Debugging and fixing VRM SpringBone physics issues in three-vrm, including hair/clothing physics that flies upward, sticks out horizontally, or behaves unnaturally.
This skill covers common issues with VRM hair/clothing physics using @pixiv/three-vrm and how to fix them.
The vrm.update(delta) function expects delta in seconds, not milliseconds. If delta is too large, physics "explodes".
// Add this to your animation loop
console.log('delta:', delta);
// Should be ~0.016 for 60fps, NOT 16 or larger!
// 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);
}
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.
UniVRM Export Bug Exists (#673):
three-vrm Uses Radius Directly (source):
const distance = length - objectRadius - this.radius; // radius not scaled by world matrix
UniVRM Officially Discourages Scaling (source):
"We do not recommend using SpringBone and scaling together"
[!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:
Since the exact cause varies, we provide an adjustable reduction factor with 50% as default.
Check if only bangs are horizontal (collider issue) or all physics elements (gravity issue):
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
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)
VRMSpringBoneColliderGroupOption 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;
}
});
}
}
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.
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.
When scaling the VRM scene, also scale the collider radii proportionally (see Option 5 above).
_worldSpaceBoneLength: 0 in console logsModel was not properly configured in Unity/Blender:
[!CAUTION] Empirical Fix Notice: The
COLLIDER_REDUCTION = 0.5value 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);
}
| Method | Purpose |
|---|---|
springBoneManager.reset() | Clear physics state, return to initial positions |
springBoneManager.setInitState() | Capture current position as new "rest" state |
springBoneManager.joints | Set of all SpringBone joints |
springBoneManager.colliders | Set of all colliders |
vrm.update(delta) | Update all VRM systems including physics |
| Property | Description |
|---|---|
stiffness | Spring force (0 = no spring, 1 = stiff) |
gravityPower | Gravity strength |
gravityDir | Vector3 gravity direction (usually 0, -1, 0) |
dragForce | Damping (0 = no drag, 1 = full stop) |