I'm looking to animate some of my Spine characters falling into pieces. Think head falling off, arms falling off, etc. But, I do not want to have to counter animate each piece. How would I go about rigging something (lets say head), to function as per usual, but then be able to detach and animate freely, from the rest of the body?
I was thinking about trying to create an IK constraint for each piece, but have them all keyed to FK, until I was ready to detach. Is that a smart way of doing it, or am I just thinking all wrong?
I may have figured something out, but it feels a little 'crude'.
I've created a 'Transform Constraint' to which I can key the 'Mix' of what I would call FK and World.
Is there a better way to go about this, than that?