Applying physics to part of a character

I have a character holding a whip. The animator created animations which animates the whip, but I want it to use physics instead if it is close to the camera.

Right now I can use physics and I have no problem, or I can use the animation and I have no problem. But if I try to use the two together, the animation always seems to win out.

How can I disable the animations for a branch in the hierarchy? I was looking at AddMixingTransform but is there anything that does the opposite of that functionality?

I’m not sure about this, but I think that if you use AddMixingTransform with an animation that has no keyframes at all on your whip - one that won’t effect anything in your mesh- it might let physics take over.

I only say that because I had characters without animation for the head - baked animations that had NO keyframes for the head, and I was succesfully scripting the head’s movement…

It’s pretty simple to test. Just use AddMixingTransform(tWhipBase, true) on the base of your whip with an empty animation (or an animation that effects you character, but not the whip).