Godot Version
4.4.1
Question
Hi,
I’m sorry if this is a dumb question, I’m still a new to this whole world.
I’m trying to create an active ragdoll NPC in my game, but I just can’t get it to work .
I got the ‘ragdoll’ part down pretty good, it’s the ‘active’ part that I’m having a lot of trouble with.
I have a character model with a proper skeleton with baked-in animations (from Blender)
I used PhysicalBone3d nodes for each bone in the Skeleton.
I gave the physical bones their own collision shapes.
Doing all that I managed to create a pretty good ragdoll (that just collapses whenever the game starts)
Then I set an ‘idle’ animation to continuously play in the character’s animation tree and set bone simulation to be ‘off’ by default.
I wanted to make it so that when a bullet (raycast) hits a bodypart (a PhysicalBone3d) bone simulation would turn back on on that specific bodypart, and a knockback effect (that I set on the gun/bullet earlier) would move the bodypart away from it’s position in the animation and then the bone simulation would turn off again and the bodypart would return to it’s place in the animation (I hope this all makes sense so far, I’m not good at describing stuff either)
This “almost” worked, but every time the “ragdolling” bodypart would snap back into it’s original position instantly which looked really weird. Imagine you move your hand up to your ear and when you want to lower it back down, it just “teleports” to that position.
So this attempt failed.
Then I tried to follow this tutorial on YT, but that just exploded my character to bits, no matter how much I tweaked the values:
Yea, I know, it’s an old video that doesn’t really apply to 4.4 and Jolt, but I tried anyway.
Anyway, I was just wondering if anyone out there managed to get active ragdolls to work properly. Is it even doable yet?
If you have any tips or study material or anything, please do share! Like I said, I’m new here and I don’t know nearly as much about any of this stuff as I’d like to.
Thank you very much in advance!