Proposed: Create a standard procedure from adding spring bones to VRM models.
Context and Problem Statement
Create a standard operating procedure from adding spring bones to VRM models.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
By adding spring bones the body doesn’t clip through clothing or hair.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Secondary is a node under the root.
Use VRM Spring Bone Collider Group
to stop spring bones from clipping with the skeleton.
Add the root bones of the armature you want to animate.
Is it possible to generate a humanoid collider groups?
If this enhancement will not be used often, can it be worked around with a few lines of script?
Instructions are needed, automation is work.
Positive Consequences
No response
Negative Consequences
No response
Is there a reason why this should be core and done by us?
I don’t know and it’s in my area so I need to know.
References
- Lyuma has an upside down spring bone arrangement to avoid flipping.
- https://gist.github.com/emilianavt/51d8399987d67544fdebfe2ebd9a5149
- https://sator-imaging.booth.pm/items/2254383
- https://github.com/yuzu-unity/HumanoidCollider/raw/master/HumanoidCollider.unitypackage
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