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Settings reference

This page lists the controls in the current public-beta UI. Some controls appear only for the selected input, transfer mode, or hand anti-penetration mode.

Controls outside the tabs

ControlPurpose
LanguageSelect English or Japanese for the app UI.
Expand all, Collapse allOpen or close every foldout in the app panel.
Seitai correctionsEnable or bypass the Seitai correction pipeline.
Realign actor rigRebuild the actor rig from the current incoming skeleton. Use it after actor body settings change.
Realign character rigRebuild the character pipeline without reloading the model.

The upper-right status area shows the loop state, input status, message rate, seen addresses, and send drops. These values are read-only.

Setup

Input

ControlPurpose
Input modeSelect VMC, mocopi, or Rokoko.
VMC listen portReceive VMC motion. In mocopi and Rokoko modes, this port remains available for VMC blendshape forwarding.
mocopi portReceive mocopi data. This field is active only in mocopi mode.
Rokoko portReceive Rokoko Studio data. This field is active only in Rokoko mode.
Rokoko actor nameFollow one Rokoko actor. Leave it empty to use the first actor. This field is active only in Rokoko mode.
Forward VMC blendshapesForward blendshapes received on the VMC port while mocopi or Rokoko supplies body motion. Check the receiving app because the preview may not show them. See Facial capture.
Register firewall rule (admin)Register the Windows firewall rule for the app executable. Windows shows a UAC prompt.

Output

ControlPurpose
VMC send addressSet the receiver IP address. Use 127.0.0.1 for a receiver on the same PC.
VMC send portSet the VMC port used by the receiving app.

Load model

ControlPurpose
Open model…Select and load a VRM avatar. The model card shows its title and author when that metadata is available.

Save settings

ControlPurpose
Save settingsSave tuning and collider values for the loaded avatar.
Load settingsSelect and apply a settings file. No settings file is loaded automatically.

Use a separate settings file for each avatar.

Smoothing

Smoothing

ControlPurpose
SmoothingSelect Off, Low latency, Balanced, Smooth, or Custom. Use Off if the receiving app applies its own smoothing.

Filter details

These controls edit the One Euro bone filter directly.

ControlPurpose
boneFilterMinCutoffSet the minimum cutoff. A lower value is smoother but adds more delay.
boneFilterBetaSet how strongly the filter responds to fast motion. A higher value follows fast motion more closely.
boneFilterDCutoffSet the cutoff for the speed signal used by the filter.

Retarget

Retarget adjustments

These controls work in Offset and Muscle transfer modes. See Retarget adjustments for the tuning workflow.

ControlPurpose
Squat body-scale correctionScale hip translation by the actor-to-avatar body proportion.
Forearm twist shareMove part of wrist twist to the forearm while keeping the hand world rotation.
Upper-arm spreadAdjust both upper arms in the down-up direction.
Forearm prerollAdjust twist on both forearms.
Upper-arm twistAdjust twist on both upper arms.
Upper-leg spreadAdjust both upper legs in the in-out direction.
Shoulder heightMove both shoulders up or down.
Shoulder shiftMove both shoulders forward or backward.

Muscle limits

This foldout appears only in Muscle mode.

ControlPurpose
Adjust musclesOpen the muscle-range editor panel.
EnableKeep each joint inside its configured muscle range.
TightnessScale all ranges around their centers. 1 uses the configured ranges; 0 holds each range at its center.
fingerDirectCopyCopy finger rotations directly without the muscle pipeline.

The muscle-range editor contains these controls:

ControlPurpose
TightnessEdit the same global value as the Muscle limits foldout.
Arms, Legs, TorsoMultiply the global tightness for each body group. Fingers use the Arms multiplier.
Arms, Legs, Torso, Fingers foldoutsSet the minimum and maximum range for each muscle.

Spatial Hand

Hand position alignment

See Spatial hands for the tuning workflow.

ControlPurpose
Alignment strengthSet the strength of spatial hand placement. 0 uses rotation copy only.
handSpatialScaleScale the distance of spatial hand movement.
spatialXZOnlyRestrict spatial placement to the horizontal XZ plane.
Shoulder vs headSelect the hand-position anchor. 0 is shoulder-based and 1 is head-based.
Hand IKSet how strongly IK pins the hands to their spatial targets.
Feet IKSet how strongly IK pins the feet.

Display

Mode & display

ControlPurpose
ComparisonSelect Off, Ghost, or Side by side. Ghost and Side by side show uncorrected motion for comparison; VMC output remains corrected.
Show source skeletonDraw the incoming skeleton before correction.
Show shadow rigDraw the avatar-proportioned reference rig used for hand and foot IK targets.

Experimental

See Experimental features before you enable these controls.

Transfer mode

ControlPurpose
Mode: OffsetCopy bone rotations through the T-pose offset. This is the public-beta default.
Mode: MuscleConvert the pose through Unity muscles. Muscle limits become available in the Retarget tab.

Colliders

ControlPurpose
OverlayShow or hide the body-collider wireframe.
Head, Torso, Legs, and limb group togglesFilter which collider groups the overlay draws. These toggles do not enable or disable collision.
Adjust collidersOpen the collider editor. Select a collider in the list or click it in the viewport.

The collider editor contains these controls:

ControlPurpose
GroupFilter the collider list by body group.
ShapeShow the selected collider shape. The shape is read-only.
Start radius, Uniform Radius, End radius, Half LengthEdit a capsule. Uniform Radius keeps both radii equal.
Half extent X, Half extent Y, Corner radiusEdit a rounded box. These controls replace the capsule controls for that shape.
Center X, Center Y, Center ZMove the selected collider in local space.
Rotation X, Rotation Y, Rotation ZRotate the selected collider in local space.
EnabledEnable or disable the selected collider.
MirrorCopy the selected collider values to its opposite-side partner.
RefitFit all colliders from the avatar mesh again. This discards manual collider edits.

Hand alignment

ControlPurpose
Hand contact (experimental)Pull the hands toward the configured separation when they approach each other.
Hand contact distanceSet the separation kept while hand contact is active.

Hand anti-penetration

ControlPurpose
ModeSelect Off, SdfSearch, Ragdoll, or Hybrid. Off is the shipped default. Hybrid is the recommended experimental opt-in.

The selected mode controls which settings appear:

ControlShown inPurpose
Finger correctionSdfSearch, Ragdoll, HybridBend fingers away from selected body colliders.
Palm alignmentSdfSearch, HybridTurn a contacting palm toward the surface when its orientation is already close.
Slab includes thumbSdfSearch, HybridInclude the thumb in the hand slab used for position correction.
GapSdfSearch, Ragdoll, HybridSet the base clearance from collider surfaces.
Max release speed (m/s)SdfSearch, Ragdoll, HybridLimit how fast a corrected hand catches up after release. 0 releases immediately.
Slew (deg/s)SdfSearch, Ragdoll, HybridLimit how fast a hand target rotates around a collider.
Ragdoll spring, Ragdoll damperRagdoll, HybridTune the ragdoll guide response.
Ragdoll hand size, Ragdoll arm sizeRagdoll, HybridScale the guide colliders used by the ragdoll solver.
Hand collision matrixSdfSearch, Ragdoll, HybridSelect which collider groups each hand target, palm, and finger correction tests.

Info

Diagnostics

ControlPurpose
Copy diagnosticsCopy a diagnostics report for a bug report.
Open log folderOpen the app log folder.

Reset

ControlPurpose
Reset settingsRestore tuning controls to their defaults. Collider edits are kept.