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What is best way to do biped ragdoll dismemberment?

Discussion in 'Animation' started by Kone0, Dec 6, 2013.

  1. Kone0

    Kone0

    Joined:
    Jun 28, 2013
    Posts:
    2
    This is a human scale model fully rigged and divided into body parts with Mecanim system applied inside Unity.

    As dismemberment and biped ragdoll are applied things like on image 2 happen. The vertexes are still weighted to the disconnected bone. What is the best way to make body parts disconnect?

    The problem doesn't happen if the elbow part between hand and torso parts is removed. That looks like solution, but adds more work and makes part of arm disappear.
    View attachment 77606

    Is the solution in vertices weighting? How to do this? Any other ways how to solve this?


    Looking forward for help.
     

    Attached Files:

  2. Fornoreason1000

    Fornoreason1000

    Joined:
    Jul 14, 2012
    Posts:
    29
    ok , don't touch the bones when dismembering!


    .... lets say you want to chop of her hand.

    1. first store the position of that hand , include its rotation as well.
    2. disable its render-er,
    3. then instantiate another hand at the positioned you stored.
    4. add special effects and physics later.

    also give that poor woman some clothes lol.
     
  3. Kone0

    Kone0

    Joined:
    Jun 28, 2013
    Posts:
    2
    Thanks for the reply :)! The problem got solved thanks to programming brain in our team.
    Your method would work, but somehow we got it figured out with reweighting vertices script.

    I'll give her some clothes after she passes all the tests :D.