First off, huge respect to the Verge3D team first, the Blender > web pipeline you’ve built is genuinely best-in-class. The fact that we can ship performant, interactive Three.js experiences without turning every project into a custom JS framework is pretty amazing.
There’s been a lot of discussion recently in the Three.js world around wiggle.bones, a very lightweight way to add secondary motion (spring / jiggle bones) without heavy physics:
https://wiggle.three.tools/
It’s getting attention because it adds life to rigs at almost no performance cost. One high-profile example that sparked discussion is Shopify’s new Supply experience, which leans heavily on subtle, dynamic motion to make 3D feel premium and responsive:
Discussion: https://x.com/1tunademir/status/1975306913928913043
Live site: https://shopify.supply/
Why this feels like a perfect fit for Verge3D
– Verge3D already handles rigs and animation beautifully
– wiggle.bones is Three.js-native, tiny, and MIT-licensed
– It solves a real gap: secondary motion without full physics
Clear Verge3D use cases
– Characters: hair, clothing, straps, tails, ears
– Product configurators: garments, tags, cables, accessories
– Interactive mascots / brand avatars
– Subtle UX motion that boosts perceived quality
Even a simple built-in hook or puzzle-level support would unlock a lot of expressiveness for artists who don’t want to write custom JS every time.
Verge3D is already ahead of the curve, and this feels like one of those features that would quietly make it feel even more premium.