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Question by Vire · Jul 04, 2012 at 10:25 PM · ragdoll

Ragdoll in Unity - Mesh tears apart

Hi,

I've never made a ragdoll before until now, so it's my first one. Everything works, except some vertices on the mesh get stuck at the transform - Literally, wherever the transform is, the verts get glued there.

alt text

What could cause this? I know that the weighting is fine, it's tried and tested, he has animations that work great. One thought is maybe it's the hierarchy, due to the way I rigged him his neck, clav (and arms), and legs, are all detached from the spine. This was necessary and unavoidable, would it break the ragdoll like this? The thing is that it doesn't seem like an issue that could possibly arise from joint hierarchies, it seems like something that would happen if none of the joints had influence on that particular part of the mesh, except I know that's not the case because my animations are skin/joint driven.

Thanks

ragdollfail.jpg (26.8 kB)
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Answer by Mortoc · Jul 05, 2012 at 10:19 PM

The vertex weights may not be erroneous, but they're sticking to the model's local space. This means that the root node you're using there is actually part of your skeleton (those vertices are obviously skinned to it). What you need to do is make that transform part of your ragdoll or edit your skinning weights so that they aren't attached to that bone.

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avatar image Vire · Jul 05, 2012 at 10:39 PM 0
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Hey, thanks, turns out it was just how I had the skeleton setup, so I made a separate file to use with different skeleton hierarchy and so far it's working - stuff to keep in $$anonymous$$d next game

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Answer by Piflik · Jul 04, 2012 at 10:29 PM

These are probably some busted vertex weights.

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avatar image Vire · Jul 05, 2012 at 10:17 PM 0
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I already mentioned in the original post that the weights were not erroneous

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