Damn what a coincidence. I was messing around with the hair tool jiggle physic last night and I thought that it would be cool if we could use mesh for collision detections. I’m happy to know that I won’t have to wait since you already implemented it lol. Awesome addon
Note that, this is separate addon though (it was based on HTool jiggle bones code - but now split into its own plugin). Will see in future, if I will bring back these changes back to HTool
@@bartoszstyperek6306 just bought it. This will save me a lot of time. I just wish that the menu would be named something else than “tools” since we already have the “tools” menu
@@bartoszstyperek6306 It would also be cool if each group of jiggle bone could have its own collision. Because right now, each "jiggle group" share the same collision object, even if they are not in the same group.
@@ZorakYT right now collider is per armature - since same JIggle Group can be used on multiple armatures - I though each armature should probably use its own colliders. But I could add option of 'owner' of collision settings - so you could switch from per armature collider settings, vs per JIggle Group collider ( I guess some may even want per bone collider...- so maybe there should be third option..)
Well, Wobbly Wiggler - originated from my code of jiggle bones for Hair Tool (addon for haircards). ; ) See old version - ua-cam.com/video/Udzpeo-dXR0/v-deo.html
does this addon make animation cyclical? for example, there is a creature with a swaying tail that repeats, where physics does not have time for the first frame and twitching turns out, this is how it works in another physics addon, you have to manually fix everything. Does this addon work the same way?
The issue is physics is not cyclic - like why it would have same acceleration and velocity at last frame and first one? Unless the base animation is cyclic, and you get lucky with spring oscillating frequency - being same as your animation movement frequency. My best guess for cyclic animation would be to simulate for example 5 seconds, then bake it into nla strip - duplicate, and flip - so that second strip is mirrored in time. But I would imagine some manual cleaning may be required
File "C:\Users\andre_6tqxafm\AppData\Roaming\Blender Foundation\Blender\4.1\scripts\addons\wobbly_wiggler\jiggle_chain.py", line 1208, in finish bpy.app.handlers.frame_change_post.remove(spring_bone_frame_change) ValueError: list.remove(x): x not in list Error: Python: Traceback (most recent call last): File "C:\Users\andre_6tqxafm\AppData\Roaming\Blender Foundation\Blender\4.1\scripts\addons\wobbly_wiggler\jiggle_chain.py", line 1133, in modal return self.finish(context) ^^^^^^^^^^^^^^^^^^^^ File "C:\Users\andre_6tqxafm\AppData\Roaming\Blender Foundation\Blender\4.1\scripts\addons\wobbly_wiggler\jiggle_chain.py", line 1208, in finish bpy.app.handlers.frame_change_post.remove(spring_bone_frame_change) ValueError: list.remove(x): x not in list Can't find anywhere to file a bug report ?
Yes please use my discord channel - discord.gg/cxZDbqH. Sorry for late reply (YT does not send me comment notificaations, no matter my settings). Does this happens in latest WWiggler update too? what steps did you do, to get the error?
Damn what a coincidence. I was messing around with the hair tool jiggle physic last night and I thought that it would be cool if we could use mesh for collision detections. I’m happy to know that I won’t have to wait since you already implemented it lol. Awesome addon
Note that, this is separate addon though (it was based on HTool jiggle bones code - but now split into its own plugin). Will see in future, if I will bring back these changes back to HTool
@@bartoszstyperek6306 just bought it. This will save me a lot of time. I just wish that the menu would be named something else than “tools” since we already have the “tools” menu
@@bartoszstyperek6306 It would also be cool if each group of jiggle bone could have its own collision. Because right now, each "jiggle group" share the same collision object, even if they are not in the same group.
@@ZorakYT Hi, you can change WWiggler panel category - in its preferences. Thx for you support
@@ZorakYT right now collider is per armature - since same JIggle Group can be used on multiple armatures - I though each armature should probably use its own colliders. But I could add option of 'owner' of collision settings - so you could switch from per armature collider settings, vs per JIggle Group collider ( I guess some may even want per bone collider...- so maybe there should be third option..)
i bought this today. i love all u r addon.
Glad you enjoy it! Hope u will share your works made with in on discord.
I already bought it! I will do some test later, Thanks
Hmm interesting... I can see how a dedicated animator could use this and make some cool stuff!
It could be useful for hair bones too when using cards.
Well, Wobbly Wiggler - originated from my code of jiggle bones for Hair Tool (addon for haircards). ; )
See old version - ua-cam.com/video/Udzpeo-dXR0/v-deo.html
Hello, I'm considering getting this addon, can you tell me if it works with rigify? Cheers!
I just did quick test and it seems to work, but for hight stiffness finger go crazy with 'stick physics'. ... Had to disable it (or reduce stiffness)
does this addon make animation cyclical? for example, there is a creature with a swaying tail that repeats, where physics does not have time for the first frame and twitching turns out, this is how it works in another physics addon, you have to manually fix everything. Does this addon work the same way?
The issue is physics is not cyclic - like why it would have same acceleration and velocity at last frame and first one? Unless the base animation is cyclic, and you get lucky with spring oscillating frequency - being same as your animation movement frequency. My best guess for cyclic animation would be to simulate for example 5 seconds, then bake it into nla strip - duplicate, and flip - so that second strip is mirrored in time. But I would imagine some manual cleaning may be required
I'm having problems with v 2.3 of this addon. How and where can I get support?
For support please use discord channel - discord.gg/cxZDbqH. Version 2.3 is quite old thugh, so I would suggest updating to latest HTool.
WANT
Thank you! You did blender better!
File "C:\Users\andre_6tqxafm\AppData\Roaming\Blender Foundation\Blender\4.1\scripts\addons\wobbly_wiggler\jiggle_chain.py", line 1208, in finish
bpy.app.handlers.frame_change_post.remove(spring_bone_frame_change)
ValueError: list.remove(x): x not in list
Error: Python: Traceback (most recent call last):
File "C:\Users\andre_6tqxafm\AppData\Roaming\Blender Foundation\Blender\4.1\scripts\addons\wobbly_wiggler\jiggle_chain.py", line 1133, in modal
return self.finish(context)
^^^^^^^^^^^^^^^^^^^^
File "C:\Users\andre_6tqxafm\AppData\Roaming\Blender Foundation\Blender\4.1\scripts\addons\wobbly_wiggler\jiggle_chain.py", line 1208, in finish
bpy.app.handlers.frame_change_post.remove(spring_bone_frame_change)
ValueError: list.remove(x): x not in list
Can't find anywhere to file a bug report ?
Yes please use my discord channel - discord.gg/cxZDbqH. Sorry for late reply (YT does not send me comment notificaations, no matter my settings). Does this happens in latest WWiggler update too? what steps did you do, to get the error?