confusion regarding charactor fbx and ragdoll

i am using blender for my 3d models. I have to create human enemies and want ragdoll in the game. But unity requires seperate knees, foot, arms, hips, head, spine and so on.

i first started by making a character as a single mesh and it has some animations for running, crouching and so on.

But i want that when its health becomes zero, it should destroy itself and a similar ragdoll enabled character to take its place. But since there is one single mesh and there are no seperate body parts how should i add a ragdoll to it?

And i dont know that if i make seperate body parts then how blender animation should be done.

Sorry for a big post, I'm a newbie.

Hi,

if you have an animated character already, then it’s most certainly equipped with an ‘armature’, right? Shape animation (animation of vertexes) is highly discouraged if you want to integrate your models into a game, and in particular you can’t use those models for ragdoll actions in unity.

So, assumed that your character is ‘rigged’ and ‘skinned’ (meaning that it has an armature made of bones, for each main animated body part, and that those bones actually affect the vertices on the mesh when they move or rotate),

you actually do well in creating a single mesh for the game model. This is the most common approach.

Regarding ragdoll, you just need to use the ‘transform’ element of your game models. Transforms are basically the way with which Unity shows the 3D model’s bones. So you should clear these subjects before you worry about ragdolling :slight_smile: