I have a skeleton character rigged and animated. I wanna create a "death" animation where all his bones fall to the floor. I'm going to export that to Unity (that's another problem).

I can't unparent the bones from each other because that breaks the hierarchy and I need to preserve it for the Unity export.

Is there a way to animate each bone so that it "temporarily" isn't affected by its parent, just for one animation? Thanks.

(I've tried replacing true parenting with "child of" constraints in Pose mode - that doesn't work unfortunately as the bones aren't considered "parented" anymore)

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    $\begingroup$ Make sure that no bones have the "connected" property, then use a Copy Transforms (world->world) constraint instead. $\endgroup$
    – Nathan
    Dec 21, 2021 at 16:55
  • $\begingroup$ Hey Nathan, thanks. That pretty much solves it. If you post this comment as answer I will mark it solved. $\endgroup$
    – BuzzKirill
    Dec 22, 2021 at 12:01

1 Answer 1


This attempted answer maybe somewhat vague but I think your solution may involve some trial and error with the functions:

  1. Duplicate,

  2. 'make instances real' in the [object->apply] menu

  3. 'separate by loose parts' while in [edit mode]

  4. physics simulations

I hope this can help, forgive me if you have already tried these :)

Best regards, John

  • $\begingroup$ Thanks for answering, John. Unfortunately I need the hierarchy to stay as bones. $\endgroup$
    – BuzzKirill
    Dec 21, 2021 at 14:48

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