A modification that jiggles bones as they move towards a target.
This modification moves a series of bones, typically called a bone chain, towards a target. What makes this modification special is that it calculates the velocity and acceleration for each bone in the bone chain, and runs a very light physics-like calculation using the inputted values. This allows the bones to overshoot the target and "jiggle" around. It can be configured to act more like a spring, or sway around like cloth might.
This modification is useful for adding additional motion to things like hair, the edges of clothing, and more. It has several settings to that allow control over how the joint moves when the target moves.
[b]Note:[/b] The Jiggle modifier has [code]jiggle_joints[/code], which are the data objects that hold the data for each joint in the Jiggle chain. This is different from a bone! Jiggle joints hold the data needed for each bone in the bone chain used by the Jiggle modification.
Returns the collision mask that the Jiggle modifier will take into account when performing physics calculations.
Returns the bone index of the bone assigned to the Jiggle joint at [code]joint_idx[/code].
Returns the name of the bone that is assigned to the Jiggle joint at [code]joint_idx[/code].
Returns the amount of dampening of the Jiggle joint at [code]joint_idx[/code].
Returns a [Vector3] representign the amount of gravity the Jiggle joint at [code]joint_idx[/code] is influenced by.
Returns the amount of mass of the Jiggle joint at [code]joint_idx[/code].
Returns a boolean that indicates whether the joint at [code]joint_idx[/code] is overriding the default jiggle joint data defined in the modification.
Returns the amount of roll/twist applied to the bone that the Jiggle joint is applied to.
Returns the stiffness of the Jiggle joint at [code]joint_idx[/code].
Returns a boolean that indicates whether the joint at [code]joint_idx[/code] is using gravity or not.
Returns whether the Jiggle modifier is taking physics colliders into account when solving.
Sets the collision mask that the Jiggle modifier takes into account when performing physics calculations.
Sets the bone index, [code]bone_index[/code], of the Jiggle joint at [code]joint_idx[/code]. When possible, this will also update the [code]bone_name[/code] of the Jiggle joint based on data provided by the [Skeleton3D].
Sets the bone name, [code]bone_name[/code], of the Jiggle joint at [code]joint_idx[/code]. When possible, this will also update the [code]bone_index[/code] of the Jiggle joint based on data provided by the [Skeleton3D].
Sets the amount of dampening of the Jiggle joint at [code]joint_idx[/code].
Sets the gravity vector of the Jiggle joint at [code]joint_idx[/code].
Sets the of mass of the Jiggle joint at [code]joint_idx[/code].
Sets whether the Jiggle joint at [code]joint_idx[/code] should override the default Jiggle joint settings. Setting this to true will make the joint use its own settings rather than the default ones attached to the modification.
Sets the amount of roll/twist on the bone the Jiggle joint is attached to.
Sets the of stiffness of the Jiggle joint at [code]joint_idx[/code].
Sets whether the Jiggle joint at [code]joint_idx[/code] should use gravity.
When [code]true[/code], the Jiggle modifier will use raycasting to prevent the Jiggle joints from rotating themselves into collision objects when solving.
The default amount of dampening applied to the Jiggle joints, if they are not overridden. Higher values lead to more of the calculated velocity being applied.
The default amount of gravity applied to the Jiggle joints, if they are not overridden.
The amount of Jiggle joints in the Jiggle modification.
The default amount of mass assigned to the Jiggle joints, if they are not overridden. Higher values lead to faster movements and more overshooting.
The default amount of stiffness assigned to the Jiggle joints, if they are not overridden. Higher values act more like springs, quickly moving into the correct position.
The NodePath to the node that is the target for the Jiggle modification. This node is what the Jiggle chain will attempt to rotate the bone chain to.
Whether the gravity vector, [member gravity], should be applied to the Jiggle joints, assuming they are not overriding the default settings.