Version 1.3.0 released!


Hey everyone!

Twisted IK 2 version 1.3.0 has just been released! This release adds some more functionality to the Jiggle modifier based on community feedback. With these changes, the jiggle modifier is much more usable for things like hair and clothing. Here's the Jiggle modifier being used on a dress to give some dynamic movement when the character rotates:

As you can see, now its possible to add dynamic movement to things like dresses, hair, and more. While this was technically possible before, especially with the addition of the target Vector3, it wasn't easy to do and had some limitations. With version 1.3.0, its not only easier to get something like the video setup, but there is also a bunch of new options that allow for more control and customization over how the Jiggle modifier works!

Here's the changes in this released, listed in bullet-point format:

  • Jiggle can now optionally use a Spatial-based node as a reference node for the input target vector. This allows you to set the target vector relative to the node, making it possible to rotate the target vector by rotating the reference node.
    • In the video above, the hips bone is used as the reference node, so when the hips move, so does all of the jiggle bones. This should make it possible to use the Jiggle modifier with bone-based animations, real-time or exported from software like Blender.
  • Jiggle can now use Quat-based rotation. This has some limitations, like no rotation offset, but it does give different results which may be desired.
    • This option is disabled by default! Initially I added it because it helps reduce twist, which was especially problematic for the dress used in the video above, but later adjusted the LookAt code, so now both are about equal in not twisting bones.
    • Quat-based rotation is accumulative, it doesn't override the rotation like LookAt does. This can make it more suitable for certain applications.
  • The Jiggle modifier now correctly calculates gravity based on the rotation of the Twisted_Skeleton3D node, making it always point in the right direction.
  • Added a Quat-based LookAt function to Twisted_3DFunctions for easier use. FABRIK and Jiggle both now use this function.
  • Added a function called "get_bone_global_pose" to Twisted_Bone3D, which will return a Transform that is the global pose data from the Skeleton node that the bone is assigned to.
    • Optionally can convert the global pose to world space, which is configurable through a boolean argument (on by default).

The example project download has also been updated to include the scene shown in the video, so you can see how it works in action.


That's all for this release! I know I mentioned in the previous release that I was going to work on 2D next, but I didn't want to delay this release while I worked on 2D stuff. The next release should, assuming everything goes according to plan, have the beginnings of 2D support in Twisted IK 2.

Thanks so much for your support!

Get Twisted IK 2

Buy Now$20.00 USD or more

Leave a comment

Log in with itch.io to leave a comment.