feat: spring bones#60
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springBones now read from metadata.data.springBones (was top-level on ActiveEntity) and models keyed by main-file hash (was filename). Vector3 converter accepts both array and object forms. Driver respects isRoot flag and walks chains in skinned.bones order. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Switch from reparenting extras under the live avatar skeleton to keeping spring bones in the wearable hierarchy and snapping the wearable's intermediate parent to the live avatar bone every frame. Run the sim at fixed 60 Hz sub-steps so authored stiffness/drag are framerate-invariant. Restore captured rest rotations in UnregisterAll so re-registration after emote/reload doesn't lock onto stale sim state. Match unity-explorer's chain expansion: only isRoot entries seed chains and tagged children are skipped during descendant collection. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Emotes that animate avatar bone scale (e.g. head-explode) now propagate to spring-bone wearables. Previously scale was aligned only at chain registration so the wearable parent kept its initial scale while the avatar bone grew. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
alejandro-jimenez-dcl
marked this pull request as ready for review
May 5, 2026 13:53
lorenzo-ranciaffi
requested changes
May 6, 2026
lorenzo-ranciaffi
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Looks good overall, I just left a couple of comments 👍 The most important is the apparent leak, of course
lorenzo-ranciaffi
approved these changes
May 6, 2026
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