Jiggle Deformer Plugin Update

You can now get a new version (0.72) of the Jiggle Deformer for free from my website.

The update allows for multiple areas in the one instance of the modifier, so you don't have to add another modifier for each body part.  This also fixed slow response with Genesis figures.  There is also a link feature where conforming clothing can link back to the figure and copy all the parameters from the Jiggle Deformer on the figure and keep them up to date if they are changed.

I've also created two kinds of presets for the DAZ Genesis figures which you can download.  These contain the zones and targets in the right places so there is no need to figure out how to set the Jiggle Deformer up and they save a lot of time.  These are conforming props in .duf format which you install into your content folder.  The other kinds of presets are in Carrara .cbr format which can find the duf presets by name and then set up the deformer.  This means you can get jiggly with just a few clicks.

There are two youTube videos to demonstrate and explain the update.

First one goes over how to use the areas and set things up for yourself.

https://www.youtube.com/watch?v=FHoG2J-q5f0&t=20s

The second video shows how to install and use the presets.

https://www.youtube.com/watch?v=-KH_o8eMsMw&t=185s

Always remember to adjust the progress slider to 0% at the start and to 100% at the end of the animation.

Comments

  • DartanbeckDartanbeck Posts: 14,671

    Thanks Jeremy! yes So Cool!

  • DartanbeckDartanbeck Posts: 14,671

    The update allows for multiple areas in the one instance of the modifier, so you don't have to add another modifier for each body part.  This also fixed slow response with Genesis figures.  There is also a link feature where conforming clothing can link back to the figure and copy all the parameters from the Jiggle Deformer on the figure and keep them up to date if they are changed.

    I've also created two kinds of presets for the DAZ Genesis figures which you can download.  These contain the zones and targets in the right places so there is no need to figure out how to set the Jiggle Deformer up and they save a lot of time.  These are conforming props in .duf format which you install into your content folder.  The other kinds of presets are in Carrara .cbr format which can find the duf presets by name and then set up the deformer.  This means you can get jiggly with just a few clicks.

    Wow! Very Nice!

     

    There are two youTube videos to demonstrate and explain the update.

    First one goes over how to use the areas and set things up for yourself.

    https://www.youtube.com/watch?v=FHoG2J-q5f0&t=20s

    The second video shows how to install and use the presets.

    https://www.youtube.com/watch?v=-KH_o8eMsMw&t=185s

    Always remember to adjust the progress slider to 0% at the start and to 100% at the end of the animation.

    So Appreciated. Thank you So Much!!!

  • DartanbeckDartanbeck Posts: 14,671

    "I take no responsibility for how this deformer is used"

    LOL!!!

  • DiomedeDiomede Posts: 9,786

    Really appreciate your plugins and hard work.

  • HeadwaxHeadwax Posts: 7,757

    thank you

    thank you

    thank you

     

     

  • MystarraMystarra Posts: 32,346

    jiggle. smiley  game of thrones like jiggle

  • DUDUDUDU Posts: 1,919

    I've never really know how to use this plugin, but I never watched these videos.
    I'll finally make a test with a rodeo with a big nice bull...
    Thank you for all your plugins, Jeremy!

  • Omega ManOmega Man Posts: 40
    edited April 9

    Is the plugin just for Daz/Poser characters or can it be used for custom characters ?  In any case, thank you for making it free. 

    Post edited by Omega Man on
  • DartanbeckDartanbeck Posts: 14,671
    Omega Man said:

    Is the plugin just for Daz/Poser characters or can it be used for custom characters ?  In any case, thank you for making it free. 

    It's for anything you need to make Jiggle.

  • FENgariFENgari Posts: 1,104

    Thanks Sparrowhawke3D,

    Do you need a bone to make the mesh jiggle? In this example I used a bone, bone weighting and a UV image weight map.

    Thanks again for your generous gift...

  • Selinita, you don't need an actual bone for Jiggle to work.  The minimum requirement is a target helper (actually any object will do) which I call the Target Mass.  This must have a parent that moves with whatever you want to jiggle.  For a blob like that the target helper could be parented to the vertex object or sphere you've used.  The painted weight map or a spherical zone is then used to tell the plugin what parts of the mesh to jiggle and by how much.

  • 0oseven0oseven Posts: 604

    Thank you Sparrowhawke - We are so lucky to have guys like you !

