Hi,
I am looking for a way to apply secondary motion on certain joints in an animated characters rig to simulate pony tails, jiggling bellies, flapping parts of clothing etc through physics in Unity. I’ve tried adding a Component > Physics > * Joint to joints in the rig but the joints tend to stick to world space or behave strangely when I start moving the character around.
Does anyone have any experience with this? I modified the Penelope camera relative control to test this on pc with a game pad. So a good example would be to try replacing her tail keyframe animation with physics.
Penelope Tutorial:
http://unity3d.com/support/resources/tutorials/penelope
I’m currently in my 2nd week evaluating Unity thus not too familiar with the inner workings of this beauty of an engine. ![]()
Any help greatly appreciated!
pxl