Welcome to the dismemberment tutorial! 💥 Have questions or need more insights? Drop them below! Join our Discord community via the link in the description. Just a heads-up, this tutorial focuses on dismemberment mechanics, not ragdoll. For ragdoll information, check out the provided links in the description as well. Happy experimenting with dismemberment mechanics in your projects!
Godot 4.3: Move these lines: "dis_limb.set_as_top_level(true)" AFTER "add_child(dis_limb)" and "dis_child_limb.set_as_top_level(true)" after "add_child(dis_child_limb)" awesome viddy
To dismember limbs after you have decapitated the enemy: replace "get_bone_global_pose(..)" with "get_bone_global_pose_no_override(...)" this func is used twice in this btw, replace both Now the limbs spawn in the correct simulated space not the original position
If you're interested, there's already a fantastic tutorial on mesh slicing called 'Concave Mesh Slicing in Godot 4' by @_PiCode. It's a neat resource to explore. Thanks again for watching, and happy learning!
neat, tho im probably going try to do it with the model having separated limbs which are still distorted by the pose, lining up at some seam, and then just undoing that and applying some non-bone deformation (shape key? idr) that makes the inside edge texture look right. but neat to see another way to go about it in case my idea doesn't work out
This looks good, and this method works, however there's so much manual work involved that I can't help but ask: how could dismemberment be done more programmatically?
I'm glad you found the method effective! Automating dismemberment through code is a game-changer. If you're interested in diving deeper, take a look at Metal Gear Rising: Revengeance for some insights on how they handle it programmatically. It's a solid reference for getting started with a more code-driven dismemberment system!
Thank you for the kind words! The multiplayer system is quite advanced and might not fit in a single mini-tutorial. However, I'll think about it. If time allows, I'm definitely open to creating a multiplayer series in the future. Thanks for the suggestion! Stay tuned for more content, and thanks for the suggestion!
Ok one potential problem I did notice with this is that, it effects the joint angular constraints as well (the thing that determines how much a joint can rotate). But this whole rotate the constants with the physical bone which may cause the ragdoll to move in weird ways.
Ah, I see! If you're experiencing strange ragdoll movements while the _follow_bone() function is off during physical bone simulation, it could indeed be due to the physical bone setup. I'd recommend checking the links I've provided in the description regarding the ragdoll setup. They might offer insights into tweaking the physical bone configuration to achieve smoother ragdoll behavior. Let me know if you need further help!
Welcome to the dismemberment tutorial! 💥 Have questions or need more insights? Drop them below! Join our Discord community via the link in the description. Just a heads-up, this tutorial focuses on dismemberment mechanics, not ragdoll. For ragdoll information, check out the provided links in the description as well. Happy experimenting with dismemberment mechanics in your projects!
The algorithm has blessed me with your video on my feed!
It is a great day!
Thank you!
Godot 4.3:
Move these lines:
"dis_limb.set_as_top_level(true)"
AFTER
"add_child(dis_limb)"
and "dis_child_limb.set_as_top_level(true)" after
"add_child(dis_child_limb)"
awesome viddy
To dismember limbs after you have decapitated the enemy:
replace "get_bone_global_pose(..)" with "get_bone_global_pose_no_override(...)"
this func is used twice in this btw, replace both
Now the limbs spawn in the correct simulated space not the original position
Thank you for making this
yes, thank you perfect god level tutorial been trying to figure this out for decades
love this video! its so funny and educational
Loved this tutorial!
Wow, thank you! Your support means a lot.
I never knew Physical Bones was a thing lol
That's funky!
Thanks for the tutorial, I'd love to know about slicing meshes one day too.
Thanks for watching! Slicing meshes is indeed an interesting topic. I'll definitely consider that for a future tutorial. Stay tuned!
If you're interested, there's already a fantastic tutorial on mesh slicing called 'Concave Mesh Slicing in Godot 4' by @_PiCode. It's a neat resource to explore. Thanks again for watching, and happy learning!
Nice
Thanks!
Damn, nice!!!
Thank you so much!
Phew, glad I didn't have to search for this manually.
congrats on 1k subs :)
Thank you so much! I truly appreciate your support and encouragement.
awesome
Glad you think so! Thanks a bunch!
neat, tho im probably going try to do it with the model having separated limbs which are still distorted by the pose, lining up at some seam, and then just undoing that and applying some non-bone deformation (shape key? idr) that makes the inside edge texture look right. but neat to see another way to go about it in case my idea doesn't work out
This looks good, and this method works, however there's so much manual work involved that I can't help but ask: how could dismemberment be done more programmatically?
I'm glad you found the method effective! Automating dismemberment through code is a game-changer. If you're interested in diving deeper, take a look at Metal Gear Rising: Revengeance for some insights on how they handle it programmatically. It's a solid reference for getting started with a more code-driven dismemberment system!
@@Alenvei great, thanks for the pointer!
@@xqrdot Anytime! If there's anything else you're curious about or need more tips, just let me know. Glad I could help!
Excellent video, you are the best, I wanted to ask you if you could make tutorials for a miniclip 8pool ball style multiplayer pool game
Thank you for the kind words! The multiplayer system is quite advanced and might not fit in a single mini-tutorial. However, I'll think about it. If time allows, I'm definitely open to creating a multiplayer series in the future. Thanks for the suggestion! Stay tuned for more content, and thanks for the suggestion!
@@Alenvei you can also make casual games
Ok one potential problem I did notice with this is that, it effects the joint angular constraints as well (the thing that determines how much a joint can rotate). But this whole rotate the constants with the physical bone which may cause the ragdoll to move in weird ways.
Ah, I see! If you're experiencing strange ragdoll movements while the _follow_bone() function is off during physical bone simulation, it could indeed be due to the physical bone setup. I'd recommend checking the links I've provided in the description regarding the ragdoll setup. They might offer insights into tweaking the physical bone configuration to achieve smoother ragdoll behavior. Let me know if you need further help!
does this work in 3.5 too?
0:46 lmao
One problem with this, once the ragdoll "sleeps" the body starts floating around a little bit.
NVM I found out, it was cause I didn't turn the animator off
Nice, I don't use godot, but I think I'll be able to do it in Stride. Thank you!
Awesome! I'm glad you found the tutorial helpful.