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Active ragdoll: balance, stagger, fall catch, side landing, leg reach, wall grab - #4
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…y steps, stagger, fall catch, side landing, leg reach, wall grab, face and roll guards, injury and hard joint envelopes
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Active ragdoll
A new
Activeanim mode forplJoltRagdollComponent: the ragdoll follows the animation pose with its own muscles, keeps its balance, and reacts to hits and falls the way a person would. Settings live in a new Ragdoll Profile asset (presets: Dead, Stunned, Conscious, Athlete, Slapstick) with a property-grid editor.What the controller does
Jolt.Ragdoll.Debug 1): active behaviour, why balance gave up, every blend weight, fall direction, grab state, and a line per bone showing where its muscles want it.Tests
Tests/JoltRagdollTests.cpp, groupragdoll: 45 checks, 0 failures, 8 open plan gates (Development). The controller costs about 0.6 ms per frame for 8 ragdolls, physics excluded.JoltTests.exe --record-ragdolls <folder>writes per-frame body transforms for the scenarios, so the motion can be inspected without an editor.Tried in engine
A live demo in a TestingChambers copy with the Quaternius UAL1 mannequin (CC0). A shot stumbles it back two steps along a wall and the right hand grabs the wall. It goes over the edge with a catch, side landing and leg reach, then tumbles down a 16-step flight. Captured from the Player window; videos are kept with the docs.
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m_BoneDirectioninplSkeleton's move. The test fixture works around it.Open in [code]smith · Need help on this PR? Tag
@codesmith-botwith what you need.