Swingy Bone Physics

by Ehcya in Addons


Item Rating

This item has an average rating of 4 from 22 ratings by the community.

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  • Branden McCluney
    2 months ago

    This addon is so close to being perfect - the one downside is that you can't bake a specific group of bones without baking them all, or enable/disable simulation for individual bone chains. I usually edit keyframes manually after baking, so having them get overwritten is something I really wish didn't happen. I would use the clear after bake feature to just remove the ones I bake from the stack, but then I lose all of the parameters I set for each bone with no easy way to get them back (is this what the save/load parameters at the bottom does? I've tried using it but it just says "file not found").
    This addon hands down has the best bone collision physics that I've used, and the bone linking is a great feature. Thank you for making this addon!

  • Valor Souls
    3 months ago

    Hello! Your addon is best by far in terms of physics and collisions, but whenever I try to duplicate the object to which I applied this addon, the new objects no longer works with the addon, even though the bones have their appearence altered (red spheres, green cyllinders etc.). Which implies that the bones of the duplicated object are no longer connected to the addon. Is there a solution for this?

  • enete
    3 months ago

    I really like this addon, but when I rename any object related to the simulation in the scene, the addon stops doing its function. Yes, a solution is to name the objects beforehand and leave their names untouched, but it also happens with automatic renaming, like when the program renames something to something.001

    Also, I'm not finding an easy way to add a 'floor' collider so objects can fall to the floor.

    With that couple of things, thank you for taking your time making this addon!

    • Ehcya

      3 months ago

      Hello enete,
      Thank you for your feedback. The naming issue is unfortunately due to a limitation in the Blender's Python API: there isn't a way to refer to bones by using pointers so I have to use names for lookups (which is also why I put the warning about bone renames in the wiki https://swingy-bone-physics.github.io/wiki/bone-chain/basics/ ). If you know a solution to this please let me know, I know that several other addon developpers got the same problem.
      As for the floor collision you can do that by adding a cylinder collision profile, scale it and position it so that the top lines up with the floor limit you're trying to define.
      Hopefully that helps, best of luck for your projects!

  • Pavel
    4 months ago

    very buggy and glitchy, when beeping the result is different each time, the interface does not match the result, errors in the code when beeping, I recommend looking for alternatives

    • Ehcya

      4 months ago

      Hello Pavel,
      I'm confused about your review:
      -The simulation is deterministic and if you have the same initial state the result will always be the same.
      -I'm not sure what "beeping" is referring to, there's none of that in this addon?
      -I'm also very confused about the "interface not matching the result" and "errors in the code" statements, it sounds like you had a faulty setup and didn't follow the tutorials properly.
      Feel free to reach out to me if you have questions, it looks like you're misusing the addon right now.

  • Fabled
    4 months ago

    Great addon! However, it still needs optimizations. I find myself encountering bugs and low fps after a while of usage. Aside from that, it does what it needs to do.

    • Ehcya

      4 months ago

      Thank you for your review Fabled! I did my best with what the Blender API has to offer but I will keep trying to improve the overall performance, in the meantime make sure to check out the performance tips on the wiki, it could help you to maintain a responsive viewport! https://swingy-bone-physics.github.io/wiki/performance/
      Feel free to message me if you have any question!

  • Orion Ake
    4 months ago

    The features are promising, but using it made my blend file take up 1,679 to 2,865 to sometimes 3,078 MB of memory on my PC and subsequently, my blend would crash every time I tab in or out of Pose and Wdit mode or I'd I delete something or if I append something etc or even close my preferences

    • Ehcya

      4 months ago

      I'm sorry to hear about your issue, this is the first time this ever happened to a user so I'm very confused about what exactly went wrong. If you are allowed to share it I would appreciate if you could send more information about your project so I could hopefully help you troubleshoot it.

  • Benjamin
    5 months ago

    It's been about 10ish minutes since I bought the addon and I am now writing the review, but I can already tell this was a good decision. It feels way more official than the Wiggle addon, especially since it (the Wiggle addon) stopped working suddenly. I am fairly confident that this is the addon I can use in my animations from now on and can not wait to learn how to use this addon to its fullest potential. Thanks!

    • Ehcya

      5 months ago

      Thank you so much for taking the time to write this review Benjamin, it means a lot! Don't hesitate to message me if you have any question!

  • Nattakid Phaerpittayakul
    6 months ago

    It's not as good as I thought.
    //
    The physics is too slow and results in a stiff physics that cannot be used with fast-paced animations.(Dance Animation)
    //
    I think a typical free Sping bone or Wiggle Bone example.
    It is stable when playing Animation. that is more rapid
    //
    The advantage is the added links.
    //
    I don't know why the tutorial shows such good quality. But after actually using it I'm not happy at all.
    //
    I hope there will be more updates. Thank you.

    • Ehcya

      6 months ago

      Hello Nattakid Phaerpittayakul,
      Thank you for your feedback! I'm sorry to hear that you had some issues, looking at your review it seems like there's a problem with some of your simulation parameters and scene gravity settings, feel free to send me a message so I can help you troubleshoot this!

  • Kirils
    7 months ago

    Very good addon, the creator is very responsive!

    • Ehcya

      7 months ago

      My pleasure Kirils, thanks a lot for your review and feedback, happy to help!

  • Lê Minh Thành
    8 months ago

    Your add-on is really great, with many useful features. However, the available collision shapes are quite limited. I would like to have more variety in collider shapes.

    • Ehcya

      8 months ago

      Thank you for your review Lê Minh Thành! I'm really happy that you're finding the addon useful for your projects!
      My main goal when I made this addon was to primarily implement the most used collision shapes that were used in games made by big studios like Square Enix//Capcom and more (you can see that cylinders and spheres are the most popular due to their stability and fast collision computation properties, you can see in these few examples that they are enough to cover a wide variety of cloth/hair setups: https://www.youtube.com/watch?v=DQOzMoNaB_U&t=1432s https://www.youtube.com/watch?v=iBGh8ay_gNk https://cgworld.jp/feature/202012-ffvll-02.html ).
      When I have the necessary time, I may be looking into the possibility to add more shapes, it will require some R&D to make it work fast enough and without breaking multiplatform compatibility if I heavily edit the solver but I will give it a try, thank you for your suggestion!

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Details
Sales 800+
Rating
22 ratings
Dev Fund Contributor
Published about 1 year ago
Software Version 4.2, 4.1, 4.0, 3.6, 3.5, 3.4, 3.3, 3.2, 3.1, 3.0
License GPL