Extensions
  • Home
  • Add-ons
  • Themes
  • Approval Queue
  • About
  • Upload Extension
  • Sign in
  • BLENDER.ORG

    • Download

      Get the latest Blender, older versions, or experimental builds.

    • What's New

      Stay up-to-date with the new features in the latest Blender releases.

    DEVELOPMENT

    • Roadmap

      See which projects are currently being worked on and what's next.

    • Documentation

      Guidelines, release notes and development docs.

    LEARNING & RESOURCES

    • Blender Studio

      Access production assets and knowledge from the open movies.

    • Manual

      Documentation on the usage and features in Blender.

    • Benchmark

      A platform to collect and share results of the Blender Benchmark.

    • Blender Conference

      The yearly event that brings the community together.

    DONATE

    • Development Fund

      Support core development with a monthly contribution.

    • One-time Donations

      Perform a single donation with more payment options available.

All Add-ons

Add-on Wiggle Bones
Wiggle Bones

Refactor of Wiggle 2, fully fixed for Blender 5.0.
Add-on by Hans_Xwh
About What's New Reviews Version History
Motion used: The Spark by Epic, converted to vmd by LeomarieMMD & Hulasemoos.

Wiggle Bones

Wiggle Bones is a physics simulation add-on for Blender. It enables the bones to behave like dynamic springy rigid bodies, allowing for real time simulation of wiggly physics.

Fork Notice

This project is based on jurassicjordan's fork of Labhatorian's fork of the original Wiggle 2 by shteeve3d

Wiggle Bones is a partial refactor of the original Wiggle 2 add-on, aiming to ensure compatibility with Blender 5.0 and newer and resolve some of the long standing issues it had, while maintaining the physics behavior of the original intact.

For a more detailed list of changes, check the Fixes section below.

Features

Pinning

  • By applying a damped track constraint on a wiggling bone, you can pin it to its target, allowing other bones to respond accordingly.

Pinning

Collision Support

  • Bones can interact with specified meshes or collections, with options for friction, bouncing, or stickiness.

Collision

Linking and Library Overrides

  • Wiggle 2 supports library-linked assets, allowing for overrides that let you fine-tune your wiggle per scene.

Baking Refinements

  • A one-click bake feature converts visible wiggle bones into keyframes. Preroll options enable the simulation to settle, and the timeline looping option helps create seamless animations.

Refreshed Interface

  • Manage everything from a single panel in the 3D animation view for a streamlined, fullscreen workflow.

(Work in Progress) Bone Pairs

This feature pairs bones and together with full collision detection generates an invisible plane between them, which is then used for collisions.

Please note that this implementation is still experimental and might not work perfectly since it's a bit challenging to test and refine. You can explore the current code on the Bone Pairs branch.

Usage

  1. Install and Enable the Add-on

    • Enable wiggle in your scene via the properties panel of the 3D viewport under the Animation tab.

    Enable Scene

  2. Select an Armature Object
    Select Armature

  3. Enable Wiggle on the Armature
    Enable Armature

  4. Select a Pose Bone
    Select Pose Bone

  5. Enable Wiggle on the Bone

    • Choose to enable wiggle on the head or tail of the bone. Note: If the bone is connected to its parent, the head option will be unavailable.

    Enable Bone

  6. Configure Bone Physics

    • Adjust the bone's physics settings via the dropdowns for the head and tail.

    Configure Bone

  7. Set Up Collision

    • Select a collision object or collection to enable interactions, providing additional tuning options for collision behavior.

    Configure Collision

    • Full Bone Collision Option: \

    Full Bone Collision Settings

    • You can enable collision detection for the entire length of the bone by checking the Enable Full Bone Collision option in the Global Wiggle Utilities. This allows for more accurate collision interactions along the entire bone rather than just at the head or tail.
    • Adjust the Steps setting to define how many interpolation points are used for the collision detection along the bone.
    • Set the Collision Threshold to determine the minimum movement distance considered for a collision, and the Dot Threshold for sensitivity during the collision check.
  8. Utilize Global Utilities

    • The global utilities section offers functions like resetting physics, selecting all wiggling bones, and copying settings between bones.
    • Note: You can adjust individual settings on multiple selected bones at once.
    • 'Loop physics' prevents the physics from resetting during timeline loops, while 'Quality' sets the number of iterations of the constraint solver, enhancing rope simulations.

    Utilities

  9. Bake Wiggle

    • The Bake Wiggle sub-utility converts live physics simulations into keyframes, affecting all visible wiggle bones in the viewport.
    • Overwrite merges keyframes into the armature's current action or creates a new one. Preroll runs the simulation for a specified number of frames, allowing it to settle, and works in tandem with 'Loop physics' for clean animated loops. \

    Bake

  10. Legacy Wiggle Cleanup

    • A utility made to clean up ID Properties left over by older versions of Wiggle 2.
    • Optionally allows to transfer the old settings to the new Group-based properties before removing them.

