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Here, I address some of the common questions. If you can't find an answer to your question here, please feel free to me for further assistance.
A: JiggleGen is a Blender add-on that automates the creation of cloth-based proxy meshes for jiggle and tissue simulations. It streamlines the setup process by generating simplified cages driven by vertex groups, making secondary motion effects faster and easier to manage.
A: JiggleGen is intended for experienced Blender users who are already familiar with the basics of cloth simulation and modifiers such as Surface Deform.
A: JiggleGen works with the supported Blender versions listed in the documentation. As long as your system can run Blender, you should be able to use JiggleGen.
A: The generated ProxyMesh loses all modifiers except for the Armature. If a Decimate modifier is active, all shape keys will also be removed.
A: Yes. The target object should be low-resolution, one-sided (no thickness), have outward-facing normals, and contain no separate geometry islands.
A: You can mask the simulation area using a Vertex Group on the target object. JiggleGen uses this group to decide which parts of the mesh will move.
A: JiggleGen uses low-quality cloth modifiers to reduce calculation load. However, performance still depends on your system’s power and the complexity of the generated geometry.
A: Yes, you can use modifiers like Subdivision on your original mesh. Keep in mind that the ProxyMesh is stripped of modifiers except for the Armature.
A: No. While it’s commonly used for character tissue and jiggle effects, you can use JiggleGen for any object where you need simplified secondary motion.
A: Yes. This includes bugfixes, updates to work with latest blender version and new features.