How do I: cull objects collision inside my puppet group?
I am not sure if this is a bug.
I am trying to make an animation where my puppets body parts become physical and movable when he dies.
I succeeded in doing that, but I had to cull their collision to avoid that the puppet collision capsule pushes everything out.
That worked, but also my parts fell through each other and I want them to collide with each other.
So I tried to tell the parts to do collide with each other by turning off their culling group.
But that only partially worked.
Some parts are colliding and some are still falling trough.
.
The setup is:
Puppet group = collidable + friend + doesn't collide with friend
Normal puppet parts = non collidable + friend + doesn't collide with friend
Physics puppet parts = collidable + no friend + doesn't collide with friend
I have a switch to switch between the normal parts and physics parts and the physics parts return when switched off.
Do you have any ideas or is this a bug?
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From the setup at the end, it sounds like this should work. What do you mean by it partially working? What happens?
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Some of the parts are colliding with each other, but others don't.
As far as I know all the parts have the same conditions.
I was thinking that maybe the puppet group is influencing the parts inside somehow. -
New discovery.
The strange collision only happens at the left side of the model.
The right side behaves as expected.
The middle one's randomly choose wich thing on the right side they want to collide with.
Non of the middle one's collide with each other.
*Edit: scratch that.
It changed again.
It's just random. -
To rule out any puppet specific issues, I'd scope into the puppet, select all puppet parts, then L1+circle to rip them out of the puppet. Now you have a non-puppet ragdoll.
If the issue goes away, then there might be a setting amiss in the puppet interface. Or you could simply destroy the puppet and emit this ragdoll in the event of death. -
So now that I'm home I had a chance to look at this (Figuring out a ragdoll solution was on my todos anyway).
I also couldn't get it to work from within the puppet without issues. and ended up going the ragdoll emitting route. I sent you a test scene if you want to take a look at it. Maybe it'll work for you, maybe not. :)
The benefit is that you can give the ragdoll additional parameters so that it flops in a more believable manner, such as replacing the upper leg ball joints with bolts, so it doesn't end up doing the splits. -
Hi thanks for the advice.
It's funny.
I actually I used to use emitters before.
I rebuild my character from scratch, because I had an overwhelming amount of issues and didn't know my own creation anymore.
So I made a new character, but I thought it would be a good idea to put the physics parts inside the animated puppet so that it would mach it's pose better.
But it now seems like that is not possible because of this bug.
Maybe I should post this in the bugs section. -
Yeah the ragdoll not matching the puppet's pose is a downside. One (untested) idea might be to put a tag on each of the puppet's limbs and teleporters on the ragdoll's limbs set to match orientation only.
As for the puppet issue being a bug, it could be. Wouldn't hurt to report it and see. Though I have a feeling it might be the case that the puppet's collision envelope has unique, built-in properties that override the collision settings on the sculpts. In general, the puppets seem to have a lot of hard coded features that give you issues if you're doing anything non-standard. :)
EDIT: According to Mm, this is a future planned feature, and a separate ragdoll is the only reliable way to go until then: https://feedback.indreams.me/forums/917434-dreams-how-do-i/suggestions/36376597-is-there-anyway-to-make-a-puppet-ragdoll -
I see.
Thanks for the information.
Quite interesting, but said this doesn't work at the moment.
Although the effect it has on my model right now is a bit rough, I might pass it as acceptable. ☺
The result gives a close enough feeling to what I want.
#HappyAccidents ?
Thanks for your help and sticking around. ? -
Yeah, you're welcome, though I didn't really do much. You're back to square one. Hehe
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Oh well. ?♂️
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Never mind.
There is another problem.
The parts become invisible when falling too far away from the puppet.
So I took your Idea.
And it works perfectly.
I added telleporters on top of the keyframe groups and now they even follow the model perfectly also.
Thanks for the tip. -
Nice! I wasn't sure the teleporter idea would work, but that's pretty cool. I'll have to remember to take a look when you publish what you're working on.
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Already kind of did.
I put my character "update" in my creation called: DreamBricks showcase.
You could take a look if you like.
I will continue working on it.
It hopefully becomes more and more interesting in the future. ?
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