FoundryInk Academy Academy / Animation course
Animation course

Bone Dynamics and Secondary Motion

The best animation has motion the animator never keyed: a ponytail that swings a beat after the head turns, a cloak that settles after a stop, ears that flop on a landing. That is secondary motion, and in FoundryInk it comes from marking a bone Dynamic. Set that one checkbox and tune Stif, Damp, and Inert, and the studio springs those parts for you. This page teaches the whole feel of it.

Read time about 15 min

1What secondary motion is

Primary motion is what you key: the character turns, jumps, stops. Secondary motion is what those actions cause: the hair keeps moving after the head stops, the tail swings wide and settles, the coat flares and drops. It follows the laws of lag and momentum, and animating it by hand on every strand is a nightmare. Bone dynamics let the studio compute that follow-through automatically, so your rig gets a layer of life for almost free.

Kitt in playback on the stage, with his ears outlined: the part that trails the head.
Kitt in playback on the stage, with his ears outlined: the part that trails the head.See the full screen
Secondary motion is a finishing pass. Get the primary poses working first, then add dynamics on top. Springy hair on a stiff body just looks like stiff body plus wobbly hair.
Pro note
You move the character, the hair moves itself. That lag and settle is secondary motion, and it is what separates alive from cardboard.

2Turn on Dynamic for a bone

Pick the bone that runs through the floppy part, a strand of hair, a tail, an ear, and open the Bones panel. Tick the Dynamic checkbox. That bone is now physics-driven: instead of you keying its every wiggle, it swings and settles in response to how its parent moves. Ticking Dynamic reveals its three tuning fields, Stif, Damp, and Inert, which shape exactly how it behaves.

In the rigger's Bones panel, Dynamic ticked for Ear R2, with Stif, Damp and Inert below it.
In the rigger's Bones panel, Dynamic ticked for Ear R2, with Stif, Damp and Inert below it.See the full screen
Only make the trailing parts dynamic, never the driving ones. The head bone stays keyed by you; the hair bones hanging off it go Dynamic. Dynamic on a bone you want to pose by hand will fight you.
Pro note
Tick Dynamic on the danglers only. The head you drive, the hair drives itself. That one checkbox is the whole on-switch.

3Stif: how eager it is to hold its shape

Stif is stiffness, the springiness that pulls a dynamic bone back toward its rest pose. High stiffness makes a part behave like a stiff wire that barely bends and snaps back fast, good for a firm quiff or a starched collar. Low stiffness makes it floppy and loose, like limp hair or soft rope that swings far and lazily. It is the single biggest dial for the character of the motion.

Stif, the stiffness field, set to 140 for the ear bones.
Stif, the stiffness field, set to 140 for the ear bones.See the full screen
Think material. Stiff wire, gel-spiked hair, and a rigid tail want high Stif. Wet hair, a silk scarf, and a rag doll's limbs want low Stif. Picture the real thing and dial toward it.
Pro note
Stif is how badly the part wants to snap back to its resting shape. High is wire, low is wet noodle. Start here, it does the most.

4Damp: how quickly it calms down

Damp is damping, how fast the motion bleeds off and comes to rest. High damping makes a part settle almost immediately, with barely a wobble, like hair moving underwater. Low damping lets it swing back and forth several times before stopping, like a pendulum or a bouncy spring. Damping controls the number of after-swings, so it is your tool for choosing between a quick settle and a long, playful jiggle.

Damp, the damping field, set to 0.35.
Damp, the damping field, set to 0.35.See the full screen
If your dynamics oscillate forever and never calm down, raise Damp. If they die too fast and feel lifeless, lower it. Damp is the settle-speed knob.
Pro note
Damp decides how many wobbles you get before it rests. High settles fast, low keeps swinging. It is the calm-down dial.

5Inert: how much it resists a change

Inert is inertia, the sense of weight and reluctance to start or stop moving. High inertia makes a part feel heavy: it lags noticeably when the body starts, then overshoots when the body stops, like a weighty braid or a heavy tail. Low inertia makes it feel light and responsive, following the body almost at once, like fine hair or a light ribbon. Inertia is where you dial in how much a part seems to weigh.

Inert, the inertia field, set to 1.2.
Inert, the inertia field, set to 1.2.See the full screen
Inertia and stiffness play off each other. Heavy and floppy (high Inert, low Stif) reads as a thick tail; light and stiff reads as a firm little antenna. Adjust them together.
Pro note
Inert is weight. High makes it lag and overshoot like something heavy, low makes it dart along light as a feather. It is the heft dial.

