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- [Instructor] In this video,
we will have a quick look
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to the Wiggle bone add-on.
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Activated, the add-on gives
you access to the wiggle option
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that has to be activated pair bones.
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To get the add-on, you
can simply check the link
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into the documentation of the course.
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A latest version of the
Wiggle bone add-on by Steve.
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Then in blender, simply install it
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by going into Edit preferences.
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Add-on, click the install button.
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Browse and find the .pi file
of the wiggle bone add-on.
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Click the install button
and then make sure
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that the Wiggle bone add-on is activated.
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There is another add-on
called the Spring Bone add-ons
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by Artel, creator of Auto Rick Pro.
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But the add-on is still experimental
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and it only works on
chains of parented bones.
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For this demonstration,
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I provided one file with
two different animation.
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The sliding and rotating
animation called whipping action
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and a second action with some jumpy bones.
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Only the lower bone in the
chain is currently animated.
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Let's select the free bones in the chain
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that are the children of this one
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and activate the Wiggle
bone add-on on this
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and press the play button.
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By default, the reset on
loop option is activated.
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To enable or disable this option,
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you do it for all the bones at once.
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When using the add-on on the cycle,
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it's better to disable the option
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so that the simulation continue at runtime
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and we don't get the popping frame
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at the beginning of the motion.
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Wiggle bone add-on simulate
physical behavior on your bone.
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We can access different properties
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of those physical behavior
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through the panel whose
properties are editable.
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Pair bone, let's see in detail
the different properties.
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The amplitude rotation
option will increase
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or decrease the rotation
angle of your bones.
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With my three bone selected,
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I will enter the value one,
hold Alt and press enter.
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This way, all the selected
bones values are set to one.
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With the value of one,
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we can see that we almost
have no rotation on the bones
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while if I set it to 180 degrees,
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you can see that the
rotation gets pretty wild.
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The stiffness value will kind
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of change the reaction speed of the bone.
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The higher the stiffness, the
more rigidity you are breaking
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making the bones reacting
as if it was a metal spring
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while with a very low stiffness,
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it looks more organic like hairs or cloth.
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So damping value greatly changed
the behavior of the bones.
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The higher the damping value,
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the more absorption you will have
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in the motion of the bones.
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If you drastically decrease
the value of the damping,
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you will have a very jittery bones
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that will react to any of
the motion in the chain.
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You should keep the damping
value between zero and one.
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If you enter a value beyond one,
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it will likely creates bugs.
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And one of the big
issues of this add-on is
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that once the simulation is bugging,
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you kind of have to revert
your file or reload it.
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So be cautious with this.
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It's the same for the Stiffness.
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Don't go over one.
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You won't have any change of behavior.
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And at some point, it might bug.
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In this specific case,
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changing the translation
value won't do anything.
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And we will see why later in this video.
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For the time being, let's
increase the stretching value.
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As expected, the bones are now stretching.
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While it won't generate bugs,
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I advise you to keep the value pretty low
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and play in the range of zero to one.
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The gravity value, as expected,
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will kind of change the
weight of your bones.
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If you get to a pretty high
value, like five or 10,
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you will see your bones like falling.
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While using the gravity value
in a pretty broad range,
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I didn't meet any bugs.
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So as you have understand, you
have to be kind of creative
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and experiment a lot
with the different values
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for the different bones
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until you get the simulation you want.
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Convert those simulation into
an action or an animation,
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we need to bake.
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To be able to bake the
action of the bones,
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you have to make sure
that they are selected.
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By clicking the select
wiggle bones button,
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you will select all the bones
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that have the wiggle bone option enabled.
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You've seen in the previous video,
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baking an animation is done
through the NLA editor.
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When opening the NLA editor,
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I can see my current
weeping action being used.
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By now, click the bake wiggle button
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in the wiggle bone panel.
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It will bake the wiggle simulation
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on all the selected bones.
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And we can see that it
does create a new NLA track
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including the weeping action.
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And on top of this, we can
see our new baked action.
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Let's push it down into the NLA editor.
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And if we deactivate it,
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we can see that our bones
are no longer rotating.
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Thus, when we click the bake wiggle,
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it will remove the wiggle
option onto those bone.
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So what we see are currently
the animation of those bones.
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Additive bake option
simply create an NLA track
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including the original action
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so that the bake action can
be layered on top of it.
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If we deactivate the additive bake
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and then bake the wiggle action,
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we will only see the result of the wiggle.
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Since the root bone wasn't
choosing the wiggle add-on,
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it's not moving anymore.
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This, we then need to
manually add those action
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into the NLA editor.
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When both the weeping action
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and the baked action are enabled,
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we can see the whole
animation we have generated.
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So particularly, I advise you
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to keep the additive bake enabled.
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I will reset everything
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and I will select the second animation.
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The jumping one.
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As you can see, we have some
amplitude on the translation
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but the bones are not offsetting
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and this is because they
are connected in the rig.
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So I need to go into edit mode,
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select those bone and press
Alt + P to unparent them
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or keep them parented but disconnect them.
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And now we can see that they
are getting offsetted based
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on the translation value.
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If we increase this value,
there will be more jittery
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and they will move in space a lot more.
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I advise you to keep this
value between zero and one.
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It's a very powerful
tool that can allow you
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to get very nice results fast
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but you may need to edit to beat the rig.
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So let's now try the add-on on our Mac.
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I've just reloaded the base motion file.
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We have the work cycle
enable in the action editor.
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I will select the Bodhi
controller and I will enable
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then we go add-on.
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As soon as I activate the
add-on on the Bodhi controller,
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we can see our character
shaking on each step
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which is kind of cool.
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I have a drop in performances
which is kind of expecting
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since it's running a
simulation in real time
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but it's definitely okay
for me to work on this
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increasing the Stiffness and the dumping
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to get a more natural motion
or something I like more.
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But there is a little issue
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or at least limitation compared
to the previous method.
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Here, I can't choose what part
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of the body is currently leading.
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And as you can see, whenever
the character is dropping down,
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the front part is dropping down also.
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So it's the back part of the body
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that is currently dragging in the motion.
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So Blender kind of assumed
that the back part of the body
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is currently heavier than the front part
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which is not what I did in
my animation previously.
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And this is not something I can change.
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I have no option to deal with this.
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It depends on the base orientation
of the bone in the rig.
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But as an animator, you may
not want to edit the rig.
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Whenever you want to use this,
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you will break everything for sure.
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And another big limitation is
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that we can't constraint
one rotation angle.
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Here, you can see that the
antenna is currently rotating
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along all its axis even
if the axis are locked.
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So this is a fantastic add-on
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but if you want to
create precise animation
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or precise motion along a specific axis,
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it might not be the best choice
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but for any organic propose,
it can be a huge time saver.
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