So far I can't find any way to use an SB Tag on a rigged character.
I wanted to try that out too.
I very rarely work with Dynamics because they never want to do what I want and it's especially difficult with character animation. But then I wondered if you could make a character like "Noodle" in Cheetah and came across this thread.
Do you know the animated cat and dog "Noodle and Bun"? Here is an example:
I was thinking about how such a wobbly character could be feasible and then I realized that the first video in this thread is already a Noodle, just in a very reduced form. And the ball that animates the whole thing could also be a bone. And after all, several anchor tags work at the same time, so a whole skeleton also works. It's a bit cumbersome, but I tested it with a very simple character: my bear called Dumpling.
The arms, legs and head each have a separate anchor tag with different anchor points that follow the corresponding bone. The skeleton is also bound. Of course, it also works without binding, but then you can't see exactly what you are animating, because the character only follows when you play the animation.
But when the mesh is connected to the anchor points and the bones, things get a bit wild. Then I simply switched off the skeleton tag again before rendering.
Here for comparison (same animation):
Skeleton tag on
Skeleton tag off
Another idea was to simply attach soft body parts to the character:
This works quite well as long as the parts don't collide.
And that's the problem, that a rigged, animated character can't collide because the mesh is only simulated and doesn't actually change.
I also tried a complete softbody with self collision and it worked, but sometimes it ends in disaster. I don't always know exactly why. I guess I just need to test more...
Also a little Cloth simulation would be nice, just a cloak or something. And because Knödel is already a rigged softbody, I thought he'd get a cape. As a softbody, the mesh follows him after all and is where it is when the simulation is baked. But it doesn't collide with another soft body. At least I don't know how. So I keyframed the points at each frame and then made a rigid body out of dumpling. Yes, that's a bit time-consuming, but I couldn't think of a simpler solution. The simulation isn't particularly pretty and doesn't really do what it's supposed to - I just can't get my head around the settings - but at least it works in principle.
Maybe someone has ideas on how to make it easier and better.
(The characters are generated with a free AI, by the way. Some results are pretty good, others not so much, but for these simple, quick tests it was enough for me. And you can even download a mesh with quads in high, medium or low)