Soft bones and animation clips

v367329
4 September 2026
9 changes in this update

Added

7 changes
  • Soft bones: stiffness, damping, weight and a cone per bone, turning an animated pose into one with lag and swing in it.

  • Games can run the soft-bone solver at runtime, not just the editor.

  • Animation clips bake into the compiled model, so what Effigy makes can be handed to AnimGraph. Add them through File → Animation Clips…

  • Bones match by name, and a mismatch is reported rather than silently dropping the clip.

  • Copy and paste poses in Marionette. The clipboard outlives the clip, so you can copy idle's rest pose and paste it into fire.

  • RigAnimPlayerComponent plays a .riganim on the character you already have, with no model compile. NormalizedTime is a 0..1 clock to tween a door or a lever against.

  • Grease-pencil notes drawn over a part and saved with the document. They are never exported — not to OBJ, DMX or the compiled vmdl.

Fixed

1 change
  • Exported animation no longer crumples the model. Every bone was written a quarter-turn out, and the extra turn on a parent threw its children rather than simply tilting the model.

Removed

1 change
  • The "Marionette" menu this package used to add to your editor. Its two entries only rebuilt Geppetto's own sample clips. Both live on as the console commands rig_build_sample and rig_build_wave.