Per-Point Jiggle deformation
 
 
 

The per-point skin Jiggle feature lets you get Jiggle effects directly on each point of your skin mesh. This is similar to the way Jiggle works for the existing muscle deformers.

The Jiggle part of the deformer does not require any Sticky or Sliding bones or muscles. In essence, it can be used as a completely stand-alone feature of the deformer. This allows you to apply the Muscle deformer to any object, then use it to get per-point Jiggle effects, even if the object is not ‘skinned’.

You can paint or set weights for each point to have individual Jiggle, Cycle frame time, and Rest frame time values. These weights (which range from 0 to 1) are then modified based on the min/max values on the Muscle deformer node. A painted weight of 0 gets the minimum value set, a painted weight of 1 gets the maximum value set, and anything in-between interpolates.

TipJiggle calculations for per-point skin jiggle can use a lot of RAM. Consider caching the effect, or using muscles to get similar effects. Refer to Point-caching.

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