The Ragdoll Physical property lets you simulate and record collisions and collapses on characters with Control rigs.
If you use the Physics solver to write animation data to an object, it writes the data into the Translation and Rotation channels of the object. For a Character, it writes the data on the Control rig effectors.
MotionBuilder writes the key data out to the Control rig or the T/R values that are initially feeding the data in. Overwriting occurs when you plot or record, and a dialog box appears to ask if you want to overwrite the current take. If you choose yes, and you are on the same track, your animation data is overwritten.
Note: If you do not wish to overwrite your animation data, copy the data to a new take and record over the copy. See
Duplicating takes.
Note: On 64-bit systems, the Physics solver cannot process objects that have degenerated polygons or invalid normals. When this occurs, a warning message appears that identifies the models that have this problematic geometry, and bounding boxes are used to approximate these shapes instead. Using these bounding boxes for the joint solve may produce solve results that differ from the expected behavior. If possible, use the Box, Capsule, Sphere, or Mesh approximations to match your geometry with more precision. For more complex geometry, reconstruct your model with 3D software to avoid these non-standard geometry problems. This problem does not occur in the 32-bit version of MotionBuilder.