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Found 6 results

  1. I try to get a good result for cloth simulation. but some part always flicking. Anyone good at cloth body could help? i attached the test level. thanks cloth_test.rar
  2. How do I gain precise control over where the ClothBody pinning to a Ragdoll with JointParticles? When adding the joint particles to a ragdoll, there seem to be no option to adjust how far or which points of the cloth body are bounded in place. I'd tried changing the ragdoll's bone collision shape and size but it didn't help either. Your document was referring to "Threshold" but I don't see any thing like that anywhere...
  3. Ok, we have problems with your automated creation of ragdoll, it create too many bones that we doesn't want to use even with lowest parameters. Once created we can't turn each bone off and on either. So, I want to be able to setup my own ragdoll with minimal bones. Is this possible? I'm out of clue here because I cannot see any bone structure inside the smesh unless I create a 'ragdoll body' first.
  4. Hello, we cannot get character with Ragdoll to be physically updated by gravity and other physical force. At a very confusing state here, what function do we use to move any 'non-playerActor' characters with physical collision detection? Any tutorial on this at all?
  5. Hello, Got some queries that formed when I was trying to understand unigine animation and skinner tool. 1. Ragdoll effect : I want to play a hurt arm animation where the gun-holding arm of an AI character is shot and hanging loosely (thinking of adding ragdoll effect on this arm). I'd also like it to use the character's other arm to hold the hurt arm. How can I keep the free arm attached properly to the hurt one? Should I be using a bone to bone attachment or something similar? Will the ragdolled arm make the attachment imprecise? 2. Character rotation and translation : Does Unigine require in-place animation with translation done through code or can I add forward movement within the animation itself? Same case with rotation, is this done through code? Or do I use animation interpolation between 4 animations rotated towards cardinal axes? 3. Animation speed factor : I need to do a looping animation with non-uniform speed within each loop, where character is hurt and limping or dragging towards destination (as against a uniform-speed running anim). Assuming that character translation should be done from code, how can I do it without making it look like its sliding? Hope these make some sense! Thanks.
  6. Ragdoll & .sanim Files: Ignoring Scaling

    Hello I recently exported my Character from 3DS Max into Unigine. The model is 10:1 Scaled, so i exported the MeshDynamic with a Scale of 0,1 (Generic Units). The Mesh fits well, but if you START an Animation or Activate Ragdoll, it gets to it's origin Form, say it ignores Scale. Okay, so i tried a workaround: Export the Model with Scale 1 (1:1) and try again = works fine But i wanted to scale it... so i tried 2 things: A) Scale the Mesh direct on the Node, and B ) make it a child of a dummy node, and scale the dummy. Result = Both ways the Mesh pops again to it's 1:1 Scale when starting an Animation or disabling Framebased on the Ragdoll. So my suggestion on this = Ragdoll ignores the Scaling of the Object and Animations are not Scaleable, neither in Editor with Mesh Scaling Parameters nor with direct Scaled export in 3DS Max. The core Problem maybe is, that there is no Scaling Option when Exporting .sanim Files? Because if you export dynamic meshes, you can scale them with an animation. But obviously i need .sanim and not a couple of meshdynamic =) But still, Scaling should be taken into the calculation of the Ragdoll and Animation - Because Characters have different Sizes, are thin or fat, whatever the players create while they create a character to the game - so scaling is important for us. I will also post the scaling for .sanim export on the Feature Requests. Also, that you can make them Align BOTTOM and not by default (not changeable) WORLD @ .sanim export module, because this makes big trouble if you export the meshdynamic with BOTTOM and the Animation is WORLD in any case. Greets / приветствие Pascal
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