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Question by Hybrid-Dragon · Mar 18, 2018 at 06:29 AM · animationphysicsbonescharactersphysics settings

How do I create a naturally swaying sequence of physics bones for a character?

Hello,

I have a character with a long tail and I want this to "animate" using a physics setup on the bones. So far with my experiences, adding any sort of joint to the bones with either have it not be physically affected whatsoever or it will rotate around the anchor or the last static joint (say if bone 0 is static, bone 1 will rotate around the anchor point) in a strange manner. Locking the axis for it simply produces the same result as before, until it somehow manages to rotate around its local Y axis and continue to rotate about wildly.

Even using the same setup as Unity's "rope" demo, I cannot produce an elegant result. My attempts at using a Configurable Joint instead has at best led to a minor curve that twitches sporadically at the apex of the sway. The first bone in the sequence is animated, but all others have no keyframes and were not included in any animation. I don't believe this should have caused an interference, as it was only to initiate the swaying in a single circumstance.

Thank you

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