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Joint Connection Problem
I have a character with a tail and the first bone in the tail, closest to the body, is animated using keyframes. The rest of the bones in the tail doesn't have any keyframes. What I want to do is to make the other bones be affected by physics using joints while still being connected to the animated bone, so that the tail swings in a natural way without having to animate all of it.
Answer by Paulius-Liekis · Jan 05, 2014 at 12:23 AM
You attach Rigidbody to all tai joints. Mark first joint as Kinematic (i.e. controller from animation or scripts). Attach SpringJoint to others and connect them appropriately.
Thank you, it is much appreciated. I had hinge joints set up so I just had to mark as $$anonymous$$inematic, I didn't know what it did so I'm glad you explained it. However, when trying to use spring joints, the bones just fall down, even though I connected them the same way I did with the hinge joints. But it looks pretty great as it is, so that is no big deal.
Actually you're right - hinge joints might be better suitable, because spring joints will allow length of your bones to change.