Quick answer: Drive the secondary parts with a spring or lerp toward the body's motion with a small delay, so they trail on movement and overshoot when the body stops.
A character's cape that locks to the torso looks like cardboard. Real cloth lags behind motion and keeps moving after the body stops. Adding a simple spring or delayed follow to the secondary bones gives the trailing motion that sells weight.
How to fix it
1. Lerp the secondary toward the target with delay
Each frame move the cape segment a fraction toward where rigid parenting would place it (for example pos = lerp(pos, target, 0.2)) so it lags behind the body's motion.
2. Add a spring for overshoot
Use a spring (velocity plus restoring force and damping) on the segment angles so the cape overshoots when the character stops and settles back, creating follow-through.
3. Chain segments for a whip
Make each cape or hair segment follow the previous one with the same delayed spring so motion propagates down the chain like a wave rather than all moving together.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.