もちうさでBlender物理演算比較。 左からソフトボディ、クロス（圧力）、クロス（内部スプリング）、リジッドボディ。I'm trying to make rigid body physics interact with an (Armature-)animated character. For starters, I created a short piece of chain falling onto an animated box. The chain consists of 5 individual rigid bodies, the animated box also is a rigid body with the 'Animated' property set. When the animated box moves, I expect the chain to react to this. Marking bones within your model's skeleton as "jiggle bones" tells the game engine to dynamically simulate them during runtime, allowing for realistic secondary motions such as wiggling antennas, bouncy flesh, floppy ears, and so on.