Physics System
DanceXR has model format-specific physics systems for PMX and XPS, plus a custom built XPBD (extended particle-based dynamics) system that can be used to simulate cloth, soft body and simplified rigid bodies.
For PMX models, the physics rig is defined in the file and exposed through the PMX physics settings.
For XPS models, there is no in-file rig, so you set up physics from scratch using the XPS physics tools.
PMX and XPS physics use the built-in Unity physics engine based on PhysX by default, but can be switched to the XPBD backend.
The cloth simulation using the XPBD system is available for both PMX and XPS models, and is configured through the cloth simulation settings.
For terms (rigid body, joint, colliders, spring force, damping, projection distance, projection angle), see Concepts & glossary.
The detailed parameter reference for the system-wide physics dialog and the per-PMX-model dialog lives at Physics (settings reference).
The two paths: PMX vs XPS
The biggest decision branch is the model format.
| PMX | XPS | |
|---|---|---|
| Has a physics rig? | Yes — built into the file | No — set up in DanceXR |
| Default behavior | Works out of the box | Nothing moves until configured |
| Where you tune | PMX physics (per-actor) | XPS physics Tools (per-actor) |
| Common gotcha | Joint stiffness from the model author may need overriding | You have to select bones for hair, breast, skirt before they do anything |
Both paths share the system-level dialog (gravity, simulation steps) and the same family of specialized rigs below.
System-level settings
The system-level physics settings apply globally to all physics simulations in DanceXR, regardless of model format or rig type.
The rig family
These are the per-body-part physics rigs. Most of them work on both PMX and XPS, but some are XPS-specific because PMX models already include their own rigid bodies for the same parts.
Body shape
Body colliders — capsule colliders along the actor’s body, used so freely-moving parts (hair, cloth, skirt) collide with the body instead of clipping through.
Hair
Hair physics — spring-bone simulation on a tree of bones rooted at the head. Set the root bones and DanceXR walks the children to build the rig.
Skirt and dangling
- Skirt physics — chain physics with horizontal connections (mesh-like), suited to skirts and hems.
- Dangling physics — chain physics without horizontal connections, suited to ribbons, ties, ear chains, animal tails, anything that hangs.
The difference is whether nearby chains are linked horizontally. Skirts collapse without those links; ribbons hang awkwardly with them.
Breast
Boobs physics — joint-based jiggle on breast bones, with counter-gravity to compensate for the constant downward pull. XPS-relevant because PMX models usually have their own breast joints in-file.
Cloth (mesh-based)
- Cloth simulation — Unity cloth-style simulation on garment meshes.
- Mesh to cloth — convert a mesh on the model into a cloth-simulated object.
These differ from skirt/dangling chain physics: cloth simulates the whole mesh, not a small set of control bones. Heavier; better for dramatic, full-garment motion.
Soft body
- Soft body physics — volumetric deformation.
- Particle dynamics — particle-based secondary motion.
Whole-body
- Ragdoll — physics takes over the whole skeleton; the actor goes limp.
- Detach object — release a bone or object so physics drives it independently.
- Secondary motion — procedural layer that adds breath, sway, and follow-through on top of an existing motion.
Choosing what to use
| Want | Reach for |
|---|---|
| Hair to swing | Hair physics — set root bones |
| Skirt to flare | Skirt physics (XPS), or PMX physics (PMX) |
| A ribbon, tail, or tie to hang | Dangling physics |
| Breast jiggle on XPS | Boobs physics — assign bones |
| A whole garment to sim like fabric | Cloth simulation |
| Body parts to feel volumetric | Soft body physics |
| Actor to fall over | Ragdoll |
| To remove a body part dynamically | Detach object |
| A subtle alive feel on top of any motion | Secondary motion |
| Hair / cloth to actually collide with the body | Body colliders |
Common problems
| Symptom | Likely cause |
|---|---|
| Hair / cloth clips through the body | Body colliders not set up, or Disable Collision is on in physics settings |
| Hair selected but nothing moves | Selected bones may not be roots; check Example bone structure |
| Boobs do not move | The boobs physics toggle is on but bones are not assigned — see boobs physics |
| Bones drift away over time | Reduce Projection distance / Projection angle, or enable Reset on change in physics settings |
| Jitter at high FPS | Increase steps per second in simulation |
| FPS drops when physics is on | Reduce steps per second; turn off heavy rigs (cloth, soft body) you do not need |
| Skirt looks like a stiff cone | You have dangling rather than skirt physics; switch (skirt vs dangling) |
Related pages
- Concepts & glossary
- Working with actors
- Physics (settings reference) — system-wide and PMX-specific dialog parameters
- XPS physics — XPS rig configuration
- Example bone structure — reference skeletons for bone selection