Here's a render of the Ragdoll test.
The model uses a Ragdoll solver to generate the falling. I resized the effectors - if any of them are in contact, the model will instantly drop and "twitch" - to create the collision points. Adding a Rigid Body solver to the wall and setting it to Passive (so it doesn't move when hit), when the model connects with it, the animation stops and the ragdoll process begins.
The more time I spend on resizing and moving the effectors, the better the result.
I'm already getting an idea of what I want to do for the Motion Capture piece which would incorporate some ragdolling, perhaps!
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