Skip to content

From-scratch implementation of physics-based method for controlling Unity ragdolls with proportional-integral-derivative controllers (PID)

License

Notifications You must be signed in to change notification settings

gonnavis/ActiveRagdoll

 
 

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

45 Commits
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

ActiveRagdoll

Implementing active ragdoll from scratch for humanoid characters in Unity

What is this?

This is a simple third person controller for active ragdoll driven by static animations.

It uses similar techniques as games like TABS.

It's designed to be as simple as possible.

How does it work??

TL;DR: a PID controller applies forces to ragdoll to make him follow static animator (skeleton in the gif below).

AnimationFollowing.cs applies animation following.

MasterController.cs contains all 3rd person controller logic. It makes sure static animator can't move too far away from ragdoll.

SlaveController.cs controls behaviour of animation following in real time. It makes ragdoll loose strength when colliding with other objects.

Work in progress.

About

From-scratch implementation of physics-based method for controlling Unity ragdolls with proportional-integral-derivative controllers (PID)

Resources

License

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published

Languages

  • C# 100.0%