Physics in Bones
To enhance realism, rigid body and soft body physics should be added to the Amateur bones. This will allow the Amateur to move in a way that more closely mimics real-world physical behavior. By implementing these physics systems, the Amateur can respond dynamically to external forces. For example, when a force field is applied, the Amateur will react naturally, rather than moving in a predetermined or stiff manner. Additionally, amateurs should be able to use rigid body constraints such as Fixed, Point, Hinge, Slider, Piston, Generic, Generic Spring, and Motor. These constraints would allow for a wider range of realistic movements and interactions. This approach enables more believable interactions with the environment and other objects, significantly improving the authenticity and immersion of the simulation. It is also highly desired, though optional, for rigs to have the ability to walk using physics-based systems. Providing rigs with physics-based walking would further enhance realism and offer greater flexibility for animation, making the simulation even more easier for beginners. This approach enables more believable interactions with the environment and other objects, significantly improving the authenticity, ease of animation, and immersion of the simulation.
3 Comments
There are several (free & paid) Addons which can handle Armature Bones' Physics.
At this point, there's even at least one Extension (which I think was derived from Wiggle 2 Addon). Personally, I'm used to Wiggle 2 Addon.
But I think it would be great to have a real good Armature/Skeleton Bones Physics implemented in core Blender.
Lately, I have acumulated a very tiny experience with UPBGE (a Game Engine based on Blender's discarded BGE [Blender Game Engine] system); I'm mentioning that, because it's an evidence that this kind of Physics could be set as an in-built system in Blender for Rigging & Animation, without relying on external resources. Would be even better if Blender developers could collaborate with the Extensions/Addons to find a way to implent and improve them hardcore in future Blender Releases...
However, I think it's complicated. There are so many things to do, and there might be other priorities. Furthermore, I'm aware that the features of Physics Tab in the Properties Editor in Blender are said to be pretty much deprecated by this time. Maybe, this is an opportunity to solve 2 problems in 1?
Do these tools allow me to build a rig that can dynamically fall and interact with both rigid body and soft body objects in real time? Specifically, is it possible for the rig to fall off a cube and respond physically to its environment and perhaps walk around?
I'm not sure those Bone Physics can interact directly with the in-built Physics of Blender; but I know that in the case of Wiggle 2 Addon, there is a Collision system (that has been a bit buggy unfortunately; I avoid the Collision system), which can make Bones Physics interact, not with other Physics directly, but with Proxy Mesh Objects (usually requiring to be, as typical as in Game Engine Physics, very Low-Poly Meshes; Capsules and stuff), and I believe those Proxy Mesh Objects can possess conventional in-built Physics to some extend, but I have never tried. It is possible other Bone Physics resources out there for Blender can handle those interactions better, but someone better informed should answer that kind of question.
I reinforce it would be nice Blender have this whole Physics domain revamped and reintegrated somehow, and as to include Bone Physics in it.