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Jiggle

Makes the connected object jiggle — it lags behind when moved, wobbles like jelly on impact and sways in the wind; skinned models swing their bone chains (tails, hair, antennae).

Output: effect (put it in the object's own graph, or wire it into an Object Selector)

Find it in the palette under Effects ▸ Jiggle.

Parameters

Parameter Default Range Meaning
stiffness 120 5 – 600 how hard it springs back to its real pose
damping 0.15 0 – 1 how quickly the wobble dies down
gravity 0.3 0 – 2 how much it sags
max offset 0.35 0 – 1 the furthest it may stray from its real pose
wind 0 0 – 20 how much it sways in the wind
wobble 0.08 0 – 0.4 the size of the squash and stretch when it lands or is hit
wobble Hz 3 0.5 – 10 how fast it wobbles
falloff 1.5 0.25 – 4 how much more the far end moves than the held end
pivot bottom bottom / center / top where it is "held"
bones (globs) empty text for a rigged model: name patterns such as hair*, tail*; empty = the ends of every chain

How it behaves

Jiggle is a look: it never changes the object's real position, so physics, saving and the other players are unaffected. The settings are shared; each player sees their own wobble from the motion they see. An object with several materials on one mesh jiggles only through its bones.

Practical example

A jelly that wobbles when it lands:

  1. Add a cube and give it a Dynamic body (Properties ▸ Physics).
  2. In its own flow, add Jiggle: pivot bottom, wobble 0.2.
  3. Press P and drop it — it squashes on the floor and wobbles back. Drag it with the gizmo and it lags behind.

Tip

For an antenna or a tail on a static object, raise gravity and wind and lower stiffness: it droops and sways on its own. See Fluid Tank & Jiggle.