vrm-springbone-physics

Fix VRM SpringBone physics issues in three-vrm with delta-time and collider adjustments.

2.4k|275|Updated Jun 29, 2025
One-click install
npx skills add https://github.com/Project-N-E-K-O/N.E.K.O --skill vrm-springbone-physics
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: vrm-springbone-physics
Source: https://github.com/Project-N-E-K-O/N.E.K.O/tree/main/.agent/skills/vrm-physics
Command: npx skills add https://github.com/Project-N-E-K-O/N.E.K.O --skill vrm-springbone-physics

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill helps developers identify and fix VRM SpringBone physics issues in three-vrm, such as hair and clothing physics behaving unnaturally.

Core Features & Use Cases

  • Delta-time aware physics: Correctly drive SpringBone updates using seconds-based delta time to prevent explosions.
  • Collider radius tuning: Provide adjustable collider radii to compensate for UniVRM export quirks.
  • Runtime scaling awareness: Ensure colliders scale with the VRM model when the scene or model is scaled.
  • Use Case: A developer loads a VRM model with hair physics that flies upward and applies the recommended fixes to stabilize the simulation.

Quick Start

  1. Load a VRM model and call initializeVRMPhysics(vrm) before starting the render loop.
  2. Use a THREE.Clock to obtain delta time, clamp it to 0.05 seconds, and call vrm.update(delta) each frame.
  3. Verify hair and clothing physics behave naturally after applying collider reduction and delta-time fixes.

Frequently Asked Questions about vrm-springbone-physics

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
Why does VRM hair physics fly upward or explode in three-vrm?

VRM hair physics flies upward or explodes in three-vrm when SpringBone updates are not driven by seconds-based delta time. Clamping the delta time from a THREE.Clock to 0.05 seconds and passing it to vrm.update stabilizes the simulation.

How do I fix VRM SpringBone physics that sticks out horizontally during runtime?

To fix VRM SpringBone physics sticking out horizontally, adjust the collider radii to compensate for UniVRM export quirks and ensure colliders scale properly with the VRM model during runtime scaling.

How do I update VRM SpringBone physics correctly each frame in three-vrm?

To update VRM SpringBone physics correctly, initialize the physics before the render loop, obtain delta time from a THREE.Clock, clamp it to 0.05 seconds, and call vrm.update(delta) every frame to ensure stable, delta-time aware physics.

Do VRM SpringBone colliders scale automatically with the model in three-vrm?

VRM SpringBone colliders do not always scale automatically with the model in three-vrm. Implementing runtime scaling awareness ensures that colliders scale accurately with the VRM model when the scene or model is scaled.

What causes unnatural clothing movement in VRM models loaded with three-vrm?

Unnatural clothing movement in VRM models loaded with three-vrm is caused by incorrect delta-time handling and improper collider radius settings. Enforcing delta-time updates and tuning collider radii resolves the unnatural physics behavior.

Can I use three-vrm SpringBone physics without clamping the delta time?

Using three-vrm SpringBone physics without clamping the delta time causes physics explosions and unnatural behavior. You must clamp the delta time to a maximum of 0.05 seconds before passing it to the vrm.update function.