In the event that you add extra joints to your ragdoll skeleton and want to incorporate them into the ragdoll solve, use the
Add Colliders to Skeleton option in the
Bullet menu.
Note: Bullet Ragdoll does not support collapsing the original skeleton.
Use the following steps to add kinematic rigid bodies to a skeleton:
- Select the skeleton joints that you have added to the skeleton. Do not select the parts of the skeleton that already have colliders on it.
- Select Bullet > Add Colliders to Skeleton.
This tool examines the joint hierarchy starting from the currently selected joint, and creates a capsule around each bone. These capsules follow the animation of the skeleton, and collide with dynamic Bullet objects.
Note: Dynamic objects do not affect the character animation. Their interaction only affects the dynamic objects.
Note: You can adjust the capsule generation process from the
Add Colliders Options window (
Bullet >
Add Colliders to Skeleton).
- Adjust the following options:
-
Capsule:Bone Length Ratio
- Lets you control how much of each bone is covered by a capsule. Reducing this value reduces the amount of overlap between the capsules at the joints.
-
Capsule Radius:Length Ratio
- Lets you control the width of the capsules, relative to the length of the bones.
See Create a Bullet Ragdoll for instructions on how to create a ragdoll solve.