9.1. Common

9.1.1. Common (3D model)

This is a transformation property that can be used in common for 3D models.

../_images/prop_common_1.png

position:

Set the X, Y, and Z coordinates respectively.

rotation:

Set the X, Y, and Z coordinates respectively. When Consider 360 degree rotation is turned on, it tries to rotate as much as possible when the rotation angle is reached.

Scale:

Set the magnification for all coordinates. If you turn on Fix ratio, you can fix the X/Y/Z coordinates and only need one input.

Note

Scale is only X/Z coordinates for Stage. Other 3D model objects are X/Y/Z coordinates.

9.1.1.1. Jump (common)

number of times:

Specifies the number of times to jump.

strength:

Sets the strength (the amount added to the current Y-axis).

Warning

In an animation project, if the keyframe interval is too short, it can appear to jump too quickly.


9.1.1.2. Linear sway (common)

This is a setting for the linear shaking animation effect that can be used commonly for 3D models.

../_images/prop_common_3.png

On:

Enable.

Position, Rotation, Scale:

Type of shaking.

X, Y, Z:

Specifies the swing direction.

Vibration amount:

Specifies the number of shakes.

Elasticity:

Specifies the upper limit of the bounce range when shaken.


9.1.1.3. Random shaking (common)

This is a random shaking animation effect setting that can be used commonly for 3D models.

../_images/prop_common_4.png

On:

Enable.

Position, Rotation, Scale:

type of shaking

strength:

Specifies the strength of shaking

Vibration amount:

specify the number of swings

Randomness:

Specifies the randomness of shaking

Fade out:

Allow it to taper off when the shaking ends. (If it is off, it will end quickly.)


Warning

Jumps, linear shakes, and random shakes do not work properly in consecutive frames in the animation described later. (due to the specifications of the library used)
If you really want to use them continuously, be sure to insert a frame of those non-moving operations in between.

9.1.2. Physical effects (common)

Introduced from ver 2.4.0, it adds collision and gravity physics effects to 3D objects. ** Especially effective in VR/AR space. **

Target object type:

OtherObject, Camera, Light, Effect, Text3D

../_images/prop_common_5.png
Use Collision:

Allows objects to react when they come into contact with other objects.

Use Gravity:

The object is given gravity; the IK markers do not move, but the object itself moves along with gravity.

Drag:

It is the force that causes an object to slow down when it moves. The higher the value, the sooner the object will stop.

Angular drag:

It is the force that causes the object to slow down when it rotates. The higher the value, the sooner the object will stop.

Caution

  • Due to the complex geometry of VRM, this property is not available. However, drag and rotational drag can be set for each IK marker respectively.

Effect on translation/rotation

Physical effects have different effects on normal screens and VR/AR screens.

Object

Physical effect range

VRM

IK markers for each part of the body

OtherObject

objects, IK markers

Camera

IK marker

Light

IK marker

Effect

IK marker

Text3D

Object (text), IK marker

OtherObject and Text3D

On the normal screen, the object body will shift and move after moving the IK marker. However, if you move the IK marker again, it will try to return to the IK marker position.

In VR/AR space, you can grab and move these objects themselves. Due to the shape of OtherObject, it will be difficult to touch the IK marker.

Because of Text3D’s shape, you can directly grab both the object itself and the IK markers, so it’s a good idea to think of interesting ways to use it.


9.1.3. Common (2D model)

This is a transformation property that can be used in common for 2D models.

../_images/prop_common_2.png

position:

Set the X and Y coordinates as percentages. Therefore, if the screen size changes, the position may shift slightly.

rotation:

Sets the angle of rotation for the Z coordinate only.

Size:

Set the X and Y coordinates as the direct drawing area.

Scale:

Set the scale of X coordinate and Y coordinate respectively. Unlike size, this one scales.