drleviathan wrote: ↑Wed Mar 03, 2021 3:02 pm
I watched the video. I believe what is happening is: the objects get into a state of interpenetration and the penetration resolution logic separates them but does so in a non-physical way. ...
...
I don't know what the exact solution/workaround would be. At the moment I have only one idea:
Split the visible sword from its collision by making the sword itself non-colliding and use an invisible dynamic RigidBody to serve at its collider.
Well, my problems were:
Because of bug, sword when attached to hand was always falling, increasing it's velocity higher and higher so everything it touches would fly away.
Sword was separate object that was moving as their own as attachment to hand bone, so it wasn't physical movement.
I did fix both of these problems already (it's old video), when I pick up weapon, it's physbox becomes disabled and copy is added into ragdoll chain that is physical.
What I want to understand is this: I use normal skeletal animations made in blender, so like normal stuff, then I recalculate bone rotations in this animations and apply them to my ragdolls, so they are physicall ragdolls and with X Y Z constraints I move their joints, so they basically repeat skeletal animations but in physics.
First, like with bug on video, why is it when my sword that had insane velocity (like 160352,1,1) touched character, their head started to stretch instead of applying force to all body, how do I control stretchiness? Like, if I get hit by a car, I wont rubber band half a meter from impact.
And second, as I said how I animate my physical ragdoll (it's called active ragdoll if I'm not mistaken), imagine my character is lying on bed, and physboxes for arms/torso/legs are larger than actual mesh geometry, so when character is laying on bed, these physboxes would go inside of a bed and try to jump out violently. What can I do about that, so that things don't jump from static bodies/other rigid bodies when they intersect?