
Fluidlab
by BeFX Studios
FluidLab is a fluid creation addon for Blender from BeFX Studios. Version 1.2 adds Foam, Bubbles, and Spray creation systems, alongside included documentation, and supports Blender versions 4.1 through 5.1.
by Lewdineer·Simulation
Images © Lewdineer. Used for product review; image policy.
JiggleMaker turns cloth-based jiggle setup into a repeatable three-step bind workflow, and its Cloth Bake Admin finds and manages every cloth sim used as a surface-deform target across a scene.
JiggleMaker builds jiggle physics on Blender characters through a three-step approach. First you choose how to create the jiggle mesh: Preset Mesh Mode drops in a ready-to-bind proxy from the library, Vertex Mode builds one from existing vertex groups, and Custom Mesh Mode uses your own modelled proxy with a Pin group. After setting a main mesh, a jiggle mesh, and a physics preset, clicking Bind adds Surface Deform on the main mesh, sets up Cloth on the jiggle mesh, and generates a distance-based influence group by proximity.
Tuned presets — Jiggly, Firm, Thighs, and Inflated — give starting points, and you can save your own variants to reuse across projects. The Cloth Settings panel gathers key settings such as Quality Steps, Time Scale, Mass, and structural and shear damping. Preset jiggle meshes cover chest, thigh, belly, and buttocks, or you can work with custom meshes.
The Cloth Bake Admin finds every cloth sim used as a target in a surface deform, reports which models use it, and lets you enable or disable them in bulk, free caches, or bake a specific frame range. JiggleMaker also warns about unrealistic scale or unapplied transforms before binding.
Jigglemaker is best for blender artists and animators adding jiggle physics to characters — chest, thigh, belly, or buttocks — using preset or custom proxy meshes.
Jigglemaker is completely free to download and use.
JiggleMaker works with both preset and custom jiggle meshes. Preset Mesh Mode drops a clean, ready-to-bind proxy from the built-in library, Vertex Mode creates a jiggle mesh from your existing vertex groups, and Custom Mesh Mode lets you use your own modelled proxy. If a custom object has its own Pin group, JiggleMaker picks it up automatically. Preset proxies cover chest, thigh, belly, and buttocks, and you can add your own models by editing the presets file found in the add-on's property panel under Preferences, then refreshing the list with one click.
JiggleMaker can automatically create mirror pairs for .L and .R sides when the mirror option is selected, which is on by default. During binding it mirrors the proxy, fixes normals, and applies transforms on the new side. You can also decide whether the mesh should be mirrored in the advanced settings. This keeps left and right jiggle setups consistent without duplicating the work by hand across both sides of a character.
JiggleMaker includes a Cloth Bake Admin for scene-wide management. It finds every cloth sim used as a target in a surface deform, tells you which model or models it's used on, and lets you enable or disable them in bulk, free caches, or bake just a specific frame range. Refreshing the Cloth List locates all cloth modifiers in the current scene, so you don't have to hunt through the Outliner to manage bakes on large scenes.
JiggleMaker is listed as free in this catalog. Pricing and licensing terms can change over time, so it's worth checking the developer's page on superhive for the current details before downloading. There's also documentation and a demo video covering the workflow, including guidance on custom mesh mode. Once installed, you work through the three-step process: choose your mesh approach, set your main and jiggle meshes with a physics preset and bind, then tweak settings and bake.
JiggleMaker helps catch common setup problems before you bind. It warns you about unrealistic scale or unapplied transforms that can cause issues during binding, and it helps you switch your rig to Rest Position first. When you bind, it builds a distance-based influence group on the main mesh using an adjustable Bind Distance; if that group isn't precise enough, you can refine it with weight painting and X-mirror where applicable.
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