Nice tutorial! I tried it for my project once but didn't succeed (somehow just nothing happened). Now seeing your cool results I am definitely going to give it another try!
Best looking ragdoll i have ever seen, good job. I had given up because mine would just vibrate and clip htourght the floor and joints would rotate all over the place even after changing the rotation and joint types.
@@Betegfos If you still need an answer, only call Skeleton3D.physical_bones_start_simulation () when the character dies and otherwise keep the skeleton animated.
I wish you had gone more in detail about the joint types and how each of the constraint values work, as I can't find any docs online about it, even from the official site.
How do I make it an active rag doll? I’ve seen people interpolate the position from an animation, but that looks stiff and unnatural. Can I animate angular velocities for the joints?
I'm having two problems with my final ragdoll: it jerks around a lot after hitting the ground and it goes back to 1 on the scale for some reason. Any idea what could be going on? I tried changing most settings on the bones themselves and I also tried starting over from scratch but something weird is going on... Maybe I exported wrong from blender?
@@badmonkey91 This is it. You can't scale the object in Godot because if you do it goes back to 1 once you turn on the physics. If you scale it in Blender the animation bugs out. I have not managed to fix my model and will probably have to make a new one soon since I couldn't figure out how to fix my current one.
@@_PiCode bro at last share the source lmao i was messing arround for some ragdoll tutorials (trying to make a ragdol system similar to GTA IV's system [sync only btw not whole AI of the Active ragdoll])
Not at all! It's just that the physics engine in Godot is not the best, and the documentation leaves much to be desired. I like Godot, but this sort of thing isn't hat it's good at.
Bro recorded an entire video tutorial whilst sleepwalking. Amazing!
Thanks for doing this. I was totally in the dark about the joint adjustment thing, and this really helped.
Nice tutorial!
I tried it for my project once but didn't succeed (somehow just nothing happened). Now seeing your cool results I am definitely going to give it another try!
Best looking ragdoll i have ever seen, good job. I had given up because mine would just vibrate and clip htourght the floor and joints would rotate all over the place even after changing the rotation and joint types.
Did you manage to get it working? Mine is still all over the place.
@@PSPbrtag looks like is Godot's problems.I have tried many ways,but neither work.
@@miragetank2287 That sucks. I had some degree of success using 6DOF joints but then I had problems with my animations and have not kept trying yet.
Fixing up those joints took a while, but after watching this video I was able to finally get back to a project that I had given up on like a year ago!
Is it possible to make it so that the ragdoll only activates when the character dies?
@@Betegfos If you still need an answer, only call Skeleton3D.physical_bones_start_simulation () when the character dies and otherwise keep the skeleton animated.
Nice tutorial!
Cool! The result is looking good
Master 🪖 , you aren't ignored 🗿
I've never tried doing this myself but the whole process looks rather time consuming. Also the final result looks good
Thx - great stuff - I love to use physics in games.
very good
If you apply transforms in blender you wont have to adjust all the collisions
Nice
I've always had problems with adjusting the positions of those collisions and the rotation constraints.
Godot really needs to have automatic collision shapes like unity or UE does
I wish you had gone more in detail about the joint types and how each of the constraint values work, as I can't find any docs online about it, even from the official site.
When delete finger bones, character's fingers just stay on air instead of moving with the hands.
Ty
How do I make it an active rag doll? I’ve seen people interpolate the position from an animation, but that looks stiff and unnatural. Can I animate angular velocities for the joints?
What version for godot did you use?
Would you mind making the project availble for download so I can see what im doing different
I'm having two problems with my final ragdoll: it jerks around a lot after hitting the ground and it goes back to 1 on the scale for some reason. Any idea what could be going on? I tried changing most settings on the bones themselves and I also tried starting over from scratch but something weird is going on... Maybe I exported wrong from blender?
it seems like if you ever scale the model (whether in blender or godot) it fucks everything up. did you ever figure out the problem?
@@badmonkey91 This is it. You can't scale the object in Godot because if you do it goes back to 1 once you turn on the physics. If you scale it in Blender the animation bugs out. I have not managed to fix my model and will probably have to make a new one soon since I couldn't figure out how to fix my current one.
@@PSPbrtag Which node are you applying the scale to?
@@jeepsyk7289 The mesh itself I belive
@@PSPbrtag I see. Have you tried parenting the model to a new Spatial and scaling that instead?
How do i do *active* ragdolls? From what i have seen, its difficult because godot doesnt have too much support for that
I see your comment is from a year ago, did you have any success with active ragdolls in Godot? I'm going nuts trying to figure it out
@@64manxman This is the Active Ragdoll I made: ruclips.net/video/BN043yhOqY0/видео.html
@@_PiCode bro at last share the source lmao
i was messing arround for some ragdoll tutorials (trying to make a ragdol system similar to GTA IV's system [sync only btw not whole AI of the Active ragdoll])
please make tutorial how to make TPP mini game
and we can play on android to
Does this still Work?
my ragdoll keeps jittering, how to fix that?
can you share source please?
my man fall through floor
nvm. his transformed(scale) were jacked up. he good now.
nope. he still fall through.
the floor needs to be a StaticBody3D node, i had the same issue
After messing with this system, reading the docs, and watching this video, I've come to the conclusion that I just suck at this 😆
Not at all! It's just that the physics engine in Godot is not the best, and the documentation leaves much to be desired. I like Godot, but this sort of thing isn't hat it's good at.
mu myohr