Swingy Bone Physics

by Ehcya in Addons


Item Rating

This item has an average rating of 4 from 26 ratings by the community.

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  • Kentaiga
    10 days 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.

  • Artell
    15 days 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!

  • Antonino
    24 days 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

      20 days 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
    about 2 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

      20 days 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
    4 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

      20 days ago

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

  • Valor Souls
    5 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

      20 days 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
    5 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

      5 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
    6 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

      6 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
    6 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

      6 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
    6 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

      6 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.

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Details
Sales 900+
Rating
26 ratings
Dev Fund Contributor
Published over 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