Here’s how you can add secondary animation movement dynamically to your characters in your Godot game! Jiggle Physics can be used for a wide variety of appendages such as hair and clothing as well.
Written Guide: https://codernunk.com/tutorials/godot...
COMPLETE 3D character modeling guide: • COMPLETE 3D Character Creation Guide ...
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🌐Written tutorials, news and more: https://codernunk.com
🎮Discord: / discord
🦋Bluesky: https://bsky.app/profile/codernunk.bs...
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Video Chapters:
Intro: 00:00
How do Jiggle Physics Work?: 00:29
Animating Jiggles Directly into Your Animations: 02:26
Softbody or Rigidbody Simulations: 06:03
Using Rigged Bones for Jiggle Physics: 07:04
If You Don’t Want Too Many Jigglebones in Your Scene: 11:07
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Addons used:
Jigglebone: https://github.com/yaelatletl/godot-j...
Jigglebone (without editor feature): https://github.com/TokisanGames/godot...
Wigglebone: https://github.com/detomon/wigglebone
Wiggle Bone (Blender): https://blenderartists.org/t/wiggle-b...
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The Code Used:
###
jigglebone_init.gd
###
extends Skeleton3D
const JIGGLEBONE_SCENE = preload("res://addons/jigglebones/jigglebone.gd")
@export var jigglebone_config: Array[JiggleboneConfig]
func _ready():
for i in get_bone_count():
var bone_name = get_bone_name(i)
for cfg in jigglebone_config:
if bone_name.contains(cfg.name_pattern):
var jigglebone = JIGGLEBONE_SCENE.new()
jigglebone.name = "JiggleBone_" + bone_name
jigglebone.bone_name = bone_name
jigglebone.stiffness = cfg.stiffness
jigglebone.damping = cfg.damping
jigglebone.forward_axis = cfg.forward_axis
add_child(jigglebone)
###
jigglebone_config.gd
###
class_name JiggleboneConfig
extends Resource
enum Axis {
X_Plus, Y_Plus, Z_Plus, X_Minus, Y_Minus, Z_Minus
}
@export var name_pattern: String
@export var stiffness: float
@export var damping: float
@export var forward_axis: Axis = Axis.Z_Minus
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Video Sources:
https://pixabay.com/illustrations/roa...
https://cdn.pixabay.com/video/2021/01...
https://cdn.pixabay.com/video/2022/03...
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