Hit Reaction - Ragdoll System

Hmm, did you setup the constrains right. For generic rigs colliders, bodies and joints need to be setup manualy.

I did setup the ragdoll manually, adding capsules colliders , rigidbody and the character joints. For character joints I just used the default settings, did not change anything in there. Should I be changing anything in character joints to set the constraints? I tried to play around with the swing limit but it didn’t help at all.



Do you disable all input, movement and all conflicting scripts/methods in OnHit callback and enable them again in LastEvent ?
Try that, I see your spider moves while being hit.

Hi, I stopped the navmesh agent onHit, it helps a bit, but it looks like there is something weird about the animation itself, the detachment of the body still happens.

If I just play the animator, without any movement input or navmesh, whenever I play the attack animation, and hit the spider during the animation, the rest of the body launches forward to attack, but the belly stays behind and detached from the rest of the body. the see attached video. I played the attack animation twice, which everything looks fine. The last two times I pressed spacebar to activate the raycast to hit the spider, and the belly detaches from the spider. It didn’t have any input or movement scripts on it.

another video clip : when spider is attacking, shooting web (and stationary), it just loops an animation in place. when I hit it with raycast during this animation, the body gets distorted in a very strange way as well.

Hi There,

I have purchased your Ragdol Manager Asset recently and i like the way you implemented the code behaviour between ragdoll and Animator however i am having quite some difficulty implementing this system into the Realistic FPS Package, I have tried importing both on a empty project, importing your solution first and then importing the Realistic FPS prefab package which alters the Project settings just like yours, I have gotten rid of the input parameter errors and re-adding the tags/layers you are using along with the FPS packages tags/layers. some are the same and after i have done that i dont get any errors anymore but the functionality is broken and the example scenes run without error but dont work.

My fps Realistic Prefab project file is massive with loads if assets imported but not conflicting as i cleaned them up and made sure after every import, I have made alot of enhancements on the FPS realistic prefab AI and added Tactical shooter AI, I would love it if you could give me some documentation for step by step integration for Realitic FPS Prefab. I am willing to pay for that even.

Best Regards
Novacane89 -Graham Harris

Its hard for me to figure it out like this over forum. Is it possible for you to send me model of spider so I can try.
You see, its important to setup ragdoll properly. With as less colliders/rbodies/joints as possible, also that colliders dont overlap, also without large difference of mass value. How many colliders are you using?

Can you please send me mail so we continue this over mail?

Hello, recently i’ve been having problem with your asset. When ever I press create after assigning the bones Unity crashes. It’s really annoying and fringing on my game progress. Model is Humanoid and using Humanoid script. please help.

Can you please send me mail to sort this …

Will you be updating this asset for 2018?

Yes, Im updating all assets so it will take some time.

Ok, 2018 version is released.

Greetings, recently I acquired your tool, I am learning to use it, and I am having the problem that when creating the player, the position of the camera always remains from the bottom up, could help me with it. Thanks, my email is webgrapx@gmail.com Excuse my bad english, I use google traslator. Thank you, Jorge Zamora

Hi. I’m having some trouble getting this to look right. When my enemy is hit he just spazzes out. Like hes been hit with a bowling ball. I tried turning down hit reaction, turned down projectile mass, turned up damping on all the limbs… nothing seems to help. Then when he dies he just goes berserk. Any thought? thanks

Hi,
I answered you on email.
But, to repeat:
I see character bouncing on the ground - check that body colliders and character capsule do not collide. Excude their collisions in physics matriix…
You can tweek hit reaction values in RagdollManagerHum or RangdollManagerGen scripts by modifying fields: hitReactionResistance,hitReactionTolerance, hitReactionTimeModifies

Hello
how I can contact you?
I sent and email on your gmail…
I spent yesterday, over 8 hours trying to add your code to my bullet collider and to my player ā€œpunchā€
can you provide me a simple solution doing that?Adding one of your scripts to a collider, and when is interacting with the NPC ragdoll will react.
think like a fighting game to understand.
thanks

Hello There**,**
Your Asset is amazing and perfect for what im looking for.
But when I implement it on a generic character on the exaple project and try on it StartHitReaction method, the character starts to float on the air and I dont know how to make it maintain on the same position as after the method.

Thank you for your time and for creating this amazing asset.

Hi,
I tried again on human with generic setup and horse and it works fine.
Have you tried generic examples in project ?

What do you mean by generic examples? I’ve seen your examples and videos -they were a good gide to begin with- and for example I didn’t stablish which part is every body collider but it does not solve the problem. Also mine isn’t a root motion so I don’t know if it is needed. Maybe a image of what happens will help.5710033--597835--Captura 2.PNG.jpg
After some hits this happens.