Bones & Bipeds
Bones and Bipeds allow for animation of characters/meshes/models that can be made in a 3d modelling suite, with biped/humanoid skeleton pre-fabs that can be manipulated in a variety of ways. (Mechanical, Organic etc.)
By default, it is by forward kinematics that the animation hierarchy goes by, which can be difficult for animating realistic movements. However there is a way to get around this by assigning the lower bone (child) to influence the movement of the upper bone (parent) by customising the 'solver'. this is, in turn called 'inverse kinematics'.
Can skin a model over bones to achieve animation.
Set all bones to rotation only by right clicking the scrubber and setting only rotation keyframes.
(Make a basic tail out of seven or eight bones, set them all to only be affected by z rotation, set all curves to 20 (on the first) and -20 (on the second rotation). The tail now sways, albeit a little mechanically, to make the movement seem more natural, like there is some sort of force/weight behind the movement we have to offset each bone's rotation by 1 each time, go through and do this for all the bones on the curve editor. Further playing around with offsets and positions perfects this as the animation should now seem to have a natural movement).
(This set of bones can now be copied and used on other objects within the scene.
Gimbal to rotate, parent to move).
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