Open Thaina opened 8 months ago
Now VRM has two major version. They are VRM 0 series and VRM 1 series. So Your question need more information about your environment. By the way, its migration will be no official work. this is only my opinion.
Example
@FujiSunflower I am not using VRMSpringBone currently. My asset currently using the much older package UnityChanSpringBone and I am in the process of migrating it to the new package, totally by myself
I now have a hard time to choose between VRMSpringBone, which very much alike the existing springbone system and seem to be much more well maintain package currently. I might have a some success to convert UnityChanSpringBone to latest version of VRMSpringBone But another option is Animation.Rigging package. Which is a modern rigging system align with Unity's own system. But the system is radically difference and it seem not very well maintained
However because I think Animation.Rigging is a more versatile and should be the official solution for advance rigging. I kind of thinking maybe VRM might also interest to bring it under VRM dependency, and switch the current springbone to use module in Animation.Rigging instead, maybe?
Vrm does not plan to support rigs that create human poses. Our policy is to provide limited support for those whose movements are automatically determined in conjunction with human poses. for example, SpringBone and Constraint. The human pose is intended to be readonly.
I am currently try to find solution for modern springbone system and being consider choosing between Animation.Rigging package and the FastSpringBone module of this package
And so I would like to ask, is this package just really require its own springbone, or are there any plan to switch to Animation.Rigging instead ?
Is it possible to migrate from FastSpringBone to Animation.Rigging?