Only the Capsule has animation tracks.


 

With the use of a Transfer Tag, a bone is slaved to the position and rotation of the Capsule

Straight Transfer

Not very interesting.

 

 


I would like for the Capsule to slip and slide a bit in relation to the ground, and for the ground to exhibit inertia, or to lag behind a bit.

Create several nulls, and give them each a Transfer Tag.

Lag1 is slaved to Capsule.

Lag2 is slaved to Lag1...

and so on, with each null slaved to the one BELOW it in the object manager, such that
Lag3 would be slaved to Lag2, etc...

And finally, the bone is now slaved to Lag5, the TOP null in the object manager.

Because each tag is updated every frame from the TOP DOWN in the object manager, lag2 will always be 1 frame behind lag1,
lag3 will always be 1 frame behind lag2, etc...

With the final result of Bone lagging 5 frames behind Capsule.

No Lag (for comparison)

Not so interesting

With Lag (Inertia fake)

Interesting

 

See this technique in action...