# springBones

> Talos next · Since 0.7

Secondary motion for this entity's animated model: chosen bones swing on springs after the animation, with gravity, damping and colliders.

Needs an `animator` on the same entity. Bones are found by name when the scene loads; one the rig does not have is reported as `spring-bone-unknown` and its chain is left out. Drag is folded into `damping`. Known limit: attachments (`attach`) and sockets follow the animated pose, not the springs. See docs/SPRINGS.md.

Use it in a scene entity's `components` list as `{ "type": "springBones", … }`. The contract writes the fields flat and refuses unknown keys.

## Fields

| Field | Type | Required | Default | Allowed values | Description |
|---|---|---|---|---|---|
| `chains` | `SpringChain[]` | yes |  |  | Chains of bones swung by springs: hair, a tail, a cape. A bone is in at most one chain. |
| `colliders` | `SpringCollider[]` | no |  |  | Shapes that follow bones and that every chain on this entity stays outside of. |
