Making $jigglebones in 3ds Max for Source
Posted Feb 12, 2012
$jigglebones are bones that can automatically generate secondary motion without being animated. Making a $jigglebone in WWMT requires you to use the hierarchy tab in the command panel, which may be a new area for less experienced modelers.
$jigglebones Requirements
- Select each bone that should be a $jigglebones and click the hierarchy tab in the command panel.
- Set the hierarchy submenu to IK.
- Scroll down to Rotational Joints.
- For each axis that should Jiggle, check the Spring Back checkbox.
- For each axis that should be able to jiggle, set the desired Min/Max angles.
- Set Tension. This relates to the
stiffnessvalue in the QC. - Set the Damping. This relates to the yaw, pitch and along damping.
- Export.
- As of version 1.6, the tool will only output the
is_flexibleblock in a $jigglebone definition. - In the QC the stiffness value can be anything from 1-1000. In 3ds Max, the tension can only be a value 1-50. To get around this, the tool will simply multiply your value by 20 when exporting. So to export a value of 33 in the QC, set the tension to 1.65 (33/20 = 1.65 ; conversely, 1.65x20 =33).
- In the QC damping values are a range of 0-10. In 3ds Max, the damping can only be 0-1. To get around this, WWMT multiplies the 3ds Max damping values by 10 when writing the QC file.
- Learn more about $jigglebone.
- Using WWMT
Articles on using the Wall Worm Model Tools.
- Related Topics


