Simulating Jigglebones on Nunchakus in 3ds Max

Published on January 08, 2026 | Translated from Spanish
Nunchakus in 3ds Max showing jigglebones and dynamic segment movement

What are Jigglebones and How Do They Work

In 3ds Max, a jigglebone allows secondary bones of an object to move flexibly following the animation of the main bone. This technique is ideal for chains, ropes, or segmented weapons like nunchakus 🥋.

How to Set It Up

First, ensure the nunchakus are modeled as separate segments connected by joints or bones. Apply an IK Spline to the bone chain to follow the main trajectory and use Dynamic IK or PhysX/Cloth/Soft Body systems to simulate flexibility.

A Detail to Keep in Mind

Don't expect the bones to jiggle just with keyframes; without dynamic control, they will remain rigid. It's like a steel rope 🪢: if you don't give it flexibility, it will stay straight no matter how much you move it.