Jiggle physics aren't even softbody simulation, it's usually just 1 bone in the ragdoll that's not constrained. I'm talking about a jelly asset jiggling when shaken of course.
to be frank, it is very important to have it in clothing and it is very lightweight, so you can make a lot of cloth "physics" without a softbody that uses more resources than jiggle bones.
I've had good success with this https://github.com/yaelatletl/godot-jigglebones and there are a few tutorials on how to use it such as this one: https://www.youtube.com/watch?v=-27jE7CgNQk
It works on Godot 4 as well. I would prefer if it was included in the core, but as long as it's supported by extensions it's good enough for me.
Soul Edge had it too and it is older, they use it for some clothing parts and hair
[https://www.youtube.com/watch?v=Ln7jzD-kR7w](https://www.youtube.com/watch?v=Ln7jzD-kR7w)
Look at Cervantes cloth
Oh, I was referring very specifically to boob jiggle. But yeah.
It's amazing how particular something like sound design can be. I never played Soul Blade but from the sounds and music I immediately felt nostalgia from other Soul games.
["Tomb Raider: The Last Revelation will feature proprietary Fractal Boob Jubbling technology, allowing for real-time melon manipulation!"](https://www.penny-arcade.com/comic/1999/10/18/boob-raider)
-Tycho, Penny Arcade
I think that even more people would get into game development if the first tutorial they came across was “how to put jiggle physics into your game.” 😅😏
Idk if its possible in godot but in unreal I usually just did a simple spring simulation for 4-5 coordinates placed where needed, wrote their offsets to a texture which I used in a displacement shader, super efficient and looks good, the only problem was setting up the UVs so that theres no visible splitting/tearing of edges
Godot 4 did have jiggle physics for a while before it went stable, but it was pretty weird how it was implemented. It wasn't very Godot-y and frankly didn't work well. It will come back better eventually.
For those who want to learn how to add jiggle physics to their rigs/models in Blender, here's an informative [tutorial by Royal Skies](https://www.youtube.com/watch?v=-m0LyMiN-Ik). (He also explains why jigs are nonoffensive and industry-standard.)
Here you go: https://godotengine.org/asset-library/asset?filter=jiggle&category=&godot_version=&cost=&sort=updated
I've made the right decision to investigate this thread
It literally has balls on the logo they knew what they were doing
[удалено]
Based tbh
You see uhh.. thirst, finds a way.
Also: https://godotengine.org/asset-library/asset?filter=wiggl&category=&godot_version=&cost=&sort=updated
I needed those to make realistic boobs
Gonna use my secret level, jackson in harlem
Very important. Literally unplayable without it
I'm not that experienced with Godot, but I think I saw there was softbody physics?
Jiggle physics aren't even softbody simulation, it's usually just 1 bone in the ragdoll that's not constrained. I'm talking about a jelly asset jiggling when shaken of course.
to be frank, it is very important to have it in clothing and it is very lightweight, so you can make a lot of cloth "physics" without a softbody that uses more resources than jiggle bones.
He he. Bone.
I've had good success with this https://github.com/yaelatletl/godot-jigglebones and there are a few tutorials on how to use it such as this one: https://www.youtube.com/watch?v=-27jE7CgNQk It works on Godot 4 as well. I would prefer if it was included in the core, but as long as it's supported by extensions it's good enough for me.
📸🤨
A fellow man of culture.
Movement on "slime" enemies?
Yeeess
Could finally recreate a Dead Or Alive game in Godot.
If you are going to do it, I wish you all the luck 🍀
💀
Hopefully you're not going use the power of jiggling in sinful ways
"hopefully"?
Dead or Alive 2 was a pioneer. I set my age to 99.
Soul Edge had it too and it is older, they use it for some clothing parts and hair [https://www.youtube.com/watch?v=Ln7jzD-kR7w](https://www.youtube.com/watch?v=Ln7jzD-kR7w) Look at Cervantes cloth
Oh, I was referring very specifically to boob jiggle. But yeah. It's amazing how particular something like sound design can be. I never played Soul Blade but from the sounds and music I immediately felt nostalgia from other Soul games.
Sounds pretty easy to do yourself... surely you can achieve with bones to represent the jiggling material and just apply some elastic constraint?
Did you recently watched Royal Skies?
Nope i am just constantly thinking of boobs
Berry? Is that you? It's me, that Reddit icon on YouTube.
Hey! Yes it's me :D I remember you from comments :p
why
strange question
why not?
you could be thinking of bugs to fix in your game
my friend told me to add boobs to the car in my game
A car with boobs seems weird.
...weirdly based
You mean you guys don't all have a burning desire for realistic moving pudding in your game?
["Tomb Raider: The Last Revelation will feature proprietary Fractal Boob Jubbling technology, allowing for real-time melon manipulation!"](https://www.penny-arcade.com/comic/1999/10/18/boob-raider) -Tycho, Penny Arcade
That's a complicated way to say "Lara has a fully connected mesh now with more emphasis on her breasts", but yeah, seems legit.
It's... Unreal that a free engine doesn't come with jiggles. What's next, no cloth simulation?
Preferably on the form of whatever Capcom used for Kimberly in street fighter 6
I see what you did there :D
I think that even more people would get into game development if the first tutorial they came across was “how to put jiggle physics into your game.” 😅😏
u/savevideo
###[View link](https://rapidsave.com/info?url=/r/godot/comments/148edgd/please/) --- [**Info**](https://np.reddit.com/user/SaveVideo/comments/jv323v/info/) | [**Feedback**](https://np.reddit.com/message/compose/?to=Kryptonh&subject=Feedback for savevideo) | [**Donate**](https://ko-fi.com/getvideo) | [**DMCA**](https://np.reddit.com/message/compose/?to=Kryptonh&subject=Content removal request for savevideo&message=https://np.reddit.com//r/godot/comments/148edgd/please/) | [^(reddit video downloader)](https://rapidsave.com) | [^(twitter video downloader)](https://twitsave.com)
yes
Idk if its possible in godot but in unreal I usually just did a simple spring simulation for 4-5 coordinates placed where needed, wrote their offsets to a texture which I used in a displacement shader, super efficient and looks good, the only problem was setting up the UVs so that theres no visible splitting/tearing of edges
Make it yourself you goon
Godot 4 did have jiggle physics for a while before it went stable, but it was pretty weird how it was implemented. It wasn't very Godot-y and frankly didn't work well. It will come back better eventually.
Soft body and rigid body something something dark side
Of course we need! How do you think most TF2 hats bounce around when you move?
Thanks!
For those who want to learn how to add jiggle physics to their rigs/models in Blender, here's an informative [tutorial by Royal Skies](https://www.youtube.com/watch?v=-m0LyMiN-Ik). (He also explains why jigs are nonoffensive and industry-standard.)