Nice video, was helpful to me :) Although I had to change the rotations to localRotation to get connected limbs to work correctly, the forearm for example. You'll notice when you move the arm of your ragdoll, the forearm automatically rotates with it(it moves twice as far as it should), which is not what we want at all here, since we're trying to accurately copy the animation. So just change all the rotations to localRotation and everything will work as it should. If this works for you, please leave a note in the video for others in the future, cheers.
Thank you friend , i m from Russia , there are dusent have no one video about active ragdoll , you talk about it very understand , ceep going this way , respect from Russia
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it wont let me rotate the joint with the target rotation all i need is a ragdoll that i can pose in the editor and then keep in the same position forever so i can take a screenshot of it for the game
Nice Video! I was wondering if there was a way that i could make my ragdoll less wobbly, i like the floppy aspect but i think my ragdoll is too wiggley. thx
If you don’t want the target in the scene then you can delete the skinned mesh renderer so it’s invisible but you can’t delete the target because you’ll get errors
Nice video, was helpful to me :) Although I had to change the rotations to localRotation to get connected limbs to work correctly, the forearm for example. You'll notice when you move the arm of your ragdoll, the forearm automatically rotates with it(it moves twice as far as it should), which is not what we want at all here, since we're trying to accurately copy the animation. So just change all the rotations to localRotation and everything will work as it should. If this works for you, please leave a note in the video for others in the future, cheers.
I pinned the comment in case it's helpful to someone
Hi how did you change the rotation to localRotation please?
Edit: i found out here is my code :
public class MotionMatch : MonoBehaviour
{
public Transform CopyLimbs;
ConfigurableJoint cj;
Quaternion startRotation;
private void Start()
{
cj = GetComponent();
startRotation = transform.localRotation;
}
private void Update()
{
cj.SetTargetRotationLocal(CopyLimbs.localRotation, startRotation);
}
}
@@linkelyes i love u so god damn much
thank
of all videos ive seen on this, this is the best one and most helpful, thanks
Dude i've never seen any better/easier tutorials, thanks a lot
Bro idk how old you were when you made this video, but it helped me a lot holy crap
Thank you for the rotation script. I was really struggling to get that part to work with other tutorials.
Thank you friend , i m from Russia , there are dusent have no one video about active ragdoll , you talk about it very understand , ceep going this way , respect from Russia
simple, easy to understand, dude your on a roll keep this up!
The best tutorial i found so far
I was also stucked in the issue of Axis of Configurable_Joint and it was Solved with the Extension script you used..
Thanks a lot.
hurray 🤩🤩🤩
Coolest Kid ever dude. You are a live safer!
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Join my discord for help: discord.gg/BECenjSN8R
please support me on Patreon: www.patreon.com/drollest
The discord link didn't work for me
very epic this was very easy! because of you :)
can you make an tutorial on it but so this would be the player i tried making it be my player but couldnt
uh what if my animation that i added on my character works strange but in new model it works alright i think its cuz of copyanim script
this was on my birthday Thx
lol on another of my ragdoll tutorials someone commented that it was uploaded on their birthday too!
if you hold right-click you can use WASD to move around your world
Wow that was really cool
very cool my dude keep it up! :D
Very helpfull, thanks man.
bro thank you so much
Thanks!
it wont let me rotate the joint with the target rotation
all i need is a ragdoll that i can pose in the editor and then keep in the same position forever so i can take a screenshot of it for the game
Thank you
es una maravilla wow
Nice Video! I was wondering if there was a way that i could make my ragdoll less wobbly, i like the floppy aspect but i think my ragdoll is too wiggley. thx
Turning the position damper up might fix it.
@@drollestprawn it didnt help to much any other ideas? (sorry to bother you)
now i have ragdoll and target. can i just use one and remove the other after making it copy my animation?
If you don’t want the target in the scene then you can delete the skinned mesh renderer so it’s invisible but you can’t delete the target because you’ll get errors
balancer never worked
yo
You rock dude
.