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ragdoll simulation twitches in simple humanoid ragdoll #28707
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@AndreaCatania I'm not sure if it's a problem of implementation on my part or an actual issue, can you give it a look please? |
Here I've animated your dummy with new implementation of the Physical Bone #28909 Thanks for the project :D By the way in the PR you can find the project file with your dummy if you want test it |
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
Just putting a note that this issue has a potential fix in #28909, but that PR is pending rewrite/rebase for the current |
Godot version:
v3.2.dev.custom_build.2931b4d
OS/device including version:
OS: Ubuntu 18.04.2
Issue description:
ragdoll simulation twitches in simple humanoid ragdoll with conejoint as constraint (except for the head with hingejoint), and default settings for the physical bones and the joint constraint (except swing span) video with the issue
Minimal reproduction project:
testr.zip
(Run simulation from playground scene. Ignore actor_def scene)
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