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Unity - Ragdolls have Broken?
Hi! Has there been a regression in the ragdoll functionality in spine-unity? Once ragdoll'd, they cannot be restored, even after ragdoll.Remove() is called.
This is what happens if I run the example scene and click on a Raggedy Spine Boy:
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And here's the same thing occurring in my project:
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The feet meshes are still moving. Spooky.
Hopefully I'm just doing something silly! But if it's also happening in the example scene, perhaps something is broken? Does this occur for anyone else?
Can someone just open up the example file and see if they get the same result as above? Just to confirm there is an issue, that would be a good place to start.
Ragdoll sample works fine on mine.
When did you get your Spine runtime?
Thanks Pharan, I'm narrowing down the problem. Replaced my Spine runtime with the latest, and the example is working just fine. Perhaps I accidentally changed something there?
However, the problem I'm facing in my own project is still driving me mad. I'm animating primarily with IK constraints to move arms and legs about, but the ragdoll doesn't seem to recover correctly:
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In my experimentation I discovered that turning the Disable IK checkbox off, while making the ragdoll collapse look completely wrong by animating all the while, at least gets the arms and legs back animating after the restoration to non-ragdoll form. Even if the spine is out by about 90 degrees.
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Does any of that make my problem clearer to you? I would really like to have a ragdoll that collapses like in the first gif (so, Disable IK is ticked) but then correctly resumes its animations afterwards.
Would still love to figure this out. Is it something in the way I'm animating?
It looks to me like switches between override and follow aren't being properly togged. That and there are probably some bones that need to be reset to setup pose when returning from ragdoll ('cause their positions weren't keyed)
SkeletonRagdoll is Mitch's baby. Some of the special pre-built stuff he made was designed to be modified or studied and adapted. Not sure which kind ragdoll is. I'll try to look into this soon, but I also don't know in what way you were animating in the first place.
If it helps, Raggedy Spineboy was animated without IK. There are probably some extra steps to take for it to work, like disable IK when ragdolling, and re-enabling it when un-ragdolling. Again, I suspect some bones may not reset unless you key them, tell them to reset or set their pose manually some other way.