N.E.K.O: Skill for Claude Code

.agent/skills/vrm-physics/SKILL.md

vrm-springbone-physics is a skill for Claude Code, Codex from Project-N-E-K-O/N.E.K.O. It costs 42 tokens per session (2,247 once invoked), scanned A, original, Apache-2.0.

A debugging guide for SpringBone physics in VRM 3D avatars, especially hair and clothing that move incorrectly. VRM is a format for humanoid 3D characters, and SpringBone simulates flexible parts such as hair.

In plain words
What is it for?
Use it to inspect animation timing, limit large time steps, check invisible collision spheres, and fix unnatural hair or clothing movement in three-vrm applications.
Why use it?
It helps identify common causes of exploding, stiff, misplaced, or horizontally displaced physics, including passing milliseconds where the library expects seconds.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

This is Project-N-E-K-O/N.E.K.O's own configuration. It tells Claude Code and Codex how to work on N.E.K.O itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything N.E.K.O configures →

About the project

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.

Project-N-E-K-O/N.E.K.O · 2,790 stars · on GitHub · store.steampowered.com

Reuse

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.

Copy the file
curl -O https://raw.githubusercontent.com/Project-N-E-K-O/N.E.K.O/main/.agent/skills/vrm-physics/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/Project-N-E-K-O/N.E.K.O

Made for: Claude Code, Codex.

Wrote this? Show the measurements

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agentmods badge for vrm-springbone-physics

README.md
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agentmods 80×15 button for vrm-springbone-physics

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<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>
Per session 42 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,247 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce 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

Measured 9d ago against content hash 4895bedaa55e, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

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.

.agent/skills/vrm-physics/SKILL.md · 276 lines

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

  1. Hair flies upward or explodes outward on load
  2. Hair sticks out horizontally like there's an invisible wall
  3. Hair is stiff and doesn't move naturally
  4. 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
  1. 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
  2. three-vrm Uses Radius Directly (source):

    const distance = length - objectRadius - this.radius;  // radius not scaled by world matrix
    

Read the full file on GitHub · 276 lines

Changes

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.

  1. 9d ago First seen · 276 lines · 42 tokens per session scan A 4895bedaa55e

Subscribe to this mod's changes

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.