Godot Version
4.4.1
Question
Hello, I mainly use blockbench to make quick and easy models and textures that still look cool. One day I had the bright idea of creating an active ragdoll using one of said models. I am in too deep and there is no going back now. I have done everything to get this working. I have gotten a ragdoll working using simple pin joints and jolt physics engine. But it isn’t enough for me I guess I love pain because I need to apply animation to this ragdoll. I am willing to do anything, start from scratch etc. The reason It is so difficult to achieve is due to the way blockbench does joints. Rather then just having an armature It has blockbench’s node 3d equivalent called folders that have the meshes as children. At first I thought oh that’ll make it easier less complex. Boy was I wrong. due to the meshes being children of the animated empty objects the physics bugs out when you try to apply animations to them. (It should be noted each limb is an individual mesh due to the low poly nature of blockbench) I have tried having the meshes (which I added physics to on import for ragdoll physics) be applied as top level and adding torque to the rotation of the parent but I couldn’t get this to work. Any advice or workarounds for this workflow would be much appreciated. And thank you for reading this unintelligible rant.
Hello update, if you need more info to help just let me know and ill add it.
Please any advice. Please.