follow-through
v0.2.1Secondary motion for Blender assets headed to Godot 4.7: the parts nobody keyframes - cloth, soft volumes and flesh - recognised, typed, specified and made to move. A router skill measures a mesh and classifies it by the dimension of what moves (strand, shell, volume) and how it is held, then types it - jello, slime, clay, a breast, a bloater's belly - from a JSON registry of names, taught examples and anatomical zones that Claude extends by teaching: an object, a painted group, or zones marked on labelled 2D renders and mapped back onto the vertices each camera saw. Three libraries build it. Cloth is a SoftBody3D pinned by position. Volumes (jello, pudding, slime, clay, water balloons) are lattice shape matching in GDScript, because Godot 4.7.2's Jolt soft body builds no bend or volume constraints: clusters with a whole-body goal for shape memory, volume-normalised squash, plasticity that holds rest volume against the render mesh, a wobble frequency converted through a measured model, substeps chosen from the angle so stiffness never aliases, and contacts cast as rays every substep so a body never tunnels or buzzes. Flesh is a jiggle bone per soft mass on a skinned body - found by how far the surface stands out of its lean envelope inside zones, rigged with feathered four-influence weights, exported with rig-anything's walk, and sprung in a SkeletonModifier3D with an exact damped oscillator, acceleration and relative-gravity loads and volume-keeping squash. Materials carry physical frequencies (gelatin from its shear modulus, soft fat from breast adipose tissue). Every export is read back, and headless verifiers measure pins, stretch, volume kept, penetration, settling and each spring's frequency.
By Paul LovyLicense: MIT0 GitHub starsUpdated last week
Directory evidence
- Runtimes
- Claude Code
- Parsed components
- 4 skill or MCP entries
- Source updated
- Sep 16, 2026
- Manifest status
- Canonical path parsed
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Install follow-through for Claude Code
claude plugin marketplace add IchenDEV/agent-plugin-mkt
claude plugin marketplace update agent-plugin-marketplace
claude plugin install follow-through@agent-plugin-marketplacePaste and run these commands in a terminal with Claude Code. They add and refresh the PluginsMP catalog, then install this plugin.
The installer fetches third-party code from the source repository shown on this page. This directory validates manifest structure and source location, but does not perform a security audit; review the manifest, components, and source before installing.
Get the source manually
git clone https://github.com/wfbcargo/PaulClaudePluginsClone the source repository, then follow its setup instructions to add the plugin to a compatible client. The plugin root is plugins/follow-through/.
Plugin files
├── .claude-plugin/plugin.json├── skills/cloth/SKILL.md├── skills/flesh/SKILL.md├── skills/follow-through/SKILL.md└── skills/volume/SKILL.md
Included Skills4
Make cloth and fabric from Blender move in Godot 4.7 with Jolt - flags, banners, curtains, capes, cloaks, skirts, robes, scarves, tablecloths - as a SoftBody3D pinned to what holds it. Picks a fabric (silk, cotton, wool, denim, canvas, leather, rubber), writes pins and Godot parameters into a spec glTF carries, previews it in Blender's cloth sim, exports and reads the file back, builds the SoftBody3D at runtime, and runs a headless verifier measuring pin error, stretch, seams and settling. Use after follow-through routes a mesh to soft_body, or directly when cloth needs setting up, exporting or debugging - cloth that falls, stretches like rubber, tears at a seam, jitters or never stops swinging.
Make the soft parts of a rigged body jiggle in Godot 4.7 - breasts, moobs, buttocks, a belly, love handles, arm flab, thighs, a bloater zombie's swollen torso - with one sprung jiggle bone per mass. Finds the masses from the surface and the skeleton (how far the body stands out of its lean envelope, inside anatomical zones from the type registry), or from zones Claude marks on labelled 2D renders mapped back onto the 3D mesh; adds the bones and feathered weights to the rig, picks a flesh material with a physical frequency, writes the spec, exports through rig-anything with the walk, and in Godot springs each bone after the animation with exact integration and volume-keeping squash. Use when a character, creature or zombie needs flesh that bounces, sways, wobbles or sloshes, when breasts, butts or bellies look rigid while walking, to add jiggle bones or jiggle physics, or to teach Claude a new kind of flesh from a painted or marked region.
