Token导航 LogoToken导航

Agent Skill · 研究检索

vrm-springbone-physics(VRM 弹簧骨物理)

用于辅助 Java 项目开发、面向对象设计、Spring 生态、Maven 或 Gradle 依赖和后端工程实践。它适合让 Agent 分析类结构、设计接口、整理服务分层、生成测试或检查常见代码坏味道。使用时需要结合项目已有架构、包结构和依赖版本,不应只按通用教程改代码;涉及数据库、事务、并发或框架配置时,应先确认运行环境和回归测试范围。

vrm-springbone-physics 是研究检索类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为接触敏感数据;许可证信息还不明确,第三方扫描已通过,按安装量在研究检索类的 73,675 个 Skill 里排第 38,652。

总安装 1,529周安装 65GitHub Stars 995下载 536核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:vrm-springbone-physics(VRM 弹簧骨物理)
来源仓库:https://github.com/project-n-e-k-o/n.e.k.o
仓库路径:skills/vrm-springbone-physics
安装命令:
npx skills add https://github.com/project-n-e-k-o/n.e.k.o --skill vrm-springbone-physics
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/project-n-e-k-o/n.e.k.o --skill vrm-springbone-physics

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

vrm-springbone-physics 用于辅助 Java 项目开发、面向对象设计和 Spring 生态。适合让 Agent 分析类结构、设计接口、整理服务分层或生成测试。使用时需要结合项目已有架构、包结构和依赖版本,不应只按通用教程改代码。涉及数据库、事务、并发或框架配置时,应先确认运行环境和回归测试范围。

适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

来源仓库内路径:skills/vrm-springbone-physics

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/project-n-e-k-o/n.e.k.o --skill vrm-springbone…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要接触敏感数据,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

vrm-springbone-physics 怎么安装?

在终端执行 npx skills add https://github.com/project-n-e-k-o/n.e.k.o --skill vrm-springbone-physics。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

vrm-springbone-physics 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

vrm-springbone-physics 需要什么权限?

权限级别是接触敏感数据。该 Skill 可能接触密钥、Token、环境变量或敏感配置,应进入高风险复核队列,默认不自动发布。

vrm-springbone-physics 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

vrm-springbone-physics 用的人多吗?

公开数据是累计安装 1,529 次,近一周安装 65 次,下载 536 次,GitHub 995 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

vrm-springbone-physics 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 需要接触敏感数据,装到常用环境前要先评估影响面。
  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。

不太适合

  • 环境里有大量密钥、凭证,不方便给第三方 Skill 读取的人。
  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
vrm-springbone-physics

VRM 弹簧骨物理 · 本页

1,529995接触敏感数据未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

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

// Add this to your animation loop
console.log('delta:', delta);
// Should be ~0.016 for 60fps, NOT 16 or larger!

Solution

// 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):

- 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

  1. three-vrm Uses Radius Directly (source): const distance = length - objectRadius - this.radius; // radius not scaled by world matrix
  2. UniVRM Officially Discourages Scaling (source): "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:

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)

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)

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)

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:

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 - 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.
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

MethodPurpose
springBoneManager.reset()Clear physics state, return to initial positions
springBoneManager.setInitState()Capture current position as new "rest" state
springBoneManager.jointsSet of all SpringBone joints
springBoneManager.collidersSet of all colliders
vrm.update(delta)Update all VRM systems including physics

Joint Settings (per joint.settings)

PropertyDescription
stiffnessSpring force (0 = no spring, 1 = stiff)
gravityPowerGravity strength
gravityDirVector3 gravity direction (usually 0, -1, 0)
dragForceDamping (0 = no drag, 1 = full stop)

平台分布

Codex

33.83%
按下载量换算181

Claude

29.46%
按下载量换算158

Cursor

21.66%
按下载量换算116

Gemini CLI

8.92%
按下载量换算48

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

接触敏感数据

该 Skill 可能接触密钥、Token、环境变量或敏感配置,应进入高风险复核队列,默认不自动发布。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

继续浏览同类 Skills