ParticleSkull Posted February 16 Share Posted February 16 (edited) Hey guys! I'm trying to learn the best workflow for Ragdoll simulations. I have a very basic knowledge on KineFX so I believe it's best to start with the simplest scene possible. Here's what I have now: Simple_Bones_0201.hip It works!! But I don't know how to work with it properly. First of all, is this the best workflow for this? Edit: the following topics are all solved - It looks like there's an "automatic" way to configure the joints limits using a motion clip. I tried a couple things but it didn't worked as I expected - There's also an automatic way to create the collision shapes This is the only joint limit I set up, but it doesn't work as I expected. I was expecting the joint to rotate only inside the blue limits, but it does the other way around (as you can see in the animation). Can anyone explain what's going on? This is it for now. Any tips would be amazing, even not related to my doubts Scene file is attached Thank you Edited February 16 by ParticleSkull 1 Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted February 16 Author Share Posted February 16 (edited) I found a way to configure the joints limits procedurally. Simple_Bones_0202.hip This is how you do it: - You have to animate the skeleton into some key poses using a rig pose, - use a motion clip sop to convert it to a motion clip, - and enable the Compute Limits for Joints from MotionClip on the configure joints sop It looks like the joint limits are working perfectly now + it was super easy to setup Edited February 16 by ParticleSkull 1 Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted February 16 Author Share Posted February 16 I'm trying it with the Capybara now and it ALMOST works I managed to create the collision shapes just by connecting the capybara's mesh to the third input of the collision shapes node But as you can see, the upper body part is disconnect from the waist and I have no idea why Does anyone know how can I keep it connected? Thanks File is attached: Ragdoll_0101.hip 1 Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted February 17 Author Share Posted February 17 So I fixed it. The issue was quite simple. There was no collision shape for this specific bone. I just had to click on it to create a coll shape, I didnt even resized or moved it. All those shapes doesnt look very optimized though, but it works well for what I need. Ragdoll_0102.hip 1 Quote Link to comment Share on other sites More sharing options...
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