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Migrate to Spring Bone Modifier #119
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Note for importing/exporting VRMVRM -> GodotJointsThe first and last bones of the bone array in the VRM will be set as After the two bones are set, a static array is generated by SpringBoneSimulator, and the physics parameters must then be applied to each element in the SpringBoneSimulator array. At this time, the For VRM0, the CollisionsDisable Godot -> VRMJointsJust export each element in the static array as is. If the The CollisionsIf If In both cases, if no bone is assigned to the child collision, it is discarded since it is not following the VRM specification. |
Comment seems to have been removed. Edited:
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spring_bone.center_node does not exist. |
There is an update error. If I set the bone root and the bone end by code it doesn't create the gizmos or move.
The set_root_bone_name and set_end_bone_name variation doesn't work in code. |
Isn’t center must be bone as VRM spec? SpringBoneSimulator allows you to set center bone per bone chain. |
@TokageItLab Do you think we should allow a |
From Tokage:
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@fire The colliders looks like lacking offset from bone. |
Test Error with animations not moving the colliders. |
Performance problem. The playback goes slower and slower. |
Maybe not related with SpringBoneSimulator, so we separate issue as godotengine/godot#101474 |
I forgot to mention, when exporting, be sure to check that the same bone is not contained in more than one setting. This is not a problem in SpringBoneSimulator because the update order is guaranteed on Godot, but the VRM format does not allow it. |
What happens when the same bone is contained in more than one setting? Like how do we do when this happens? |
It only treats a transformation of the previous SkeletonModifier or previous setting like an FK animation. The result is a little larger movement, but nothing that will collapse. I don't know in external environments, such as UniVRM. I think it would be fine to perform some kind of validation before exporting VRM and then suggest to the user to fix the problem with a popup or something. |
The user is not expected to fix the problem manually, as it is not easy to repair many errors. I prefer a node tree warning; the user can export VRM anyway. |
https://github.com/TokageItLab/godot/blob/spring-bone/scene/3d/spring_bone_simulator_3d.h
https://github.com/V-Sekai/world-godot
godotengine/godot#101409
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