to my knowledge the awesome jiggle bone add-on hasn’t been ported to 2.8 yet, and I like giving myself little evening challenges, so I tried to see how far I could get with replicating it.
its not really based on proper spring physics, but it was surprisingly few lines of code so maybe that’ll keep it running relatively quick?
there any interest in getting a 2.8 version of this out there?
-got jiggle working in world space. I was using local bone space before, so child bones wouldn’t get jiggled by their parents. getting that to work nearly made my brain explode with matrices!
-I could never quite get the old 2.79 version to add jiggle to already keyed bones. but I seem to have it working on this one!
-I verified it bakes down to keyframes ok
still to do:
-I’m initializing some custom properties in a pretty tacky way that is fine for testing, but probably needs a better solution if anyone ever wants to use this
-I’ve been working with Euler rotations since its easy to read the values. I’ll see if its feasible to support quaternions for rigs that need it.
-account for a gravity force
pipe dream:
-some sort of simple collision, although at least being able to keyframe the bones will hopefully help mitigate intersion issues a bit.
Mine is really simple, I just create 2 bones, one parent the other is the child then the parent gets the translation and rotation info from the controler and the child I apply the armature jiggle 2 script that already exist in the net. Then I pass the information from the child to the controller. Its really simple. Yours must be more complex
couldn’t say for sure. only the armature panel is missing? wiggle bone panel and wiggle scene panel work? i don’t know if the addon encountered an error that maybe stopped it drawing. i might try restarting blender and see if it persists?