Quick Bone Phys – Easy Bone Physics for Blender

Hi everyone!

I’d like to introduce Quick Bone Phys, a Blender add-on I made for quickly adding physics-based secondary motion to rigged bones.

It’s useful for things like hair, tails, ears, accessories, chains, hanging parts, and other setups where you want some extra motion without building a complicated physics rig.

The workflow is pretty simple: enable physics on the bones, adjust the settings, and preview the result directly in the viewport.

Some of the main features:

  • Head and Tail bone physics
  • Stiffness, damping, mass, friction and bounce controls
  • Gravity and Blender Wind support
  • Motion limits
  • Bone-to-bone collisions
  • Mesh collisions
  • Collision groups
  • Connections between bones and bone chains
  • Interactive and timeline-based simulation
  • Cyclic animation support
  • Bake simulation
  • Physics presets and quick copy tools

Quick Bone Phys currently supports Blender 5.0+.

superhivemarket

I’m still actively working on it, so feedback, bug reports, and feature suggestions are very welcome. :slight_smile:

Wow, great addon. I love the fact that you can easily mimic cloth physics with bones in Blender. This can take off a lot of stress when animating characters and save a lot, I mean a lot of time. I would like to ask a question, from the demos I have seen, can you add manual motion or animation to a bone that takes part in any part of the simulation itself?

Thank you! If I understood your question correctly, then yes — you can manually animate bones that are part of the simulation.
ezgif-15bca444984677be