Why Active Ragdolls Are Cool
ฝัง
- เผยแพร่เมื่อ 10 ก.พ. 2025
- HERE'S the tutorial I'm referencing! • Tutorial - Creating Ac...
-----------------------------------------------------------------------------------------------------------
New videos 5 days a week!
Check out my Twitch! / thecooperj
Hit me up on Twitter! / thecooperj
Look at photos I take! / thecooperj
Stalk my life on Snapchat! fistofbadness
You should do more stuff on this. It seems to peak more people's interests and isnt really explained well anywhere except in the dark secret meetings in game producers buildings
Hey man! Hopefully I'll start posting more dev stuff soon! Though it won't be pushing this system any farther along...
Ok, also, what type of joint did you use besides hinge joints? or did you just use them? cuz how do the arms work if they are a hinge joint and not a character joint
Is the hinge joint for the arm set up to move on all axes but only targets the one it needs?
Hey man, first thing, thank you so much for being willing to explain this subject! So many devs want to keep it a secret it would seem.
I followed your tutorial on hinge joints and got a character rigged up. He follows the static animator decently, but he seems very stiff and his feet collide with the ground at an angle preventing him from moving. I know you probably get a lot of comments like this -- and don't necessarily have time to answer every question. If you can answer this at some point that'd be great.
P.S:
I know this is a major thing, but you could put this project out for download on GitHub or google drive so we could modify your work in our own way.
Nice Videos. Do you mind sharing your project files on this?
oh my gosh! This is exactly what I've been trying to figure out thankyou so much!
Do a wooly mammooth and make it beat with its ivory. Show Ubisoft how its done
that some cool stuff .
Thanks man!
I can't get it to work, it does bend but not even close to what the other is. And only on one axis. Any chance for an update or a project file to see how you did it?
hey man will you still come back to this? I would really love to see how you actually go about implementing several rotations on 1 bone, and particularly in a 3+ bones chain cause even though I followed your tutorial i've been having the hardest time getting it to work reliably when i implement the three rotational axis on a bone... I am afraid I must be doing something wrong however it's hard to figure out cause as far as I can tell from the tutorial "everything is in order" - especially as long as I don't implement multiple rotations on any bone!
I've been working on this for my thesis for the longest of times and I really haven't been able to figure it out yet - it's been really tricky getting active ragdolls to work... I would really appreciate any help or advice you can give me.
PS: I am particularly struggling with limbs that are children to a parent with multiple children such as the shoulders, thighs... etc
Hey man! I likely won't come back to my own custom solution for this. For a couple months now I've been using Puppet Master for all my Active Ragdoll stuff, and it's honestly all I could hope and dream for out of my own solution. It's $90 on the asset store, but worth every penny. The dev of that tool spent years working on it to get it to where it is today, and I don't want to reinvent the wheel for Unity. I'm not affiliated with him, but he seems to be a great guy who could answer any questions you might have!
how do you make the feet looking like they are touching the ground while running?
What did you do exactly to keep him upright? My character doesn't have to walk but I need his up vector to stay in line with the surface normal.
+Etaks89 I basically just used a Capsule character controller that attaches to his hips with another hinge joint! It keeps him upright, and I can use the capsule for movement/turning that responds quickly to player input, while the physics still behave as they should.
5 days a week? where's it at man? :(
+maplekillaz I was earlier this year, man I wish I still had the time! I'll be starting to stream and upload videos soon again though. Work kind of took over my life for the past few months, but I've got a Vive on the way and some VR development to do while work is slow. Expect me back soon :)
Don't you have problems with Gimbal lock? I tryed to configure multiple hinge joint's, but there's problems with some rotation's, ecpecially with X axis. Quaternion's is pretty useful, but it's not working, when you calculating each angle separately. So, how you achieve'd that result? (Like in video's with full made'd humanoid character's)
None of my humanoid characters have limbs that rotate over 180 degrees in either direction, so it hasn't been a concern. Though I've got a new way of handling active rag dolls that I think should remove the need for hinge joints and fix gimbal lock. I should have a video up in a couple weeks to show it off.
I've experimented with configurable joints and achieved very satysfying results, but there was some problems. Because of all conections, movement of each rigidbody depends of movement and mass of other rigidbodies, they're slowing/pushing each other when animation is fast enough, even if spring force is infinity. I tryed to configure mass of each rigidbody, but haven't achieved good results.
Could you, please, share what method you planning to show? I can't wait for a video so long, but you can push me in right direction :)
ich bin ein goat
+TheGamingHyena ich ben ein bad cs playor
Would you be interested on working on a game?
Maybe! Send me a message on twitter or a PM on youtube.
Can you invert them and add a player 2 to the game? If so, then I can make something a bit similar to Gang Beasts!
You can do that yourself. I made a tutorial on how these work!
+TheCooperJ I was only making sure.