
Physical Open Waters - Ocean
by Physical Addons
Physical Open Waters - Ocean is a Blender add-on from Physical Addons for infinite ocean simulations, offering advanced LOD stability and dynamic wave interactions. It renders in both Cycles and Eevee.
by naelstrof·Simulation
Images © naelstrof. Used for product review; image policy.
A fork of shteeve3d's Wiggle 2, Jiggle Physics stands out in the Blender library for letting you design at runtime, tuning jiggles while playback runs, and for building on the same verlet solver as Unity Jiggle Physics.
Jiggle Physics brings stretchy secondary motion to Blender armatures. It's a fork of shteeve3d's Wiggle 2 add-on with a range of improvements, built on a robust verlet physics solve that stays resilient to blowing up. Its parameters run on a simple 0-1 scale, so you can jiggle anything from soupy ropes to immovable rods, and it supports bone squash and stretch. The same solver powers Unity Jiggle Physics.
You design at runtime: the system is reasonably performant in the viewport, letting you tweak jiggles while an animation plays. Overlays show the detected rest pose in green and the simulation in red, which also helps visualize a bone's collision radius. Collision works well with scaled empties and has limited support for mesh collision, though it doesn't handle bouncing or friction. The simulation is relativistic and reacts appropriately to elevators and vehicles.
You'll find Jiggle Physics under the Animation tab by pressing N in the 3D viewport. Enable the scene's jiggle, check Jiggle Bone on a pose bone, and set a rest pose with position and rotation keyframes. Jiggles must be baked before rendering, which keeps the add-on safe for render farms.
Jiggle Physics is best for blender animators adding stretchy secondary motion to rigs, jiggling anything from soupy ropes to immovable rods.
Jiggle Physics is completely free to download and use.
Jiggle Physics is compatible with Blender 4.2 LTS and newer, so recent Blender releases are covered. You'll find it under the Animation tab by pressing N in the 3D viewport, where you enable the scene's jiggle by clicking the closed eyeball. From there you can select a pose bone and turn on its jiggle. If you're on an older build, check the developer's page for the exact supported range before installing.
Jiggle Physics disables itself during render by design, so you must bake the jiggles before rendering them. Blender can render frames out of order, and disabling the sim prevents unintended jiggles. This behaviour also makes the add-on safe to add to render farms. If your simulation looks perfect during playback but vanishes at render time, baking is the step you're missing.
Jiggle Physics is listed as free here in our catalog, and it's distributed under the GNU General Public License version 3.0 or later. As a fork of shteeve3d's Wiggle 2 add-on, it inherits that project's open-source licensing, which permits use and modification under the terms of the GPL. For the current licensing details and any conditions attached to the code, check the developer's page before redistributing or modifying it, since terms can change between releases.
Jiggle Physics is enabled per bone from the Animation tab in the 3D viewport, reached by pressing N. First enable the scene's jiggle by clicking the closed eyeball, then select a bone in pose mode and check the Jiggle Bone checkbox. To define the rest pose, add a position and rotation keyframe on the bone with the i key. Without those keyframes, the add-on doesn't know the rest pose and bones can droop.
Jiggle Physics supports collision with scaled empties and offers limited support for mesh collision, but it doesn't handle bouncing or friction. Flat planes are effectively infinitely thin, so they don't collide well, and meshes only work okay with bones that have a large radius. For a flat floor, the suggested approach is a very large scaled empty, preferably an Empty sphere, placed below the feet.
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