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Jiggle Bone

Procedurally animates a bone or bones as if they are attached to their animated position by a spring. Networking is not used for this node, the spring simulation is performed locally on both the server and the client.

jiggle bone in editor

jiggle bone options

Jiggle Bones​

List of bones to simulate. Note that each bone is simulated independently, and they do not affect each other directly.

Bone​

The bone to simulate.

Spring Strength​

A scale of the force that pulls the bone to its animated position.

Sim Rate (FPS)​

The rate at which the simulation is run, in frames per second. If the graph update is longer than this time, multiple sub-step simulations are performed. If the graph update is shorter than this then the sim will use a single step with the same time delta as the graph.

Damping​

The rate at which the motion stabilizes. The value represents the amount of energy removed from the simulation each update.

Sim Space​

The coordinate system the simulation is performed in. Use the to control how much motion the bone inherit from the movement of the character.

  • Local Space: The sim is performed in the bone's local space. Only the animation on the bone itself will affect the simulation
  • Model Space: Sim is performed in the coordinate space of the model. The character's full body animation will affect the simulation, but its movement through the world will not
  • World Space: Sim is performed in world space. All motion of the characer will affect the simulation

Movement Limits​

Movement Limit Max​

The farthest that the simulation can move the bone from its animated position in each axis.

Movement Limit Min​

TODO

How this differs from Movement Limit Max is undocumented.