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When importing a VRM1 avatar, Physics Asset isn't included #436

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andreiagmu opened this issue Nov 6, 2024 · 2 comments
Open

When importing a VRM1 avatar, Physics Asset isn't included #436

andreiagmu opened this issue Nov 6, 2024 · 2 comments

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@andreiagmu
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andreiagmu commented Nov 6, 2024

Unreal Engine v5.4.4
VRM4U v20241007

Describe the bug
When importing a VRM0 avatar, a Physics Asset is included.
But when importing a VRM1 avatar, the Physics Asset isn't included.
On both imports, the No 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.: using Chaos Cloth in the VRM avatar).

Physics Asset

capture_20241105_224445_024

VRM0 (Physics Asset included)

capture_20241105_222743_022_edit

VRM1 (Physics Asset not included)

capture_20241105_222748_023_edit

@andreiagmu andreiagmu changed the title When importing a VRM1 model, Physics Asset isn't included When importing a VRM1 avatar, Physics Asset isn't included Nov 6, 2024
@ruyo
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ruyo commented Nov 6, 2024

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.

@andreiagmu
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andreiagmu commented Nov 7, 2024

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.

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