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Showing posts from April, 2022

Jiggle Physics Small bugfix (v3.4.3)

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  Can't have a singular bone with no parents. That doesn't even make sense! Fixed unintended restraint that prevented singular end bones from being jiggled. It should prevent errors like above. https://github.com/naelstrof/UnityJigglePhysics/issues/8

Unity JigglePhysics

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 We were unhappy with existing solutions to simple bone physics, so we made our own! Introducing Jiggle Physics ! Video demo • Supports per-bone squash and stretch, as well as per-vertex squash and stretch. •  Realistically relativistic! Elevators, trains, and vehicles won't leave jigglebones permanently trailing behind. • Works seamlessly on physics objects without jitter, with no configuration! • Supports animated skeletons, Jiggle Physics uses it as a target reference pose. • Realtime rig scaling support, freely change character proportions on the fly. • ScriptableObject-based configuration, share settings across projects and prefabs. Check it out on the following platforms: github gumroad Unity Forum Unity Asset Store