    Cleanup

Fixes & Changes

This version focuses on code cleanup, maintainability and compatibility with current versions of Blender. Below is a list of the principal changes introduced in this fork.

  • Migrated properties to be stored on Property Groups:

    • Previous versions of Wiggle 2 saved bone settings as ID properties, accessible as dictionary keys, which were never unregistered, and resulted in the properties being saved in the .blend file even when the add-on was not enabled.
    • Now all properties reside on a single wiggle Property Group.
  • Legacy data migration & cleanup:

    • Added an operator to deal with the "lint" properties left behind by older versions of Wiggle 2, with the option to copy them to the new group-based structure.
  • Code cleanup & bug fixes:

    • Divided the monolith single file add-on into multiple, more easily workable files.
    • Removed problematic syncing behavior.
    • Fixed drawing of the Collision Settings panel.
    • Fixed use of Preroll when baking the wiggle simulation.

Please check the upstream forks for more details on their changes over the original Wiggle 2.

Comparison between original and new Wiggle

New Wiggle Bones (Blender 5.1) Original Wiggle 2 (Blender 3.6)
DemoNew DemoOld

Motion: The Spark by Epic, converted to vmd by LeomarieMMD & Hulasemoos.

Other Cool Wiggle Forks

The following are two notable Wiggle 2 forks with different physics algorithms, each producing a distinct simulation.

  • Jiggle Physics by naelstrof. A fork of Wiggle 2 that implements a Verlet algorithm for the simulation.

  • Wiggle 2: RTX Edition by mayalhc. A complete rewrite of Wiggle 2, implementing a new physics system.

License

Wiggle Bones is licensed under the GNU General Public License, Version 3.
Individual files may have different, but compatible licenses.


What's New

1.0.1 June 6th, 2026
  • Added back bone sync functionality as an optional toggleable feature.

See all versions


Permissions

This extension does not require special permissions.

Developer
Hans_Xwh
Rating
(2)
Version
1.0.1
Updated
4 d
Published
May 30th, 2026
Downloads
1371
Size
26.1 KB
Compatibility
Blender 4.5 LTS and newer
Website
github.com/Hans-xwh/wiggle-bones
Report Issues
github.com/Hans-xwh/wiggle-bones/issues
License
GNU General Public License v3.0 or later
Physics
...or download and Install from Disk
  • 26.1 KB

Reviews

See all
  • Thoong-Boye
  • v1.0.1
  • 4 d

great stuff

  • DaWaiWai
  • v1.0.0
  • 4 d

❤️👍Thank you very much for adapting the Wiggle 2 add-on to version 5.0; it has been incredibly helpful to me. However, there seems to be one issue: when adjusting the parameters of an active bone, it doesn’t automatically sync the changes to other selected bones without holding down Alt, as the original Wiggle2 add-on does.

  • Hans_Xwh replied
  • 4 d

Im glad this was useful to you!
The automatic sync the original Wiggle 2 had worked like a charm up to Blender 3.6, but it was quite unsafe in 5.0. When I adapted the original sync to work in Blender 5.0, it resulted in an infinite recursion that crashed Blender.

Since Blender already provides a builtin way to change all selected bones at the same time, just holding ALT, I decided to simply remove the problematic auto sync. This way it is also consistent with how you would sync edits on other objects. Alternatively, you could use the "Copy to selected" button.
I haven't ruled out adding the sync functionality back, if I ever think of a safe way to implement it ;)

Edit: Bone sync implemented!

5.0

2 reviews
5
4
3
2
1
Rate this Add-on Report an issue
  • About
  • Privacy Policy
  • Terms of Service
About
  • Blender Foundation
  • Blender Institute
  • Blender Studio
  • License
  • Logo & Trademark
  • Credits
  • Privacy Policy
  • Code of Conduct
Organization
  • People
  • Jobs
Blender Network
Download
  • Latest Blender
  • Blender LTS
  • Previous Versions
  • Experimental Builds
  • Source Code
  • Requirements
  • Benchmark
  • Flamenco
Extensions
  • Add-ons
  • Themes
Developers
  • Get Started
  • Roadmap
  • Projects
  • Docs
  • Blog
  • Forum
  • YouTube
  • Python API
Blender Studio
  • Films
  • Training
  • Tools & Pipeline
Support
  • Manual
  • Community
  • FAQ
Get Involved
  • Documentation
  • Education
News
  • Press Releases
  • User Stories
Blender Conference
Follow Blender
Support Blender
  • Donate
  • One-time Donation
Artistic freedom starts with Blender The Free and Open Source 3D Creation Suite