Open andreiagmu opened 1 week ago
Hi. How would you like to use that PhysicsAsset? VRM0 generates a PhysicsAsset, which is useless in most cases. The functionality has been retained just in case, but will remain as it is unless there is a specific reason to change it.
I'll add Chaos Cloth
simulations to my avatar, so the PhysicsAsset will be used to control the Chaos simulation collisions.
I'm not sure if the generated PhysicsAsset works properly with Chaos Cloth (I haven't tested it yet). But at least, it would make a nice base (already adapted for my avatar) for tweaking and creating my own PhysicsAssets, instead of having to create one completely from scratch.
Unreal Engine v5.4.4 VRM4U v20241007
Describe the bug When importing a
VRM0
avatar, a Physics Asset is included. But when importing aVRM1
avatar, the Physics Asset isn't included. On both imports, theNo physics asset
setting is disabled (default state).The
VRM Spring Bone
physics still works correctly in VRM1, so I'm not sure if the Physics Asset is actually used by VRM4U. Nevertheless, including the Physics Asset is still very handy, for scenarios where you need a Physics Asset (e.g.: usingChaos Cloth
in the VRM avatar).Physics Asset
VRM0 (Physics Asset included)
VRM1 (Physics Asset not included)