How to prevent ragdoll parts from stretching apart?

I have a video demonstrating my problem:
[- YouTube][1]

At low velocities, the PhAT behaves perfectly. At higher velocities, the parts can’t seem to keep up with the others.

In context, we’re making a game where you play as a giant who can throw peasants. The throw is implemented but the peasant “stretchiness” looks bad. I have a video of that as well:

[- YouTube][2]

EDIT: Increasing damping didn’t seem to help. I’ve also tried using the “Projection” checkbox to no avail. (It’s description looks like it would solve the problem but it makes things worse.)

http://puu.sh/gqSKI/6a5cbc4ff3.png

Hey. Did you find a fix for this? I’m having the same issue.

We never got it to be perfect, but I went through and really made sure all of the individual joints had correct ranges of motion. Then we just lowered our throw speed and hid the initial stretching somewhat behind the player’s camera.

We recently upped the speed in this video: https://www.youtube.com/watch?v=srn3ZaoqY40 and it looks okay at certain throw angles, but otherwise we’re still getting the problem.

I fixed the second link in my original question. If you click that you can compare it to our newer throw. I think the animation helps mask the bug a lot.

Hey. Did someone find a fix for this now ? I also have the same issues

Can we please get some response from the developers, or someone else who knows, on how to prevent this? It looks horrible on smaller parts like hair.

ANY UPDATE??

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In Box2D they say you can fix this problem sometimes by increasing the mass or density of the parts, or something like that. Is your giant actually a normal-size humanoid, throwing very small humanoids? Might be worth a try to make the player character actually bigger (physics probably will respond differently) and make the little people actually normal sized),and see if that separate experiment project responds better.

Not sure if that will help, or maybe it’s just a matter of “physics scale”

Hello, I’m having the same problem in 4.18.1. Limited or Locked constraint doesn’t change anything!
yesterday, I wanted to show the behavior to a friend of mine, and it MAGICALLY worked! Today, it won’t work anymore. I’m really raging against this!

In my case, this issue occurs when i add new bone inside Persona. If i don’t add new bone, everything is good. When i have skeleton and i need to add new bone, first i create new physicsAsset in content browser and check “Create Bone for each bones” (just right click on Model and Create PhysicAsset). Then the issue doesn’t occur and i can adjust and delete unnecessary bones. This works in my case.

By bone you mean body?

Yes. bone=body. Sorry - habit from Maya.

Okay, it seems that your technique works. I generated a new physics asset, with “Create Body for each bones” checked and unchecked “Limits” to not have constraint. I created the constraints by myself and it works. At least it doesn’t go crazy by exploding everywhere.

Good to hear that :slight_smile:

Hello.
Doesn’t work for me.

Anyone resolve this problem?

Hi there,
Have you ever found a solution?
If you check the Advanced Locomotion System V3 (UE 4.23), there is a node called on tick event while in ragdoll:

Hope that helps.

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Thanks for the info.
But what velocity? In a best way it must be for the each joint. But it’s not variant. If it’s for the whole body–then the PhAnim ragdoll becomes bored.
Is it possible this problem appears only with no-Nvidia graphics cards?
I dont understand why Enable Projection doesnt work also.

ALS uses Get Physics Linear Velocity of the mesh. There is an entire workflow for updating ragdoll on event tick that is worth checking out. Perhaps it will help you if your physical animations.

ALS is very great system. But–
1–want my own.
2–ALS ragdoll isnt exactly what I want.

  • When I extremely fast drag (left-right etc) parts of the mesh in PhEditor this happens (collisions between neighbors are disabled etc)–

Get Physics Linear Velocity–But i requires a bone. If bone is None–then it uses root (root joint?).

You should use pelvis for that node. If you examine the ALS template, you get the whole workflow.