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Merge pull request #1512 from pixiv/fix-migration-guide
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docs: fix eratta in migration-guide-1.0
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0b5vr authored Oct 25, 2024
2 parents bb91a23 + c5f1f5c commit 6e5a70a
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12 changes: 3 additions & 9 deletions docs/migration-guide-1.0.md
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Expand Up @@ -50,7 +50,7 @@ renderer.outputEncoding = THREE.sRGBEncoding;

I have already used this in the example above but there is a utility function called `VRMUtils.rotateVRM0`.

In VRM1.0, the facing direction of the model has been changed from Y- to Y+.
In VRM1.0, the facing direction of the model has been changed from Z- to Z+.

`VRMUtils.rotateVRM0` rotates the VRM model if the VRM is VRM0.0 and faces backward.

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### Normalized Human Bones

From VRM1.0, VRM models can have “non-normalized” orientations for each human bone.

Due to this change, we introduce a feature to access “normalized” human bones to maintain compatibility between models with different bone orientations.

Normalized human bones have identity orientation (`[0, 0, 0; 1]` in quaternion) in its rest pose.

Almost all members of `VRMHumanoid` existed in v0.x were deprecated.

We now have members to access raw (original) human bones and normalized human bones instead.

For example, you can get a `THREE.Object3D` of a human bone by either `VRMHumanoid.getRawBoneNode` or `VRMHumanoid.getNormalizedBoneNode`.

Normalized human bones are proxy objects of raw human bones.

Operations applied to normalized human bones are automatically synced to raw human bones upon `VRM.update` or `VRMHumanoid.update`.

If you don’t need this behavior, set `VRMHumanoid.autoUpdateHumanBones` to `false`.

See the example: `TODO`
See the example: https://github.com/pixiv/three-vrm/blob/bb91a237a743c31dfa3f05ccb7a285469d54bd30/packages/three-vrm/examples/bones.html#L124-L126

See the documentation: `TODO`
See the documentation: https://pixiv.github.io/three-vrm/packages/three-vrm/docs/classes/VRMHumanoid.html

### VRMSchema.HumanoidBoneName

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