Bge Rigid Body Constraints Ragdoll Options

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This Rigid Body Constraints For Ragdoll Is Constructed From Top To Bottom From Head To Foot Whereas The Toe Is Connected To The Foot And The Arm Is Connected To The Chest… The Main Is The Foot Not The Body Like Most I’ve Seen… I’m Just Trying To See The Result If It’s Made This Way… To Probably Make Kinda Like A Spring Like Or Damping Effects When The Character Fall… Each Mass Is Calculated Precisely In Relations To Its Dimensions… :slight_smile: The Question Is… When Combined With Armature… The Empty Is Connected To Each Bone Joint… Should It Really? Is It A Compulsory? What Are The Benefits… If? Or Disbenefit? Or Just On The IK’s Opt For Better Performance Or Something… Whereas Can Make An Additional Small Object Parented To The Bone To Control The Movement Of Each Rigid Segment… Which One Is Better Or You Guys Have Ideas Especially Regarding On Performance Wise During Gameplay… :wink:

Ragdoll is very simple to setup but complex to manage especially if u have a rig that’s already animated it could be a pain to work with at most times !!!

ive encountered such trouble recently in my own project but things should be fine going forward just don’t expect too much ragdoll in my game lol

Fred/K.S

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You are absolutely right… If not making ragdoll… it’s gonna cost more animations… but If It’s not so much physics involved It’s OK… I rather spent time with this grooling process making sure It’s perfect… for Its a universal ragdoll for almost all the female characters… :slight_smile: think of it like a high poly to low poly… but for game physics… :slight_smile:

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