I love that not only this is a great tutorial but it plot twisted the "jiggle physics tutorial status quo example" with a full 180 turn. A freaking banana: Brilliant.
Thanks this helped a lot! If anyone has trouble having the animation render, don't forget to goto Scene Properties > Cache > Delete All Bakes, and then Bake All Dynamics. And you can set the runtime of the physics sim with the End field in the same Cache section
Shotty, I've learned so much Blender from you, thank you. Is there a video showing your whole process of the character in your profile picture? the green thing
Thank you for your videos. I'm wondering which is the best way to go making an animated blob / slime character crawl - I saw your cloth sim slime character tutorial but trying to move it say along the Y axis just makes it teleport very far below the collision plane. Not sure if stuffing a lil blob full of bendy bones would work better. Any advice on which direction to go would be greatly appreciated!
Your tutorial is amazing I managed to do this way my accessories pretty cool as you mencion at the end of the video, but how actually you can parent this amature to another amature without collapse the jiggle setup? I mean I undestand i need to watch out for first keyframe of rigid start but when i tried to parent the amature it denied me to do that cuz it have children etc, maybe i will find out by myself :D but i am actually happy i discovered your channel
This was super helpful for adding a tail to my character. Unfortunately when adding keyframes, it can get super buggy. It starts to flip out and gets very difficult to fix.
Late to the party, but thanks for this. One thing I don't understand is why you need both the Point and the Spring constraint. What happens if you only have the Spring Constraint?
I wanted to make a snake tongue with these properties but unfortunately couldnt get it to work, as you can't animate a rigid body while still maintaining it's jiggly properties.. You can only animate the entire object I guess
Awesome tutorial! Is it possible to use this addon with linked rigs? I remember running into that a limitation a while back. Not sure if they've updated that yet.
I'm not quite sure what's going wrong, but the non-animated rigid body box at the end bone keeps freaking out and colliding with the mesh it's supposed to deform. 🤔 EDIT: Figured it out, there was leftover data in the RigidBodyWorld collection.
im figuring what would be the best approach if I want several, simiral shaped objects, in my rig, lets say hair chunks, should I just copy and paste my hair chunk (did it like in the tutorial)
Hey, I got a quick question... if I do absolutely everything correctly up until the automatic weights, and I apply it and it doesn't work, what could I do/shoukd do about it? Because I have followed four tutorials (including this one), and I cannot figure out why the parenting from the rig to the model for automatic weights won't work.
Hey! so I'm running into an issue where I'm trying to have the ridged body constraints move with the armature for a more accurate view of whats happening. With the way the armature is set up: its not a part of the main character rig but instead its a part of the hat that is parented to the character rig. I noticed that while the animation works the bones aren't following the hat. but seem to accurately deform the dangly bit when the animation is played. from what I can gather from the video it looks to me that the armature is dependent on where the start ridged body constraint is in space and will only follow that. which makes what I'm seeing in my viewport all the more strange, but I digress. I suppose what I'm asking for clarity on is how can I get the ridged body constraint attached to a mesh or armature for the sake of seeing the bones translate through space like they do here. I feel it worth reiterating for the sake of clarity: when animating the ridged body cubes. the armature moves. to my understanding; my next thought was to parent the animated constraint to the moving armatures spine bone. doing this led to the armature moving but only the start bone leaving the end bone behind deforming the dangly bit in a mangled mess. (at this point I had reset the inverse and made sure the origin point of the armature had not been a factor left unaccounted for, yet I was met with a similar result. for the sake of transparency I'm still learning the ins and outs of rigging so this may be a user error thing but from what I can tell it seems plausible to do using this method of adding physics to bones. might you have an answer?
