I’m trying to parent a cube to three vertices on this pony’s head, so that cube will move with the head. The vertices are applied to an armature, so I hoped this would work. Instead, when the game is activated, the cube is in the wrong position, and doesn’t seem to move like the head; all it does is follow the character.
The plan is, that cube is meant to eventually be a soft-body mane, with some rigid body joints on it, where the mane would cling to her head. I thought this vertex parent thing would be a quicker way to parent the mane to a moving head, than using baked animations of the mane parented to the head bone. Is there any way to make the vertex parenting work?
Well, the whole point was to have a floppy mane. So far, I haven’t gotten baked soft bodies to work in the game engine, unless there’s something I’m missing.
I also tried to have genuine simulation, using rigid body joints, and the game engine’s soft body system. If I can’t parent the soft body to the head, the only other way I know of is to have a bone parent constraint, then bake the mane’s movement as a separate animation.
Ok, yes I tried softbody for a sort of hair simulation.
But, it does not work very well. The margin (distance) between softbody and colliding surface is not adjustable.
You will get problems with armature action as the physical mesh does not bend with the visible mesh. This means the collisions will not be where you expect.
Beside that you need to “glue” a softbody with rigid body joints to the object. I suggest to parent a “collision object” to the neck bone and use that as pivot object of the rigid body joint.