JiggleBone

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(Notes)
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2) Don't try to chain bones together with this script. It may work, but was not intended for that purpose and may need to be redesigned in order for that to happen.<br>
 
2) Don't try to chain bones together with this script. It may work, but was not intended for that purpose and may need to be redesigned in order for that to happen.<br>
 
3) You have to set "boneAxis" to be that of the bone that you are attaching it to. By default it assumes that the bone will be oriented with its "Z" axis pointed out. Also, try to keep the boneAxis with only 1 forward axis - ex(0,0,1) (1,0,0) etc.<br>
 
3) You have to set "boneAxis" to be that of the bone that you are attaching it to. By default it assumes that the bone will be oriented with its "Z" axis pointed out. Also, try to keep the boneAxis with only 1 forward axis - ex(0,0,1) (1,0,0) etc.<br>
 +
4) If your bones end up "flipping" 360 degrees, you will have to adjust your "targetDistance" value to be further away from the bone center.<br>
  
 
==Usage==
 
==Usage==
 
This script will add a secondary jiggle motion to bones. (bouncy breast dynamics, hair, etc)
 
This script will add a secondary jiggle motion to bones. (bouncy breast dynamics, hair, etc)
 
It uses a very crude physics model to approximate the rotation of the bones, with optional squash and stretch.
 
It uses a very crude physics model to approximate the rotation of the bones, with optional squash and stretch.

Revision as of 04:06, 26 September 2011

Name: JiggleBone v.1.0.
Author: Michael Cook (Fishypants)
Date: 9-25-2011

JiggleBone-screenshot.jpg

Description

This script will add a secondary jiggle motion to bones. (bouncy breast dynamics, hair, etc) It uses a very crude physics model to approximate the rotation of the bones, with optional squash and stretch.

Notes

1) This script is meant to be used on bones at the end of a bone hierarchy. It might work on joints in the middle, it might not.
2) Don't try to chain bones together with this script. It may work, but was not intended for that purpose and may need to be redesigned in order for that to happen.
3) You have to set "boneAxis" to be that of the bone that you are attaching it to. By default it assumes that the bone will be oriented with its "Z" axis pointed out. Also, try to keep the boneAxis with only 1 forward axis - ex(0,0,1) (1,0,0) etc.
4) If your bones end up "flipping" 360 degrees, you will have to adjust your "targetDistance" value to be further away from the bone center.

Usage

This script will add a secondary jiggle motion to bones. (bouncy breast dynamics, hair, etc) It uses a very crude physics model to approximate the rotation of the bones, with optional squash and stretch.

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