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Add More Guidance on How to Use Jiggle Physics (#75)
* Documentation: Add clarifications with visual guidance on how to use Jiggle Physics on avatars * Documentation: Add keyboard shortcuts
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content/docs/avatar/jiggle.mdx

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description: Jiggle Physics allows you to add dynamic movement to parts of your avatar, such as hair, clothing, or accessories, enhancing realism and immersion.
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---
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## To add Jiggle Physics
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import { Callout } from 'fumadocs-ui/components/callout';
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## How To Add Jiggle Physics
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For each jiggle root:
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- Add a new component `Jiggle Rig`, which can be placed in a separate gameObject, but it must under the hierarchy of your Avatar root.
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- In the Jiggle Rig component, ensure to set a `Root Transform`, which is a bone in the avatar armature.
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- If you have a parent bone (for multiple chains of child bones that you wish to apply the same effect to) you can enable `Motionless Root` to only affect the child bones and not the root itself. (Optional)
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- Adjust `Settings` to your liking (activate `Advanced` to view all settings).
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- Add a new `Jiggle Rig` component either to a new GameObject, or any existing one as long it's under the hierarchy of your Avatar root.
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![Inspector Window adding Jiggle Root component](/img/jiggle/1.png)
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- Assign the bone in the avatar armature that you want to make jiggle to the `Root Transform` in the inspector. For example, this can include things like your avatar's hair, clothing, accessories or body parts. Keep in mind that for things with a left and right side (such as left and right breasts), you'll want to add a separate `Jiggle Rig` for each one (otherwise only one side will jiggle!).
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<Callout type="info">
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Tip: To keep your Jiggle Rigs organised, you can nest them under a newly created parent GameObject for example.
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</Callout>
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- You can adjust the settings and test in playmode (e.g., either by just dragging the avatar around or using the `Basis Avatar` component's `Test in Editor` option) until you're satisfied. You can also place your mouse cursor over each setting option to see a description of what it does. To view all settings, you can click on `Advanced`.
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![Inspector Window showing organised jiggles](/img/jiggle/2.png)
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<Callout>
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Optionally, if you have a parent bone with multiple chains of child bones inside it and you wish to apply the same effect to them, you can enable `Motionless Root` so that it only affects the child bones and not the root itself.
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</Callout>
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- Below you can see an example with Jiggle Rigs applied to the hair, clothing and chest.
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![Window showing avatar using Jiggle Rig in playmode](/img/jiggle/3.gif)
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## Collision Interaction
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If you want collisions by objects to drive the jiggles:
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- Activate `Advanced` to view all settings.
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- Enable `Collision` and adjust `Collision Radius` to fit the object.
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- Add a GameObject which you want to use for triggering collisions. Assign to it the component `Jiggle Collider Example`.
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<Callout type="info">
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Make sure whatever GameObject your using has a sphere collider!
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</Callout>
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- In the `Jiggle Collider Transform` field, assign your colliding GameObject and select Sphere as the `Collider Type`. Note that currently only sphere colliders are supported, but the creator of the jiggle system, Naelstrof, is likely to add more in the future.
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![Inspector Window showing sphere with Jiggle Collider ](/img/jiggle/4.png)
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- Below is an example of a sphere object with the component `BasisPickupInteractable` colliding with an avatar's hair.
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![Inspector Window showing organised jiggles](/img/jiggle/5.gif)

content/docs/controls/index.mdx

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---
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title: Controls
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title: Settings and Controls
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## Controls
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Let's create a page to cover the available controls in BasisVR
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## Help with Debugging
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IF you encounter... cba rn

public/img/jiggle/1.png

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public/img/jiggle/2.png

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public/img/jiggle/3.gif

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public/img/jiggle/4.png

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public/img/jiggle/5.gif

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