I used some characters and dancemoves from mixamo and synced them to "Thriller". Now I want to add some zombie-like dithering at the end driven by the laughing in the song. My first attempt was to use the ragdoll solver for this, but I haven't found the right parameters to control it properly. So I took a rigpose with random rotation in a simple solver.
This is how it looks so far: https://vimeo.com/806579537 [vimeo.com]
I want to add rotations like that to all apropriate joints.
And I want to transfer it to the skeleton as described here: https://youtu.be/S4Bzhnepovk?t=218 [youtu.be].
(I guess there are a lot of smarter ways for this, but I don't know all the rig nodes yet, so I want to keep it simple.)
But for some reason it doesn't have any effect in the fullbodyik. At first I thought this might be cause I don't have any ik controls. But if I use some similar rotations in a single rigpose it works as expected.
Here fullbodyik1 works, but fullbodyik2 doesn't do anything.
I don't find any differences in the attribute presences of rigpose1 and solver1 that might explain this. Do you have any guess what I'm missing here?
Or can you tell me a better way to reach this effect?

