I dont really understand whats the logic behind that. Im trying to make my own ragdoll to be as close to human as possible and i need separate values for EACH AXIS, not just for one, otherwise it will allow for non-human like rotations. Even the most flexible Configurable Joint still allows high and low limits only on one axis, while the others are just symmetrical on their high and low values. Bullet physics for example allow high and low limits on each axis on 6DoF joints, so its not impossible: http://bulletphysics.org/mediawiki-1.5.8/index.php/Constraints Am i missing something here? Is there a solution for what i need? Quick googling didnt yield any results.
Have you tried the Character Joint? Looks like it’s specifically designed for ragdolls.
Yup. The same picture - only one axis is allowed to have low and high limit. The limits on other two are purely symmetrical
Unity exposes PhysX joints. As far as I know, the Configurable Joint is the wrapper for PhysX’s D6 Joint. You may check the documentation for PhysX joints in order to learn whether the features you’re looking for are supported:
http://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/guide/Manual/Joints.html
If there are features yet to be exposed, then there’s a chance that a future Unity version exposes it.
Took a look at that already, the only thing i understood is that there is a distinction between a main axis, and two other axes, unlike in Bullet’s for example, where all axes seem to be equal. Also it says that for the two secondary axes a cone is generated - does that mean it cannot support for the thing im aiming for? Cause if i had separate values for low and high, then it wouldnt be a cone anymore, or it would be a very distorted version of it. But then how modern games that use physx are doing physically anatomically correct ragdolls? Theres gotta be a way, im pretty sure.
I don’t think that separate values for low and high cause a distorted cone. It would be a cone with its center pointing a different direction.
I’d also like that someone with experience in ragdolls could bring some light here.
Yeah, ive figured out an exactly that workaround already - i just wrap the limit angles in my own script and i rotate the secondary axis off-center based on those angles and some math. Its not super intuitive and kind of hard to debug, but still, at least this way i can have asymmetrical limits on all axis
Nevermind, it doesnt work.