Jiggle bones in 2.8

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?

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I’m interested for sure.

I should have something to share soon!

-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.

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Hope to try that soon!

enjoy!!

I did my own script, https://gph.is/g/Z2G5Lv4, https://gph.is/g/4M1mxx4, https://gph.is/g/ZdGOmoa

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awesome! haha well we’ve certainly got options now, as it looks like the original jiggle bones coder is working at updating his too.

are you thinking of sharing yours? always curious to see how people are tackling the challenge

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

https://www.youtube.com/watch?v=ntSHm1Rb5BU I have this script for maya. Would be great to translate this to blender

Have you advance more on it?

Isn’t this his new Thread? Wiggle bones (a jiggle bone implementation for 2.8)

yup for a while now. But thanks this as a really old post :smiley:

I realised afterwards lol

wiggle armature tab isn’t showing up any idea why is this happening?

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?

also which version are you using?

You know, for a wile im thinking that would be super hany to have a presets option for your jiggle bones addon. I know for some specific animations you always need to change some settins to make it look better, but im thinking in massive work for example normal Stand or Walks for example they always have more or less a common sweet point and it would be really great to have this option to save a bone list with preset settings for each one of them! imagine the pain in a 19 bones armature each time you need to bake wiggles need to change all most all the times the same settings to every single bone!

yeah presets I could see being helpful, I’d looked a bit at blender’s preset system in the past, although I’ve never attempted one yet!

one thing to consider to save yourself manual labour in your case of 19 bones that you’re adjusting 1 by 1, is that you can select as many bones as you want, and changes made will propagate to all of them!