Fast, not always clear what is going on, but replaying each step, I got it all to work. One thing that confused me is the X/Y/Z spring parameters. You show stiffness and damping. I saw only "X Lower" and "Upper". Eventually I figured out I was unfolding "Limits" not "Springs" in that panel. GUI design could be improved, perhaps.
i feel like im one of the only people who came here for non lewd reasons xD i was curious how id add things like tail or ear physics on anthro characters. im hoping to try my hand at making action animations someday
Sorry, please if someone could help, I managed to make one of these for a subdivided ball meant to simulate a hair strand, this I saved into a collection (collection containing separate collections for the mesh, constrains and rigid bodies) now, I duplicated this main collection and the new one won't bounce at all, my problem seems to lay on the end rigid body, I checked every single thing and there is no reason for it not to be working because nothing has broken
There a lots of video artefacts in the images, making it hard to read the text. Readable, but not crisp. Did something go wrong in the video encoding, or is this UA-cam lying about the (effective) resolution provided?
@@RomboutVersluijs at 720 text is hard to read (on my big desktop screen), at 1080 the text is more readable, but there are still visible artefacts (e.g. gray circles around the banana at 3:40; the viewport gray is not one color).
This guy knows exactly what this knowledge will be used for
I think it’s more of you know why your on this video and think everyone is here for it XDD
"Fan art" 😭
Yes, bible pages!
I'm Tryna rig an octopus bruh 💀
All I know for certain is that's why I'm here
Will definitely use this for a banana and nothing else.
🤨
This is the most SFW Jiggle Physics tutorial there ever was ;) well done Shotty :D
sfw?
@@RomboutVersluijs safe for work. One particularly popular use for jiggle physics is adding them to characters for less family friendly reasons :L
@@Vi_Renders hahah ookal see. Yeah that's exactly what my test subject was. I have many test torso on this subject
yet somehow it's still a banana jiggling
@@VKTRUNG his thumbnail is awkward though ;)
He knew exactly what we came here for. Especially with that thumbnail.
finally i have all knowledge
sculpting modeling texturing
fluid sim
rigging
animation
jiggle physics
now you just need the house empty for a few hours
A broken water pipe would be perfect...
And sign up a patreon account
What tutorial can you recommend for fluid sim?
@@flyingjudgement for beginner , its olav 3d's tutorial
and for advanced you can search flip fluid tutorials of sea waves and all
I like to think he looked around suspiciously when he said "The Banana or whatever object you are working on".
I love that not only this is a great tutorial but it plot twisted the "jiggle physics tutorial status quo example" with a full 180 turn. A freaking banana: Brilliant.
Please, active yout Screen Cast Key!!! Thanks! Nice tutorial!!!
Thanks this helped a lot!
If anyone has trouble having the animation render, don't forget to goto Scene Properties > Cache > Delete All Bakes, and then Bake All Dynamics. And you can set the runtime of the physics sim with the End field in the same Cache section
FINALLY I can make floppy hair
I love this! I can see making this method into a production addon for hair
2:44 Changing bone size. Many a man's pipe dream lol
Wow I have absolutely no idea how I'm going to apply this new knowledge... 🙃
Shotty, I've learned so much Blender from you, thank you. Is there a video showing your whole process of the character in your profile picture? the green thing
I was curious about that too! That thumbnail is so cute!
That Thumbnail 💀
I can't wait to learn blender so I can use it for all the wrong reasons 😭
Will you please do a tutorial on how to rig limbs with a jiggly rig?
Great thumbnail 😄
That thumbnail got e here. 🍌
Thank you for your videos. I'm wondering which is the best way to go making an animated blob / slime character crawl - I saw your cloth sim slime character tutorial but trying to move it say along the Y axis just makes it teleport very far below the collision plane. Not sure if stuffing a lil blob full of bendy bones would work better. Any advice on which direction to go would be greatly appreciated!
This was so helpful! Thank you.
YOU FOOL!
Now all the Overwatch Hentai Animators have a new tool!
cool and pretty simple as well, gotta give it a shot
nice tut!
I've watched maybe 8 videos about Bendy bones, because it always confused me and I always left with no questions answered. I think I get it now.
nice banana you got there!
