Say I wanted to make Sinbad’s arms controlled by the KinematicRagdollControl while the rest of the bones animated normally. How can I attach a ragdoll bone to something I can move? If I attach only Sinbad’s arms they just fall off unconnected to the rest of him.
BTW KinematicRagdollControl is a really awesome feature and way better than manually attaching everything with hinges.
Aren’t ragdolls unstable ? i think in oblivion they are only used when character dies.
Im not sure if you can do that. Why would he want to be missing his arms?
tralala said:
Aren't ragdolls unstable ? i think in oblivion they are only used when character dies.
brb, removing unstable sideways running animations from my game
Addez said:
Im not sure if you can do that. Why would he want to be missing his arms?
They're just hull shapes and hinges, of course I should be able to attach it to something. Just like I can with every single other physics thing ever. And Sinbad was just an example. Are you telling me you can't think of at least ten uses for this?
-capes
-locational damage in fps games
-capes
-flails
-capes
etc.
XD lol.
Well if you want to make a cape, why not have two hinges attached to a node whos position is controlled by your character?
It’s not supported yet, but it’s planned, the idea would be to be able to “ragdollify” bones separately, while some other bones stay kinematic
Addez said:
XD lol.
Well if you want to make a cape, why not have two hinges attached to a node whos position is controlled by your character?
Because then I couldn't use nifty automagically generated hull collision shapes.
nehon said:
It's not supported yet, but it's planned, the idea would be to be able to "ragdollify" bones separately, while some other bones stay kinematic
Sounds good. Is there no dirty hack I could use to get the same result until then?
I think you could TRY to do this:
public String[] boneNames = {“Neck”,“Torso”,“R.Arm”}; ← All the bones you want kinematic on.
Then in the setupSinbad or whatever you call it, loop through the array. Then it should only add
the bones you want animated?
Im not completly sure about it but you could try…
I added only certain bones to the ragdoll. The problem is they are not attached to the other bones which I have not added.
Could you add a bone between the animated and attached parts?
in your 3d editor that is. You dont have to assign any mesh vertex to the bone, just have it there for connection…
I think it did work for my legs.
I didnt add the legs to the ragdoll. So when my character died, the leg froze in walk animation and the rest of the body was ragdoll.
It wouldn’t matter. The bones I added to the ragdoll would have no physical constraint to the rest of the skeleton regardless of their vertex weights.
No, even if they didnt have any hinges or other stuff attached, they attach the arms to the animated body. Then the ragdoll knows
from what point to put shoulder.
If you didnt have that, then the shoulder wouldnt know where to have its orgin, thus not being connected to the ragdoll.
I don’t understand what you’re saying. What’s “they”?