BoneJiggler
BoneJiggler (WSM)
The BoneJiggler space warp modifier is applied directly to bones within a rig that is controlled by BonesPro.
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:
- BoneJiggler affects the bone motion first
- 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.