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Merge pull request #2074 from corrigentia/patch-86
Tweak ragdoll_system
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@@ -6,7 +6,7 @@ Ragdoll system
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Introduction
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------------
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Since version 3.1, Godot supports ragdoll physics. Ragdolls rely on physic simulation to create realistic procedural animation. They are used for death animations in many games.
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Since version 3.1, Godot supports ragdoll physics. Ragdolls rely on physics simulation to create realistic procedural animation. They are used for death animations in many games.
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In this tutorial, we will be using the Platformer3D demo to set up a ragdoll.
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@@ -33,7 +33,7 @@ Some of the generated bones aren't necessary: the ``MASTER`` bone for example. S
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Cleaning up the skeleton
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~~~~~~~~~~~~~~~~~~~~~~~~
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Each ``PhysicalBone`` the engine needs to simulate has a performance cost so you want to remove every bone that is too small to make a difference in the simulation, as well as all utility bones.
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Each ``PhysicalBone`` the engine needs to simulate has a performance cost, so you want to remove every bone that is too small to make a difference in the simulation, as well as all utility bones.
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For example, if we take a humanoid, you do not want to have physical bones for each finger. you can use a single bone for the entire hand instead, or one for the palm, one for the thumb, and a last one for the other four fingers.
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@@ -42,14 +42,14 @@ Remove these physical bones : ``MASTER``, ``waist``, ``neck``, ``headtracker``.
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Collision shape adjustment
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~~~~~~~~~~~~~~~~~~~~~~~~~~
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The next task is adjust the collision shape and the size of physical bones to match the part of body that each bone should simulate.
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The next task is adjusting the collision shape and the size of physical bones to match the part of the body that each bone should simulate.
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.. image:: img/ragdoll_shape_adjust.gif
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Joints adjustment
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~~~~~~~~~~~~~~~~~
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Once you adjusted the collision shapes your ragdoll is almost ready. You just want to adjust the pin joints to get a better simulation. ``PhysicalBone`` nodes have an unconstrained pin joint assigned to them by default. To change the pin joint, select the ``PhysicalBone`` and change the constraint type in the ``Joint`` section. There, you can change the constraint's orientation and its limits.
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Once you adjusted the collision shapes, your ragdoll is almost ready. You just want to adjust the pin joints to get a better simulation. ``PhysicalBone`` nodes have an unconstrained pin joint assigned to them by default. To change the pin joint, select the ``PhysicalBone`` and change the constraint type in the ``Joint`` section. There, you can change the constraint's orientation and its limits.
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.. image:: img/ragdoll_joint_adjust.gif
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