Does anyone have an example SkinnedMesh (with animations) + Ragdoll for a simple humanoid model?
I did look into the physics demo (ragdoll) and noticed that it isn’t a skinnedmesh.
Trying to find something to learn from.
Ooonej
Does anyone have an example SkinnedMesh (with animations) + Ragdoll for a simple humanoid model?
I did look into the physics demo (ragdoll) and noticed that it isn’t a skinnedmesh.
Trying to find something to learn from.
Ooonej
You can import skinned mesh with bones, and assign them to rackdol.
DOTS creates relevant rig components.
Try that.
Right now getting this to work kind of sucks, wrote up about the process here - Unity ECS Physics + DOTS Animation Concept
@Antypodish if only it were that simple
Yeah, there is lots of stuff I don’t like with current DOTS animation system, skinning and bones. Is alright I suppose, for few hundreds to 1k characters.
But if you want more, you may be disappointed.
Depending on character complexity.
In one of our project, I made animation system, which supports IK and skinned mesh, for over 30 bones (no hard limit) per animated character, and with spawned easily over 2.5k characters. The biggest bottleneck was actual on GPU rather (no LOD at that state, just culling), due to number of rendered polygons, rather bones processing.
So both culling and animation systems are custom.
But the thing is, we use custom shader as well, which deals with bones and skinned mesh.
@Antypodish Damn, this is seriously impressive. That is all your custom IK rigging correct? That is really cool.
Thx.
Yes is all custom.
I am using Fast IK approach, which I have implemented into DOTS.
Fast IK has it own pros and cons, depending on need and application. But it is suitable in my use case at given state.
I am planning implement it later in the year, or just after for bipedals. It is pretty much same IK systems. But it is just different walking behavior. All procedural.
Just for side note, the turret on the top is also part of skinned mesh and same bones structure.
However, worth to point out, all shader skinning + bones + IK + animations + LOD + Culling all together is none trivial.
Specially if considering performance and procedural behaviour.
However, it is doable indeed, if needed.
Ragdoll beahviour would need additional implementation for that, if is required, as OP may want that. Like an effect of pull by bones, or hits in limbs. That besides need of colliders of course, which is rather trivial at this point, in comparison.
Wow, that must have taken you quite some time. That is awesome though. Converting something to use DOTS is so satisfying when the thing is 1000x faster relative to monobehaviour.