Physics based secondary animation in Godot

Created on 2024-09-06T11:48:02-05:00

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Using spring bones for "jiggle physics" as in breast jiggle, although the technique works for various secondary animation characteristics like hair and tassles.

Baking secondary animation in to a rig saves compute power in delivery but prevents the rig from being able to adapt to emergent events.

"Wiggle Bone" and "Jiggle Bone" extensions for the Godot engine for different kinds of secondary animation.