How to Use/Documentation: https://mrsirsquishy.notion.site/Squishy-API-Guide-3e72692e93a248b5bd88353c96d8e6c5
CC BY-NC-SA Liscense: https://creativecommons.org/licenses/by-nc-sa/4.0/
-
Eye Movement: moves an eye based on the head rotation that should work with any general eye type.
-
Tail Physics: This will add physics to your tails when you spin, move, jump, etc. Has the option to have an idle tail movement, and can work with a tail with any number of segments.
-
Ear Physics: This adds physics to your ear(s) when you move, and has options for different ear types.
-
Crouch Animation(returned): Allows you to easily set a crouch pose, or crouch/uncroch animations, and even crawl/uncrawl animations/poses
-
Bewb Physics: This can add bewb physics to your avatar, which for some reason is also versatile for non-tiddy related activities
-
Randimation: Used to be known as
squapi.blink
, this will randomly play a given animation, most commonly used for blinking -
Hover Point: Used to be known as
squapi.floatPoint
, this will allow you to have an object float naturally to it's normal position.(with optional experimental collision) -
Vanilla Leg: This applies vanilla leg movement to a given object, but allows you to modify the strength of the movement and enable/disable it on command.(example use: legs under a dress)
-
Vanilla Arm: Like above, but arm
-
Bounce Walk: Makes your avatar bounce when they walk.
-
First Person Hand: Allows you to have more control over displaying your hand in first person, or even just having a custom element for your hand.
-
*Smooth Head: Smooths your head movement with additional depth added to it,
squapi.smoothTorso
andsquapi.smoothHeadWithNeck
have been removed, and instead these capabilities have been given to smooth head. You can input either a single head element like normal, or you can input a table of elements(for example torso, neck, head) and the rotation can be distributed between these. -
(advanced)Bounce object has been replaced by BERP, which is cleaner and more consistent, and works with respect to dt.(also has been added BERP3D for 3d vectors)