // Reduce collider radii to compensate for UniVRM export bug (#673)
    // This is an EMPIRICAL fix - adjust if needed
    const COLLIDER_REDUCTION = 0.5;

    const colliders = Array.from(springBoneManager.colliders || []);
    colliders.forEach(collider => {
        if (collider.shape?.radius > 0) {
            collider._originalRadius = collider.shape.radius;
            collider.shape.radius *= COLLIDER_REDUCTION;
        }
    });

    console.log(`[VRM] Applied ${COLLIDER_REDUCTION * 100}% collider reduction to ${colliders.length} colliders`);
}

// Animation loop with delta clamping
const clock = new THREE.Clock();
function animate() {
    requestAnimationFrame(animate);

    let delta = clock.getDelta();
    delta = Math.min(delta, 0.05);  // Prevent physics explosion

    if (vrm) {
        vrm.update(delta);
    }

    renderer.render(scene, camera);
}

Key API Reference

MethodPurpose
springBoneManager.reset()Clear physics state, return to initial positions
springBoneManager.setInitState()Capture current position as new "rest" state
springBoneManager.jointsSet of all SpringBone joints
springBoneManager.collidersSet of all colliders
vrm.update(delta)Update all VRM systems including physics

Joint Settings (per joint.settings)

PropertyDescription
stiffnessSpring force (0 = no spring, 1 = stiff)
gravityPowerGravity strength
gravityDirVector3 gravity direction (usually 0, -1, 0)
dragForceDamping (0 = no drag, 1 = full stop)

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