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100% ragdoll driven character... how

I'm trying to make my character model 100% ragdoll all the time. I'm not sure exactly how to start really. So far all i got is the ragdoll all set up. I'm using configurable joints not character joints. What i need to know is how to make him more and less like a ragdoll using variables. I hope I'm being clear lol. I have two animations done so far walking and running. So how do i blend it in with the ragdoll basically. Sorry if this is confusing and thank you for any suggestions. BTW I did search for tutorials but none of the ones I found were helpful except for the video "Physics the right way" on Unity's website. I got some tips from that.

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asked May 04 '10 at 01:14 AM

slkjdfv gravatar image

slkjdfv
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I think you need to explain more specifically what you want. You say you want your character 100% ragdoll, but you also mention animations. That is contradicting, should the physics drive your character or the animations? I assume you want "both", but can you explain in more detail how you mean that? You can set up some body parts to be driven by animation and others by ragdolls, or switch between the two models as needed.

May 04 '10 at 02:37 AM jonas echterhoff ♦♦

yes i want both. ok how do I explain this, hold on I'm thinking. I have two animations created for my player so far. What I have is a dummy model and my ragdoll. The dummy model does the animations and the ragdoll is set to try and match the dummies Joint rotations. However I don't know how to apply the right amount of forces to make the ragdoll stand upright and stay upright and move correctly. I'm trying to be clrear here. Sorry if this is more confusing.

May 05 '10 at 11:43 PM slkjdfv

The best way to simplify what I want is to say watch the video "physics the right way" and when it gets to the part about minitaur chinashop. or ragdolls in general watch those parts and you'll get the idea as to what I want. Heres the link :: http://unity3d.com/support/resources/unite-presentations/physics-the-right-way I'm still stressing and trying different things with no luck >.<.

May 10 '10 at 11:48 PM slkjdfv
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3 answers: sort voted first

You might want to consider if full ragdoll is really what you need, since there are a few alternatives available:

1- ragdollify a game model: your game model needs to become ragdool, you destroy it, and instantiate a ragdoll prefab in its place. PRO: very easy to implement; extremely lightweight. CON: requires a ragdoll prefab; can't achieve spectacular effects easily.

2- kinematify a game model: your game model is basically a ragdoll without physics. whenever you want, turn the rigidbodies attached to it into driven objects. PRO: requires little implementation; no need for additional prefab; can easily achieve spectacular effects with scripting. CON: uses more CPU than when ragdollified;

3- full ragdoll: animate the physics objects rather than the game model (complex subject with tongue-in-cheek, albeit fun, results). You need to google for this to see some examples and start to understand how it works. PRO: fun to look at, albeit at times spastic, which sometimes adds to the fun. CON: complex to implement. requires a lot of CPU compared to the other methods.

4- URGent ragdoll, our very own alternative: manage each transform physics within a single scripting class. Transition back and forth from animation to physics in any moment. PRO: extremely versatile; allows high quality finetuning. requires little more CPU than kinematified ragdolls, and offers a lot more functionality CON: requires accurate setup and dedicated management, albeit far less complicated than full ragdoll's, when done manually.

Point 4 is all about URG! the automatic game model physic manager that we develop. The free version offers a -lot- in the subject, and includes example scripts and prefabs for all cases, so please check it out if you're interested.

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answered Nov 04 '11 at 07:55 AM

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I suggest you to begin with a 4 legged character. You start with the spline. Each segment has a configurable Joint with a script attached to it that controls the contraction with a delay. The delay increases from the head to the tail. The result should look like a snake. Then You add your legs attached to the spline by the same kind of configurable joints. Finally you creates and destroy hinge joints froms the legs to the ground as the character walks.

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answered Apr 17 '12 at 06:27 PM

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yeh beby ragdoll.... my char moves but he doesnt put legs on the next stairs, he just falls his legs under stair brush

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answered Sep 25 '10 at 06:20 AM

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asked: May 04 '10 at 01:14 AM

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Last Updated: Apr 17 '12 at 06:27 PM