Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem









You could always try testing it out with an example model like some random floating cubes
Can a part of an object have jigglebones, but also are able to have shape keys? Like for mine, I have a dog head with pointy ears, and I would like to make it so the ears are able to bend backwards, like when the dog is angry, but I also would like for the ears to jiggle a little when moving. I’ve been told that I can do the ear bending, but I just don’t know if jigglebones will be compatible with such movements. c:
Thank you again for reading, and I look forward to your response!
Fantastic stuff!! Thank you so very much!! I should be (hopefully) getting to the jigglebone portion soon for the item I'm making, can't wait to do it!
Using the same QC file is totally fine! Just make sure you move the bones of the cosmetic model (like "jigglebase" and such) along with the model itself (which in my experience can be very tedious, as I haven't found a way to move both the bones and the model at the same time...).