Tutorial: PhysBone Rotation Constraints
April 22, 2022 ยท View on GitHub
Step 0: Open the Chain Rotation Proxy window
Open the Chain Rotation Proxy tool under the Window > Nara (note: this screenshot below outdated) in the toolbar on the top.

Step 1: Select bones
Select the bones you want to be affected.

Then in the Chain Rotation Proxy window click From selection.
If you want to waste time, you can drag them in one by one.

Step 2: Setting up constraints
If Constraint source root is empty and Modify source is checked, clicking the Setup constraints button will generate a new chain of objects under the first element's parent.
It will also set up constraints on all the selected objects and their children.

Step 3: Adding PhysBones
Now you can add PhysBones to the generated object and enjoy a better performing avatar!

Extra: Using existing sources
Sometimes you want to reuse an existing chain of bones or game objects.
You can do this by dragging the root of that chain to the Constraint source root.
If you want to adapt the existing chain to the other game objects (generating new children and repositioning the y-position of the root), then leave Modify source constraint checked.
If it is unchecked, no new children will be generated and only the amount of objects in the length of the source chain will affect the constrained objects.
For example, you have a constrained object that goes 5 levels deep, but the source only goes 3 deep.
Only the first 3 levels in the constrained objects will get affected.