vrm-springbone-physics

Debug VRM SpringBone physics issues and apply fixes for hair and clothing movement.

Updated Mar 31, 2026
One-click install
npx skills add https://github.com/StarrySerendipity/N.E.K.O --skill vrm-springbone-physics-starryserendipity
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: vrm-springbone-physics
Source: https://github.com/StarrySerendipity/N.E.K.O/tree/main/.agent/skills/vrm-physics
Command: npx skills add https://github.com/StarrySerendipity/N.E.K.O --skill vrm-springbone-physics-starryserendipity

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

VRM SpringBone physics can cause unstable hair/clothing movement in three-vrm, including hair flying, horizontal sticking, or unnatural stiffness. This skill provides practical debugging steps and fixes to stabilize physics across common VRM models.

Core Features & Use Cases

  • Diagnoses common symptoms like hair exploding on load, oversize colliders, or incorrect gravity direction, and offers actionable fixes.
  • Proposes multiple mitigation strategies including collider radius reduction, disablement of colliders, and runtime scale-aware adjustments, with guidance for Unity/three-vrm environments.
  • Use case: import a VRM hair model into three-vrm and resolve jittery hair movement by applying delta-time corrections and collider tuning.

Quick Start

Initialize VRM physics on your model and apply the default collider reduction to stabilize SpringBone joints.

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 explode or stick horizontally when loading a model in three-vrm?

VRM hair physics explode or stick horizontally in three-vrm due to incorrect delta-time handling, oversize colliders, or wrong gravity direction. Stabilize SpringBone movement by enforcing correct delta-time updates and reducing collider radii.

How do I fix jittery VRM SpringBone hair movement in a three-vrm environment?

To fix jittery VRM SpringBone hair movement, apply delta-time corrections and tune collider settings. Adjusting collider radius and ensuring runtime scale-aware updates will stabilize the physics joints in three-vrm.

Does this VRM SpringBone debugging approach work with Unity and three-vrm?

Yes, this VRM SpringBone debugging approach works with both Unity and three-vrm. It provides mitigation strategies including collider radius reduction, collider disablement, and runtime scale-aware adjustments across these environments.

What is the best way to adjust VRM SpringBone colliders to prevent unnatural hair stiffness?

The best way to adjust VRM SpringBone colliders for unnatural hair stiffness is to reduce the collider radius or disable problematic colliders. This prevents oversize colliders from restricting the natural movement of hair joints.

How do I handle runtime scaling issues with VRM SpringBone physics?

Handle runtime scaling issues with VRM SpringBone physics by applying runtime scale-aware updates. This ensures that physics calculations remain stable and correctly proportioned when the model scale changes during execution.

VRM SpringBone hair physics not working correctly, what are the common limitations to check?

When VRM SpringBone hair physics is not working correctly, check for incorrect gravity direction and improper delta-time enforcement. These common limitations cause unstable hair and clothing movement that require specific collider tuning to resolve.