In Unity, I imported an FBX character with armature and created a prefab with the character to edit. I spent a bunch of time adding character joints, rigidbodies, and colliders to give it ragdoll effects, which was working. I had to change the model and re-imported the new model and it broke all of the ragdoll stuff I added, deleted all of the game components I added to the armature/skeleton. Is there a good way to do this where I won't have to rebuild it again if I need to change the FBX model? like can I make those components separate from the armature and apply them somehow? Maybe a script thst you feed the components when the ragdoll ismade correctly, then the script can reapply the components later if the higherarchy is the same? I also have a previous github version, is there a way to only add those components back from git? The character joints, colliders, and rigidbodies? I mainly dont want to have to re-figure out the sizing and spacing of those.
#Robust ragdoll applier
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There is an automatic ragdoll creation tool in unity. It should work with any humanoid rigs. I don't remember how to pen it though. Probably from one of the menus in the toolbar. Google it.
Yeah, I started with that, but its a cat so I had to modify it and adjust placement and size. I can do it again, I just dont want to have to keep doing it over and over if I keep messing it up somehow.
Then you'll need to write your own tool to automate the process.
Other than that, it depends on what exactly you update in the fbz file.
If it's just the mesh or materials, you could just replace these in your already configured prefab/object in the scene.