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Finally Finished the Wiggle+ addon! 1. Select a pose bone. 2. Enable Wiggle Bone. 3. Press play. 4. Adjust the feel only when you need more control. 5. Bake the motion into regular animation keyframes.

43,211 Aufrufe • vor 4 Monaten •via X (Twitter)

14 Kommentare

Profilbild von foxtomas
foxtomasvor 4 Monaten

Available now!

Profilbild von Mint
Mintvor 4 Monaten

I wonder: would this work for hair, also? Like, if a character has long hair? Could pressing "play" simply enable the physics and they fall into place?

Profilbild von foxtomas
foxtomasvor 4 Monaten

As long as the hair has a bone rig, the addon works

Profilbild von Mint
Mintvor 4 Monaten

Huh.. !! Now that's intriguing.

Profilbild von foxtomas
foxtomasvor 4 Monaten

Unfortunately, I don't have a character with long hair right now, but the tail in the video is a great example. It's just a chain of a few bones that you can fine-tune for almost any result. Want the hair to fall down with gravity? Turn on Gravity. Want it to flow smoothly like a delicate ballet ribbon? Increase Damping. Want to add weight so it feels heavier? Raise the Mass. Want the wind to interact with it? Turn on Wind

Profilbild von Holmes Boi
Holmes Boivor 4 Monaten

I like how smooth the movement and animation looks.

Profilbild von T
Tvor 4 Monaten

Hey looks interesting, how does it differ from Bonedynamics Pro? I'm just curious because I already own that one

Profilbild von foxtomas
foxtomasvor 4 Monaten

Thanks for asking! In their latest updates, BoneDynamics Pro utilizes Blender's internal Cloth modifier engine. Wiggle+ operates on a custom independent XPBD solver instead. A distinct difference in workflow is that Wiggle+ features explicit step frame control. This allows you to lock the physics behavior to specific frame intervals to maintain a cohesive look in stepped, stylized animations, which behaves differently from a traditional cloth modifier setup. And that's just one of many differences! The ultimate goal of my addon is to deliver a physically correct engine wrapped in clean, convenient controls.

Profilbild von T
Tvor 4 Monaten

Thank you for the quick reply!

Profilbild von foxtomas
foxtomasvor 4 Monaten

Sure, you're welcome! Let me know what else you like about BoneDynamics Pro or what features you’ve always wished to see in it. Brainstorming things like this helps both me and them make our products better for the animation community! 💜

Profilbild von T
Tvor 4 Monaten

im already convinced by the stepped interpolation feature, will check it out once I have a bit more money, it sounds really promising

Profilbild von foxtomas
foxtomasvor 4 Monaten

Awesome to hear, thank you! Take your time, there's absolutely no rush

Profilbild von T
Tvor 4 Monaten

Ended up buying it thanks for the help! For anybody else on the fence: I think it fullfills an important niche compared to BoneDynamicsPro and Goo Physics especially for NPR animation It's not a replacement but more of an addition

Profilbild von foxtomas
foxtomasvor 4 Monaten

Thanks a lot for the feedback💜

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Animate Mew’s Entire Tail with One Bone | Blender Copy Rotation Tutorial No need to pose every tail bone on every keyframe. Set up Copy Rotation constraints once, then control the whole tail by rotating just the first bone. Here’s how: 1. Leave the first bone unconstrained as the controller. In Pose Mode, select the second tail bone and add a Copy Rotation constraint in Bone Constraint Properties. 2. Set Target to your armature, and Bone to the previous bone in the chain. 3. Set both Target Space and Owner Space to Local Space, so each bone copies the previous bone’s local rotation. 4. Select the next bone, then Shift-select the bone you just constrained so it becomes the active bone. Press F3, search for “Copy Constraints,” and choose “Copy Constraints to Selected Bones.” 5. Select only the newly constrained bone and change its constraint’s target bone to the one immediately before it. 6. Repeat down the tail until all the remaining bones are set up. You only need to configure these constraints once. 7. To animate, keyframe only the first bone: press R to rotate and I to insert a keyframe. Move to another frame, rotate it again, and insert another keyframe. Hit play, and the whole tail follows. A few things the video doesn’t cover: This tail has 12 bones. Each one copies the previous bone’s local rotation, so the rotations accumulate along the chain to create the overall curve. Check the bones’ local axes and roll before setting up the constraints. Their rotation axes need to line up consistently, or the tail may twist. The opening comparison, showing the tail posed one bone at a time, was generated with a script. The constraint setup, manual bone rotations, and keyframing shown afterward are real operations, with some sections sped up. The Mew model was generated with Tripo AI. The tail rigging, constraints, and animation were created in Blender. #Blender #BlenderTutorial #Rigging #CopyRotation #Animation #Pokemon #TripoAI

ProfessorOak

374,500 Aufrufe • vor 5 Tagen

Slow motion wiggle 🤤
0:34

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Slow motion wiggle 🤤

Tiger Prince 🐯

22,743 Aufrufe • vor 2 Jahren