Your tutorial is amazing I managed to do this way my accessories pretty cool as you mencion at the end of the video, but how actually you can parent this amature to another amature without collapse the jiggle setup? I mean I undestand i need to watch out for first keyframe of rigid start but when i tried to parent the amature it denied me to do that cuz it have children etc, maybe i will find out by myself :D but i am actually happy i discovered your channel
This was super helpful for adding a tail to my character. Unfortunately when adding keyframes, it can get super buggy. It starts to flip out and gets very difficult to fix.
Yeah, I had the same experience...
@@awildwildwes There's a wiggle physics plugin, it makes it a lot easier
@@Shiba129 yeah, wiggle 2, right? I stuck with that one, a lot easier.
Okay so how can i add collision physics with this. Say if i wanna slap this floppy banana into a jiggly water balloon.
RTFM ;)
Amazing! Thank you so much for this! 😊😊😊
Amazing ! Many tanks.
dang, so close!
thank you bbg
Late to the party, but thanks for this. One thing I don't understand is why you need both the Point and the Spring constraint. What happens if you only have the Spring Constraint?
thank you
Could we get a example like this on a professional rig with lots of controls?
my man.
nice one man.
Thank you !
Amazing . thank you for learning this 😍😍🥰
can you make on for mesh deformation like if i wanted to squeeze that banana, the mesh deforms? I need it for...research....
all NSFW Artists gonna save this video
WOW! Awersome i made it!)
I don't know if he explained it in the video but why did he clear the parent from the end bone and body bone?
Oh god, the bone in banana
I wanted to make a snake tongue with these properties but unfortunately couldnt get it to work, as you can't animate a rigid body while still maintaining it's jiggly properties.. You can only animate the entire object I guess
thank u so much
Super helpful tutorial! Just wondering, is there a reason you used the "child of" bone constraint instead of the "copy transforms" one?
My character has a big front bang on his hair, and animating that was a huge pain. Hopefully this makes it easier to animate natural hair.
Awesome tutorial! Is it possible to use this addon with linked rigs? I remember running into that a limitation a while back. Not sure if they've updated that yet.
Does this work similarly to the wiggle bones addon? That one is great it's just very outdated and glitchy now
I made some edits to that so updating is easier. Core code is still the same, yet using it easier
Wiggle bones and or jiggle bones is different. Its custom code, python which does all the calculations on run time
Grape!
What version of blender is this Because I had this working last night but tried again and I got a lot of bugs in the stretchTo
Use Bone constraints not just regular constraints 🙈
Can this type of armature exist on top of a normal one? To sort of swap between the two if necessary?
I'm not quite sure what's going wrong, but the non-animated rigid body box at the end bone keeps freaking out and colliding with the mesh it's supposed to deform. 🤔 EDIT: Figured it out, there was leftover data in the RigidBodyWorld collection.
I wonder where i'd need a floppy banana in my animation, wink wink!
Hi, is this the good way how to animate ears of animals or something what naturally react to move of main object? :)
im figuring what would be the best approach if I want several, simiral shaped objects, in my rig, lets say hair chunks, should I just copy and paste my hair chunk (did it like in the tutorial)
Cool! Where did you add these eyes? is it after effects?
is there something like a jiggle deformer/function for vertex-groups in b3d or are there ik-dynamics?
Thank you, now I can see my favourite fortnite skin having a jiggle physic
Blender 3.0?
if i use this to give physics to ropes hanging from a not will i be able to move it to unreal?
make it floppier!
Now that we know how bananas work, can you show us how to do it with a pair of... uhm, oranges?
