Comments (4)
I confirmed the reproduction.
A SkinedMesh without bone weights might be the condition to reproduce this.
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- root (scaling 100)
- hips
- spine
- head(SkinnedMesh without bone weight but with blendshape)
- spine
- hips
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It seems to be a regression bug caused by the processing order during normalization from v0.116
.
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👆 Latent bug
I reconfirmed it.
👇 new bug
- root (scaling 100)
- mesh(SkinnedMesh with bone weight and blendshape)~~
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Related Issues (20)
- Got NullReferenceException when try to export vrm 0.x HOT 1
- NullReferenceException when Export VRM file from VRChat avatar HOT 1
- Exporting Issue HOT 1
- UniVRM request to not reset in-project shaders HOT 1
- Spring Bone get rotated by 90 degrees when export
- ktx2向けの y-flip 機能の実装
- The newer UniVRMS HOT 2
- Is 0.121 really the latest version? HOT 2
- The model needs to face the positive Z-Axis HOT 3
- [URP] UrpでVrm0のEditorImportがエラーになる
- Instantiate() on existing VRM does not create InitialTransformStates correctly HOT 1
- VRM10 Spring Bone Collider の Capsule の当たり判定が表示されている範囲よりも長くなっている
- spring bone is not working correctly.
- 常にエラー
- system.collections.generic.list'1[System.ValueTuple'2[unityengine.renderer,unityengine.transform[]]]: MATERIAL_CONTAINS_NULL
- [SpringBone] VRMC_springBone_extended_collider
- Cant get my avatar to export
- ability to use 2 armature / auto merge armature in Unity when convert to VRM
- [Help Wanted] Unable to display BlendShape HOT 1
- VRM needs to support URP standard shaders for Unity Polyspatial on VisionOS
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