Hey guys,
I’ve just written up a brief tutorial on how to get ragdolled “jiggle” bones to work even when the bones belong in an animated skeleton.
This means you can have accessories, hair, straps, etc. be controlled by the physics engine while the rest of the model is controlled via animation.
It’s focused on 3DS Max, but the fundamentals remain true for any 3D application you’re exporting from.
You can find it hosted over here on my blog.
It took me a while to figure out how to get it working properly, so hopefully this will save others the time and effort.
Cheers,
James
Very cool. Thanks for sharing this!
very good work,
i had do that kind of work before ,but dont have such good result .
look at cryengine , one demo shows the branch of trees will brend and collide with ground ,will break when fire the tree ,so cool physics.
dont kown if unity can?
your post let me think if we can make it :
when a girl in a man’s arm ,any parts of the two body will collide ,and willnot get through or into ohther one,just like to humans hug each other in real world.
i will try your post ,yours can be good way as you said.
Bending/breaking branches are possible, but you don’t need to use the method I posted because you wouldn’t have any animation playing on the bush. You’d just have a skeleton that’s unkeyframed and set up the colliders as per normal. You can set breaking strengths on the joints.
As for hugging… eh, I’d just set up animations for both characters and have them play at the same time. People don’t tend to notice a little bit of clipping in animations, so long as there’s not a very visible loss of volume. It’s far easier than trying to set it all up to be physics-controlled…
Very interestiong thanks.