Can I stack more than one EasySway modifier?
Yes. Multiple modifiers can combine motion, with additional evaluation cost for each layer.
Does it animate bones directly?
No. EasySway can deform guide geometry, but bone creation and constraint setup remain standard Blender tasks.
Does it support loose edges?
Yes. Loose edges can be deformed and used as guides in a separate constraint workflow.
Why does an object barely move from some camera angles?
When the detected root-to-tip direction is nearly parallel to the camera direction, the visible sway axis becomes ambiguous. EasySway intentionally reduces the motion in this case.
Does it use the viewport angle?
No. Camera-aware sway uses the active scene camera, not the current free viewport angle.
What is the wind control?
It is a directional bias based on the local +X axis of the selected Direction Object. It is not a physical wind solver.
Can it make a seamless loop?
Sine-based motion can be timed for a loop by animating Animation Time over an exact cycle. Noise motion is not automatically guaranteed to match at the first and last frame.
Can I animate the timing myself?
Yes. Disable Auto Sway and keyframe Animation Time.
Can the whole object move as one piece?
Yes. Disable Per Mesh Island.
What does Exclude Vertex Group do?
It removes selected geometry from root, tip, and mesh-island analysis while keeping that geometry in the final output. This can create useful analysis islands from connected source geometry.
Can one object contain multiple strands or leaves?
Yes. Enable Per Mesh Island to analyze disconnected islands separately. Use Island Phase Variation when they should not move in perfect synchronization.
What happens when a Root Vertex Group is assigned?
Vertices with weights of 0.5 or greater define the manual root. A valid manual root takes priority over automatic root controls.
How does EasySway choose the root?
It estimates a root-to-tip direction from the evaluated geometry. Use Flip Root Mode to reverse the automatic center-root/end-root choice, Reverse Direction to swap endpoints, or Root Vertex Group for direct control.
Is it a cloth or physics simulation?
No. It is a procedural secondary-motion deformation and does not calculate collisions, inertia, cloth, or soft-body physics.
Does it require baking or a simulation cache?
No. The motion is evaluated procedurally from scene time or the keyframeable Animation Time input.
Does it require a rig?

No for mesh sway. EasySway directly deforms the geometry. A rig is only needed if you choose to use a loose-edge guide with your own bone-constraint setup.

$11

Support Period Included

Includes 12 months of

Extend this product’s Support Period +12 months: 25% of product price

Have questions before purchasing?
Login to message

Details
Published about 2 months ago
Blender Version 5.0 - 5.2
Render Engine Used Cycles, Eevee
License Royalty Free