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Soft, Squishy Cheeks

This page explains how to add bone weights to the cheeks to make it soft and squishy.

  1. Create nested empty Game Objects under the avatar root.
    These Game Objects will later become bones, so place it accordingly.

Create Game Objects

  1. Add the VRC Phys Bone component to the outer Game Object.

Add VRC Phys Bone

  1. Set an appropriate value for the Collision > Radius so it can be touched by hand, and set the Forces > Immobile to 1 so that the avatar's movement does not affect it.
    Also, to prevent it from bending too much when touched, set the Limits > Limit Type to Angle and set an appropriate value for the Limits > Max Angle.
    You can later adjust settings such as Forces > Pull, Forces > Spring, and Transforms > Endpoint Position to achieve better movement.

Configure VRC Phys Bone

  1. Add the MA Bone Proxy component to the outer Game Object.

Add MA Bone Proxy

  1. Set the Target to the Head bone, and set the Attachment mode to As child; keep position and rotation so that it moves under the Head bone while preserving its transform.

Configure MA Bone Proxy

  1. Add the Bone Weight Modifier component to the inner Game Object.

Add Bone Weight Modifier

  1. Set the Renderer to the face mesh's Skinned Mesh Renderer.
    In this case, leave the Bone unset to apply the weight for this Game Object.

Configure Bone Weight Modifier

  1. Press the + button to add the Volume weight.

Add Volume Weight

  1. Set the Radius so that it covers the area around one cheek.
    Also, set a lower Weight so that the bone's movement does not have too much influence.

Configure Volume Weight

  1. Duplicate the bones created in the steps above and place it on the opposite side.

Duplicate Bones

  1. Enter Play Mode to confirm that the cheeks behave in a soft, squishy way in the Game View.