secondary
Adds Spine physics-driven follow-through to strand-like PSD layers by auto-building bone chains, weighted meshes, and presets for hair, cloth, silk, leather, chain, feather, tail, ear, or pouch.
Instructions
Secondary motion in one call: find every strand-like layer and give it a chain along its own centre line, a weighted mesh and Spine physics. By name (hair/lock/ponytail/braid → hair; cape/cloak/skirt → cloth; scarf/ribbon/sash → silk; belt_tail/strap → leather; chain/necklace → chain; feather/plume → feather; tail; pouch/bag/charm/pendant → a one-bone pendulum) and, with by_shape, any other elongated layer (cloth). The chain starts at the end that overlaps the body and hangs from the body bone nearest it. presets {slot: hair|cloth|silk|leather|chain|feather|tail|ear|pouch} overrides; n_bones 0 = the preset's.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| slots | No | ||
| detail | No | ||
| exclude | No | ||
| n_bones | No | ||
| presets | No | ||
| project | Yes | ||
| by_shape | No |