vrm-springbone-physics
Fixes common VRM physics bugs in three-vrm, such as hair popping or horizontal clipping.
Install
mkdir -p .claude/skills/vrm-springbone-physics && curl -L -o skill.zip "https://agentskills.codes/api/skills/download/8534" && unzip -o skill.zip -d .claude/skills/vrm-springbone-physics && rm skill.zipInstalls to .claude/skills/vrm-springbone-physics
Activation
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Debugging and fixing VRM SpringBone physics issues in three-vrm, including hair/clothing physics that flies upward, sticks out horizontally, or behaves unnaturally.Key capabilities
- →Adjusting delta-time for physics stability
- →Normalizing oversized SpringBone colliders
- →Correcting animation loop timing
- →Debugging rigid body behavior
How it works
It corrects the integration of physics updates by clamping delta-time values and adjusting collider radius settings against model scaling.
Inputs & outputs
When to use vrm-springbone-physics
- →Fix hair sticking out horizontally
- →Correct physics explosion on load
- →Adjust rigid hair movement
About this skill
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
- Hair flies upward or explodes outward on load
- Hair sticks out horizontally like there's an invisible wall
- Hair is stiff and doesn't move naturally
- 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
-
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
-
three-vrm Uses Radius Directly (source):
const distance = length - objectRadius - this.radius; // radius not scaled by world matrix -
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)
- Open model in Unity with VRM SDK
- Find "secondary" object in hierarchy
- Select head bone with
VRMSpringBoneColliderGroup - Enable gizmos to see magenta collider spheres
- Reduce radius/adjust offset to proper size
- 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: 0in 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
- Test with official VRM viewer - if hair is broken there, it's a model issue
- Fix in Unity with VRM SDK or Blender with VRM addon
- Ensure each hair bone has a proper child bone with non-zero length
Recommended Initialization Code
[!CAUTION] Empirical Fix Notice: The
COLLIDER_REDUCTION = 0.5value 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
| Method | Purpose |
|---|---|
springBoneManager.reset() | Clear physics state, return to initial positions |
springBoneManager.setInitState() | Capture current position as new "rest" state |
springBoneManager.joints | Set of all SpringBone joints |
springBoneManager.colliders | Set of all colliders |
vrm.update(delta) | Update all VRM systems including physics |
Joint Settings (per joint.settings)
| Property | Description |
|---|---|
stiffness | Spring force (0 = no spring, 1 = stiff) |
gravityPower | Gravity strength |
gravityDir | Vector3 gravity direction (usually 0, -1, 0) |
dragForce | Damping (0 = no drag, 1 = full stop) |
When not to use it
- →General 3D mesh rendering issues
- →Issues unrelated to the VRM SpringBone specification
Prerequisites
Limitations
- →Depends on fixing underlying UniVRM export quirks
- →Requires precise frame-timing integration
- →Cannot fix broken bone hierarchies
How it compares
It applies specific domain knowledge about three-vrm behavior and UniVRM bugs, rather than broad debugging guesses.
Compared to similar skills
vrm-springbone-physics side by side with the closest alternatives in the catalog.
| Skill | Installs | Updated | Safety | Difficulty |
|---|---|---|---|---|
| vrm-springbone-physics (this skill) | 0 | 6mo | No flags | Intermediate |
| vue-debug-guides | 4 | 6mo | No flags | Intermediate |
| agentation | 6 | 5mo | Review | Beginner |
| debugging-skill | 0 | 2mo | No flags | Beginner |
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