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Releases: pixiv/three-vrm

v3.3.0

04 Dec 09:22
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v3.2.0...v3.3.0
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πŸ’– VRMUtils.combineMorphs πŸ’–

In #1546, we have a new function, VRMUtils.combineMorphs, that combines morphs based on VRM expressions.
If you are not using morphs directly via mesh.morphTargetInfluences, This function might improve the performance, reduce the VRAM pressure, and prevent shader errors in mobile devices caused by models with many morphs.
We recommend adopting this function especially if you are building an application that loads arbitrary models.

  VRMUtils.removeUnnecessaryVertices( gltf.scene );
- VRMUtils.removeUnnecessaryJoints( gltf.scene );
+ VRMUtils.combineSkeletons( gltf.scene ); // introduced in v3.2.0
+ VRMUtils.combineMorphs( vrm ); // πŸ†• introduces in v3.3.0

✨ New Features

  • #1546: Add VRMUtils.combineMorphs for reducing the number of mesh morphs

πŸ’ͺ Performance

  • #1539: Optimize spring bones computations (@mrxz)

v3.2.0

27 Nov 05:53
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v3.1.6...v3.2.0
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⚠ ATTENTION! ⚠

In #1535, we have a new function VRMUtils.combineSkeletons that took the place of the existing VRMUtils.removeUnnecessaryJoints. VRMUtils.combineSkeletons is much more performant than VRMUtils.removeUnnecessaryJoints.
Using VRMUtils.removeUnnecessaryJoints is now deprecated and will produce a warning in the console. The function will be removed in the next major release.

I believe you can safely replace VRMUtils.removeUnnecessaryJoints with VRMUtils.combineSkeletons without any errors or performance degradation.
If you have any issues, please let us know.

- VRMUtils.removeUnnecessaryJoints( gltf.scene );
+ VRMUtils.combineSkeletons( gltf.scene );

✨ New Features

  • #1535: Add VRMUtils.combineSkeletons for reducing the number of THREE.Skeleton (@mrxz)

πŸ’‘ Behavior Changes

  • #1540: Put a deprecation warning to VRMUtils.removeUnnecessaryJoints

πŸ’ͺ Performance

  • #1532: VRMUtils.removeUnnecessaryJoints now supports interlaved buffers (@mrxz)
    • Also, VRMUtils.removeUnnecessaryVertices is more performant

🧹 Chores

  • #1531: Update GitHub Actions
  • #1536: NodeMaterials, .temp() -> .toVar()
    • .temp() is deprecated in r170

πŸ“¦ Deps

v3.1.6

12 Nov 09:26
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πŸ› Bugfixes

  • #1515, #1528: FirstPerson Mesh Annotations, fallback to auto instead of both by default (@mrxz)

🧹 Chores

  • #1527, #1529: Remove build job from two type packages

πŸ“¦ Deps

v3.1.5

08 Nov 05:37
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πŸ’‘ Behavior Changes

  • #1525: VRMAnimation: Improve hips position warning

πŸ› Bugfixes

  • #1518: Fix behavior of expressions MaterialColorBinds and TextureTransformBinds when the target material is with outline (@MtBlue81)

πŸ“„ Docs

  • #1512: Fix eratta in migration-guide-1.0

v3.1.4

22 Oct 08:31
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πŸ’‘ Behavior Changes

v3.1.3

17 Oct 05:43
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v3.1.2...v3.1.3
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πŸ“¦ Deps

v3.1.2

02 Oct 06:11
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πŸ› Bugfixes

  • #1492: Fix screenCoordinates outline rendering in WebGL

πŸ“¦ Deps

v3.1.1

05 Sep 09:16
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πŸ’‘ Behavior Changes

  • #1449: VRMAnimation, emit a warning if the rest hips position is approximately zero
  • #1462: Change VRMSpringBoneManager circular dependency error to warning

πŸ› Bugfixes

  • #1473: Fix behavior of UnlitTransparentZWrite in VRM0 models

πŸ“„ Docs

  • #1460: Fix three-vrm-animation examples

πŸ“¦ Deps

v3.1.0: SpringBone Extended Collider

07 Aug 08:06
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This version supports VRMC_springBone_extended_collider that adds supports of inside colliders and plane colliders to the existing spring bone system.

For end developers: You don't have to change your implementation to support the new extended collider extension. The spring bone module inside the three-vrm will automatically load the new colliders!


✨ New features

  • #1448, #1461: Support VRMC_springBone_extended_collider

πŸ“„ Docs

  • #1455: Fix humanoidAnimation example (reported by @DENNKA)
  • #1458: Fix WebGPU example code, sameBoneCounts -> experimentalSameBoneCounts
  • #1459: Update README WebGPU examples

v3.1.0-beta.0: Extended collider beta

05 Aug 09:02
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Pre-release

v3.0.0...v3.1.0-beta.0


About VRMC_springBone_extended_collider support

This beta release supports VRMC_springBone_extended_collider that adds supports of inside colliders and plane colliders to existing spring bones.
Note that the specVersion of VRMC_springBone_extended_collider must be 1.0-draft at the moment.

For end developers: You don't have to change your implementation to support the new extended collider extension. The spring bone module inside the three-vrm will automatically load the new colliders!


Changelogs

✨ New features

  • #1448: Support VRMC_springBone_extended_collider

πŸ“„ Docs

  • #1455: Fix humanoidAnimation example (reported by @DENNKA)
  • #1458: Fix WebGPU example code, sameBoneCounts -> experimentalSameBoneCounts
  • #1459: Update README WebGPU examples