@SketchpunkLabs
  @SketchpunkLabs
SketchpunkLabs | WebGL2 : 129 : Spring Bone Chain @SketchpunkLabs | Uploaded 5 years ago | Updated 3 hours ago
In the previous lesson we learned how to build a jiggle bone. In today's lesson, we're going to expand it by applying the concept to an array of bones. This gives us the ability to start animating specific things like hair, clothing, tails, whatever use you can think of that is skinned with a chain of bones.

Project files can be found on github, but if you want the tentacle example, its available as a free download at my patreon page.
https://www.patreon.com/posts/29203274

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GitHub :: https://github.com/sketchpunk/FunWithWebGL2
Patreon :: https://www.patreon.com/sketchpunk
Twitter :: https://twitter.com/SketchpunkLabs
Tumblr :: http://sketchpunklabs.tumblr.com/
Trello :: https://trello.com/b/zcTUPpFy/fun-with-webgl-20
WebGL2 : 129 : Spring Bone ChainWebGL2 : 132 : Animation RetargetingWebGL2 : 121 : Rotation NoiseWebGL2 : 104 : Texture ArraysWebGL2 : 131 : Soft Body PhysicsWebGL2 : 133 : Saving Retargeted AnimationWebGL2 : 135 : Quaternion Inverse Direction000 : INTRO : WebGL 2 WebGPUWebGL2 : 112 : Quaternion Hinge Constraint / LimitWebGL2 : 113 : Quaternion Ball Constraint / Limit001 : A Triangle : WebGL 2 WebGPUWebGL2 : 111 : Quaternion Cone Constraint

WebGL2 : 129 : Spring Bone Chain @SketchpunkLabs