Open LordMcMutton opened 7 months ago
I did more experimentation- this is very strange
I duplicated all three braid bone chains. The new set wiggled properly in the viewport preview AND baked properly.
But then I changed the bone names for one bone chain from: Braid_Central_Base.001 Braid_Central_1.001 Braid_Central_2.001 Braid_Central_3.001 Braid_Central_4.001
to
Braid_Central_Base Braid_Central_1 Braid_Central_2 Braid_Central_3 Braid_Central_4
Which necessitated changing the name of the original bone chain.
I just keyboard smashed stuff at the end of those bones' names, resulting in:
Braid_Central_Baseasf Braid_Central_1asdf Braid_Central_21234 Braid_Central_3asdf Braid_Central_4asdf
The result of this is the bone chain that previously worked no longer working, and the original bone chain now working
BUT
The wiggle behavior of the asdf/1234 nonsense names was different than the .001 names
So apparently the bones' names affect the wiggle behavior?
Are you still supporting this Addon?
I baked the Wiggle again, but the hair bones didn't work again, despite the .001 name.
Changing them back to the base name without .001 fixed it- the heck is going on?
Hello there!
I have a character rig wherein everything works perfectly fine with the viewport preview, but when baking the wiggle, a handful of bone chains don't actually have their wiggle baked.
-They have the keyframes created, but it's all just the static positions.
-Oddly enough, the problem bone chains all belong to the same character element- that being the braids
-Said bone chains have the same settings at the coat, which is baking correctly
-Muting all other bones and baking has the same result
-Removing wiggle from all other bones and baking has the same result
-I had an issue before with the ears not wiggling properly due to forgotten Constraints, but it also affected the viewport preview
-The braid bones have no Constraints or other features
-No errors appear in the console, as far as I can tell