Releases: mtb-tools/wiggle_bones
v1.5.1
v1.5.0
Notice
Starting from 1.5.0 versions where not updated "properly" (always 1.5.0)
Check the BA forum for those versions if needed, I skipped to the last (b20).
But here is the changelog of these:
- This version, although newer, had features that seemed to be unreliable and might have been causing crashes:
Update Feb 23, 2020:
-bugfix preventing multiple layers from baking. its a little hacky but mostly seems to work.
v1.4.3
v1.4.2
Update July 29, 2019:
- added a new bake option that creates an additive nla strip with the baked jiggle and gives the option to disable physics on the baked bones, the entire baked armature, or the entire scene
- also exposed the ability to manually turn off jiggle bones per armature
- bone ui feedback when jiggle bones have been disabled on the armature or scene
- code that hopefully stops the addon from crashing renders (but jiggle doesn’t show up in render without baking)
- re-upload to make bake operator better
v1.4.1
v1.0.0
I figured I should share it out as I think I’ve gotten it to a reasonably usable state for people to test out.
The major caveat being I’m no pro at coding, and just sorta hacked together something that felt right for my needs.
So please play around with it but know its probably not perfect, and if there are any smart coders out there who can point me to any obvious mistakes I’m making
I’m happy to see it made better.
Mostly I just want those sweet jiggle bones in 2.8!
A couple tweaks that I tried to address from the 2.7x implementation that inspired this:
-you can directly keyframe wiggle bone location freely as the dynamic effect is applied to the bone rotation and y-scale (for simple rubbery stretching effects along the bone length)
-by using the ‘animated’ option, you can also keyframe a bone’s rotation and the jiggle physics will automatically be applied on top of this in an intuitive way. I can probably improve this in future iterations by determining whether there are rotation keyframes automatically and making the underlying logic for handling this case transparent to the user.
-the physics should reset when the animation loops back to the scene start frame, avoiding the bone thinking there’s been some massive force when it snaps back to this start position
-at least in my own testing, i find my implementation doesn’t seem to slow down as much with more complex rig setups. the per-frame calculations try to limit themselves as much as possible to a list of active jiggle bones.
-this is a plus for me at least: the physics are not frame-rate dependant, meaning the jiggle amount won’t change with frame rate which I find makes previewing and exporting more consistent.
todo:
- gravity (making progress on it)
- bone twist jiggle (right now it doesn’t have any momentum for rotations around the lengthwise axis)
- either simple collisions or at least rotation limits to help bouncy bits from intersecting other things