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Do not remove ragdoll collision layers after simulation disabled #34313
Do not remove ragdoll collision layers after simulation disabled #34313
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…Ragdoll), if simulation was disabled
After the deactivation the physical skeleton are supposed to remain inplace. The correct approach is to add another state (Kinematic):
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About, "The physical bones are moved by the animation", as I can see, it doesn't work at all. For bones to move with animation with simulation disabled, I added a workaround in game script, in form of 3 lines, that go thru each physic bone and correct it's transform to transform of a corresponding animation bone |
Exactly, what I mean is that the physical bone should support this
functionality.
…On Sat, Dec 14, 2019, 20:06 Acvarium ***@***.***> wrote:
About, "The physical bones are moved by the animation", as I can see, it
doesn't work at all. For bones to move with animation with simulation
disabled, I added a workaround in game script, in form of 3 lines, that go
thru each physic bone and correct it's transform to transform of a
corresponding animation bone
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This feature got already integrated by this one #36008 |
@AndreaCatania Does that mean that this PR should be closed? @Acvarium If this still desired, it needs to be rebased on the latest master branch. |
Yep, it's already implemented. |
Closing then. Thanks for the contribution nevertheless! |
Those two lines that I removed clear collision layers and masks for each bone, if simulation was disabled.
With that collision detection doesn't work any more.
Here is how it works right now:
https://youtu.be/H0wkiiwg4bI
And here is how it has to work, and is without those lines:
https://youtu.be/m2KjrekxD0Y
(in videos the act of shooting enable a simulation, and a keypress disable it and returns character to default position)
If game developer want to clear collision layers, he/she can do that in the script.