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I really expect to hear "Good News Everyone!" when I see that sweet, sweet intro background :)
ОтветитьIs there a way to automate the assigning of bones? It's so pain staking
ОтветитьDo you think this approach (activating/deactivating animated model and ragdoll) is better than having one model with both Animator and Ragdoll....and enabling the kinematic property of all the child rigidbodies and the animator to alternate between the desired states?
Could you please give a simple explanation of how to get up and restore from ragdoll position more naturally instead of just teleporting? I've been struggling a lot to find a good explanation on how to do this. At least with a "get up animation".
This was tutorial is really helpful as always!! Thank you!!
Hi, why is it necessary to call CopyTransformData() recursively, at the bottom?
Aren't we already copying all of the components from source to destination?
Is anyone else confused by this? I know that if I comment it out, it does not behave correctly, but I cannot trace (or understand) why.
Is performance much affected if the ragdoll is actually the animated model itself, rather than using a different model?
ОтветитьIs there a way to do this but if im controlling the player instead of the navmesh?
ОтветитьBit late to the party but I've combined your method and object pooling and ohh boi the results are awesome! Thank you for the tutorial Sir!
ОтветитьHi Jason, awesome tutorial! I could finally implement seamless ragdoll, but turns out the skinned mesh renderer doesn't follow the character, the skinned mesh renderer bounds stay put once the ragdoll is enabled, any idea of what I might be doing wrong?
Ответить"Die more naturally" - Jason 😂😂
ОтветитьThanks again Jason! I love how your chair looks like it was selected in Unity editor :)
ОтветитьGreat tutorial! Can you please make a tutorial on how to transition the ragdoll to a standup animation? The animatedmodel snaps back even when I call CopyTransformData on the animatedModel and no transforms are set.
ОтветитьMan! you don't even have to ask us for hitting the like button I do it even before watching the whole video! your videos deserve it.
ОтветитьThanks Jason, I was wondering if ragdoll mechanics have significant impact on the game performance. I am developing a mobile game that requires hordes of enemies clustered together. When it comes to gaining a few extra fps and a user's phone not overheating, i think i'd go with randomized death or fall animations as opposed to being forced to use physics for each character due to ragdoll death mechanics.
ОтветитьThanks for the video. Can you make one of how to do it in 2d javascript?
Ответитьpls make a tutorial on how to do this in 2d
ОтветитьYou are my messi, you literally saved my life with this tutorial it's incredible, I tried all the ragdoll tutorials and there was always something wrong and I discovered yours ... thank you I subscribe right away ...
ОтветитьVery helpful
ОтветитьNext: Active ragdolls a la Gang Beasts!
Please make it happen!
First of all, thank you for this tutorial, this is very very helpful.
I have a question, I'm hitting animated characters with car and after collision happens I'm giving them random force on all axis, because I can't actually find where the car hit from. I want to make it natural, like; if the car hits from left-hand side of my character, my character should go to right-hand side. Since we are switching between our ragdoll char. and the animated one, I can't carry the rigidbody's force on animated character to ragdoll. I hope I was clear, thank you.
Nice! 11 errors!!!
ОтветитьYour videos are amazing.
Thank you!
hello Jason,
can you recommend me a video about making a Ragdoll in unity2d ,please?
Wow STFU about nav mesh and materials in a RAG DOLL VIDEO wtf???
Ответитьkeep going on ! You're a very good 'teacher' !
Ответитьwhere do I found unity editor log to reduce apk size?
ОтветитьWas just watching some older UNet videos of yours, and well... have you lost weight Jason? Either that or you have a better camera these days!
ОтветитьAwesome video
ОтветитьHey man can you answer this. I won't give you my boring generic story but as a graduate (3 years ago)... I am struggling to complete a mobile game because mobile controls are SO boring. They are SO limited. I don't want to make a PC game (I know I could, probably easier because its easier to make fun) but with mobile its easier to release and build a portfolio imo. Do you agree that mobile games are limited and boring as hell or am I just stuck in the wrong mindset. I go on the store to find games to copy or change and they are all poor excuses for games, clicker tycoon junk, puzzle matching or just stupid pay to win crap. Theres no real gameplay, touch controls suck so bad to make a real game.. Any advice on how to fix my mindset or a talk I can watch, or even just your opinion on my opinion lol ?
ОтветитьI like the way making CopyTransformData recursive by assigning source to .GetChild
ОтветитьGreat tutorial as usual Jason :) Thanks!
ОтветитьHi Jason. Just wanted to say that I love your vids. I would buy your courses if I could... but I'm flat broke, lol.
Still, I'm hoping that I can get C# certified and use my Unity skills (several years self taught) and C# skills to get back off of long term sick.
Fantastic tutorial! Love the copy animation data to ragdoll. I was missing this.
ОтветитьQuatrineons are very tough to understand can you make a tutorial on that?
ОтветитьLike, like relikee hehe
ОтветитьThanks for this! Very straightforward approach, and yet another quality tutorial and explanation.
ОтветитьWhat about 2d Ragolls ?
ОтветитьGreat! 2D ragdoll tutorial please!
ОтветитьCool! Simple stuff made simple! :) Very nice to know!
ОтветитьAfter 12 h work, went home, lay down on bed thinking that I don't have energy for nothing... Then looked on my email, opened link to this video and now I am very glad that I didn't go to sleep :)
ОтветитьNice! One quick question: in your copyTransformData you're checking if the child count of your animated model is equal to the ragdoll's child count.
Now, let's say that I implement a system that changes the animated model's hierarchy in-game (weapon/gear system, or something like that). Should I add that change to the ragdoll too? Should I add a tag for that item and check it before using the child count comparison? What would be the proper way (or the most optimized way) to do it?
Thank you again for an awesome tutorial.
ОтветитьInteresting! I did this for a project in the past, but I simply deactivated the animator and maybe also went through and toggled all the rigidbodies. That way only one model was used and I didn’t have to do the copy transform stuff.
When you reenabled the animator though it would suddenly pop back up. The whole system always felt a bit janky.
I was trying it yesterday without success, my character was exploding hahaha thank you a lot
ОтветитьGreat tutorial! Im just curious... Wont having 2 models running at the same time (even if the ragdoll one is hidden) affect performance?
ОтветитьThird comment
ОтветитьThank you :)
I've learned a lot from you, and got my first game in early access on google playstore :)
Here before 1 view
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