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- .. _doc_ragdoll_system:
- Ragdoll system
- ==============
- Introduction
- ------------
- Since version 3.1, Godot supports ragdoll physics. Ragdolls rely on physics simulation to create realistic procedural animation. They are used for death animations in many games.
- In this tutorial, we will be using the Platformer3D demo to set up a ragdoll.
- .. note:: You can download the Platformer3D demo on `GitHub <https://github.com/godotengine/godot-demo-projects/tree/master/3d/platformer>`_ or using the `Asset Library <https://godotengine.org/asset-library/asset/2748>`_.
- Setting up the ragdoll
- ----------------------
- Creating physical bones
- ~~~~~~~~~~~~~~~~~~~~~~~
- Like many other features in the engine, there is a node to set up a ragdoll: the :ref:`PhysicalBone3D <class_PhysicalBone3D>` node. To simplify the setup, you can generate ``PhysicalBone`` nodes with the "Create physical skeleton" feature in the skeleton node.
- Open the platformer demo in Godot, and then the Robi scene. Select the ``Skeleton`` node. A skeleton button appears on the top bar menu:
- .. image:: img/ragdoll_menu.png
- Click it and select the ``Create physical skeleton`` option. Godot will generate ``PhysicalBone`` nodes and collision shapes for each bone in the skeleton and pin joints to connect them together:
- .. image:: img/ragdoll_bones.png
- Some of the generated bones aren't necessary: the ``MASTER`` bone for example. So we're going to clean up the skeleton by removing them.
- Cleaning up the skeleton
- ~~~~~~~~~~~~~~~~~~~~~~~~
- Each ``PhysicalBone`` the engine needs to simulate has a performance cost, so you want to remove every bone that is too small to make a difference in the simulation, as well as all utility bones.
- For example, if we take a humanoid, you do not want to have physical bones for each finger. You can use a single bone for the entire hand instead, or one for the palm, one for the thumb, and a last one for the other four fingers.
- Remove these physical bones: ``MASTER``, ``waist``, ``neck``, ``headtracker``. This gives us an optimized skeleton and makes it easier to control the ragdoll.
- Collision shape adjustment
- ~~~~~~~~~~~~~~~~~~~~~~~~~~
- The next task is adjusting the collision shape and the size of physical bones to match the part of the body that each bone should simulate.
- .. image:: img/ragdoll_shape_adjust.gif
- Joints adjustment
- ~~~~~~~~~~~~~~~~~
- Once you adjusted the collision shapes, your ragdoll is almost ready. You just want to adjust the pin joints to get a better simulation. ``PhysicalBone`` nodes have an unconstrained pin joint assigned to them by default. To change the pin joint, select the ``PhysicalBone`` and change the constraint type in the ``Joint`` section. There, you can change the constraint's orientation and its limits.
- .. image:: img/ragdoll_joint_adjust.gif
- This is the final result:
- .. image:: img/ragdoll_result.png
- Simulating the ragdoll
- ----------------------
- The ragdoll is now ready to use. To start the simulation and play the ragdoll animation, you need to call the ``physical_bones_start_simulation`` method. Attach a script to the skeleton node and call the method in the ``_ready`` method:
- .. tabs::
- .. code-tab:: gdscript GDScript
- func _ready():
- physical_bones_start_simulation()
- .. code-tab:: csharp
- public override void _Ready()
- {
- PhysicalBonesStartSimulation();
- }
- To stop the simulation, call the ``physical_bones_stop_simulation()`` method.
- .. image:: img/ragdoll_sim_stop.gif
- You can also limit the simulation to only a few bones. To do so, pass the bone names as a parameter. Here's an example of partial ragdoll simulation:
- .. image:: img/ ragdoll_sim_part.gif
- Collision layer and mask
- ~~~~~~~~~~~~~~~~~~~~~~~~
- Make sure to set up your collision layers and masks properly so the ``CharacterBody3D``'s capsule doesn't get in the way of the physics simulation:
- .. image:: img/ragdoll_layer.png
- For more information, read :ref:`doc_physics_introduction_collision_layers_and_masks`.
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