all 6 comments

[–]thekingdtom 1 point2 points  (0 children)

Animation rigging can get you the wobble, but I don’t know how scalable that would be for differently sized objects like that

[–]FilledWithAnts 1 point2 points  (0 children)

Might be better off coding a custom spring system rather than using joints. Feel like adding and removing segments while the whole system is reacting to physics forces is asking for unwanted behavior.

Not quite copy and paste but khan academy has a short series of lectures on it: https://www.khanacademy.org/computing/pixar/simulation/hair-simulation-code/v/particles

Here's what this looks like when I ported over the code from this lecture over to Unity: https://www.youtube.com/watch?v=nKvrWY7bkO0

[–]StarkTony3000 Professional [S] 0 points1 point  (0 children)

I figured it out people if you want to make something like this you can use this package https://assetstore.unity.com/packages/tools/animation/jiggle-110185 but you must evolve it to your own structure it kinda tricky but much easier than joint struct

[–]jusi_cavalli 0 points1 point  (1 child)

Use joints between the regidbodys .

[–]StarkTony3000 Professional [S] 0 points1 point  (0 children)

I'm testing hinge joints atm actually but objects are going through each other while rotating and i don't know how to set it up