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  • 1 год назадОпубликованоCoderNunk

Jiggle Physics in Godot

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: COMPLETE 3D character modeling guide: ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ 🌐Written tutorials, news and more: 🎮Discord: 🦋Bluesky: ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ 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 ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ Addons used: Jigglebone: Jigglebone (without editor feature): Wigglebone: Wiggle Bone (Blender): ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ The Code Used: ### ### extends Skeleton3D const JIGGLEBONE_SCENE = preload("res://addons/jigglebones/ ") @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 ( ): var jigglebone = () = "JiggleBone_" + bone_name = bone_name = = = add_child(jigglebone) ### ### 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 = ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ Video Sources: #godot #blender #gamedev #gamedevelopment #3dgames