So, I have a setup based on the research I have done on creating active ragdolls. I have an animated character, and a ragdoll that I am trying to move the limbs of into the same rotation as the animated character, but any attempt I make either ends up with the ragdoll spasming on the floor, or just t-posing. Any help with the target rotation scripting would be appreciated!
It’s probably easiest to take a look at an example, like that one here:
https://github.com/ashleve/ActiveRagdoll
Doing active ragdoll right is no easy task, as especially the setting of target rotations is not really intuitive on configurable joints.
I’ve been looking at this example: GitHub - sergioabreu-g/active-ragdolls: Active Ragdolls in Unity and trying to replicate it’s code in my own project, but nothing I do is doing anything when I use Configurable Joint extensions (the script that is meant to help with the issues with target rotation) nothing seems to happen.