What do you think of the style of this video? It meant to be a tutorial and an entertainment at the same time, not a step-by-step tutorial. Is it too much of the comedy and too little of the information?
I think it's no problem since the project files are available and I can see the code in full on git hub. I think it's a nice demonstration and it shows the idea, I wouldn't say it is good for learning it/as tutorial but you highlighted the main functions. I have worked with bones before so I understand roughly what I'm doing. I like it!
Thank you for this video! I'm working on a physics based VR project and I was really struggling with applying torque on physics objects to get them to face the right way.
@@_PiCodeI'm not sure exactly what's causing the issue as I've not had any time to figure it out yet, something related to physics update perhaps which results in the character spinning on floor
Hi! When I'm working with ragdolls, all physical bones get messed up and are floating arround next to the character after some playtesting. It works fine at first but something makes them change their original possition and I can't figure out what. I didn't follow this tutorial but my setup is basicly the same. Doe's anybody run in this issue and knows what's causing it? Thanks for your time!
You mean the fact that I made the arms bone so small? That's because I don't want it to collide with the body and get stuck. Godot 3 physical bones not colliding with parent bone by default, so there's no issue with it. There is an issue and PR to fix this, just waiting for it to be merged. github.com/godotengine/godot/issues/70942
@@_PiCode You can add the collision exclusion in code at start up for the various bones. It's tedious, but it can be done. The way to do it the most easily would be to make a new class that extends Rigidbody 3D, and has this functionality built into the ready method. Then you change the type of all the bones to that new class, and voila. No parent to child script iteration needed, just add the collision exceptions from the ready method in the new class
I already tried jolt. The spring is not broken there. But I didn't use it here so that you don't have to use it if you don't want to. Also, it's just cleaner using this method.
What do you think of the style of this video? It meant to be a tutorial and an entertainment at the same time, not a step-by-step tutorial. Is it too much of the comedy and too little of the information?
really good
I think it's no problem since the project files are available and I can see the code in full on git hub. I think it's a nice demonstration and it shows the idea, I wouldn't say it is good for learning it/as tutorial but you highlighted the main functions. I have worked with bones before so I understand roughly what I'm doing.
I like it!
It's nice
PiCode would you like to make a physics based souls like game with me? I make 3d models and i am game designer😋😇
Pretty useful, but I would absolutely love a more in-depth tutorial!
Thank you for this video! I'm working on a physics based VR project and I was really struggling with applying torque on physics objects to get them to face the right way.
YEEE It's the video I will been waiting
Bullshiiieeet!!!
I love how with 0 talking, he can make others laugh😁
i was waiting it all time thanks. you are best.
❤
More bullshiiieeet!!!
Legendary! Well done and thanks for the detailed description
nice one man ! thx for it :)
Please PiCode if you can make tutorial how to make 2d active ragdoll.
Great video! But one question, How do I make the active ragdoll punch?(like in gang beasts)
Just play punching animation and then damage what ever that made contact with the arm
Hey so changes made to Godot 4.3 (RC 1) have resulted in the character falling to the floor. Any suggestions for a fix? Nice work BTW!
What changes?
@@_PiCodeI'm not sure exactly what's causing the issue as I've not had any time to figure it out yet, something related to physics update perhaps which results in the character spinning on floor
@@boggleHank It happened to me too. idk why
@@_PiCode i found the fix but it seems that links aren't allowed. it's in the github godot issue 94831
Tysm
I hope the video are helpful :D
👍
Hi!
When I'm working with ragdolls, all physical bones get messed up and are floating arround next to the character after some playtesting.
It works fine at first but something makes them change their original possition and I can't figure out what.
I didn't follow this tutorial but my setup is basicly the same.
Doe's anybody run in this issue and knows what's causing it?
Thanks for your time!
Support comment
Thanks!
it so stable from godot 3 but i want arm Not to be boneless i want maked like real arm
You mean the fact that I made the arms bone so small? That's because I don't want it to collide with the body and get stuck. Godot 3 physical bones not colliding with parent bone by default, so there's no issue with it.
There is an issue and PR to fix this, just waiting for it to be merged.
github.com/godotengine/godot/issues/70942
@@_PiCode You can add the collision exclusion in code at start up for the various bones. It's tedious, but it can be done.
The way to do it the most easily would be to make a new class that extends Rigidbody 3D, and has this functionality built into the ready method. Then you change the type of all the bones to that new class, and voila. No parent to child script iteration needed, just add the collision exceptions from the ready method in the new class
Does not work in 4.3 :(
This is so cool, how did you do the animations? Inside of godot or in something like blender?
@@savorsauce blender
For some reason it won't work with the godot 4.3 update, It starts spinning in the ground after starting the game. Do you know why?
I fixed it just now :D
@@_PiCode thanks man
Great job, thanks for sharing! Have you tried Jolt btw? Curious, does it have the same problem with joints as default physics engine?
I already tried jolt. The spring is not broken there. But I didn't use it here so that you don't have to use it if you don't want to. Also, it's just cleaner using this method.
Thank you for making this!
Nice, any tutorial on blender on this player model?
Here is where I learned it:
ua-cam.com/video/DAAwy_l4jw4/v-deo.htmlsi=t45bbgbeIjo2OnTm
this is some high-quality content