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Bone movement and constriction – Week 6

  • Writer: Christopher Cromb
    Christopher Cromb
  • Nov 16, 2020
  • 1 min read

Updated: Nov 25, 2021

With my new model I was able to get ragdolling working, this time opting for the automatic ragdoll settings rather than manually adding every characterjoint. I did have to add additional ones for the tail though so that it would swing about. Below is a gif of how they fall. (You may need to click it to view it)

Now to add movement and keep them standing up, I added constrictions that force the shoulders to be a certain height and a force that pulls them in the direction of the target, as taught in the workshops.

It was turned off for that clip, but my adaptation of the LookAt script no longer works with the model and after switching to the workshop script it still has the 90 degree rotation offset which I’m unsure how to fix while also working with local rotation but I shall attempt to.

To improve the movement so that it doesn’t just look like floating I gave a go at a walking script that moves the legs one after the other, however the movement doesn’t look as good with the body not rotating quickly to face the right direction. I also added constraints to the feet to try and keep them on the floor level and the head so it’s always upright.

My next step will be to fix the rotation as I think that’s the final step to having complete toys to walk around the scene. I need to move onto generating the scene with PCG.


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