ライダーマン
- Digital0 JPY







ライダーマン 左じゃなくて右手だよ Please do note that while there are toggles for the Cassette Arms, there are none to lock the right hand in place, which will need the use of a rotation constraint applied to the right hand, parented to another object with the same transform and rotation as the hand A written guide for a suggestion is below, but if you are familiar with the Skeleton Proxy System I had used earlier with the Zeta/Zeta Plus sets, it follows a similar principle: 1) Create an empty object under the Hand.R bone, then reparent it under the LowerArm.R bone 2) Attach the VRC Rotation Constraint component to the Hand.R bone and ensure that Constraint Settings are locked, then attach the created object as a Source 3) Click on Activate and disable the component after 4) Create an animation enabling and disabling the component 5) Set up a toggle in an animator, for enabling when RightArm not 0 and disabling when RightArm equals 0 Primarily set up for Mamehinata, but you can use it for any other model. Uses the Liltoon shader so please do ensure that you have it installed before importing the unitypackage. Modular Avatar: https://modular-avatar.nadena.dev/ Liltoon Shader: https://booth.pm/ja/items/3087170 Mamehinata: https://mukumi.booth.pm/items/4340548 Includes following: Textures └ Riderman_UV.png └ Riderman_Texture.png └ Riderman_Emission.png └ Riderman_Texture.psd FBX └ Riderman.fbx Riderman_1_0.unitypackage Changelog: 13/11/2025: 1.0 Release






