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Latest posts made by pattern-metal
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RE: New Simulation system for ragdolls: Compound Collision Shape does not work?
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RE: New Simulation system for ragdolls: Compound Collision Shape does not work?
Hey, here is a file with the physics comparison:
https://mega.nz/file/cRsVXYgb#m9trxV2rmH_0mPlhkyuoHnAdobP9ftRHmMye__Kb-ys -
RE: New Simulation system for ragdolls: Compound Collision Shape does not work?
Hi, Dr.Sassi,
Actually you've already confirmed this behavior on your side, no need the file. New Rigid body tag does not work with such rig when the collision shape is placed under the Null object or Joint object.
Therefore it is not possible to use it for ragdolls. You need to convert joints into meshes first, only after that RB tag will start to consider it as a physical object.
But in this case your skinned mesh will no longer consider the converted joint as a weighted joint and no longer will follow it. You should bind a converted-into-mesh joint to the standard joint and do other unnecessary steps.
Which we all would be able to avoid just having the old Collision compound shape setting in the new tag. -
New Simulation system for ragdolls: Compound Collision Shape does not work?
With old Bullet Rigid body tag I was able to use the joint object: I just created the mesh shape, put it under the joint as its child, and added the RB-tag to a joint making it as Compound shape.
Right now new Dynamic tag does not work with such rig. When I hit play, nothing happens.
As I can see there is no "Compound Collision shape" option in new Dynamic.
Actually it is pretty standard feature. It is pretty strange that it is replaced by a "Hierarchy merge level" which does not do the same.Is there any plan to add this feature in the future?