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Physics joints on bones?

Discussion in 'Physics' started by SgerbwdGwyn, Jul 19, 2019.

  1. SgerbwdGwyn

    SgerbwdGwyn

    Joined:
    Dec 2, 2013
    Posts:
    25
    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:
    upload_2019-7-19_1-12-43.png