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: 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 (currently) no limits or limits of -180 to 180 (free rotation) Currently it doesn't move - at all. I've experimented with the following: Changing/removing the limits Adding springs Having a fixed anchor rather than a rigidbody Adding colliders Changing the axis Nothing thus far has worked. Is there some setting I'm missing for simulating rigidbody bones? Screenshot of my setup: