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Question by KaTsuoo1 · Jan 04, 2014 at 11:56 PM · physicsjointsjointchaintail

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.

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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.

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avatar image KaTsuoo1 · Jan 05, 2014 at 07:24 AM 0
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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.

avatar image Paulius-Liekis · Jan 05, 2014 at 10:13 AM 0
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Actually you're right - hinge joints might be better suitable, because spring joints will allow length of your bones to change.

avatar image KaTsuoo1 · Jan 05, 2014 at 07:09 PM 0
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Ah, thanks for clearing things up.

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