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Stiffness makes hair go upwards, if gravity power value is higher you can get it to be in a normal position due to its force winning the stiffness force but it behaves ackardaly (strange spinning of the hair and things like that). I have tested it with some of the preview models of VRoid Studio and it happens in everyone of them, also tested in empty unity proyect and other Unity versions and still the same. I have only 2 or 3 days using the asset so it could be my ignorance but I have been messing around and reading the documentation and I couldn´t figure out a solution. Using VRM1.0.
In console I get this warnings
With this messages:
J_Sec_Hair1_10 does not exist on load.
UnityEngine.Debug:LogWarning (object,UnityEngine.Object)
UniGLTF.UniGLTFLogger/DefaultUnityLogger:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[]) (at Assets/UniGLTF/Runtime/Utils/UniGLTFLogger.cs:26)
UniGLTF.UniGLTFLogger:Warning (string,UnityEngine.Object) (at Assets/UniGLTF/Runtime/Utils/UniGLTFLogger.cs:64)
UniVRM10.FastSpringBoneBufferFactory/<>c__DisplayClass0_0:b__0 (UnityEngine.Transform) (at Assets/VRM10/Runtime/Components/Vrm10Runtime/FastSpringBoneBufferFactory.cs:39)
UniVRM10.FastSpringBoneBufferFactory/<>c__DisplayClass0_0:b__4 (UniVRM10.VRM10SpringBoneJoint) (at Assets/VRM10/Runtime/Components/Vrm10Runtime/FastSpringBoneBufferFactory.cs:61)
System.Linq.Enumerable:ToArray<UniGLTF.SpringBoneJobs.InputPorts.FastSpringBoneJoint> (System.Collections.Generic.IEnumerable1<UniGLTF.SpringBoneJobs.InputPorts.FastSpringBoneJoint>) UniVRM10.FastSpringBoneBufferFactory/<>c__DisplayClass0_0:<ConstructSpringBoneAsync>b__1 (UniVRM10.Vrm10InstanceSpringBone/Spring) (at Assets/VRM10/Runtime/Components/Vrm10Runtime/FastSpringBoneBufferFactory.cs:44) System.Linq.Enumerable:ToArray<UniGLTF.SpringBoneJobs.InputPorts.FastSpringBoneSpring> (System.Collections.Generic.IEnumerable1<UniGLTF.SpringBoneJobs.InputPorts.FastSpringBoneSpring>)
UniVRM10.FastSpringBoneBufferFactory/d__0:MoveNext () (at Assets/VRM10/Runtime/Components/Vrm10Runtime/FastSpringBoneBufferFactory.cs:44)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<UniGLTF.SpringBoneJobs.InputPorts.FastSpringBoneBuffer>:Start<UniVRM10.FastSpringBoneBufferFactory/<ConstructSpringBoneAsync>d__0> (UniVRM10.FastSpringBoneBufferFactory/<ConstructSpringBoneAsync>d__0&) UniVRM10.FastSpringBoneBufferFactory:ConstructSpringBoneAsync (UniGLTF.IAwaitCaller,UniVRM10.Vrm10Instance,UniGLTF.SpringBoneJobs.InputPorts.FastSpringBoneBuffer) UniVRM10.Vrm10FastSpringboneRuntimeStandalone/<ConstructSpringBoneAsync>d__11:MoveNext () (at Assets/VRM10/Runtime/Components/Vrm10Runtime/Vrm10FastSpringboneRuntimeStandalone.cs:99) System.Runtime.CompilerServices.AsyncTaskMethodBuilder1:Start<UniVRM10.Vrm10FastSpringboneRuntimeStandalone/d__11> (UniVRM10.Vrm10FastSpringboneRuntimeStandalone/d__11&)
UniVRM10.Vrm10FastSpringboneRuntimeStandalone:ConstructSpringBoneAsync (UniGLTF.IAwaitCaller)
UniVRM10.Vrm10FastSpringboneRuntimeStandalone/d__7:MoveNext () (at Assets/VRM10/Runtime/Components/Vrm10Runtime/Vrm10FastSpringboneRuntimeStandalone.cs:51)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start<UniVRM10.Vrm10FastSpringboneRuntimeStandalone/d__7> (UniVRM10.Vrm10FastSpringboneRuntimeStandalone/d__7&)
UniVRM10.Vrm10FastSpringboneRuntimeStandalone:InitializeAsync (UniVRM10.Vrm10Instance,UniGLTF.IAwaitCaller)
UniVRM10.Vrm10Instance:MakeRuntime (bool) (at Assets/VRM10/Runtime/Components/Vrm10Instance/Vrm10Instance.cs:136)
UniVRM10.Vrm10Instance:get_Runtime () (at Assets/VRM10/Runtime/Components/Vrm10Instance/Vrm10Instance.cs:152)
UniVRM10.Vrm10Instance:Start () (at Assets/VRM10/Runtime/Components/Vrm10Instance/Vrm10Instance.cs:198)
The text was updated successfully, but these errors were encountered:
Environments
0.129.0
Unity-2022.3 and Unity 6
Windows 11
Describe the bug
Stiffness makes hair go upwards, if gravity power value is higher you can get it to be in a normal position due to its force winning the stiffness force but it behaves ackardaly (strange spinning of the hair and things like that). I have tested it with some of the preview models of VRoid Studio and it happens in everyone of them, also tested in empty unity proyect and other Unity versions and still the same. I have only 2 or 3 days using the asset so it could be my ignorance but I have been messing around and reading the documentation and I couldn´t figure out a solution. Using VRM1.0.
