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Question by seieibob · Sep 25, 2012 at 08:04 PM · ragdoll

Partial Ragdoll without Inertia using Character Joints

Hi! I'm trying to create a game where the main character's arms hang uselessly at his sides. That is, they just flop about as the character moves around, but can still interact using physics with other GameObjects. I've successfully made a working prototype using character joints (two for each arm) which are attached to an object I've designated as the torso, but the character joints enact force on the torso as they move around. I do not want that.

As far as I have seen, I need to move my character around with forces applied to the torso, and this enacts forces on my character joints which causes them to flop about. For tighter control, though, I'd like to be able to just change the transform of the torso itself. If I do this, though, no force is added to the arms and they do not move.

I suppose my question is this: How can I keep the inertia of my character joints from acting on the torso without removing the rigidbody property of the torso? If this is not possible, what should I do?

Thank you for your time.

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avatar image Fattie · Sep 25, 2012 at 08:10 PM 0
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Hmm, your question in paragraph 2 ("I'd like to be able to...") is quite different from your question in paragraph 3 ("keep the inertia of my character joints from acting on the torso ...")

in fact is the P2 question what you wanna achieve?

PS -- in a way you're describing an enormously strong heavy robot (he weighs 8000 kg) who has very light arms (they are only 10 or 20 kg at most).

If you simply do that .. does it work?

avatar image seieibob · Sep 25, 2012 at 09:20 PM 0
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The question I have in paragraph 3 is really what I'm looking for, sorry about that. I want the motion of the arms to have no effect on the rigidbody they're attached to, but to be affected by the movement of that same rigidbody. The idea is that the two arms hang uselessly at the character's sides, and when you turn the character, the arms will flop outward sort of realistically. The arms should be able to enact force on gameobjects other than the torso (for the purposes of using the arms to knock things around).

Changing the mass like you've suggested works well, but the issue is that things are quite unstable. I'd like to avoid having to do this if I can, but if it proves to be the only viable solution then it'll be what I do. Thanks for your quick response!

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