Thankssssss
Hey, I got a quick question... if I do absolutely everything correctly up until the automatic weights, and I apply it and it doesn't work, what could I do/shoukd do about it? Because I have followed four tutorials (including this one), and I cannot figure out why the parenting from the rig to the model for automatic weights won't work.
could be the model. try weight painting it yourself
@DJ_Narcan thank you, I will be honest- I have never tried that before, so I will definitely be giving it a try to trying to report back if I can
Can I bake animation and bring it to Unity?
can we setup the dynamic start from frame 101?? not from frame 0?
of course. you can render any frame range you want
instructions unclear. rotating bone causes it to fly into space XD
Hey! so I'm running into an issue where I'm trying to have the ridged body constraints move with the armature for a more accurate view of whats happening. With the way the armature is set up: its not a part of the main character rig but instead its a part of the hat that is parented to the character rig. I noticed that while the animation works the bones aren't following the hat. but seem to accurately deform the dangly bit when the animation is played. from what I can gather from the video it looks to me that the armature is dependent on where the start ridged body constraint is in space and will only follow that. which makes what I'm seeing in my viewport all the more strange, but I digress. I suppose what I'm asking for clarity on is how can I get the ridged body constraint attached to a mesh or armature for the sake of seeing the bones translate through space like they do here.
I feel it worth reiterating for the sake of clarity: when animating the ridged body cubes. the armature moves. to my understanding; my next thought was to parent the animated constraint to the moving armatures spine bone. doing this led to the armature moving but only the start bone leaving the end bone behind deforming the dangly bit in a mangled mess. (at this point I had reset the inverse and made sure the origin point of the armature had not been a factor left unaccounted for, yet I was met with a similar result. for the sake of transparency I'm still learning the ins and outs of rigging so this may be a user error thing but from what I can tell it seems plausible to do using this method of adding physics to bones. might you have an answer?
I PROMISE IT'S NOT WHAT IT LOOKS LIKE I'M JUST MAKING A BOUNCY MUSHROOM MAN
Fast, not always clear what is going on, but replaying each step, I got it all to work. One thing that confused me is the X/Y/Z spring parameters. You show stiffness and damping. I saw only "X Lower" and "Upper". Eventually I figured out I was unfolding "Limits" not "Springs" in that panel. GUI design could be improved, perhaps.
Wiggle bones add on???
i feel like im one of the only people who came here for non lewd reasons xD i was curious how id add things like tail or ear physics on anthro characters. im hoping to try my hand at making action animations someday
Sorry, please if someone could help, I managed to make one of these for a subdivided ball meant to simulate a hair strand, this I saved into a collection (collection containing separate collections for the mesh, constrains and rigid bodies) now, I duplicated this main collection and the new one won't bounce at all, my problem seems to lay on the end rigid body, I checked every single thing and there is no reason for it not to be working because nothing has broken
The rage I feel for how overly complicated this is. All for a result that is not comparable to how jiggle bones used to be.
jiggle bones still works. Just use an older version
I'm not sure why my 3 point lights and background plane make it really bright underneath it, but nowhere else.
But the wiggle bone doesn't come up in my blender window
❤❤❤
Yes, I will use this information for bananas, why do you ask?
As I try this on 4.1 When I uncheck Disable Collision the Box is physic is Broken
and when use child Of to the Box the banana go thin and stretch crazy
I fix this by click Set Inverese
Fun idea... but I still prefere to animate the bones manually... and then bake dynamics onto the bones on a different layer. Just more control overall
The final project won’t be a banana
There a lots of video artefacts in the images, making it hard to read the text. Readable, but not crisp. Did something go wrong in the video encoding, or is this UA-cam lying about the (effective) resolution provided?
Guess you were watching the pre upload version, was it in 320 quality?
@@RomboutVersluijs at 720 text is hard to read (on my big desktop screen), at 1080 the text is more readable, but there are still visible artefacts (e.g. gray circles around the banana at 3:40; the viewport gray is not one color).
@@rodrigob ah I see.
does not work unfortunately
only easy if you ave done it a 1000 times
If you are eating floppy bananas, dont.
There HAS to be a simpler way to do this.
we know why 😂😂😂
first:)
😏
Is it just me or are bananas not floppy?
hehe
😳😓
I will only use this knowledge for making nsfw content on twitter 😂
you lost me at "add a keyframe" I cant figure out what u did
But bananas won't jiggle like that *pretending to be a kid
wasting time putting objects in collections
now i can make my lady D futa animation