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【Jiggling】- Jiggle your objects with two clicks!

Discussion in 'Assets and Asset Store' started by FimpossibleGames, Jul 21, 2018.

  1. FimpossibleGames

    FimpossibleGames

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    Jiggling is component which is rotating and scalling GameObjects in a smart way to simulate jelly / gel behaviour.

    Setup is very simple and component is very fast, check release video:



    > Link To Asset Store <
     
  2. eaque

    eaque

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    can we use it for female breast? :oops:
     
  3. FimpossibleGames

    FimpossibleGames

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    Yes :D but boob bone probably will not have rotation keyframes in animation clip so I have to update demo limb example script with 3 new lines to support it.
     
    eaque likes this.
  4. eaque

    eaque

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    ;) thanks i will check on my models!
     
  5. Lewnatic

    Lewnatic

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    I found a little "bug"

    https://my.mixtape.moe/ppyzeh.webm

    As you can see here when used with scaled bones that the bone scale is overwritten when jiggling which results into scale jumping a lot in a baked animations where the bone scale is not close to 1. This is Especially visible when the jiggling stops and the script is disabled and the bone gets its initial bone scale. There is a soft fix/workaround for this behavior. By setting the constant jiggle value to a very small value you can prevent the jiggle script from deactivating so the bones never get their initial scale back, which also means that the scale does not jump in the end of the jiggle. But i guess this also means less performance. Another downside of course is that the scale of those bones stay at around (1,1,1).

    Possible solution would be to give an optional inspector option to multiply with initial scale instead of overwriting it.


    Oh and btw. Awesome tool. And a very fair price. :> You did an awesome job.
     
    Last edited: Jan 26, 2019
  6. FimpossibleGames

    FimpossibleGames

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    Hello Lewnatic, thank you for the report :)
    Soon I'll work on update for this case ;)
     
  7. Lewnatic

    Lewnatic

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    It also seems like the jiggle multi script always putting the scale of the jiggling bones to (1,1,1) even when the scale multiplier is set to 0. So using the constant jiggle value is not working here as a workaround if you want that the bones keeper their initial value.

    Do you have a timeframe for the fix? :>
     
  8. FimpossibleGames

    FimpossibleGames

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    Yeah now I can find time for that ;) Can you mail to me?
    My help will be more effective when you send me the animation so I can work directly on your case.
     
  9. Lewnatic

    Lewnatic

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    Are there any plans on making jiggle prefabs grab and pullable? :>
     
  10. FimpossibleGames

    FimpossibleGames

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    I think it would need a lot of new code and be related in small way to base scripts, but I will think about that, maybe some good idea will pop up soon ;)
     
  11. Lewnatic

    Lewnatic

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    Would donate/pay if this feature is added.

    Maybe this would even justify a new fimpossible package or a small price increase? :>
     
    Last edited: Feb 18, 2019
    FimpossibleGames likes this.
  12. Pjcfcmill

    Pjcfcmill

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    How can I get this to work in edit mode? I use Unity for film and I barely understand C#. I was hoping there was a way to stop the grow and shrink buttons from greying out in edit mode. I'd like to record the shrinking while using Timeline so that I can convert it to an animation clip. Is that possible or is the 'grow' jiggle script 'game view' mode only?
     
  13. FimpossibleGames

    FimpossibleGames

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    Hey, Jiggle is working simply with Update() clock, in edit mode you don't have anything like that.
    Interesting idea for usage of the component, but it's dedicated to work as procedural animation, each jiggle is slightly different.
     
  14. Lewnatic

    Lewnatic

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    I would also love to have it working in edit mode. Sometime and especially when you are in prefab mode, pressing play will close the prefab screen so you have to search the bone again you worked on. :>
     
  15. Pjcfcmill

    Pjcfcmill

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    Ah... well I'm glad I asked. Thanks for the quick response.


     
  16. imariagano

    imariagano

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    can It use like phychic bone (auto bounch when move )
     
  17. FimpossibleGames

    FimpossibleGames

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    Please next time write just in one community site, not everywhere :D:rolleyes:
     
  18. imariagano

    imariagano

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    where I can wright
     
  19. therewillbebrad

    therewillbebrad

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    What's the performance like on this and how does it compare to an animation? Interested in using this for movement.
     
  20. FimpossibleGames

    FimpossibleGames

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    It's pretty cheap in performance, there are no complex formulas involved.
    What kind of "movement" you have in mind?
     
  21. therewillbebrad

    therewillbebrad

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    Like South Park style animations instead of walk cycles.
     
  22. FimpossibleGames

    FimpossibleGames

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    I think you could do it using simplier script (jiggle is not "jiggling" in regular way, it's more random) but jiggle could do damage / cure etc. animation
     
  23. therewillbebrad

    therewillbebrad

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    Is there more overhead in an animation or in the jiggle script? I think it looks cool with the jiggle just don't know if there's a more efficient way.
     
  24. shamsfk

    shamsfk

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    Hello! I recently purchased jiggling asset and there is a question:
    The asset contains a buttload of scripts and stuff which I assume are not actually required for just this tiny asset to work, what is the minimal import for this asset?
     
  25. FimpossibleGames

    FimpossibleGames

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    Yeah you're right, in last update I accidently included more scripts from FBasic assets, you can remove folders "Fimpossible Games/FBasic Assets/" "Behaviours" and "Scripts" directories, and leave "FColorMethods.cs", "FDebug.cs" and "FTransformMethods.cs" files inside "FHelpers" directory, also most of this scripts are used in demo scenes.
     
    Last edited: Sep 14, 2019