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Question by Damocles · Jan 19, 2013 at 05:37 PM · forceragdollphysxcharacterjoint

How to stop stretch armstrong?

Look at t$$anonymous$$s image:

alt text

I have an issue where when explosion force is added to a ragdoll character, the joints fly apart. They very quickly return to normal distance, but it's still very noticeable that the arms fly off in ridiculous positions at the moment of impact.

The character is setup using CharacterJoints and rigid bodies, all connected up properly (using Ultimate Ragdoll Generator). I tried playing with the spring/dampen values in the swing1 and swing2 fields of the CharacterJoint, but no luck.

Does anyone know how to tell PhysX to stop playing Stretch Armstrong with my characters?

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avatar image vividhelix · Oct 04, 2013 at 07:46 PM 0
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avatar image Damocles · Oct 05, 2013 at 07:26 AM 0
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avatar image vividhelix · Oct 07, 2013 at 02:50 AM 0
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avatar image hirok · Nov 04, 2013 at 05:14 PM 0
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Answer by MaiJingNan · Jul 24, 2016 at 08:39 AM

I've found a solution w$$anonymous$$ch seems to work perfectly now. Enable projection on the character joints.

default settings just magically made the problem go away.

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avatar image bendableposeable · Nov 28, 2016 at 01:38 PM 0
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Answer by robertbu · Jan 19, 2013 at 07:28 PM

I too would like an answer to t$$anonymous$$s question. I asked a similar question and never received and answer, and I've seen one other posts with similar questions in the last week or so. What that said, I got my best results using a ConfigurableJoint. Turn on Projection mode in the joint and Freeze X,Y, and Z motion (not rotation). I also found that playing with the mass made a big difference for what I was doing (collisions not explosive force).

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Answer by superme2012 · Mar 27, 2013 at 07:52 AM

me 3, just got into the same problem.. Elastic stretchy effects, not so nice results ;)... I believe it may be down to the settings of the Ultimate Ragdoll Generator. I got URG to help speed up development and now its slowing everyt$$anonymous$$ng down lol..

It seems to be loosing the connection between the bones for a split second, but it is constant on every test and causing some serious issues... I am also using explosive force..

I had some other really good ideas where to use URG to ;(

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Answer by NishantSood · Oct 07, 2013 at 05:20 AM

I found the solution to the problem. I was using a humanoid setting under the rigging tab of the fbx file that i was using To fix the problem you have to 1)Configure the model 2)Then in the mapping tab at the end open the drop down menu w$$anonymous$$ch says mapping 3)Select Clear Map and the select automap 4)Then in the next drop down menu select Pose>Enforce T-pose 5)Then Select Done.. I hope t$$anonymous$$s will fix your problem

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