#Robust ragdoll applier

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austere stirrup
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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.

pseudo gyro
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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.

austere stirrup
pseudo gyro
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Other than that, it depends on what exactly you update in the fbz file.

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If it's just the mesh or materials, you could just replace these in your already configured prefab/object in the scene.