Creator Tools - Mustard2/MustardUI GitHub Wiki

Additional tools for creators are available.

Hair Cage tool

Create a cage around a very dense mesh, in order to get cheaper physics simulations. One notable example is the hair, from which the name of the tool.

Example video.

IK Spline tool

Add an IK Spline tool to a chain of bones (not necessarily connected).

Image

Jiggle Cage tool

Tool to quickly create a jiggle cage from the selection of vertices on edit mode. This cage might be good if no collision with the body mesh is expected, otherwise more precise solution than this tool might be preferred.

Example video.

Note: if the direction of the pin group is inverted, try to use the opposite sign, e.g. "-Y" if you tried "+Y". If needed, you can also change the axis, e.g. "+Z" if you need the pin group to increase from up up to down.

Note: sometime the cage generation might fail to bind, and it happens if the model body has dependency cycles. This is not a bug of the tool, but a Blender constraint to avoid the Surface Deform modifiers to create further dependency cycles. In order to solve the issue, the dependency cycles must be fixed, and then the cage generation can be re-attempted.

Bone Physics tool

Tool to assign cloth physics simulation to a chain of bones. Only a chain of connected bones can be used.

Image

Note: Do NOT parent the armature to the model armature by Child Of constraints: this will break the Bone Physics tool! Use the correct Parent option in Blender. For instance, in the video above, select the Hair Armature in Object mode (not in Pose mode!), select the head bone, press Ctrl + P and select Bone.

Collision Cage tool

Tool to create a cage collision from the selected object in Object mode, or from part of a body using the vertices selected in Edit mode.

Note: Adding a whole body collision cage might create issues with the jiggle and other body cages, especially if those collides at frame 0 by default. It is highly suggested to create a Collection and assign it to all cages that collides with the body collision cage, as the Collision Collection in the Physics settings. In this way only the object within this collection will act as colliders. For instance, cages for thighs collides with full body collision cages, and should have a Collision Collection assigned; but a hair cage might not need a Collision Cage as in general it does not collide with the body (and if it does, it can be quickly solved with a bit of sculpting).