tutorials/physics/ragdoll_system #186
Replies: 6 comments 3 replies
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Note that the When I want to have one of my characters ragdoll, I:
☝️ that will basically disable the character completely Then, I have to:
☝️ that will actually start the ragdoll |
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Note that by default, all the joints are set to You will likely want/need to change all of the joint types For a better description of all the different joint types
My advice... For the For Some more tips...
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I would like to suggest that you set up all the joints before you do any collision shapes, because you'll be rotating the physical bone and moving it around which will make you redo the transform of any collision shapes. |
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I would try to make it extra clear in this section that |
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Make sure to set the collision mask for all physical bones to 1 as well so it can scan for the ground collision (Or whatever collisions live in layer 1). |
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Please use the physical_bones_start_simulation() method in the script of |
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tutorials/physics/ragdoll_system
Introduction: Since version 3.1, Godot supports ragdoll physics. Ragdolls rely on physics simulation to create realistic procedural animation. They are used for death animations in many games. In t...
https://docs.godotengine.org/en/stable/tutorials/physics/ragdoll_system.html
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