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1 hour ago, Jadturentale said:

Jiggling parts could be a good addition, imitating jigglebones in videogames. It could be extremely practical for people who want to animate a scarf, hair, or squishy bags on a wrist.

That would be extremely hard to code, even harder than Inverse Kinematics (you're talking about cloth physics, right?).

The workaround is to animate them yourself.

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Just now, jakubg1 said:

That would be extremely hard to code, even harder than Inverse Kinematics (you're talking about cloth physics, right?).

The workaround is to animate them yourself.

Not cloth physics. Jigglebones are used even in games from 2004, it's basically just like objects jiggling aroud when the parent moves, and being affected by wind and gravity. It's not cloth physics, but it can imitate that.

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1 minute ago, Jadturentale said:

Not cloth physics. Jigglebones are used even in games from 2004, it's basically just like objects jiggling aroud when the parent moves, and being affected by wind and gravity. It's not cloth physics, but it can imitate that.

So basically it’s cloth physics, but less performance intensive.?

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