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

  1. Select each bone that should be a $jigglebones and click the hierarchy tab in the command panel.
  2. Set the hierarchy submenu to IK.
  3. Scroll down to Rotational Joints.
  4. For each axis that should Jiggle, check the Spring Back checkbox.
  5. For each axis that should be able to jiggle, set the desired Min/Max angles.
  6. Set Tension. This relates to the stiffness value in the QC.
  7. Set the Damping. This relates to the yaw, pitch and along damping.
  8. Export.
  • As of version 1.6, the tool will only output the is_flexible block 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.
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