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Ragdoll Physics for X-Ray in Blender #734
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@Blackgrowl I can try using the Rigid Body blender in the Physics panel. If I succeed, then I can write code to automate these actions. But I will need to study the rigid body better to say for sure whether this can be done or not. I'll add this feature request to the list, but don't know when I'll start implementing it. Learning rigid body and experimenting may take some time. And I can't start doing this yet. |
Heh, sorry about that, seems I have a tendency to confuse both names, I need to stop that. Alright, as I understand, there's a possibility to make it automated. |
Извините, Павел, я не знаю, где вам ещё написать. Как вам можно задонатить? |
@Nestandart5443 я не собираю донаты. |
Я просто хотел вас отблагодарить за вашу работу. Благодаря вам я много крутых моделей сделал. |
Hello, I am trying to figure out how I can make ragdoll physics work in Blender, using X-Ray's parameters.
My intention to use it is to test "ragdoll-on-dead" effect, which is something that can be finicky to work with in any game and being able to debug it before adding it in Blender would be excellent.
As far as I know, X-Ray uses collision shapes, just like any other game, and these shapes are translated and saved by PavelBlend itself, simply aim at the skeleton then go to the Skeleton's Data properties and press on "Display Bone Shapes" to show the bones.
However, I can't seem to find any way to make it work, other than the pain-staking method of doing it manually with Blender's own collision boxes and all.
So, is there any easy and quick way to simulate ragdolls in Pavelblend?
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