Ragdoll Wizard not setting colliders, joints

My understanding of the Ragdoll Wizard is that it creates all the character joints, rigidbodies, and box/capsule colliders needed to create a ragdoll.

The ragdoll wizard doesn’t seem to be working right. All of the colliders are at local position (0x,0y,0z), with with size (0x,0y,0z) for boxes, or (0r,0h) for capsules. Character joints are also at the local center.

I have seemingly set everything up right-- I mean, it is difficult to mess up; drag the arm to the arm, and the elbow to the elbow, and the root model to the root, etc.

I created a simple model in Cinema 4d without bones joints (I didn’t see any mention of the need for them in any docs, so I didn’t bother).

Now, I DID get the ragdoll to work-- it took me a while to figure everything out, but I manually set everything and it works, but I would like to have the perfection that the RagDoll Wizard has, if possible.

Also, I did notice two variables at the bottom of the ragdoll, mass and strength-- those two variables don’t seem to be doing much, as I noticed all the rigidbodies had the same value for mass (1), which did not match the number I entered (50).[/b]

Hey guys, has anyone else tried this? This is really giving me trouble-- without seeing it work properly even once, it is difficult to get everything just right.

Am I at the point where I need to contact support?

Thanks
-Rob

I have gone through the FPS tutorial twice now, and I am sure I am doing this right.

We have since upgraded our version of unity to Unity 3 Beta 7 (previously using Unity 2.6), and the Ragdoll wizard is still not working right.

It applies all necessary box colliders and joints, but all values are empty.

EDIT:
I have noticed an improvement on the tool.

I almost got it to work, but the character was not in T stand (it was when I originally tried it, but I moved it from T stand to a bent-joint style because of the way joints were working in Unity).

After I moved my character back T stand, the RagDoll wizard failed again-- However, I have noticed that the Mass field is being propagated throughout my character, and the character joints appear to be set, with respect to the bend-angles. The joint origins are NOT set.

EDIT2:

For experimental purposes, I moved my character OUT of T-Stand, and the RagDoll wizard started ‘working’ again-- that is to say, there is a visible collider (in the wrong position). The bone appeared to be in the correct position. The values seem to be right, but because the character was originally out of T position, the colliders are mashed up.

Does anyone have any ideas?

EDIT3:

Continuing my experiment, I learned that by offsetting the root and children individually by 0.01 on the X axis, and rotating them all (root and children individually) by 0.01 on the X axis yielded a box collider on the root size (0.01, 0.005, 0) centered at (0.005, 0, 0)

I just had the same problem, once… I’ve chosen a wrong Root, wich made my ragdoll fall through the ground. When I chose another Root, everything was fine!

Hi. We’d be interested in knowing if you eventually got your model working, Iceshaft. We have built a very good armature exploration tool and ragdoll generator, and are currently looking for challenges to see if there’s models which can break it.

Check my signature link for more info if interested.

Thanks.