title: Joints for secondary character animation in Unity3D
body: <p>I heard there are ways to bind bones to meshes and then insert a Rigidbody + Joints to create automatic secondary motion for things like ponytails, cloth, etc. I am currently trying to do that for a character of mine, but for some reason I cannot get the desired effects.</p>
  
  <p>I currently linked a jaw bone under the head bone, and added a character joint modifier to it with the head bone being the Connected Rigidbody. I expected the motion from the character (currently a Mecanim rig in Unity) to create the main motion, which would in turn make the jaw bone bounce around. Instead, I don't see any movement at all from the jaw bone.</p>
  
  <p>Any ideas? Maybe I am doing it wrong? Maybe I heard wrong and I cannot do it this way?</p>
  
  <p>Thanks in advance!</p>
  
  <p>A.</p>