BoneJiggler

BoneJiggler

BoneJiggler (WSM)

The BoneJiggler space warp modifier is applied directly to bones within a rig that is controlled by BonesPro. BonesPro Bone Jiggler Before calculating mesh deformation on each frame, BonesPro checks every assigned bone for a BoneJiggler modifier. If one is present, BonesPro reads its parameters and applies the effect directly to the bone’s transformation (position and orientation).
This means:

  1. BoneJiggler affects the bone motion first
  2. The mesh deformation is calculated afterwards, based on the modified bone

This approach creates secondary motion such as lag, inertia, and oscillation.


Parameters

Delay

Specifies a time offset for how the mesh reacts to bone movement.

Higher values create the impression of heavier, slower-moving mass, as the deformation lags behind the animation.

  • Measured in 3ds Max time units
  • Animatable

Skid

Extends the effect of Delay by adding overshoot.

When enabled, the deformation can move beyond the final bone position if the motion stops abruptly, simulating inertia.

  • Uses Delay to estimate bone velocity
  • Higher values increase the “sliding” effect
  • Animatable

Oscillation

Adds harmonic motion to the bone, creating natural secondary animation such as wobble, vibration, or breathing effects.

  • Amplitude
    Controls the strength of the oscillation, defined as a percentage of the bone length.

  • Period
    Defines the duration of one full oscillation cycle (forward and backward motion).
    Measured in 3ds Max time units and animatable.

  • Throbbing
    Blends between positional oscillation and scaling effects.

    For example, at 30% Throbbing:

    • 70% of the effect is positional motion
    • 30% is scaling (pulsing) deformation

    This is useful for simulating breathing or soft tissue dynamics.
    Range: 0–100%, animatable.

Usage

BoneJiggler must be applied directly to one or more bones in your BonesPro rig.

Select the desired bone(s) and add the BoneJiggler modifier to them. To enable the effect on the mesh, make sure the Inertia and/or Oscillation options are activated in the BonesPro modifier.

Once everything is set up, play the animation and adjust the BoneJiggler parameters in real time to preview and refine the resulting motion.