Search Unity

  1. We are migrating the Unity Forums to Unity Discussions by the end of July. Read our announcement for more information and let us know if you have any questions.
    Dismiss Notice
  2. Dismiss Notice

Question Active Ragdolls

Discussion in 'Physics' started by hertasd, Jan 21, 2024.

  1. hertasd

    hertasd

    Joined:
    May 16, 2021
    Posts:
    11
    So, I have a setup based on the research I have done on creating active ragdolls. I have an animated character, and a ragdoll that I am trying to move the limbs of into the same rotation as the animated character, but any attempt I make either ends up with the ragdoll spasming on the floor, or just t-posing. Any help with the target rotation scripting would be appreciated!
     
  2. Qleenie

    Qleenie

    Joined:
    Jan 27, 2019
    Posts:
    924
    It's probably easiest to take a look at an example, like that one here:
    https://github.com/ashleve/ActiveRagdoll

    Doing active ragdoll right is no easy task, as especially the setting of target rotations is not really intuitive on configurable joints.
     
  3. hertasd

    hertasd

    Joined:
    May 16, 2021
    Posts:
    11
    I've been looking at this example: https://github.com/sergioabreu-g/active-ragdolls and trying to replicate it's code in my own project, but nothing I do is doing anything when I use Configurable Joint extensions (the script that is meant to help with the issues with target rotation) nothing seems to happen.