2. If you decide to use Mecanim and transfer Animation across Rig,
Boobs are extended Bones, and cannot be tag.
However, the Animation on extended bones will got transfer across
Rig, When the bones share the EXACT same names.
This can also be apply to Tails, Hair., etc.
3. There are just too many theory to be use for Boob Physics.
However, a generous man by the name of Michael Cook provided
this working code for free, so we might as well use it for the sake
of easy experiment.
http://wiki.unity3d.com/index.php?title=JiggleBone
http://forum.unity3d.com/threads/62473-Technique-to-apply-bouncy-breasts-and-hair-
physics
4. It worked well for simple 2Bones Boobs and on Kinetic movement.
However, The code doesn’t take gravity into consideration, as such,
it stay at the same shape even when facing Vertically.
As an Oppaimeister, this is unacceptable.
If the character doesn’t do much dramatic movement, it’s alright
though
5. Unity offer 5 kind of Physics based calculated Joints.
We will use Configurable Joint in this experiment