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decompile model and go on
After all, there is a "Jitter" procedural which while sets a various bones to move randomly about at a set range it still allows you to control how random the range is.
And "Smooth" allows you to smooth out certain movements and edges.
So I'm wondering, if it's possible to simulate jiggle in SFM, or if there is a script out there for it.
If SFM uses the same engine as other Source games that uses jigglebones and can bake and constrain jigglebone movement then it sounds like SFM is capable of simulating jigglebone movement just does not know how... which makes me wonder if it's possible to apply jiggle-joints to an existing model through the Element Viewer.