Bonex - Bone Physics Animation Driven By Physx

by oimoyu in Addons

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Usage Tutorial

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MMD model demo


BoneX is a Blender addon helps you to create bone physics animation, driven by PhysX. PhysX is a mature physics engine used in game field, like UE4, U3D. Relying on PhysX to generate stable rigid body simulations, you can create bone physics effects for character animation. You can modify the properties of the rigid body and set its connection stiffness, damping quality, etc. to achieve the physical effects you want.

Vivid physics bring an unparalleled level of realism and depth to character animations. For those using Blender, many methods exist to achieve this, including cloth and rigid body simulations etc. In the realm of game engines, rigid body simulations often used for character physics. Despite my efforts to create a free addon blender_skirt_rigid_generator based on Blender’s rigid body simulation, it still with many problems. Consequently, I decided to develop this, leveraging the mature and reliable PhysX physics engine, which offers stable and fast result.

Platform Support: Windows

Blender Version: 3.6.7+

UI Language Support: English, 日本語, 中文


①Relying on the mature physics engine physx, the simulation is stable, with less jitter

②Collision group mask to control collision interaction supported

③Custom collision body mesh supported

④Real-time playback interactions

⑤Partial simulation supported, helps you improve detailed adjustments etc.

⑥Support various constraints to ensure simulation quality


Disable Self Collision for skirt

Horizontal Soft connections avoid mesh stretching

Force Field

Cat Ear and Tail


Soft connection avoid mesh stretching

This video shows the cloth simulation performance, the soft connections keep the horizontal bones relative position. And this video below also compare the difference between 255 iteration and 20 iteration. For the long chain, computer need a high iteration to get its accuracy position.

Sub Step Simulation for High Speed Movement

When performing numerical simulations on a computer, time is not continuous. Time is split into tiny segment dt, dt=1/fps. For high-speed moving objects, if dt is too large, it will lead to rigid body penetration and inaccurate simulation. You can increase the sub step number when you need a more acurrate simulation(like 10 sub-steps will subdivide the current simulation time into ten parts, which means that 10 times the performance will be consumed), but keep it to 1 if you don't need it.


If you have any questions or suggestions, contact:

Sales 100+
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Published 2 months ago
Blender Version 4.1, 4.0, 3.6
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