So here’s my question, when you add a skeletal structure branched from the default head1 bone and add jigglebone (for example, simulated hair physics) it looks really good on playermodels, ragdolls, and to an extent, NPC’s. However, I noticed an issue where if the NPC has controllers to turn the head, to allow for head tracking, the vertices bound to the extended head1 family will remain in place. By this I mean, the vertices stay wherever the currently playing animation is telling them to be, rather than following the turning head.
They move for every other rule, including physics, animation, and animation blending. They also seem to work for multiplayer models. For example, in Synergy, my player model turns it’s head to track other players and it looks fine. Only the NPC’s have this issue.
If anyone has run into this issue before and knows anyway of fixing it, I’d love to hear it.