![]() ![]() If you don't understand a parameter, this thread has the best writeup I know of. ConfigurableJoints are powerful, but poorly documented. ![]() In other words, to simulate a bone, all of its parents (up to the root bone) must be simulated as well. There is a single rule in terms of omitting bones: if a bone is omitted, all of its children must be omitted as well. The fingers will still play their local-space animation they will simply not be simulated and will move with the hand. For example, you should probably give the hands a ConfigurableJoint and skip the fingers. In this step, a ConfigurableJoint must be added to each bone that you want to simulate. This can be useful if you need a collider to be rotated relative to the bone it represents. You can create a child and put the collider there if you need the local offset. Don't worry about overlapping some colliders (this always happens around the chest area) you'll get a chance to selectively ignore collisions later. A bone can have any number of colliders, including zero.Īs a general rule, tend to make colliders bigger than the visual body part. Add collidersĪll 3D collider types are supported. The new version, which will have all components removed, will be the Ragdoll. The existing version will be the Target (nothing will changed in it). Here are the steps that the wizard will take you through: Hierarchy copyĪ copy of your character will be created. Select your current character GameObject (this will typically be where your Animator component is) and open the wizard to start the process. This wizard can be found at the menu bar: Tools/Hairibar.Ragdoll/Animated Ragdoll Wizard. How to make an animated ragdollĪ wizard is included to guide you in the process of making a ragdoll. This can be very useful for achieving secondary motion without having to animate it. The damping ratio can be thought of as a wobble control.
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