Luciano A. Muñoz Sessarego shows how to add secondary motion to animation by making a dynamically driven bones setup.
With the right kind of rig, character animation becomes a fairly straightforward thing to create. With a bit of forethought, you can probably automate or help animators out by adding some unique features. For example, what if you could animate a fish moving through water or jumping out of the water and automate the tail based on the main keyframes? That is the subject of a new tutorial by Luciano A. Muñoz Sessarego. The tutorial steps us through how to create a fish that moves using dynamically driven bones.
The dynamically driven bones technique uses a cloth simulation that adds a lot of the secondary action in the animation for the fish’s tail, basically for free. Cloth dynamics can’t be applied to the bones themselves, but there is an easy workaround for that which Sessarego shows in the vid.