Jiggle Physics – Published By naelstrof

Before you buy

JigglePhysics is not designed to directly affect rigidbodies.

This tool is for adding extra motion to already existing characters and objects.

Keywords:

Jiggle Bone, Simple, bone, Physics, Animated, Tool, squash, Plugin, Animation, Procedural Animation, Script

Short Description:

Before you buy

JigglePhysics is not designed to directly affect rigidbodies.

This tool is for adding extra motion to already existing characters and objects.

Rating:

Discount: None

Asset Title: Jiggle Physics

Publisher: naelstrof

Category: tools, animation

More Details about this asset:

Before you buy

JigglePhysics is not designed to directly affect rigidbodies.

This tool is for adding extra motion to already existing characters and objects.

The softbody portion of JigglePhysics requires Shader Graph or Amplify Shader Editor knowledge to use properly.

Shader Graph is incapable of creating shaders for the Built-in render pipeline.

The squash and stretch is not volume preserving, and is designed as a tetriary movement.


An accurate verlet integrated solution

A fully relativistic jiggle bone system! Allow characters to ride vehicles and elevators without having bones sag behind permanently.


Position based physics allows for simple configuration, almost all expressions of stretchy bouncy physics represented with easy to configure zero to one parameters.


Squash and stretch! Bone chains stretch, meshes squash. Can be used on entire skeletons to give just a little bit of cartoony overshoot for character animations.


Tight Unity integration

Fully supports animated characters and objects. Animated bones are used as a reference pose, where jiggle bones will try to match them.


Jiggle bone simulation runs on FixedUpdate, and are extrapolated in LateUpdate. This allows the jiggle bones to be both super stable– as well as being buttery smooth on display (in most configurations).


ScriptableObject-based configuration

  • Easily create and share presets across many prefabs and even projects!
  • Configure shared settings all simultaneously, in and out of the editor, the changes always stick since they live outside the scene.
  • Create configurable blends, changing proportions of a character and the jiggle settings with it.
  • Capable of creating recursive blends, for the really complex character slider configurations.

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