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Colliders

MocapSeitai fits tapered-capsule colliders to your VRM's mesh on load. These are what Hand anti-penetration, Arm anti-penetration, and Hand position alignment's hand contact behavior test against. Check them after loading a new avatar; if a hand still clips the torso with anti-penetration tuned, the fix is often a collider that's undersized.

The main panel has a compact overlay control; clicking Adjust colliders opens a full editor in a side panel.

WARNING

The nine group checkboxes under Overlay preview -- groups drawn: are overlay display filters only. They control what you see in the wireframe, not what collides. Turning "Legs" off does not disable leg collision.

Settings

  • Overlay toggles the wireframe overlay in the 3D view. (default off)
  • Overlay preview -- groups drawn: appears while Overlay is on. The nine group checkboxes filter the wireframe preview only; they do not enable or disable collision. (default all on)
  • Adjust colliders opens the collider editor side panel. Automatically turns Overlay on. Mutually exclusive with the muscle editor.

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Colliders (editor side panel)

Click Adjust colliders to open. Clicking a capsule in the 3D viewport selects it, same as picking from the list.

  • Group filters the collider list by body region. Changing it clears the selection. (default All)

Once you select a collider, shape controls appear:

  • Start radius radius at the near end. When Uniform radius is on, also moves End radius. (default per collider, range 0.005 to 0.4 m)
  • Uniform radius keeps start and end equal (non-tapered capsule). Turn off to taper. (default on when no separate end radius)
  • End radius radius at the far end. Disabled while Uniform radius is on. (default per collider, range 0.005 to 0.4 m)
  • Half length half the capsule's length along its axis. (default per collider, range 0.01 to 0.6 m)
  • Center X / Y / Z local offset from the bone. (default per collider, range -0.3 to 0.3)
  • Rotation X / Y / Z local Euler rotation. (default per collider, range 0 to 360 deg)
  • Enabled enable/disable the selected collider without touching its shape. (default per collider)
  • Mirror copies the shape to its left/right counterpart. Fix one side, mirror to the other.

At the bottom:

  • Refit re-fits every collider from the mesh, discarding all manual tweaks on all colliders. Use to start over, not to touch up one collider.

WARNING

Refit discards all manual edits on all colliders, not just the selected one.

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Collider edits persist in memory per session but are only written to disk via Save map... in Loading your model.