0b5vr

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I believe https://github.com/pixiv/three-vrm/pull/958 (which belongs to [v1.0.0-beta.11](https://github.com/pixiv/three-vrm/releases/tag/v1.0.0-beta.11)) should've fixed the issue... I will check the behavior again.

tried @ [v1.0.5](https://github.com/pixiv/three-vrm/releases/tag/v1.0.5), seems fine. closing

jotting out what we need to test: - Multiple Three.js revisions - Including type definition? - MToon - With or without textures - Different lights - Multiple lights - Skinning...

I am very uncertain that this is fixed or still happening. Have to see this again

Updates: - https://github.com/pixiv/three-vrm/pull/877/commits/654990ebdf9ec75b856fb0401526e6c2044d893e `transferBoneOrientations` should process bones from root to children - https://github.com/pixiv/three-vrm/pull/877/commits/72307cdb635253a8590fbe098bdb9ad63ce68015 `transferBoneOrientations` now receives world quaternion - Since `restPose` only have local rotations there was no way evaluating...

will use #889 instead. closing

Does this help?: https://github.com/pixiv/three-vrm/issues/891

I'm not sure which format you are using to export your animations. In the demo, the animation data is contained in the FBX which doesn't have its own meshes, and...

> and I need to get these animation data by other animated model format. Then mix it to vrm model, right? Yes, that's right. The demo uses Mixamo FBX but...

> I found some error such as "THREE.VRMSchema.HumanoidBoneName.Hips" and so on. So I want to ask if any document for the latest update change point or example for 1.0.0-vrm especially...