However it looks like more advanced engines such as Unreal 3 use single mesh models but still have ragdoll physics. Some games such as Halo seem to use option 1 and have nice ragdoll effects. an arm bending a lot to show a gap at the elbow between the upper and lower sections. using hinges, but I could end up with situations where gaps between parts of the character is quite obvious. ![]() Option 2 means I can attach the arm to the shoulder, lower leg to upper leg etc. What would you say is the best way to create game characters?ġ - Use a single mesh model posed and animated using bones in your 3D app, or:Ģ - A model split into separate meshes for arms, legs etc with all the pieces joined together in Unity using hinges?Īs far as I understand option 1 would mean I can get nice smooth deformations on the character joints, but can't make the whole thing act as a ragdoll because there's nothing to join together using hinges. Sorry if this is re-hashing things people already know. If there is a way to turn on the Is Kinematic flag for each rigid body via scripting I can then turn my pre-animated figure into a ragdoll which is directly affected by the game physics. In other words, my figure is just like any other model imported into Unity When dealing with Rigidbody 2D, there are three key body types which determines how a game object move and react to collision. Am I correct in assuming:Īs long as the Is Kinematic flag is checked I can use any animations I create as part of the model. Obviously, removing the Is Kinematic flag means the figure collapses. If I make sure every rigid body has the Is Kinematic flag ticked the figure stands fine. At the moment the figure is a model with separate meshes for arms, legs etc. I'm trying to create a human figure for my game and would like to be able to switch to 'ragdoll mode' when it's dead, so it can be flung aroud the place. ![]() Click to expand.Until this is added is there any other way to toggle the Is Kinematic flag on a rigid body via scripting?
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