6How the three dials work together

The three fields are a team. Stif sets how hard the part springs back, Damp sets how fast that springing calms, and Inert sets how heavy it feels doing it. A bouncy ponytail is moderate stiffness, low-to-mid damping, and light inertia. A heavy cloak is low stiffness, higher damping, and high inertia. There is no single correct set of numbers, only the feel you are chasing, so adjust one dial at a time and watch.

Ear L2 with Dynamic ticked: Stif 140, Damp 0.35 and Inert 1.2 together.
Ear L2 with Dynamic ticked: Stif 140, Damp 0.35 and Inert 1.2 together.See the full screen
Change one value, play it back, then change the next. Turning all three knobs at once makes it impossible to tell which one caused what. Patience here saves a lot of guessing.
Pro note
Stif springs, Damp settles, Inert weighs. Nudge one, watch, nudge the next. Chasing a feel beats chasing perfect numbers every time.

7Build a chain for a tail or a strand

A single dynamic bone bends at one point, which is fine for a stubby ear but stiff for a long tail. For flowing motion, build a chain of several bones down the length of the tail or hair, each a child of the one before, and mark them all Dynamic. The motion then ripples down the chain like a wave, with each bone lagging its parent, which is what gives hair and cloth that smooth whip and settle.

Tail 4, one bone in the tail's chain, with Dynamic ticked: Stif 120, Damp 0.3, Inert 1.
Tail 4, one bone in the tail's chain, with Dynamic ticked: Stif 120, Damp 0.3, Inert 1.See the full screen
The tail on the stage, built as a chain of dynamic bones.
The tail on the stage, built as a chain of dynamic bones.See the full screen
For a drawn tail or strand, use Flexi Bind so the chain carries the shape's points smoothly, rather than each bone grabbing a hard chunk. That is how a bendy tail flows instead of kinking at each joint.
Pro note
One bone bends once. A chain of dynamic bones ripples. For a proper swishy tail, string several down its length and Flexi Bind the shape.

8Best candidates for dynamics

Reach for dynamics on the parts that trail and dangle: hair and ponytails, tails, floppy ears, antennae, scarves and cloak hems, earrings, and loose cloth. Anything that hangs off the body and would keep moving after the body stops is a candidate. Avoid it on structural parts like the backbone, the upper arm, or a firmly held prop, which you want to control precisely by hand. Dynamics are for the fringe, not the frame.

Ear L3 is marked Dynamic too, since ears hang off the head and trail it.
Ear L3 is marked Dynamic too, since ears hang off the head and trail it.See the full screen
A quick test: if the part would swing when you shook it in real life, it wants dynamics. If it would stay rigid, keep it keyed by hand.
Pro note
Danglers love dynamics: hair, tails, ears, scarves. The sturdy stuff, backbone and arms, you drive yourself. Fringe wobbles, frame holds.

9Tune it lightly so it does not whip

The most common mistake is overdoing it. Cranked-up dynamics make hair whip wildly and cloth flail like it is in a storm, which reads as cartoonish and distracting. Start subtle and add only as much motion as the shot needs. A little lag and a soft settle is almost always more convincing than a big dramatic swing. If your eye goes straight to the flailing hair instead of the character's face, you have gone too far.

When in doubt, dial it back. Gentle secondary motion supports the acting; loud secondary motion steals the scene. Restraint is the whole craft here.
Pro note
Easy on the springs. Whipping hair looks silly and pulls the eye off the face. A subtle lag beats a wild flail nine times out of ten.

10Ignore wind when a part should stay calm

A dynamic part can also respond to sway, but sometimes you want one particular strand to sit still while the rest move. Each bone has an Ignore wind checkbox for exactly that: tick it and that bone opts out of the ambient sway, holding steady while its neighbours drift. It is a handy way to keep, say, a character's front lock calm and readable while the back of the hair flows.

Ear R3 with Ignore wind ticked, just below Stif, Damp and Inert.
Ear R3 with Ignore wind ticked, just below Stif, Damp and Inert.See the full screen
Ignore wind is per bone, so you can mix and match within one head of hair. Let the outer strands sway and pin an inner one still for contrast and control.
Pro note
Want one strand to sit out the breeze? Tick Ignore wind on its bone. The rest sway, that one stays put. Per bone, nice and precise.

11There is no scene-wide wind panel

Now the real limit. FoundryInk has no global wind or whole-scene physics panel where you set a breeze for the entire shot. The only wind control is the per-bone Ignore wind toggle you just met. If you want a windswept look, you get it from Dynamic bones: their natural lag and sway, tuned loose, reads as a breeze once the character moves through the scene. Sway comes from the springs, not from a wind slider.

