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Physical skeleton improvement and bug fixes
Rework of the physical bone that aim to fix currently open issues and also improve the current Physical Bone by adding stability and control. The current Physical Bone implementation was using the normal rigid bodies and joints, and it worked well but became unstable if the complexity of the skeleton is not trivial, for this reason the Featherstone algorithm was implemented to allowing to have not only a stable body but also full control of it. It is now not only possible to create ragdolls of non-animated bodies, but is also possible to control its movement by adding forces with the `motor_*` methods. You don't have to deal with complex force systems, but instead you can control it by simply changing the motor target and/or velocity and some other parameters from the editor. It is now possible to create active ragdolls directly from script, or for example to create a completely physical walking robot, or to have a stable ragdoll with dumpers and springs. Fixes godotengine#19002 Fixes godotengine#22823 Fixes godotengine#24968 Fixes godotengine#25564 Fixes godotengine#26618 Fixes godotengine#28707
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<?xml version="1.0" encoding="UTF-8" ?> | ||
<class name="BoneBulletPhysicsDirectBodyState" inherits="PhysicsDirectBodyState" category="Core" version="3.2"> | ||
<brief_description> | ||
</brief_description> | ||
<description> | ||
</description> | ||
<tutorials> | ||
</tutorials> | ||
<methods> | ||
</methods> | ||
<constants> | ||
</constants> | ||
</class> |
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