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All Add-ons

Add-on Jiggle Physics
Jiggle Physics

Add stretchy jiggle physics to your Blender rigs.
Add-on by naelstrof
About What's New Reviews Version History

30 Reviews

  • gjKrypton
  • v4.5.1
  • 1 mo

it's perfect in 5.1

  • Vitaliy-20
  • v4.5.1
  • 1 mo

very good !

  • Anton-77
  • v4.5.1
  • 2 mo

I use this addon for 1 year, this tool should be in blender oficially.

  • HiddenSlate
  • v4.5.1
  • 3 mo

Nice

  • SleepyEngi
  • v4.5.1
  • 3 mo

Works really well! A very much needed update for wiggle bones. It's helped me a lot with adding physics to tails and muscles.

I've been experimenting with the 'select bones as rest position reference instead of keyframes' idea with an slightly edited version, and it seems like it has a lot of potential for enabling physics on constrained bones / ik chains. I hope in the future this addon gets such capabilities officially supported because there's a lot of potential here!

  • Ignacio-Acuña
  • v4.5.1
  • 4 mo

Wow, man, I didn’t know someone was actively updating the add-on; thank you so much!! I’m already testing it in Blender 5.1, and it works quite well; I haven’t had any issues adding physics to older rigs, and it behaves as expected as long as it’s set up correctly.

However, there are a few things that, at least personally, could be improved — mainly the interface. I don’t know if it’s just me, but I find the Elasticity settings confusing, since the description says that higher values mean stiffer physics… which feels counterintuitive to me. Instead of “something elasticity,” maybe it should be “something stiffness,” unless I’m misunderstanding? (English is not my first language) The Friction option is clear, but with the others I had to double-check.

Another thing: I really like that stiffness can be configured separately for each property, but there’s one feature I miss from the original add-on: mass. I understand that increasing gravity can make the bone feel heavier, but sometimes it’s useful to separate mass from gravity, at least from an intuitiveness standpoint, I think.

And again, thank you very much for your work!!

  • dursunumit
  • v4.5.1
  • 4 mo

for animation - rig

  • fluppa
  • v4.5.1
  • 4 mo

The addon's good, pretty straightforward and intuitive to use. Also a very pleasant surprise that you're able to use it simultaneously with bones that have keyframes animated. With previous addons i've used it's either: full jiggle physics, or full keyframe control, never both! I also really like how you can select multiple bones and enable/disable physics, or change parameters simultaneously! Another really nice feature that the addon i used prior didn't have.

I do have one main issue with it, which is the lack of an option to bake all of the jiggles upon export/render!!

I use my animations for my Godot project, and so it's really annoying whenever I want to update my animations slightly, because i have to manually bake each action (with the overwrite current action) EVERY TIME. Since that's how my animation tree in Godot is setup, using each action's specific name. (so i can just drag the GLTF file in and it auto-updates everything in Godot) Then of course i have to quit Blender without saving (while worrying the entire time that i might accidentally reflexively press Ctrl + S during the process) to make sure i don't ruin my animations in case i want to change them later. And when i do change them later, i have to manually bake each action again!

It's a major time loss, and just really tedious. I wish there was some little toggle option to bake jiggles upon export, and it simply used whatever the current extra options enabled are (like overwrite current action) for the bake! That way the destructive behavior would only apply to the exported file, but NOT the project, so if there's any issues you can just bake each manually! I'm not sure how complicated this would be to implement, but man would it be a life saver. I really hope this gets added eventually!

  • Akilia
  • v4.5.1
  • 4 mo

love the add-on, will be playing more with it. but i wish there will be more in detial documentation, only have been eye-balling it

  • Basic-internet-saftey-says-no
  • v4.5.1
  • 5 mo

I'm gonna be using this a lot, whether for clothing or... other things lmao.

  • Zen-4
  • v4.5.1
  • 5 mo

The addon has no documentation at all. Everything has to be configured by trial and error. There are no proper videos with settings for different objects either — everyone only shows boobs and a deranged world. As a result, the addon is unusable, so I’m giving it one star.

On top of that, it has a serious caching issue: at some point the animation gets cached and that’s it. The Reset button in the addon doesn’t work, so the only way to fix it is to redo the animation from scratch.

All the recommendations on the addon page are useless junk because they contain no details. If you’re making an addon, provide proper documentation.

  • Raccoon_Renders
  • v4.5.1
  • 5 mo

great addon and fun to use, but i have an issue where if i want to add a keyframe to a connecting rig it just makes the entire rig not work at all. Everything just freezes in places until i delete that keyframe

  • roub
  • v4.5.1
  • 6 mo

Great plugin, only thing I would love seeing added to this plugin is the possibility of disabling chain on a specific bone, just like Wiggle 2 allowed it, so I don't have to bake the other bones and then bake the one I want out of chain for it not to affect its parent, since some bones can cause conflict being able to make sure they're affected by their parent but don't affect the parent itself would be very useful!

  • Niclas-Tachilzik
  • v4.5.1
  • 6 mo

I only just started using this and its already 20x more intuitive than the OG wiggle bones 2

  • MEESTERSoupCan
  • v4.5.1
  • 6 mo

This addon does a lot of what I wanted it to. Only things left to be desired is Bone Scaling rather than Translation, and the inclusion of Capsule Bone Colliders.

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30 reviews

5.0

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