Caution
This crate is in an early stage of development and may undergo breaking changes.
Note
This crate only supports VRM 1.0.
This crate allows you to use VRM1.0 and VRMA.
Name | currently supported |
---|---|
Spring Bone | ✅ |
Look At | ✅ |
Animation(vrma) | ✅ |
Node Constraint | ✅ |
First Person | ❌ |
This is a feature for expressing the sway of a character's hair and other parts.
LookAt is a component for animating the line of sight into a VRM model.
You can use the LookAt
component to track a specific target or the mouse cursor.
You can play animations using VRMA.
Node Constraint is a feature for constraining node transformations in real-time, primarily designed for Humanoid bones. This library supports all three constraint types defined in the VRMC_node_constraint-1.0 specification:
Rotation Constraint
- Transfers the entire local rotation from a source node to destination nodes
- Typical use case: Sub-arms and auxiliary bones
- Supports weight parameter for interpolation (0.0 - 1.0)
Roll Constraint
- Transfers rotation around a specific axis (X, Y, or Z)
- Typical use case: Twist bones for arms and legs
- Supports weight parameter and configurable roll axis
Aim Constraint
- Rotates a node to face a target node
- Typical use case: Clothing sleeves and accessories
- Supports weight parameter and configurable aim axis (PositiveX, NegativeX, PositiveY, NegativeY, PositiveZ, NegativeZ)
All constraint types use spherical linear interpolation (slerp) based on the weight parameter to blend between the rest rotation and the constrained rotation.
Feature | Description | default |
---|---|---|
serde | derive Serialize and Deserialize for components |
no |
log | enable log for debugging | no |
bevy_vrm1 | bevy |
---|---|
0.1.0 ~ | 0.16 |
Using bevy_game_template to CI.
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