Oh well, it's been a while.
I'm back with some more questions, or rather... I don't know, maybe some stuff to ponder upon?
All right, so here we go. In the video game Virtua Fighter 5, Sega's developers were reported to implement their own "homebrew" physics engine; but it was mainly used for aesthetic stuff, like clothes and hair simulation.
I came across those screenshots from the Japanese website of Softimage's XSI (
customers' showcase) and they show that Sega's developers have used some bones for the hair, the gi top (karate suit) and the obi (belt) for their Akira character.
As far as I understood, those bones rig the meshes of the hair and clothes, and are used in the physics simulation.
Now the problem is, given that the animation of the character is not a smooth transition all the time, attaching physics bodies to the bones won't be the best idea as it's quite possible to have huge translations/rotations from one frame to the next, which would create unrealistic effects (as if the hair/clothes have moved with enormous velocity all of a sudden).
A workaround that I could think of is to have predefined (dis)locations of the hair/clothes bones at the start of each animation and disabling the physics between animation transitions. As an example, let's assume the character has a ponytail (cute

) and has 1) standing, 2) running, 3) jumping and 4) crouching animations. In the begining of the standing animation, ponytail bones are reset, in the beginning of the running animation they will be slightly tilted upwards; jumping -> slightly downwards; crouching -> upwards.
Sure of the initial conditions of given bones at the start of each animation are well defined, then one can also add the initial velocity and acceleration, but assuming one would stick to the simple initial position perturbation, do you think it would produce "good" results - both frame-rate wise and perceptually?