In console I get this warnings

With this messages:
J_Sec_Hair1_10 does not exist on load.
UnityEngine.Debug:LogWarning (object,UnityEngine.Object)
UniGLTF.UniGLTFLogger/DefaultUnityLogger:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[]) (at Assets/UniGLTF/Runtime/Utils/UniGLTFLogger.cs:26)
UniGLTF.UniGLTFLogger:Warning (string,UnityEngine.Object) (at Assets/UniGLTF/Runtime/Utils/UniGLTFLogger.cs:64)
UniVRM10.FastSpringBoneBufferFactory/<>c__DisplayClass0_0:b__0 (UnityEngine.Transform) (at Assets/VRM10/Runtime/Components/Vrm10Runtime/FastSpringBoneBufferFactory.cs:39)
UniVRM10.FastSpringBoneBufferFactory/<>c__DisplayClass0_0:b__4 (UniVRM10.VRM10SpringBoneJoint) (at Assets/VRM10/Runtime/Components/Vrm10Runtime/FastSpringBoneBufferFactory.cs:61)
System.Linq.Enumerable:ToArray<UniGLTF.SpringBoneJobs.InputPorts.FastSpringBoneJoint> (System.Collections.Generic.IEnumerable
1<UniGLTF.SpringBoneJobs.InputPorts.FastSpringBoneJoint>) UniVRM10.FastSpringBoneBufferFactory/<>c__DisplayClass0_0:<ConstructSpringBoneAsync>b__1 (UniVRM10.Vrm10InstanceSpringBone/Spring) (at Assets/VRM10/Runtime/Components/Vrm10Runtime/FastSpringBoneBufferFactory.cs:44) System.Linq.Enumerable:ToArray<UniGLTF.SpringBoneJobs.InputPorts.FastSpringBoneSpring> (System.Collections.Generic.IEnumerable
1<UniGLTF.SpringBoneJobs.InputPorts.FastSpringBoneSpring>)UniVRM10.FastSpringBoneBufferFactory/d__0:MoveNext () (at Assets/VRM10/Runtime/Components/Vrm10Runtime/FastSpringBoneBufferFactory.cs:44)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder
1<UniGLTF.SpringBoneJobs.InputPorts.FastSpringBoneBuffer>:Start<UniVRM10.FastSpringBoneBufferFactory/<ConstructSpringBoneAsync>d__0> (UniVRM10.FastSpringBoneBufferFactory/<ConstructSpringBoneAsync>d__0&) UniVRM10.FastSpringBoneBufferFactory:ConstructSpringBoneAsync (UniGLTF.IAwaitCaller,UniVRM10.Vrm10Instance,UniGLTF.SpringBoneJobs.InputPorts.FastSpringBoneBuffer) UniVRM10.Vrm10FastSpringboneRuntimeStandalone/<ConstructSpringBoneAsync>d__11:MoveNext () (at Assets/VRM10/Runtime/Components/Vrm10Runtime/Vrm10FastSpringboneRuntimeStandalone.cs:99) System.Runtime.CompilerServices.AsyncTaskMethodBuilder
1:Start<UniVRM10.Vrm10FastSpringboneRuntimeStandalone/d__11> (UniVRM10.Vrm10FastSpringboneRuntimeStandalone/d__11&)UniVRM10.Vrm10FastSpringboneRuntimeStandalone:ConstructSpringBoneAsync (UniGLTF.IAwaitCaller)
UniVRM10.Vrm10FastSpringboneRuntimeStandalone/d__7:MoveNext () (at Assets/VRM10/Runtime/Components/Vrm10Runtime/Vrm10FastSpringboneRuntimeStandalone.cs:51)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start<UniVRM10.Vrm10FastSpringboneRuntimeStandalone/d__7> (UniVRM10.Vrm10FastSpringboneRuntimeStandalone/d__7&)
UniVRM10.Vrm10FastSpringboneRuntimeStandalone:InitializeAsync (UniVRM10.Vrm10Instance,UniGLTF.IAwaitCaller)
UniVRM10.Vrm10Instance:MakeRuntime (bool) (at Assets/VRM10/Runtime/Components/Vrm10Instance/Vrm10Instance.cs:136)
UniVRM10.Vrm10Instance:get_Runtime () (at Assets/VRM10/Runtime/Components/Vrm10Instance/Vrm10Instance.cs:152)
UniVRM10.Vrm10Instance:Start () (at Assets/VRM10/Runtime/Components/Vrm10Instance/Vrm10Instance.cs:198)
The text was updated successfully, but these errors were encountered: