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Migrate VRMConstraint to BoneConstraint3D #120

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fire opened this issue Jan 6, 2025 · 4 comments
Open

Migrate VRMConstraint to BoneConstraint3D #120

fire opened this issue Jan 6, 2025 · 4 comments

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@fire
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fire commented Jan 6, 2025

Useful for testing.

@fire
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fire commented Jan 6, 2025

Settings from tokage.

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@TokageItLab
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Note also that RetargetModifier must be used to preserve the rest
godotengine/godot#97824

@fire
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fire commented Jan 6, 2025

Paraphrased from Tokage

If we import VRM into Godot, the behaviour will be covered. However, if we export VRM from Godot, I believe we need some validation to alert us if the user is using BoneConstraint3D for features that VRMConstraint does not support.

@fire
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fire commented Jan 6, 2025

From Tokage. Need to check when export to VRM Constraint:

  • CopyTransformModifier -> RotationConstraint
    • Copy
      • Must be enabled Rotation only
    • Axes
      • Must be enabled on all axes
    • Invert
      • Must be disabled on all axes
    • Relative/Additive
      • Should be enabled, but depends on SceneTree order (so SceneTree order should be validated separately)
  • ConvertTransformModifier -> RollConstraint
    • Transform Mode
      • Must be Rotation
    • Range Min
      • Must be -180deg
    • Range Max
      • Must be 180deg
    • Use Euler
      • Must be disabled
    • Relative/Additive
      • Should be enabled, but depends on SceneTree order (so SceneTree order should be validated separately)
  • TrackBoneModifier -> AimConstraint
    • Use Euler
      • Must be disabled

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