N.E.K.O is a real-time AI catgirl companion designed to live with the user, initiate interaction, share media, and perform tasks through an emotional engine. It is intended for people seeking a proactive personal digital companion. The catalogue contains skills for working with it.
Borrowing it
Nothing to install: this file belongs to Project-N-E-K-O/N.E.K.O. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/Project-N-E-K-O/N.E.K.O/main/.agent/skills/vrm-physics/SKILL.mdgit clone --depth 1 https://github.com/Project-N-E-K-O/N.E.K.OWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/project-n-e-k-o/n.e.k.o/vrm-physics)<a href="https://agentmods.dev/skills/project-n-e-k-o/n.e.k.o/vrm-physics"><img src="https://agentmods.dev/badge/skills/project-n-e-k-o/n.e.k.o/vrm-physics/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/project-n-e-k-o/n.e.k.o/vrm-physics"><img src="https://agentmods.dev/badge/skills/project-n-e-k-o/n.e.k.o/vrm-physics.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00042 | $0.02247 |
| Opus 5 | $0.00021 | $0.01123 |
| Sonnet 5 | $0.00008 | $0.00449 |
| Haiku 4.5 | $0.00004 | $0.00225 |
Grade A, and why
vrm-springbone-physics scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 9d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 276 lines — stays where its author put it; the contents beside it link to each section on GitHub.
VRM SpringBone Physics Debugging
This skill covers common issues with VRM hair/clothing physics using @pixiv/three-vrm and how to fix them.
Common Symptoms
- Hair flies upward or explodes outward on load
- Hair sticks out horizontally like there's an invisible wall
- Hair is stiff and doesn't move naturally
- Physics works but starts from wrong position
Root Cause 1: Incorrect Delta Time (Most Common - 90%)
Problem
The vrm.update(delta) function expects delta in seconds, not milliseconds. If delta is too large, physics "explodes".
Diagnosis
// Add this to your animation loop
console.log('delta:', delta);
// Should be ~0.016 for 60fps, NOT 16 or larger!
Solution
// Correct implementation using THREE.Clock
const clock = new THREE.Clock();
function animate() {
requestAnimationFrame(animate);
let delta = clock.getDelta();
// Clamp to prevent explosion on tab switch or lag
delta = Math.min(delta, 0.05); // Max 50ms
if (vrm) {
vrm.update(delta);
}
renderer.render(scene, camera);
}
Root Cause 2: SpringBone Colliders (Very Common)
Problem
VRM models have invisible spherical colliders (usually on head/body) that prevent hair from penetrating. Virtually ALL VRM models have oversized colliders, causing hair to appear stuck horizontally in mid-air.
Root Cause Analysis
Confirmed Facts
-
UniVRM Export Bug Exists (#673):
- When colliders are on scaled objects, the radius doesn't normalize with the mesh
- Gizmo shows correct size in editor, but exported collider is larger
- Issue documented with reproducible steps
-
three-vrm Uses Radius Directly (source):
const distance = length - objectRadius - this.radius; // radius not scaled by world matrix
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 9d ago First seen · 276 lines · 42 tokens per session scan A 4895bedaa55e
vrm-springbone-physics is a skill published in the GitHub repository Project-N-E-K-O/N.E.K.O (2,790 stars, last pushed today), licensed Apache-2.0. It adds 42 tokens to every session and 2,247 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
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