I want to rig separate body XY angles to complement the head XY angles, but the body has some form of 'delay' before turning to wherever the head is turning. As seen in the video, this causes the neck to become disconnected to the head because it has delayed turns as well.
How can I organize the deformer heirarchy in a way that the neck follows the head angles, but at the same time connects to the torso's delayed turning physics?
My current heirarchy is something along this line:
Breathing
-- Head Body Angles (according to body input)
-- Head Angles (according to head input)
-- Neck Body Angles (according to body input)
-- Neck Head Angles (according to head input)
-- Body Angles (according to body input)
-- Body Head Angles (according to head input)
It feels a bit unoptimized because all the body angle deformers need to have 4 parameters to cover all possible angles, I'm wondering if there was an easier way to achieve the effect I wanted without it being this tedious? Any input would be appreciated!!