Unity Ragdoll Wizard

Hey guys, quick one from me!

I was looking on Unity with some envy today! (oh who doesn’t :wink: I came across the Ragdoll Wizard, which i’d never looked at in detail before. I came to think, rag-dolls are already working in game, just they can be a pain for any non-worm creatures! What about creating an add-on which creates a rag-doll from any armature rig?
I know of BRIK, but quite where it links in to the end user today i don’t. Simple things like getting the localScale of the armatures, creating physical deformation boxes etc…
Unless anyone else has any clue as the the feasibility of using armature collision?

what is the current level in a blender for the rag-doll?
somewhere .blend?

i see now Extra_moves.blend ,semms fast in to BGE

Check the thread in my signature for links and stuff. The video is outdated, but the links are up to date. As Wraaah says, it still needs work, but is usable and a fairly good proof of concept.

Spawning rigid body joints really is a problem though. They lose all connectivity because the spawned objects have unpredictable physics ids for the joints to use. I’ve got this working by recreating the joints, but this adds a lot of complexity to the addon so it’s tricky to explain and understand how it works unless you already have some decent knowledge of rigid body physics, adding objects to a scene and armature constraints.

If anyone has any specific questions I’ll try and get round to answering them if you post in my thread, but please read through the thread and wiki pages first.

Incidentally… you can use my addon to create box ragdolls from any armature right now by pressing a single button. The rest of it is required for the spawning of ragdolls and using the ragdoll structure to drive an armature. Mesh deforming ragdolls like in any game can be created from any rigged character in 4 button presses. I’m kinda getting the impression from people’s feedback that I need to make it even simpler, but the way the game engine works makes it very hard to generalise it any more. The spawn point needs to be on a visible game layer, but everything else needs to be on a hidden game layer and the developer could choose any layers for these. There are always going to be some things that the developer has to set up by hand.

I know the feeling - Mutliplayer can’t get any simpler, without loosing functionality to the point of becoming impractical