Great tutorial!!! Curious though how you would return back to the idle animation mode? I toggle the ragdoll again and the rig is all deformed when it snaps back to place. Any ideas?
How could I apply this to a 2D character's hair? is it even possible? I tried it and her hair went bonkers without gravity, with gravity, I couldn't get her to jump...
Is there any good way to reset back to the T pose? I tried to manually set each bone's values back their original ones, but it doesn't work. Either IK or animator overrides them no matter how big of delay I set between deactivating a ragdoll and reactivating animator and IK manager. Why the IK "set default pose" button is availible only in editor? xD
Thank you for this tutorial! And your platformer controller. I have set up ragdoll using this and it works great... Unless I start a scene with the rig rotated 180 on its Y axis... If I do that, the ragdoll goes crazy from the start with its limbs flying everywhere. Do you know why that could be? Thanks!
excellent content for newbies like me! by the way maybe instead of foreach`s we can make code cleaner using lambda: _colliders.ConvertAll(collider => collider.enabled = isRagdollOn); _joints.ConvertAll(joint => joint.enabled = isRagdollOn); _rbs.ConvertAll(rb => rb.simulated = isRagdollOn); _solvers.ConvertAll(solver => solver.weight = isRagdollOn ? 0 : 1);
Finding your channel is like finding a needle in a haystack. Pure Gold Content!
I appreciate it! Glad to have you on board.
Great tutorial! Feels amazing to complete it. Thanks so much!
Amazing content once again
Thank you :)
Super clear and easy to follow, thanks for the work
4:46 The Thinker!
Heh 😅
Ragdoll physics make me go Yes.
They make everything fun
@@Tarodev yes
Great video!
Legendary Tutorial
Maybe is good idea if you flip the camera horizontally so you turn your head where your cursor goes and not the opposite :)
Lol, you're right... Didn't even notice
finally, I can simulate half life in 2d game. You are my savior . _ .
Good luck on that journey
Great tutorial!!! Curious though how you would return back to the idle animation mode? I toggle the ragdoll again and the rig is all deformed when it snaps back to place. Any ideas?
how can I trigger Ragdoll when bullet or something hits him since we disable colliders at Start OntriggerEnter doesn't work
hi, how do u activate the ragdoll if it hits an object? sry noob question
How could I apply this to a 2D character's hair? is it even possible? I tried it and her hair went bonkers without gravity, with gravity, I couldn't get her to jump...
Is there any good way to reset back to the T pose? I tried to manually set each bone's values back their original ones, but it doesn't work. Either IK or animator overrides them no matter how big of delay I set between deactivating a ragdoll and reactivating animator and IK manager. Why the IK "set default pose" button is availible only in editor? xD
Thank you for this tutorial! And your platformer controller. I have set up ragdoll using this and it works great... Unless I start a scene with the rig rotated 180 on its Y axis... If I do that, the ragdoll goes crazy from the start with its limbs flying everywhere. Do you know why that could be? Thanks!
excellent content for newbies like me!
by the way maybe instead of foreach`s we can make code cleaner using lambda:
_colliders.ConvertAll(collider => collider.enabled = isRagdollOn);
_joints.ConvertAll(joint => joint.enabled = isRagdollOn);
_rbs.ConvertAll(rb => rb.simulated = isRagdollOn);
_solvers.ConvertAll(solver => solver.weight = isRagdollOn ? 0 : 1);
Great tutorial, but when I use a rigidbody to move the player and I ragdoll, the spine1 bone glitches out.
I've think it has something to do with the animation, because when I changed the animation a bit with the spine1 bone, the problem dissapeared.
The thing didn't appear in the top right😐
That's weird. It appears for me on PC. I hope you found your way to the video, anyway :D