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Releases: shteeve3d/blender-wiggle-2

Wiggle 2.2.3

05 Aug 19:31
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Bugfix release

  • resolves stuck 'is_rendering' state when loading a file, as well as when toggling the wiggle effect on/off, which would be common troubleshooting steps if the wiggle effect stopped working due to this bug
  • 'is_rendering' state now skips some code that may have been causing crashes when rendering. thanks to suggestion here: #31 (comment)

Wiggle 2.2.2

11 Jun 02:53
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Another quick bugfix release. See the 2.2.1 release notes from earlier today for most of the recent fixes. Additionally:

  • Baking wiggle in scenes with multiple view layers should hopefully work better now.

Wiggle 2.2.1

10 Jun 15:25
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Mostly a bugfix release

  • Pinning now works with 'Track To' and 'Locked Track' constraints in addition to 'Damped Track'

  • Pinning now works properly when the the tracking constraint has a bone target

  • A pinned bone will more quickly converge on its specified 'stretchines' limit now (if you were noticing the pinned bone in a chain seemed to stretch excessively before). Chains of bones still requires a 'Quality' setting of at least the number of bones in the chain to get reasonably good results, and higher values will converge even more closely on the 'correct' result.

  • High spring values for wiggle bones could cause instability, now the bone will clamp to being perfectly stiff when the value gets high enough, as expected.

  • There was previously code that gave improper results for wiggle bones that were inheriting scale from their parents. It seems to be behaving better now, but please let me know if issues arise.

  • A user identified a case where the 'is_rendering' flag somehow didn't clear after a render stopped, which prevented the wiggle simulation from running. Workaround added where toggling or changing any values in the wiggle bone panel will clear the flag, since the user is understood to be modifying the scene.

  • Some further subtle tweaks to the behaviours of child-parent chains of wiggle bones. Trying to address edge cases that cause instability in the simulations, but this is still an ongoing effort, so always feel free to post any issues you find!

Wiggle 2.2

21 Apr 19:43
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Updates in this release:

  • Animated mute toggle support. this is useful if you want to start a bone's simulation on a specific frame, or have it reset at certain points. can be applied at the bone, armature or scene level.
    "AM"

  • 'Freezing' an armature's wiggle now occurs when using the Bake Wiggle operator. Conceptually this is the same as muting the armature's wiggle, but freezing will overrule the armature mute state, since it can how be keyframed. You can always unfreeze the armature's wiggle by clicking the snowflake icon, and the regular armature wiggle mute behaviour will be restored.
    "AM"

  • Increased the 'Quality' soft limit to 10, and hard limit (which you manually type in) to 100. Quality refers to the number of solver iterations performed over bone chains; longer chains require more iterations. Ideally avoid setting this too high if you don't need it, as it increases processing time. Rule of thumb is quality really only needs to be as high as your longest chain of bones.

  • Tweaked some indirect bone chain behaviour (bones that are not directly connected to their parents).

Wiggle 2.1

17 Mar 14:00
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Updates in this release:

  • Wind force support
  • More robust wiggling of bone heads
  • Some rudimentary handling of bone constraints like 'Child Of' and 'Copy Location' for more rigging flexibility
  • Baking option to push existing animation into NLA

Wiggle 2 Initial Release

13 Mar 15:13
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I'm sure there'll be bugs to iron out, but I'm excited to finally get it out there for community feedback!

All you need is the wiggle_2.py file, which you can then install as an add-on in Blender. I tested as far back as Blender 3.2.2 and it seemed to be working. Earlier versions may work.

Enjoy!