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Soft, Squishy Nose

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

  1. Create nested empty Game Objects under the avatar root.
    Place the parent Game Object inside the face, and the child one at the tip of the nose.

Create Game Objects

  1. Add the VRC Phys Bone component to the parent 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.

Configure VRC Phys Bone

  1. Add the MA Bone Proxy component to the parent 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 child Game Object.

Add Bone Weight Modifier

  1. Set the Renderer to the face'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 the nose.

Configure Volume Weight

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