Ragdoll & Collision Capsule
I am trying to go from Animation to ragdoll, back to animation.
I have no problem getting a character to ragdoll by simulating physics on either the root of the skeleton or the pelvis. Unfortunately, if I simulate physics on just the pelvis, the collision capsule will cause the skeletal mesh to hover in mid air.
If I simulate physics on the collision capsule, and simulate physics on the pelvis, the collision capsule rolls around and the skeletal mesh inherits the rotation and velocity of the capsule. It looks like the mesh is caught in a blender.
If I simulate on the root bone, the skeletal mesh appears to detach from the collision capsule. This actually acts like a proper ragdoll. Unfortunately, this means that the two components are detached, and when I stop simulating physics, I have control of the collision capsule, but not the skeletal mesh. The mesh reacts to inputs and displays the proper animations, but is stationary.
Does anyone have any experience with this?
asked Oct 06 '15 at 03:25 AM in Blueprint Scripting
Here you can find awesome lessons for advanced return from ragdoll: https://www.youtube.com/playlist?list=PLT4SeajOa6mZt6RFYJT5R6M0vdoSgWLO5
answered Jan 29 '18 at 07:37 PM
hi) solution is: attach mesh back to capsule component and turn off simulate physic for mesh. need tweak but works)
answered Jan 20 '16 at 05:18 PM
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