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Configurable joint / muscle physics

Discussion in 'Physics' started by dibdab, Mar 4, 2019.

  1. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    976
    I'm just contemlating here, I'm not sure any of this
    we know the angles

    CharacterJoint.transform.localRotation
    and force direction and velocity vector

    we know the joints' masses

    to calculate in the muscles dampening force scaling the impulse vector by joint's mass / full mass * force velocity
    to use characterjoint targetvelocity to object future position (?)

    this would apply for actors
    for physical objects the force vector would be
    Collision.impulse / fixedDeltaTime * collision.relativeVelocity (?)

    and to project the limb object future position might use collision.contacts[0].point + force vector
    using IK for limb chain based on which bodypart was hit (collision.collider.name)
    and 1. lerping back to previous state
    a.the IK to idle animation
    b.the limb joint rotation w Quaternion.slerp


    2. or going off balance animated reaction / ragdoll
     
    Last edited: Mar 4, 2019