home / skills / project-n-e-k-o / n.e.k.o / vrm-physics
This skill helps you debug and stabilize VRM SpringBone physics in three-vrm, reducing hair clipping and unrealistic motion.
npx playbooks add skill project-n-e-k-o/n.e.k.o --skill vrm-physicsReview the files below or copy the command above to add this skill to your agents.
---
name: vrm-springbone-physics
description: Debugging and fixing VRM SpringBone physics issues in three-vrm, including hair/clothing physics that flies upward, sticks out horizontally, or behaves unnaturally.
---
# 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
1. **Hair flies upward** or explodes outward on load
2. **Hair sticks out horizontally** like there's an invisible wall
3. **Hair is stiff** and doesn't move naturally
4. **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
```javascript
// Add this to your animation loop
console.log('delta:', delta);
// Should be ~0.016 for 60fps, NOT 16 or larger!
```
### Solution
```javascript
// 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
1. **UniVRM Export Bug Exists** ([#673](https://github.com/vrm-c/UniVRM/issues/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
2. **three-vrm Uses Radius Directly** ([source](https://github.com/pixiv/three-vrm/blob/dev/packages/three-vrm-springbone/src/VRMSpringBoneColliderShapeSphere.ts)):
```typescript
const distance = length - objectRadius - this.radius; // radius not scaled by world matrix
```
3. **UniVRM Officially Discourages Scaling** ([source](https://github.com/vrm-c/UniVRM/issues/673)):
> "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:
```javascript
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)
```javascript
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)
```javascript
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)
```javascript
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)
1. Open model in Unity with VRM SDK
2. Find "secondary" object in hierarchy
3. Select head bone with `VRMSpringBoneColliderGroup`
4. Enable gizmos to see magenta collider spheres
5. Reduce radius/adjust offset to proper size
6. 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:
```javascript
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: 0` in 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
1. Test with [official VRM viewer](https://vrm.dev/en/vrm_applications/) - if hair is broken there, it's a model issue
2. Fix in Unity with VRM SDK or Blender with VRM addon
3. Ensure each hair bone has a proper child bone with non-zero length
---
## Recommended Initialization Code
> [!CAUTION]
> **Empirical Fix Notice**: The `COLLIDER_REDUCTION = 0.5` value 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.**
```javascript
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) |
This skill debugs and fixes VRM SpringBone physics issues when using @pixiv/three-vrm, focusing on hair and clothing that fly upward, stick out horizontally, or behave unnaturally. It provides targeted diagnostics and runtime fixes for common causes: incorrect delta time, oversized colliders from export, scene scaling mismatches, and model configuration errors. Use the provided code snippets to stabilize physics quickly in JavaScript apps.
The skill inspects springBoneManager state, collider radii, joint settings, and the animation loop delta to identify misconfiguration. It offers pragmatic runtime remedies: clamp delta to seconds, reduce or disable collider radii, scale colliders with the scene, and reset or reinitialize spring bone state. It also includes guidance to verify whether the root cause is the model itself and when a Unity/Blender re-export is required.
Why does hair explode when my tab regains focus?
The animation loop delta became very large after the tab was inactive. Use THREE.Clock.getDelta() and clamp the value (e.g., Math.min(delta, 0.05)) before calling vrm.update(delta).
Why do colliders seem much larger than in Unity?
Many VRM exporters have a scaling/export bug that inflates collider radii. An empirical 50% reduction often fixes the symptom; store original radii so you can fine-tune per model.
Can I permanently fix collider sizes without runtime hacks?
Yes—open the model in Unity with the VRM SDK, adjust SpringBone collider radii on the secondary object, and re-export. Runtime fixes are for cases where modifying the source model isn't possible.