     

  • FENgariFENgari Posts: 1,104

    Thanks again Sparrowhawke3D,

    I tried as you suggested not to use a bone and came up with this spineless animation. The only thing is that I wanted to use the 'volume' feature to get the sides of the mesh (Z? planes) to move and not just the top and bottom in the XY plane, but when I click the option the mesh disappears completely regardless of the value I give the 'volume.' Here's my file In case I've not understood something, which is entirely likely!


    Wonderful tool for the toolbox - thanks again yes

    zip
    zip
    Square_Jiggle.zip
    94K
  • Selinita, you have found a bug !  If the target mass position = the parent position (something I didn't expect) then it gets an error because the scale should then be set to 100%.  I didn't do a zero value check which would have resulted in a potential divide by zero had I put it in.  Negligence on my part.  A divide by zero error should always be expected no matter what.

    In your file the Target Helper Object, which is parented to the first Cube, needs to be raised up higher in the Z axis to avoid that problem till I make a new build to fix it.  Get to time = 0 and set the Target Helper Object Z to 1 unit (1ft) and set the Size of Mass to 1.0 ft then turn on the Maintain Volume which will then spread out the top of the cube which your weight map has set to get maximum deformation.

    Jiggle isn't designed to be used as a replacement for real soft body physics, just simplified and more controlled cases on parts of a figure or object.  You couldn't really use it to make a cube of fudge, more like jelly on a plate.

    The volume feature is in need of improvement.  The purpose is to flatten the volume when gravity pushes or pulls it down.  This flattening is restricted to the axis through the target helper to the parent and only working in/out along that particular axis.

  • FENgariFENgari Posts: 1,104

    Thanks again Sparrowhawke3D, I take onboard your comment vis-à-vis 'softbody' physics wink

  • OnlyLuvsCatzOnlyLuvsCatz Posts: 22,328

    Soo who is going to try doing a Carrara version of this laugh

  • I've uploaded a new minor build 0.721 with a fix for the Volume setting.  If the user sets the Target Mass at the same location as its parent bone it won't crash now and prevents the case if the volume ever happened to be pushed onto the parent bone's exact location.

  • FENgariFENgari Posts: 1,104

    Thanks again Sparrowhawke3D smiley

  • FENgariFENgari Posts: 1,104

    Using UV mapping it's easy to create useful weight maps for use with this fantastic 'jiggle' modifier...

    Another example can be seen here.

  • DUDUDUDU Posts: 1,919

    WOW! Nice work !

  • FENgariFENgari Posts: 1,104

    Salut DUDU,

    C'est bien du bon travail de la part de SparrowHawke3D, n'est-ce pas?

  • DUDUDUDU Posts: 1,919

    Naturellement, ...et de toi aussi! smiley

  • UnifiedBrainUnifiedBrain Posts: 2,223

    Thanks for this, Sparrowhawk.  I'm still too early in the learning process to fully appreciate what you do, but I have used your edge falloff shader, and it is incredible.

    Selina, your use of this new plugin is kind of mind boggling.  Very creative.  For sure, it is unique. :)

  • FENgariFENgari Posts: 1,104

    LOL, I'm sure a psychiatrist would have a field day UB! I'm just trying not to lose too much of what I thought I knew about Carrara wink... it might come in handy some day (?)

  • FENgariFENgari Posts: 1,104

    Combining the Jiggle plugin with a morph ...

    Animation depends primarily, I believe on the placement of the 'TARGET MASS' with secondary influence on mesh deformation - though I could be wrong indecision

  • Placement of the Target Mass is much more important for any rotation.  If the Target Mass is very close to the parent bone there will not be much jiggle when rotating.  Jiggle looks for the change in position from frame to frame of that Target Mass to bounce things around using some basic physics.  If the Target Mass is too far away the animation will be exaggerated.  Adjusting that distance will not have much effect when only bouncing up and down.

    You can play around with the position of the Target Mass during an animation in addition to moving its parent.  Any measured movement is limited to within the Stretch value.

  • DartanbeckDartanbeck Posts: 14,671
    Selinita said:

    Using UV mapping it's easy to create useful weight maps for use with this fantastic 'jiggle' modifier...

    yes Truer words are rarely spoken! ;)

  • DartanbeckDartanbeck Posts: 14,671

    Very cool use of the modifier, BTW, Selinita! Bravo!

  • FENgariFENgari Posts: 1,104

    Thanks Dartanbeck laugh

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