I'm trying to create some rudimentary jiggle bones for an otherwise animated object in my game (I am trying to add physics simulation to a bone in a typical armature hierarchy), and I've got this so far:
Physics joints on bones?
- Create an avatar mask that disables animation for the bone in question
- Created rigidbody for the base of the object (kinematic) and for the jiggling clip part (non kinematic, has gravity)
- Added a hinge joint to the jiggling clip that connects to that parent part and has...
Physics joints on bones?