# Armature Physics

**URL:** <https://blenderartists.org/t/armature-physics/558796>\
**Category:** Animation and Rigging\
**Created:** [December 6, 2012, 7:43am UTC](https://blenderartists.org/t/armature-physics/558796 "2012-12-06T07:43:29Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![huskyfish14](https://blenderartists.org/user_avatar/blenderartists.org/huskyfish14/32/708622_2.png) [@huskyfish14](https://blenderartists.org/u/huskyfish14)\
**Post date:** [December 6, 2012, 7:43am UTC](https://blenderartists.org/t/armature-physics/558796/1 "2012-12-06T07:43:29Z")

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Ok so i know theres the way to add a separate mash with a cloth or softbody modifier thing to, then add weight painted vertex groups into an ik constraint with the armature, but im makin a game, and of course the gamne engine doesnt support those things. And besides, i think it works quite sloppily. I have a character with ribbons on her head, and when i hit the play animation button, the ribbons fall and stuff nicely. But then i add a collision to the body and the ribbon, and the ribbon goes absolutely crazy, jumping around everywhere. And even when i dont add a collision to the ribbon, and its just on the body, the ribbon still goes ballistic. So i was wondering if there was a different, more predictable and stable way to add physics like that to the armatures, that is also supported by the game engine. Thanks!

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**Author:** ![huskyfish14](https://blenderartists.org/user_avatar/blenderartists.org/huskyfish14/32/708622_2.png) [@huskyfish14](https://blenderartists.org/u/huskyfish14)\
**Post date:** [December 10, 2012, 8:42am UTC](https://blenderartists.org/t/armature-physics/558796/2 "2012-12-10T08:42:42Z")

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Like is there some kind of script? if i can learn python and that stuff, would i be able to formulate something to give my individual bones some kind of cloth-like physics?
