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ragdoll simulation twitches in simple humanoid ragdoll #28707

Open
Tracked by #45333
N8n5h opened this issue May 5, 2019 · 3 comments · Fixed by Wapit1/godot#1
Open
Tracked by #45333

ragdoll simulation twitches in simple humanoid ragdoll #28707

N8n5h opened this issue May 5, 2019 · 3 comments · Fixed by Wapit1/godot#1

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@N8n5h
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N8n5h commented May 5, 2019

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)

@N8n5h
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N8n5h commented May 7, 2019

@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?

@AndreaCatania
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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

akien-mga pushed a commit to AndreaCatania/godot that referenced this issue Jul 4, 2019
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
@akien-mga
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Just putting a note that this issue has a potential fix in #28909, but that PR is pending rewrite/rebase for the current master branch.

@akien-mga akien-mga added this to the 4.0 milestone Oct 1, 2020
@YuriSizov YuriSizov modified the milestones: 4.0, 4.x Feb 23, 2023
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