jiggle

Secondary motion for heavy or soft bodies (a belly, a heavy character settling after a fall, a dragon's wattle): how much the parts swing after the body moves, how stiffly they spring back and how fast they settle. Sequences key it like any field (jiggle.amount) so a heavy landing can wobble and settle.

In scene text

jiggle { amount 1  stiffness 1  damping 1 }

Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.

Fields 4

FieldTypeUnit / rangeWhat it does
amountnumber0 … 10 none ... 1 a loose, heavy wobble.
stiffnessnumberHz, 0.1 … 30Springiness: oscillations per second.
dampingnumber0 … 10 rings on ... 1 settles at once.
partslist of text—Which parts move: skeleton node names or parts of them ("belly", "spine_03"); empty: chosen by the solver.
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