Swingy Bone Physics

Ehcya in Addons


Item Rating

This item has an average rating of 4 from 27 ratings by the community.

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  • kai1998
    27 days ago

    文件
    图片
    185/10000
    实时翻译
    我已经使用它一段时间了,总的来说效果很好。然而,有一个致命的缺陷,我希望作者能够加以优化。也就是说,在设置“摆动骨骼”后,更改骨骼名称或将骨骼与其他骨骼合并将导致“摆动骨头”无效,无法删除或修改。它只能被删除,这是一个严重影响其使用的错误。我不希望它有新的效果,我只是希望骨头能恢复到原来的状态,这样我就可以重置摇摆骨头了。我希望作者能修复这个bug,谢谢

    划译
    I have been using it for a while now, and overall the effect is great. However, there is a fatal flaw that I hope the author can optimize. That is, after setting the Swingy Bone, changing the bone name or merging bones with other bones will cause the Swingy Bone to become invalid and cannot be deleted or modified. It can only be deleted, which is a bug that greatly affects its use. I don't expect it to have a new effect, I just hope that the bones can be restored to their original state so that I can reset the Swingy Bone. I hope the author can fix this bug, thank you

  • Kentaiga
    about 2 months ago

    This is probably my favorite addon for floatier physics which is great for anime-styled renders. I will say the "Force Special Bake" option always crashes the program for me when it finishes (on Blender 4.1). Not a big deal but I do prefer the results with that option on.

    • Ehcya

      about 1 month ago

      Thank you so much Kentaiga! I never heard about the crashing issue before so I would be very interested if you could send me a .blend file to reproduce the issue so I could fix it if it's coming from the addon!

  • Artell
    about 2 months ago

    Purchased it to simulate bones clothes dynamic, I was able to get it working in a few minutes by watching the demo video. Nice work, thanks!

    • Ehcya

      about 1 month ago

      Thank you for this great review Artell, this means a lot coming from you!

  • Antonino
    2 months ago

    The addon itself works very well and is very simple to use but doesn't actually support linking (1.7.1, where the process is also very glitch prone) and forces everything to be local which is a big no. So after testing it i was forced to uninstall and revert all changes.

    The potential is there though and i can see this becoming a nice tool.

    • Ehcya

      2 months ago

      Thank you for your review Antonino! In case you missed it linking/appending is definitely possible, please check out the tutorial on the wiki: https://swingy-bone-physics.github.io/wiki/linking/

  • KeiKinui
    3 months ago

    It's easy to set up and gives quick results, which is great.
    I like that can easily restrict the movement of the sway bones by limiting their angles and linking each RigidBody to them.
    But be careful,this setup seems to be fragile and changing anything can cause the setup to come break and lose functionality.
    It's best to save your project frequently or rename it to create a separate project.
    By the way, unfortunately appending and linking do not seem to be supported in version 1.7. so I don't recommend creating a project for loading from an external file.It's easy to set up and gives quick results, which is great.
    I like that can easily restrict the movement of the sway bones by limiting their angles and linking each RigidBody to them.
    But be careful,this setup seems to be fragile and changing anything can cause the setup to come break and lose functionality.
    It's best to save your project frequently or rename it to create a separate project.
    By the way, unfortunately appending and linking do not seem to be supported in version 1.7. so I don't recommend creating a project for loading from an external file.

    • Ehcya

      2 months ago

      Thank you for your review KeiKinui! Aside from bone renaming after creating chains the setup should be pretty robust to changes, I wish Blender would allow me to directly reference bones by object instead of names so it wouldn't break when the user decides to change the names while the chains are active.
      For linking/appending please refer to the documentation! https://swingy-bone-physics.github.io/wiki/linking/

  • Branden McCluney
    6 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!

    • Ehcya

      2 months ago

      Hello Branden and thank you for your review! These are great suggestions, I'll try to refine the custom baking operator!

  • Valor Souls
    6 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?

    • Ehcya

      2 months ago

      Thank you so much for your review Valor Souls! Unfortunately due to the way Blender handle bone references it's not possible to duplicate chains like so, I might make a specific operator to make things easier!

  • enete
    7 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

      7 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
    7 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

      7 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
    7 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

      7 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!

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Details
Sales 1000+
Rating
27 ratings
Dev Fund Contributor
Published over 1 year ago
Software Version 4.3, 4.2, 4.1, 4.0, 3.6, 3.5, 3.4, 3.3, 3.2, 3.1, 3.0
License GPL