Having trouble deciding … Death Animation doesn’t consider other outer stimuli whereas Rag-Doll does. But I’m hoping to get what I’m creating onto iOS and no idea what is or not supported.
Half-n-Half.
Rag-doll by it’s self drops like a sack of potatoes. By using animation to direct the death sequence into the right direction you could kick in the ragdoll at the half way point.
For the hybrid approach you can also try:
*go full ragdoll
*turn the strength on all the joint springs up (in the physics asset, position drive enabled, 10000 was a good setting from memory)
*set “update joints from animation” to true on the skeletalmesh component and play a death animation
The joints will stiffen and try to follow the animation the best they can, while following the constraints of the physics system. Last I checked you needed C++ to adjust joint springs at runtime. So if you just use blueprints and only adjust the springs before play you’ll always have a really stiff ragdoll after the animation, and they’ll never go fully limp. But if you make them too weak, they won’t be strong enough to follow the animation.
Another option for blueprint only, is to just make the springs a little stiffer (~3000) and use pure ragdoll. Giving them a little stiffness in their joints helps reduce the “sack of potatoes” effect Frankie mentioned.
Thanks. I like the rag-doll’s floppy effects and that it’s more interactive with the environment. I shall play about with the stiffness.
This might need another topic but is rag-doll supported in iOS ?
yes but it may cause performance death on older devices