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Spine2d ragdoll colliders
Spine2d ragdoll colliders






spine2d ragdoll colliders
  1. #Spine2d ragdoll colliders manual
  2. #Spine2d ragdoll colliders Ps4
  3. #Spine2d ragdoll colliders zip
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spine2d ragdoll colliders

If it's on ConfigurableJoint, you can safely edit it to tune your ragdoll's behavior to your liking.

#Spine2d ragdoll colliders Ps4

That said, I don't have PS4 hardware to test on, so I'd be happy to work with you if you run into any issues. If you're getting fine performance with 20 ragdolls in the scene right now, then I expect Biped will not add tremendous overhead. The best way for you to gauge performance right now is to just drop in plain vanilla ragdolls and see how it goes Biped just uses PhysX, and it tends to be the biggest performance hurdle for most people.I'm expecting 3.0 will be ready before the end of March-as of two days ago, it's the main thing on my plate right now, apart from GDC.

#Spine2d ragdoll colliders manual

  • The scene view editors let you quickly switch any part between sphere, capsule, or box colliders, and their volumes will be retained as best as possible to minimize any manual resizing you need to do.
  • #Spine2d ragdoll colliders free

  • Biped currently requires wrist joints, but you are free to make them not colliders/rigidbodies if you need to for some reason.
  • It's also available for the configurable joint too so it shouldn't be much of a problem for me to change? and probably most importantly, there's a few settings we use on Character Joint, which we're hoping you use too - namely disabling "Enable Preprocessing" in unity 5 which greatly aids in joint stability at high speeds (in our case hanging off vehicles and ziplines) - which works fine for our own ragdolls. We intend to have around 100+ of these characters per level but up to 20 in the immediate playable area. I won't be at GDC this year, too busy doing the game :) Do you have a rough ETA for 3.0 as I'd like to shift my trello jobs to account for it - ballpark is great!

    spine2d ragdoll colliders

    In response to the wrist thing, it's just an additional bone for the hand as holding onto ledges, ziplines and moving cars requires slightly more flexibility than just the forearm.Īlso, our characters look like aardman style figures, so the heads tend to suit a capsule collider rather than a sphere - is this also possible at all? Part of the delay surrounding 3.x (in addition to PhysX changes late in the 5.0 beta) is that I'm doing a bit of a low-level overhaul to prevent this.

  • In 2.x, there are allocations each time the character goes ragdoll (because a duplicate hierarchy is generated).
  • If I understand you correctly, you'd go from full-body-ragdoll to full-body-animation and, at the same time, re-enable ragdoll on just the upper body. If the pelvis/root goes ragdoll, the whole body does. For example, if your spine goes ragdoll, the whole upper body will. The caveat here is that when a part goes ragdoll, all of its children will as well. It is possible to enter/exit ragdoll on individual parts. In this latter case, all collision events are sent to the animated hierarchy. The basic idea is that colliders are active while being controlled by animation, but ragdoll colliders are used when the character becomes ragdoll.
  • Can you give me a little more information about where these are in the hierarchy, what they're used for, and what specific concerns you might have? I'm not 100% clear from your description right now.
  • I'm fairly confident it shouldn't be a problem, but if you want to make sure you could email a character to and I will check it.
  • The setup has been tested with a ton of rigs (Maya, Max Biped, HumanIK, Mixamo, etc.) with a variety of axis alignments (e.g., x-forward, z-forward).
  • Yes all the source is included in all of my asset store products.
  • Your "dismount zipline" animation would just be treated like a "get up" animation in your state machine.

    #Spine2d ragdoll colliders zip

    You'd then need some kind of trigger to disable the ragdoll near the end of the zip line (e.g., a trigger volume, timer, or something else) that sets your exit ragdoll condition. If I understand you correctly, you would basically start your grab animation and fire an event when the character's hands are in place, which enables the ragdoll, pins its hands to the zipline, and adjusts any resistance/force/damping to your liking. It uses all standard PhysX components (e.g., ConfigurableJoint, Rigidbody) so you can manipulate them as you normally would any ragdoll.

  • The Biped class has a property that points to the ragdoll, if the character is in ragdoll mode (which is a non-rendered hierarchy for Mecanim characters).







  • Spine2d ragdoll colliders