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Question by WizardOfPants · Jun 18, 2012 at 07:11 AM · animationragdollbonechainexclude

Can I exclude a bone chain from animation so it can ragdoll?

I would like my character's hair to be dynamic. I have it rag-dolled, and it works how I want it to when there is no animation. I had hoped that simply not having channels or keys for the hair bones would do what I want, but it seems the entire rig gets tagged with "animation mode" regardless of whether or not there is animation information for each bone. (Understandable. It probably works better t$$anonymous$$s way in most cases.)

After trying to figure it out myself I came to the conclusion that it will probably involve AddMixingTransform in some way, but I haven't had any luck with that so far.

How do I exclude a bone chain from animation so that I can make dynamic tails, hair, broken shackles, tassels, and wizard hats?

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Answer by whydoidoit · Jun 18, 2012 at 08:49 AM

You are going to need to add mixing transforms for the animation without using the recursive parameter:

  • Recursively descend through the transforms in your skeleton yourself, doing an AddMixingTransform to each bone.

  • Store what you have added in a collection to reverse the operation later

  • Flag the transforms that are the root of your non-animated parts with a special script

  • Don't recurse or add the transform when you find the script on a transform

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