Vrm Springbone Physics
Simulates realistic spring and bone mechanics within VRM models, enhancing movement and posing for more natural animations.
Install on your platform
We auto-selected Claude Code based on this skill’s supported platforms.
Run in terminal (recommended)
claude mcp add vrm-springbone-physics npx -- -y @trustedskills/vrm-springbone-physics
Or manually add to ~/.claude/settings.json
{
"mcpServers": {
"vrm-springbone-physics": {
"command": "npx",
"args": [
"-y",
"@trustedskills/vrm-springbone-physics"
]
}
}
}Requires Claude Code (claude CLI). Run claude --version to verify your install.
About This Skill
What it does
This skill enables AI agents to apply SpringBone physics constraints to VRM 3D models, allowing for realistic skeletal deformation and soft-body dynamics. It processes model data to calculate joint rotations and bone transformations based on physical simulation rules rather than static rigging.
When to use it
- Animating characters with cloth or hair that needs to react dynamically to movement.
- Simulating flexible body parts like tails, ears, or limbs in VRM avatars.
- Creating more organic motion for 3D assets within a virtual environment.
- Enhancing visual fidelity when standard skeletal animation lacks soft-tissue detail.
Key capabilities
- Applies SpringBone physics constraints to specific bones in a VRM model.
- Calculates dynamic bone rotations based on joint hierarchies and physical properties.
- Generates transformed mesh data that reflects simulated soft-body deformation.
- Integrates directly with the VRM file format standard used by AI agents.
Example prompts
- "Apply SpringBone physics to the hair bones of this character model to simulate wind interaction."
- "Configure spring constraints on the tail joints for a more natural wagging animation."
- "Run a physics simulation on the upper arm bones to create a soft-tissue effect during movement."
Tips & gotchas
Ensure your VRM model has pre-defined bone structures compatible with SpringBone logic before applying constraints. Over-constraining too many bones simultaneously may lead to unexpected deformation artifacts or performance issues in real-time rendering.
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