mirror of
https://github.com/bdunderscore/modular-avatar.git
synced 2025-02-23 22:55:10 +08:00
28 lines
1.3 KiB
Markdown
28 lines
1.3 KiB
Markdown
# Visible Head Accessory
|
|
|
|

|
|
|
|
This component can be used to make a GameObject placed under the Head bone visible in first-person view.
|
|
|
|
## When should I use it?
|
|
|
|
When you want to see your own hair, or other accessories attached to your head, without needing to look in a mirror.
|
|
|
|
## When shouldn't I use it?
|
|
|
|
This component cannot be used as the child of a PhysBone chain (you can add it in the parent instead).
|
|
|
|
Using this component on _all_ children of the Head can be distracting, as your bangs continually get in the way.
|
|
|
|
## Setting up Visible Head Accessory
|
|
|
|
Just attach a Visible Head Accessory component under a child of the Head bone. There are no configuration options to set.
|
|
|
|
## How it works
|
|
|
|
On VRChat, the component uses VRCHeadChop to make the selected bones visible. The main difference between this and
|
|
simply using VRCHeadChop, is that it adjusts the mesh to ensure that triangles don't clip through the player viewpoint.
|
|
|
|
This is done by looking for triangles that have some vertices weighted to a visible bone, and some weighted to a hidden
|
|
bone, such as the root `Head` bone. The component then adjusts the mesh, adding new proxy bones and switching the weights
|
|
over to ensure that the triangle is fully visible. |