Complete Rigging IK & RagDoll Solution is constituted by several class here to respond to standard rigging constraints in a mix of precomputed and real-time environment.
With this asset, you will be able to:
Add all usefull script in One click by respecting naming convention
Mix precomputed and real-time animations easily
Easily configure joint rotation limits with curves
Add IK constraints
Create Flex behaviours
Create partial rag-dolls
Create full rag-dolls
new! Add Pole Target to control the roll of the bone
Can you weight the ragdoll so if the character trips on a log or a small object he stumbles and falls or gets hit in the face. Like your running and you don’t quite jump on time you stumble or getting chased and you get hit you loose your balance…
There are actually a custom weight for each bone.
Nevertheless, I think that what you’re talking about are mainly triggers, IA and balance simulation.
However, I’ll try to do an additional scene to reach that purpose as close as possible, and will add it to the package.
I estimate 2 more weeks of work on my part, to which you must add unity’s acceptation delay.
Meanwhile, I’ll post another video to illustrate Licarell’s request.
That is very cool… with there be an inertia setting? And maybe a percentage setting to go into partial ragdoll (to simulate catching your balance) , this is looking more like endorphin…
The inertia depends directly on the relation between the mass and the instant velocity. Therefore, I don’t really see what an inertia setting would be ?
Otherwise, there are some controls like K (spring force) which may respond to your percentage setting.
Anyway, I thought it would be a good idea to illustrate the “Add all usefull script in One click by respecting naming convention” functionality with a video:
The documentation is almost finished, I hope to submit it in a few days.
Well I worded that incorrectly, what I meant was that when a character is hit by something or runs into something it would do a partial ragdoll to simulate semi-unconscious and then slowly come back to full control. I guess this would happen in scripts with variables that could add up so if a character gets hit enough it would go to complete ragdoll to resemble being knocked out…