this helped so much for the project im working on at school, didnt even have to check the project! i feel like i understand both rigging and ragdolls in the unity context much better now :)
7:38 Games like Red Dead Redemption 2 actually do use animations, they have a navmehsed AI system that walks the player to the correct spot to then play the animation.
i’m not sure if it’s a bug or not but when i don’t have is kinematic enabled on my characters colliders or rigidbodies i can’t rmb which it is. They are really bad at detecting being hit by ray casts and can almost be random entirely whether they register or not.
are you doing ik with the active rag doll arms? i’ve made the setup you detail with a pair of arms, where the active rag doll arms follow ik arms (animation rigging). but i also need to secure the hand bone of the physics based arms to a fixed position (a wall). however if i just try to have it follow the ik arms when they are secured to the wall, the hand bone is loose and moves around a lot testing out your unity project though, it looks like your arms are locked onto the object that they are grabbing. trying to figure out how to emulate that
I don't lock the IK arms to the object, but instead link the physics based arms and the object through a Fixed Joint. The IK arms are still free that way, which allows the character to move the object or to push/pull itself by grabbing something unmovable such as a wall.
@@sergioabreu-g i see, thanks for the response. i tried using fixed joints as well but was still getting a lot of movement for the hand bone compared to the animated version. maybe just have to play with it more
There exists a spatial partitioning tree algorithm that would take the compute time from roughly n^2 to n*log(n). It's tricky to wrap your head around the algorithm from scratch, though. Spatial partitioning trees are great for all kinds of collision detection.
Here's how I did the scene setup: The player has 2 avatars with the rigs and skinned meshes. For the animator avatar, just remove the material from the skinned mesh renderer. Go to GameObject - 3d object - ragdoll and then drag in all the corrosponding rig children. I didn't have exact matches for some things, so I just did the closest I had to it, for instance the hips as pelvis. Adjust the colliders a bit after you press create ragdoll.
wow thank you. was lost on the direction i needed to go for my project but this looks to be exactly what i need. thank you for all your hard work on this subject and the great resources you've provided.
It's just a simple character made of cubes with a standard rig attached to it. There are tons of tutorials on RU-vid much better than what I could make 😂
Ohhhh so your the guy who made this nice physics animation package. Nice to see how these packages were made while I’m just downloading it and trying to understand it lol.
It depends, if you want a realistic jump, you'd have to make a jump animation so that it's able to propel itself with its own strength, but that would be very hard to get right. I would add an external upwards force that helps it jump without having to rely so much on limb strength and contact with the ground.