MAYA_ Posted February 13, 2018 Share Posted February 13, 2018 When my ragdoll state is triggered, my agents mesh explodes and breaks in the simulation in very disturbing ways. When setting up my collision layers and testing it outside of the dopnet, it seems to work fine. Does anyone have an idea why this is and what I have done wrong. I am using FBXs, but when testing with the Mocap characters from Houdini, it works fine. Thank you very much in advance. Quote Link to comment Share on other sites More sharing options...
cwhite Posted February 13, 2018 Share Posted February 13, 2018 If you've used the ragdoll test sim asset and it behaves fine, I'd first check that the animation clip on the crowd state is valid (if you're doing a partial ragdoll or motor-driven ragdoll) Quote Link to comment Share on other sites More sharing options...
MAYA_ Posted February 13, 2018 Author Share Posted February 13, 2018 5 hours ago, cwhite said: If you've used the ragdoll test sim asset and it behaves fine, I'd first check that the animation clip on the crowd state is valid (if you're doing a partial ragdoll or motor-driven ragdoll) Hey thank you so much for reply. Yeah that's what I did and its fine. I'm not doing a partial ragdoll but I am not sure what a motor driven ragdoll is? I'm just trying to trigger the state. I've also tried to just set the ragdoll state to active in the normal walkstate (the walk is fine) but it always breaks. Quote Link to comment Share on other sites More sharing options...
cwhite Posted February 14, 2018 Share Posted February 14, 2018 What do you see if you turn on guide geometry for the crowd object to see the rigid bodies? Does it look like the constraints aren't active (e.g. the bodies just fall apart), or is the ragdoll blowing up? Quote Link to comment Share on other sites More sharing options...
MAYA_ Posted February 14, 2018 Author Share Posted February 14, 2018 1 hour ago, cwhite said: What do you see if you turn on guide geometry for the crowd object to see the rigid bodies? Does it look like the constraints aren't active (e.g. the bodies just fall apart), or is the ragdoll blowing up? Nothing, it is not displaying any guide geometry. That is weird, is there anything I missed setting it up? I built the collision layer and then I configured the joints, is there anything else I got to do? Quote Link to comment Share on other sites More sharing options...
cwhite Posted February 14, 2018 Share Posted February 14, 2018 I think it would be helpful to see a hip file, since I'd otherwise be randomly guessing as to what went wrong Quote Link to comment Share on other sites More sharing options...
MAYA_ Posted February 21, 2018 Author Share Posted February 21, 2018 Hello! I totally forgot to reply to this but the problem fixed itself when I redid the collision layer so I assume something broke there. Thank you so much for your help though Quote Link to comment Share on other sites More sharing options...
dimosa Posted February 25, 2019 Share Posted February 25, 2019 Hi, there was a similar situation, the character's legs fell off during the test simulation, the problem turned out to be exactly in the collision layer. but there was another problem, the bones fall normally, but the skin starts to work incorrectly. There are no such problems with standard Houdini characters. although rig is very similar.. Quote Link to comment Share on other sites More sharing options...
dimosa Posted February 25, 2019 Share Posted February 25, 2019 if you re-capture geometry from the shelf, the result is also bad Quote Link to comment Share on other sites More sharing options...
dimosa Posted February 25, 2019 Share Posted February 25, 2019 The only way to adequately simulate custom characters, it capture your mesh to the standart biped character ((((( then there are problems with connecting third-party fbx animation clips Quote Link to comment Share on other sites More sharing options...
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