Ear R2 with Ignore wind unticked, the only wind setting in the studio.
Ear R2 with Ignore wind unticked, the only wind setting in the studio.See the full screen
To fake a gust, briefly move the character or a parent bone and let loose dynamic parts trail. The follow-through does the windswept work for you without any global wind setting.
Pro note
No master wind knob here. Wind comes from loose Dynamic bones swinging as the character moves. Springs are your breeze.

12Test, watch, and adjust

Dynamics only show their true behaviour in motion, so test them properly. Switch to Test mode and swing the parent around, or hit Play on an actual bit of animation and watch the trailing parts respond. Look for the lag on the start, the overshoot on the stop, and how many wobbles it takes to settle. Then go back and nudge Stif, Damp, or Inert until the feel matches what is in your head.

Play in the timeline runs the animation so the dynamic parts move.
Play in the timeline runs the animation so the dynamic parts move.See the full screen
While it plays, the button reads Stop.
While it plays, the button reads Stop.See the full screen
A single dynamic value can feel perfect on a slow move and wrong on a fast one. Test against your busiest shot, not your calmest, so the dynamics hold up when the action peaks.
Pro note
Dynamics only show in motion. Play it, watch the lag and the settle, then tweak. Test mode is your wind tunnel, use it freely.

13What good secondary motion feels like

Good secondary motion is felt more than seen. The hair follows the head a beat late and settles without a fuss, the tail swings with a weight that matches the body, and nothing flails for attention. It makes the character feel like it has mass and belongs in a world with gravity. When a viewer believes the character is real without being able to say why, the quiet lag of well-tuned dynamics is usually a big part of the reason.

The tail during playback, swinging behind Kitt as he moves.
The tail during playback, swinging behind Kitt as he moves.See the full screen
The compliment you want is nobody noticing the hair at all, just feeling the character is alive. If they mention the hair physics, it was probably too strong.
Pro note
Best case, nobody notices the dynamics, they just feel the character is real. Quiet lag, honest weight, calm settle. That is the goal.

14Dynamics on top of everything else

Dynamics stack neatly with the tools from earlier pages. Your keyed poses drive the body, your IK targets plant the feet, and dynamics ride along on the hair and cloak on top of all of it. You do not choose between them; a finished rig uses posing, IK, and dynamics together. Turn dynamics on last, once the acting reads, and they become the polish that makes solid animation feel genuinely alive.

Pose mode with Auto-key: keyed poses move the body while the dynamic ears and tail follow.
Pose mode with Auto-key: keyed poses move the body while the dynamic ears and tail follow.See the full screen
Because dynamics respond to whatever the body does, improving your primary animation improves the dynamics for free. Better poses in, better follow-through out.
Pro note
Poses, IK, and dynamics are a team, not a menu. Animate the body, plant the feet, then let the fringe spring. Polish goes on last.

Add spring to your rig

Tick, tune, chain, test. Links into the app. Saved on this device.

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Dynamics questions

Select the bone running through it, open the Bones panel, and tick Dynamic. That bone becomes physics-driven, swinging and settling based on how its parent moves, and it reveals the Stif, Damp, and Inert fields to tune the feel.

Stif is stiffness, how hard it springs back to rest. Damp is damping, how fast the swinging calms down. Inert is inertia, how heavy it feels and how much it lags and overshoots. Together they shape the whole character of the motion.

You have overdone it. Lower the overall motion, raise Damp so it settles faster, and consider more Stif so it does not swing as far. Gentle lag reads better than a big flail, so dial it back until it stops stealing the shot.

Build a chain of several bones down the tail, each a child of the one before, and mark them all Dynamic. For a drawn tail, Flexi Bind the shape to the chain so its points carry smoothly. The motion then ripples down the length.

No. There is no scene-wide wind or whole-scene physics panel. The only wind control is the per-bone Ignore wind checkbox. To get a windswept look, use loose Dynamic bones and let their natural sway do the work as the character moves.

Yes. Tick Ignore wind on that strand's bone and it opts out of the ambient sway while its neighbours drift. It is per bone, so you can mix calm and moving strands within a single head of hair.

After. Get the primary poses and acting working first, then add dynamics as a finishing pass. Springy hair on a stiff body just looks like a stiff body with wobbly hair, so let the good animation come first.

Your rig moves with follow-through

You taught hair to lag, tails to swing, and cloth to settle, all from one Dynamic checkbox and three honest dials. That layer of automatic follow-through is what makes a rig feel like it belongs in a real world. Next, learn to squash and stretch whole pieces of art with the Warp tool, for the impact and weight that bones alone cannot give.