Home › Forums › Bug Reports and Feature Requests › Feature Request: lightweight dynamic bones (wiggle.bones) for Verge3D
- This topic has 9 replies, 5 voices, and was last updated 9 hours, 38 minutes ago by
domjasper.
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2025-12-25 at 1:22 pm #85875
domjasper
CustomerFirst 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 physicsClear 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 qualityEven 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.
2025-12-26 at 6:00 am #85877
xeonCustomerWould be a nice add.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2025-12-26 at 10:46 am #85882
visualizerCustomerThat is really interesting to have bones system capability in Vrege.
The FK-IK also can be added to it additionally.
‘V’ Teaam must be having some plans I believe2025-12-29 at 8:38 am #85886
Alexander KovelenovStaffInteresting feature to animate bones without much efforts, however I’d say the look is not quite realistic. It would be much more cooler to create a short armature animation in the modelling suite which then can be played back procedurally via Puzzles (upon scroll or object rotation).
2026-01-01 at 5:55 am #85897
visualizerCustomerInteresting feature to animate bones without much efforts, however I’d say the look is not quite realistic. It would be much more cooler to create a short armature animation in the modelling suite which then can be played back procedurally via Puzzles (upon scroll or object rotation).
you mean by typical aniamtion keyframes baking ? or you trying to say tomething else?
2026-01-01 at 8:20 am #85901
Alexander KovelenovStaffyou mean by typical aniamtion keyframes baking ?
Yep. It appears to be a typical case of idle animation.
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This reply was modified 1 month, 1 week ago by
Alexander Kovelenov.
2026-01-01 at 9:59 am #85905domjasper
Customeryou mean by typical aniamtion keyframes baking ?
Yep. It appears to be a typical case of idle animation.
This is a nice approach, and one I am using in my app, but this issue I have found is baked keyframe animation is heavy, especially on lower end devices and not as interactive as the wiggle bones approach.
Check out this video on the topic, made by an amazing web 3D developer: https://www.youtube.com/watch?v=aaSiXQ3JGIU&t=1s
Here you can see it in action. I can see so many cool use cases for this in V3D: https://spgi01b.xl.digital/?step=loader
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This reply was modified 1 month, 1 week ago by
domjasper.
2026-01-03 at 3:09 pm #85921
QiangGeParticipantThere’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/
Plugin_Wiggle
This feature is indeed interesting. Try using this library to develop a demo of a plugin puzzle completed by dragging an object when a pointer appears2026-01-04 at 3:35 am #85922domjasper
CustomerNice work, are you planning to make it into a plugin?
2026-02-10 at 8:22 am #86198domjasper
CustomerI’ve managed to get it working in Verge3D, but there is an issue where the wiggle bones rotate 90 degrees in verge3d automatically, and the wiggle happens in the ‘wrong’ direction. Would you be open to taking a look at my setup?
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This reply was modified 1 month, 1 week ago by
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