Vrm Springbone Physics
ListedSimulates realistic spring and bone mechanics within VRM models, enhancing movement and posing for more natural animations.
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Showing Claude Code. One command installs this skill into any of the agents below.
- 1
Run this in your project
terminal$ npx skills add project-n-e-k-o/n.e.k.o --skill vrm-springbone-physics -a claude-code Uses the open-source
skillsCLI and needs Node.js. Add-gto install it for your user instead of this project.
What we know about this skill
Publisher
project-n-e-k-o
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Install target
Live repository
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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.