Mecanim to Ragdoll - How

Hi

is there a way to use the new Mecanim for a character but when they die to apply Ragdoll Physics to it so that is falls down under physics or do we now have to use a die animation with it?

Thanks
Craig

They are working on an automated way to do this, but you can still make ragdolls the old way.

OK, thanks.

But how do you switch between the Mecanim animation system controlling the animation and then using the Ragdoll physics?

I believe the typical way to do this is to deinstance your animated character and in it’s place instance a ragdoll character. They are two separate things, so there is no real switching involved.

The problem with that approach is the ragdoll character will be in the right place, but in the wrong pose. To solve that, you have to copy the joint rotations of your animated character (at the time of death) to the ragdoll. I think this is what the majority of people do.

That’s great, but it involves some copying of all the joints. The BEST solution (and I have only read this on the forums, I haven’t implemented it myself) is to add a ragdoll component to the animated character, and then just enable it at the time of death (at the same time turning off the animator component). No copying of joints required. That would seem to be the cleanest approach, but again, I don’t have the specifics on how to implement it. Maybe someone with more details can explain the process a bit better than I can.

Thanks Ron