Thanks man !
I really love this.
Question for @shteeve : Would it be difficult to make the Wiggle bone properties Library overridable ?
I would love to adjust settings or even turn it off in certain cases, but since I’m Linking my rigs using library override it is currently not possible.
Thanks
@shteeve I saw you liked my previous suggestion about library overrides. I appreciate you being so responsive considering the amount of feedback you are getting !
I do have an update RE: Working with library overrides.
TLDR: Baking doesn’t seem to work with a linked Character rig.
I got the wiggles to look the way I want, unfortunately as mentioned before, it comes out Janky with the F12 render AND the Bake doesn’t seem to work on a linked character rig.
I tried with all the different options, it effectively turns off the Simulation once done but no keys are baked on the controls.
I get some pretty nice results in the Viewport renderer however esp considering how long the pony tail is and I am Keying quite a bit to control the shape throughout. I would love to be able to use this if I can library override on linked rigs.
Thanks again !
Hey Shteeve,
this Addon is awesome and the animation results are amazing, so great job on that and thank you a lot ^^
I just ran into one issue and I’m not sure if this question has been answered already (because this thread has like 700 answers o.o), and it’s urgent 0.0
Is it possible to use this addon on linked armatures? Because it is not possible to activate the Wiggle Armatures Button in the Armature Property Tab. Or even to bake any Animation - unless it is made local or has been appended, which I dont want.
I look forward for your reply.
Highest Regards,
Atkay
PS: I’m using WB version b20 and Blender 3.3.1 LTS
I second this. Compatibility with 3.3 linked libraries would be awesome.
When trying to enable it, you see this error:
And from using linked files and custom properties, this is normally how you get around it:
But the enable/disable custom property is not editable:
And if I control it with a driver (like you would with let’s say materials), the checkbox does enable/disable the driver in the linked file, however the wiggle bone physics do not happen.
@shteeve You’re addon is awesome. Set up a BlenderMarket place page for it. I’ll buy it to support you.
BTW: I am trying to bake wiggle bones in Blender 3.4 and 3.5, but I get this error (due to recent NLA changes for trackS vs Track):
Python: Traceback (most recent call last):
File “C:\Users\3DCompositor\AppData\Roaming\Blender Foundation\Blender\3.4\scripts\addons\wiggle_bones_16_3-1 -Fixed.py”, line 889, in execute
tracks.strips.new(action.name, int(action.frame_range[0]), action)
NameError: name ‘tracks’ is not defined. Did you mean: ‘track’?
Is it possible to fix this, please? -When I change the 889 line to “trac(K)”, then I get this error:
And further this error, if I change the line back:
Traceback (most recent call last):
File “E:\Program Files\blender-3.5\3.5\scripts\modules\addon_utils.py”, line 333, in enable
mod = import(module_name)
ModuleNotFoundError: No module named ‘wiggle_bones_15’
I’m having the same issue in 3.5. I’m using “wiggle_bones1_5_b16.py” and line
834 doesn’t match like you show here.
Instead, I found it on:
819
@persistent
def jiggle_post(self,depsgraph):
global curframe
if (depsgraph.view_layer.name == bpy.context.view_layer.name):
curframe = bpy.context.scene.frame_current
print("post %d %d" %(curframe, bpy.context.scene.frame_current))
jiggle_tree = bpy.context.scene['jiggle_tree'].to_dict()
jiggle_tree_post2(jiggle_tree)
But I don’t know if I should comment there (or what).
i think your issue cropped up trying to edit the python file of an installed addon. that ‘tracks’ typo seems to be from a recommendation on this thread (not calling anyone out, i’m not above those mistakes either!). the other error might have gotten introduced at some point in the editing as well.
i’d recommend just removing the addon and reinstalling fresh with ‘b14_fix’ that i’d linked at the top of the first post here. i think i determined that some of the stuff i was trying in versions later than b14 were causing more errors than they helped!
i promise i’m going to make myself learn github and upload things there to save people pain and suffering trying to navigate this long thread
Gihub, doesn’t need to be bash commanded from windows (all though it helps) you can use
“using github in 3 minutes” (youtube search prompts). I learned that is drag-drop from the browser, and basically just mark “release” (same as publish in a blog post) button, and you’re done (from the GUI).
Also, thanks, I will go back to b14.
You did a God`s work. It is my favorite addon because alternatives just too long and not-comphy (like softbody or cloth simulations) and rewuire lot of work \ settings, and i feel really bad when addon stopped work on my SSRT 3.2 build or 3.4 release one. Thank you!
Hey thanks for the addon, I bootstraped it here if you want to pick it up under your account:
will there be an update to include collisions because this plugin is rather cool to use and i could really use the collisions feature
I’d really love to be able to use this over linked libraries, if someone makes an update to it please share
funny you should ask…
after a long time re-writing bits over and over, i think i’ve finally got something to a shareable state:
i’ll probably create a new thread for this big v2 update; like the Ship of Theseus, almost every plank of this updated version is new (which might mean new bugs too )
update - made a dedicated v2 thread here: https://blenderartists.org/t/wiggle-2/1454788
Hey guys! Having a problem with the addon. I’ve been working on one animation track and baked wiggle bones into keyframes. But now the plugin is inactive on all bones. I can not activate (or deactivate) wiggle or change any parameters. How do I reset everything to start using these settings again?
when using the bake button the add-on, one of the things it does is disable the wiggle on the armature to prevent the baked jiggle and the simulated jiggle from fighting with each other. there is a setting in the armature properties to re-enable it:
in the new version i made, all of the settings are in 1 place to avoid to make it easier to understand
WOOOOO
thats awesooomeee
Hello! Thank you for this plugin sooooo much! Incredible work.
But I have some issues with using this plugin. I use Blender v3.5 and your amasing Wiggle Bone v1.5.0. I’ve already made some animations without any problems with plugin. My pipeline is something like that
- I make some actions with skeleton
- push new action to NLA
- I apply plugin settings on the choosen bones
- bake if plugin result is OK.
This pipeline works pretty well… but after 5 animations I made in this way wiggle bones can’t apply for all bones I choose, only 50% of all selected bones. What could be my problem?
hmm not fully sure. have you tried baking using blender’s normal “bake action” functionality or only the bake wiggle button in the add-on? i haven’t encountered your exact issue, but i have had issues on this version where the under-the-hood values for calculating wiggle accidentally get keyframed, which can prevent the calculations from working properly and make the bones appear to stop working.
while you’d have to set things back up since its a rewrite, have you considered looking at the new version 2.0 to see if it works any better for you?
I used bake action in wiggle bones settings. Everything works okay but some bones became insensitive to plugin activation, although everything was fine with them before. I’ll try the new version then, thanks for the quick reply anyway.