As this example in document shows, ObiRope can be fixed on both ends, leaving only the middle part free.
But I can't figure out how to integrate with a character with bone hierarchy. For example, in this example the dragon's tail is made of 12 bones. In this case, how to make only the first (root) and last (tip) bones follow a predefined animation, while let the middle part solved by Obi?
I guess I need to use an attachment, but I'm not sure how to set it up with bones...
But I can't figure out how to integrate with a character with bone hierarchy. For example, in this example the dragon's tail is made of 12 bones. In this case, how to make only the first (root) and last (tip) bones follow a predefined animation, while let the middle part solved by Obi?
I guess I need to use an attachment, but I'm not sure how to set it up with bones...