How to add bouncy effect to bones?

Hi guys!

I am looking for a simple math calculation for adding bouncy effects to character hair bones (possibly without using a physics engine).

Something like this:

Any hint on how can I do this?



Thanks for raising the question, @Ali_RS. I don’t have a good answer for you, however …

I sense a need for a physics-based particle system, in which the particles:

  • have momentum (but very small mass) and
  • react to external forces and collisions with rigid bodies, but
  • do not have collision shapes and
  • do not collide with other particles.

Fire, fog, smoke, and disintegrations are my main motivations, but fur/hair might be another use-case for such a system, provided it included appropriate physics joints.

Edit: On second thought, hair simulation might be an application for a PhysicsSoftBody made up of links.