Please continue these guides. You are an incredible communicator, I've seen other Godot creators mention your work and that's how I got here... Okay, maybe it was the jiggle physics
Thank you for the kind words. Out of curiosity, what other creators have mentioned me? I did not think I had that kind of influence. Also, jiggle physics are fun, so I understand that :D
Thank you. i did not know that jiggle animation can be used for hair. Is going to be very useful for my fakemon as it has sort of a coat made of fur and i had no idea how to get to animating it.
First video I came across, I know, a man of culture, but I am glad to have found this gem as I am beginning my work up to dev projects on Godot and need whatever good help I can get, thank you kindly, sir.
Finally a comprehensive guide on this. Thank you for putting in the effort. I've been using wigglebone, works great for single bones but not for a chain of them. So i'll definitely try this jigglebone method. I'm wondering how performance heavy it is though.
No worries. I got requests to do this guide, plus I wanted to share how I got mine to work. I found that the Jigglebone addon performs a bit better overall with more bones. My character has 52 bones and it seems to work fine, but I also have a powerhouse of a PC. I thought about making a GDExtension version of the addon in C++ one day to see if there could be better performance.
Thanks for watching! I hope you found this guide... titillating! The complete 3D modeling guide can be found here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-dd6G2S6MQ6U.html My website also has written versions of the guide: codernunk.com/tutorials/godot-jiggle-physics/
ok i'm obligated to comment on your video. it's your thing, but i'm not much for sdks or menu uptions. i'd rather talk 2nd order mass-springs and c/c++. free demonstrations given
A buddy and I made a WIP wiggle-to-jiggle blender export pipeline (will link on request, but it's super hard coded). Athough, I don't know how jigglebones is performant for you, because my character had a bunch of bones, and the game lagged hard, unless if the addon was upgraded since last year.
That's pretty neat! I ended up using the Jigglebone addon over the Wigglebone addon because I got better performance from the former. I also have a really strong PC so I may have to do some tuning in the future.
Thanks! To be fair, I played around with it mostly in older versions but from my testing I couldn't get it to work in 4.x. Dunno if I'm missing something or not.
@@codernunkit seems like Godot interpets models as one piece of cloth when they're used as softbodies, if you try using a capsule as a softbody you can see that there's a section where the capsule opens up and becomes nothing more than a plane. It might work for you, cus my version is slightly different(made my own custom plugins for ease of accessibility)
It's so disappointing that soft bodies and physical bones are still such a mess in Godot. I remember the last time I tried using them was somewhere around 3.2, and then there was the promise that "they will be fixed in 4.0". Here we are in 4.3 and still no progress at all....
Alas, that's the way software development goes sometimes. I've worked at a big financial firm as my last job, and we would delay stuff all the time. I think managing expectations is important here, though. I'm not sure if I did anything wrong, but I remember having trouble with the softbody implementation all the way back in 3.x. To be honest, I didn't spend too much time on it in 4.x but it seemed to still be unfinished.
Nothing like a good ol' jiggle to give me the motivation to go do some work on my project. Update: actually did make a lot of progress, the power of jiggle fills me with determination.
Im not sure why i clicked(loljk we all know why I did) but i actually learned so much from this video, like unironically, jokes aside, this is a hidden gem of a vid.
I would use the term "inertial physics" as opposed to "secondary animations", for two reasons. 1st, "secondary animations" could refer to a lot of things beyond just jiggle physics, such as impact ripples in water, or impact particles. 2nd, "inertial physics" more accurately describes the aspects of what we are trying to emulate.
Makes sense. I wanted to link it to a more "professional" term for the explanation of the video, but I wasn't completely sure secondary animation was the most accurate term.
I'm not good at coding, maybe this is not right. I found this line: "global_transform.origin = goal_pos + (global_transform.origin - goal_pos).normalized()" which seems set the bone length to 1. I set a export var bone_length and change this line to "global_transform.origin = goal_pos + (global_transform.origin - goal_pos).normalized() * bone_length", set forward_axis to Axis.Y_Plus and use gravity. Than it's easy to set the collisionshape position.
This would be in the Jigglebone script, right? That makes sense to me. The Jigglebone (as opposed to Wigglebone) doesn't have the length setting so that seems like a way to make that work.
bro how would u tackle wiggle effect on circular bones shapes such as hanging accessories, necklaces, armband, tie that need the neck area also to wiggle. So far there is no posible option to me at least to constraint the last bone of a chain with copy location/rotation/transform the simulation just falls. Damped track can only look at the selected bone but let say u want to close the loop redirecting the last bone of the hierarchy to the first bone that is attached to the chest how would u do it?.
Hmm... I haven't run into this scenario, but I think you could fake the look of the necklace this way: rather than rigging both strands connecting to the necklace, make a single rig chain in the middle connecting to the necklace, then weight paint both strings evenly. That way you can rig it like one bone chain and it should still work. Hope this helps!
@@codernunk yea is what i did with the hanging accessory. A single line of bones is actually so sad we cant have a solution for more complex shapes when it comes to wiggle addon. But it is what it is. I can still do some tricks in the engine. Thanks a lot.
Fun fact, the Nintendo Switch does NOT run Smash Ultimate at 60 FPS, this is because the Switch is for some weird reason, capped at 30 FPS, instead of being able to run higher than that like previous Nintendo consoles, causing it to run 2-4 times slower than its competitors and making the only actual reason to own a Switch being games only available on it
I got the synty nature tree wind shader working in Godot, synty use vertices with colour as a "multiplier" for the wind effect. Wonder if one can use that too.
Sonic adventure changed video game with rouge the bat’s jiggle physics. Too bad the rerelease (sonic adventure 2 battle) turned those jiggle physics way down
Yeah, it depends on the solution you want to use and the complexity of your character. It also gets much harder if you desire more physical accuracy or cleaner collisions.