❤️👍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.
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!
❤️👍Very Useful, Thanks! It would be great if we can have option to rename the N panel, or if it could be placed under the Animation N-panel.
Really useful, thanks! ❤️ At low stiffness, the bones tend to rotate too far, causing mesh distorted a lot, but sometimes I really like the soft effect at low stiffness. It would be better if the bone rotation angle could be limited within a certain range.
"Thank you for the 5-star review! ❤️ I totally understand the mesh distortion issue. I'm actually working on an 'Angle Limit' feature to keep those smooth movements within a safe range. Stay tuned for the next update!"
👍Extremely useful! I have a few suggestions and one bug report:
Camera Jump Issue: Could an option be added to retain the camera position when clicking 'Play'? For example, if I align the camera to a character's face, I expect to orbit around the face. However, clicking 'Play' often causes the camera to jump to a different location, like the feet, which breaks the workflow.
Icon Ambiguity: The icon for the 'Center' button uses the 3D Cursor icon. This made me think its function was to set the rotation center to the 3D Cursor. To avoid confusion, using a different icon (perhaps the Bounding Box Center icon) might be better.
Bug Report: I've noticed a bug where the orbiting speed significantly increases whenever any pie menu is opened. For example, pressing 'Z' to open the Shading pie menu triggers this accelerated orbiting.
Hey, thanks for your feedback, appreciated!
Alright so i changed the icon and fixed the speed ramp issue while pressing shortcuts.
now when it comes to the camera jump, I did try to add a new button to keep the camera alignment, but this introduced a lot of performance issues while switching objects or re-centering to new objects, and i had to practically rewrite the whole core to work around that new function, and it was just not working well.
So i won't be adding this feature, just for stability reasons.
To work around that with the current setup, you can just press play, reduce the speed to zero, adjust your camera and then add some speed. Or add an empty at the location you want the orbit.
Hope that helps, cheers!
Great! It's very useful! But I encountered a problem: I added multiple HDRIs in Scene World and added the corresponding mapping nodes, but the add-on seems unable to automatically detect the mapping nodes being used. Only the Z rotation of the first mapping node is changed. image
Thanks, mate. That's an interesting scenario, and I'm not surprised the addon can't handle it at this stage. I'm keen to know more—would you mind contacting me privately on the Discord channel?
Very useful! It would be even better if we could toggle the armature display pie menu in Weight Paint Mode by pressing Shift+W.
Very useful 😊👍👍👍, but I prefer to rotate with Alt + drag-Right Mouse since Shift + Right Mouse is the default shortcut for moving 3D Cursor.
👍👍👍I've wanted this for a long time, thank you so much! One small suggestion: it would be great if the scaling center when setting dimensions could follow the current transform pivot point. This would be especially useful when the pivot is set to Active Element. Other pivot points like 3D Cursor and Object Origin would also be very helpful.