Recognise secondary motion on a Blender asset - the parts that move on their own and are never keyframed - type it, and route it to the library that builds it for Godot 4.7. Measures a mesh (open boundaries, thickness, curvature, extents, contacts, skinning), classifies it by family (strand 1D, shell 2D, volume 3D) and class (hanging, worn or loose sheets, straps, sails; loose and mounted volumes; flesh on a skinned body), types it from a registry of names, taught examples and anatomical zones (jello, slime, clay, a breast, a bloater's belly), and teaches that registry new types from objects, painted groups or zones marked on 2D renders. Use when asked whether something should jiggle, wobble, sway, flap, drape, sag or squash; to make cloth, a flag, curtain, cape, skirt, jello, slime, clay, a water balloon or flesh move; to set up soft body, cloth or jiggle physics from Blender for Godot; to tell cloth from a solid body; or to teach Claude what a new kind of object is.
Make soft volumes from Blender move in Godot 4.7 - jello, jelly, pudding, custard, slime, goo, clay, dough, putty, a water balloon, a squishy rubber ball - as a lattice shape-matching body that wobbles, squashes while keeping its volume, and for clay and slime deforms for good. Recognises what the volume is from the type registry, picks a material with physical frequencies (gelatin from its shear modulus), pins a mounted volume to its plate, writes the spec, exports and reads it back, builds the body at runtime, and runs a headless verifier measuring volume kept, penetration, settling and the wobble frequency. Use after follow-through routes a mesh to shape_matching, or directly when a jello, blob, clay ball or balloon needs to wobble, sag, flatten, roll or be poked - or when one sinks through the floor, collapses, jitters or never stops.
Plugin manifests1
{
"name": "follow-through",
"version": "0.2.1",
"description": "Secondary motion for Blender assets headed to Godot 4.7: the parts nobody keyframes - cloth, soft volumes and flesh - recognised, typed, specified and made to move. A router skill measures a mesh and classifies it by the dimension of what moves (strand, shell, volume) and how it is held, then types it - jello, slime, clay, a breast, a bloater's belly - from a JSON registry of names, taught examples and anatomical zones that Claude extends by teaching: an object, a painted group, or zones marked on labelled 2D renders and mapped back onto the vertices each camera saw. Three libraries build it. Cloth is a SoftBody3D pinned by position. Volumes (jello, pudding, slime, clay, water balloons) are lattice shape matching in GDScript, because Godot 4.7.2's Jolt soft body builds no bend or volume constraints: clusters with a whole-body goal for shape memory, volume-normalised squash, plasticity that holds rest volume against the render mesh, a wobble frequency converted through a measured model, substeps chosen from the angle so stiffness never aliases, and contacts cast as rays every substep so a body never tunnels or buzzes. Flesh is a jiggle bone per soft mass on a skinned body - found by how far the surface stands out of its lean envelope inside zones, rigged with feathered four-influence weights, exported with rig-anything's walk, and sprung in a SkeletonModifier3D with an exact damped oscillator, acceleration and relative-gravity loads and volume-keeping squash. Materials carry physical frequencies (gelatin from its shear modulus, soft fat from breast adipose tissue). Every export is read back, and headless verifiers measure pins, stretch, volume kept, penetration, settling and each spring's frequency.",
"author": {
"name": "Paul Lovy",
"url": "https://paullovy.com"
},
"homepage": "https://github.com/wfbcargo/PaulClaudePlugins",
"repository": "https://github.com/wfbcargo/PaulClaudePlugins",
"license": "MIT",
"keywords": [
"blender",
"godot",
"cloth",
"fabric",
"soft-body",
"jello",
"jiggle",
"jiggle-bones",
"flesh",
"shape-matching",
"plasticity",
"clay",
"slime",
"secondary-motion",
"physics",
"gltf",
"jolt",
"gamedev",
"3d",
"simulation"
]
}For maintainers
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[follow-through on Agent Plugins Marketplace](https://pluginsmp.com/plugins/follow-through)