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Releases: pixiv/three-vrm

v3.3.4

23 Jan 08:50
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πŸ› Bugfixes

  • #1575: Fix combineSkeletons where the same skin index accessor is shared between different skeleton groups

πŸ“„ Docs

  • #1571: Update the "How to Release" secion of CONTRIBUTING.md

🧹 Chores

  • #1570: Update copyright year

v3.3.3

16 Jan 08:43
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πŸ› Bugfixes

  • #1569: Fix combineSkeletons when the same skinIndex accessor is shared between different bones

v3.3.2

26 Dec 01:53
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πŸ’‘ Behavior Changes

  • #1564: Make it able to load VRMA without specVersion
    • VRMAs exported from UniVRM prior to v0.120 doesn't have specVersion. This PR makes it able to parse such VRMAs as VRMA v1.0

v3.3.1

19 Dec 03:40
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πŸ’‘ Behavior Changes

  • #1549: Handle SpringBone collider out of index error

πŸ› Bugfixes

  • #1556: SpringBone, forgot to add springBones to springBonesTried when sorting
  • #1557: Fix removeUnnecessaryJoints and combineSkeletons

πŸ’ͺ Performance Improvements

  • #1553: Improve performance of combineMorphs
  • #1555: Improve init performance with a model with a massive amount of spring bones

v3.3.0

04 Dec 09:22
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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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⚠ 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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πŸ“¦ Deps