Ragdoll physics with armatures

Is it possible to have ragdoll physics in Blender using Bullet? I would like to make death animation for my characters (when character falls, hit the floor, bounce back a bit and so on) and then bake it. How can it be done? Any tutorial? Can somebody guide me through and then I would write a tutorial?
Thanks in advance!

ok man
this examples can you help
you need to create he himself model in another layer whith raddoll effect
soon when your model this dead
it replaces mesh of armature with mesh of the second layer
logci bricks:
actuator:
editobject–AddObject

examples MARTINSH

http://hosted.filefront.com/martinsh/
http://files.filefront.com/ragdoll_riggedblend/;6440620;;/fileinfo.html/1/1
http://files.filefront.com/FPS_Template_shotgun32bdzip/;6557726;;/fileinfo.html/1/1
good luck
POCHO

That way only works with scripted joints(in my knowledge), so you will have to get the script somewhere.

If you mean to get rid of the seperate body pieces, and just use a ragdoll armature, then your out of luck. There could be one way, but it would take a lot of coding (would involve invisible ragdoll body parts, and copying the rotation and location of those to each bone, but that is alot of work, and it may not work since there is problems with the armature code for the ge)

Maybe you could make him like carry the ragdoll behind his back. You would first model him, then, using a constraint join the ragdolls torso in the character. I generated this theory from my ghostdude experiences. He had a cube that flow the ragdoll towards the character and when you hit him 10 times, the cube disappeared and the ragdoll dropped on the floor.

EDIT: and of course keep the ragdoll invisible until the character is dead. And remember to create an platform for the character, the character should not be kept as a dynamics object.

It sounds so complicated :confused:
In MAX there is an option “Apply ragdoll physics” :smiley:
Why Bullet designer couldn’t include something like that to the package?! :yes:

I haven’t tried something like this (yet) with ragdoll physics, but it seems doable.

I am working on a Machinima system using the GE and the way it works is basically that a low-poly character is controller in the GE in real-time by a user and the low-poly model controls a high-poly version of the character (on a separate layer) via constraints and IPO drivers. Once the real-time stuff is done and baked the scene can be edited and tweaked normally as animation.

I haven’t got it working 100% yet, but that’s primarily because of my inexperience with the GE. The basic idea seems sound.

Oh, and I totally agree, an “apply ragdoll physics” button would be wonderful.

Hmm… not actually, in simplicity you create your character and ragdoll version of, constraint the ragdolls body to the character, and when the character dies the ragdoll is visible and it drops.
I could try making this setup myself… if it worked out i could show you:yes:

Where’s the button for Make Joint Constraint or w.e, I was looking in previouse threads and they all said oh yea making ragdolls you just select joints and make constraints. So how do I go about doing that?

That what I was talking about in MAX:
http://cat.wiki.avid.com/index.php/Ragdoll

Why can’t Bullet’s author make the same in Blender?

Hi.
This : http://blenderartists.org/forum/showthread.php?t=84877 is doing almost the oposite.
What you wand it;s easy to be done as we have a new method for bones( I haven’t checked it yet). I will try to do it but my time those days is really limited. I will need 1 to 3 hours to do it but right now I have only 10 minutes. But again to set up the constraints object will take some time. I don’t know If I can write a script to make this automated…
Don’t blame Bullet’s author for the lack of this future. He is doing the right thing. The ragdoll it’s not a new Physics object but something that you can create with the tools we allready have from the Bullet engine.

I would appreciate if you find time to make an example for that technique you talking about. I will be waiting impatiently :wink:
Thanks.

So, this is quite an old thread now, but with 2.57 released I think it’s a good time to raise this question again. Does anyone know if there any new features in 2.5x that can easily apply ragdoll physics to an armature?

I envision something like having the “box” view mode of the armature also be able to define collision boundaries, as well as including a “ragdoll” action that turns off all of your animations and just lets the model drop according to the physics engine.

I found this topic while googling for the same thing, and really wish to know this as well! I understand how to apply ragdolls to individual boxes (between each other), but not how to do it for armatures in a single armature set. Except making separate boxes and linking the armatures to them with constraints, which is a very ugly method I won’t even try.

I have 2.5 as well, and it would seem very weird to me if this is possible with boxes but not with bones by default. I tried applying the Ridgid Body Joint constraint in Bone Constraints, but it says it’s not possible for per-bone constraints yet :mad: Please reply if you know about this, and let us know how it can be done. Without scripts if possible, though I guess they work if Blender still doesn’t have this ability by default…

I’m still working in 2.49b in 2020. I have long held theories for this and am testing them. In theory what @Buck-Beaver said.

when using code here Object or object refer to KX_GameObject

step 1, make your character and rig.
step 2, make a really shottily low poly boxy character with each section of the body as it’s own rigidbody object set to the location object.setPosition(position) OR constraint “copy location” of an empty which is the child of the part below it in the rig. Make sure the rigid body shapes will conflict in a way that they will give the right range of movement.
step 3, have this object be invisible in another not visible layer.
step 4, on need for the ragdoll, death, hit etc, do object.addObject(your rigidbody rig part(s))
step 5, on load each part should do:
“Always>Level>True” object.getOrientation(), change the format from an orientation matrix to whatever the armature bone animation keys take, write this information to an armature bone IPO/animation key for one of the bones it mimics in your rig.
step 6, on death/hit of the player/character/enemy the model should then “Always>Level>True” play this 1 frame animation.

the outcome is the orientation of the rigidbody will be set as a keyframe orientation in the animation. meaning the corresponding bone of the armature will play that orientation and thus always mirror the angles of the rigidbody object it corresponds to in the ragdoll rig.

I have tested making object color IPOs in game in 2.49b, though the code is not GE code because it’s written to the live file the GE does recognize the change. You can set a Blue material to suddenly change to a user typed color on RGBA in game.

So in theory it should also see animation key changes LIVE. this is because both IPOs and animation keys are read by the GE from the live instance of the file in memory rather than the file itself.

eventually I’ll test this, but for now it’s “here” for someone else to test. I have wall crawlers to make.

Edit: You will have to find a way to resolve the conflict of the rigidbody rig with your player’s dynamic movement object. both cannot occupy the same space without one setting itself to ghost! in this case the ragdoll rig needs to have physics and collision so it cannot be ghost, so the player Dynamic movement object needs to be ghost.

While ghosting the player’s dynamic object will have to set it’s location to the location of the ragdoll rig’s central object

Edit: thinking ahead, this will mean that spawned enemies or helpers etc. will all play the same ragdoll anim. changing this would require you to set a max number of that enemy and make each have it’s own IPOs and Animations independent of the others. then only spawn a copy of the enemy that is not already in the active layer.

actually, you could do it with infinite copies of a ragdoll and it’s character, just keep a dictionary and assign each one of them their own start and stop frame in the same animation. so long as they all reference different frames it should work.