Open the Chain Rotation Proxy tool under the Window > Nara
(note: this screenshot below outdated) in the toolbar on the top.
Select the bones you want to be affected.
Then in the Chain Rotation Proxy window click From selection
.
If you want to waste time, you can drag them in one by one.
If Constraint source root
is empty and Modify source
is checked, clicking the Setup constraints
button will generate a new chain of objects under the first element's parent.
It will also set up constraints on all the selected objects and their children.
Now you can add PhysBones to the generated object and enjoy a better performing avatar!
Sometimes you want to reuse an existing chain of bones or game objects.
You can do this by dragging the root of that chain to the Constraint source root
.
If you want to adapt the existing chain to the other game objects (generating new children and repositioning the y-position of the root), then leave Modify source constraint
checked.
If it is unchecked, no new children will be generated and only the amount of objects in the length of the source chain will affect the constrained objects.
For example, you have a constrained object that goes 5 levels deep, but the source only goes 3 deep.
Only the first 3 levels in the constrained objects will get affected.