Bones affected by Physics

Hello Unity community,

I added some rigid bodies (with joints and the like) to the breasts of a female (non-nude) character. During a walk cycle animation I want the breasts to move physically correct. The problem is that it doesn’t work although I disabled the flag “isKinematic” for the breasts and acticated this flag for all the other bones/nodes. The animation runs but no physical effects are applied.

What do I have to do to get it right?

Greetz
TF

Instead of “Store in Root” I’ve now chosen “Store in Nodes” for the animations in Unity’s FBX Importer. This way I was able to disable certain bones from being animated and successfully applied physics to them.

There’s still an issue though. Now Unity is creating an animation component for each bone and I have to give each one of them the animation I want to play. This way my animation logic has to deal with eleven parts but I just want to have one part. It would be much easier (and also faster) to say: “Use animation XYZ but don’t affect bone A and B!” instead of “For each bone use animation XYZ but ignore Bone A and B!” Do you get the idea?

Isn’t there a way to simply deactivate a bone?

The only way know to me is to have an animation without animation track for these bones. This can be achieved in two ways:

  1. Do not export animation tracks for some bones when exporting to fbx
  2. Remove animation tracks from certain bones using AssetPostprocessor

Thank you. I will investigate that.