How does/should partially ragdoll interactions work? Especially in VR games.

Probably the title is not clear enough, let me show some examplex for my question:

giphy

So the character (enemy) is holding a shield, it has animations and everything, but it’s dynamic, she (enemy) points the shield towards the player, and when player hits the shield (for example) it moves around physically.

And when atacking, enemy aims to an undefender area. How it detects it is undefended is a differend regard, enemy behaviour is important but I will research it seperatly. How does the animation works, when the enemy stops swinging the sword after the player blocks it, how does physics work, by any means how is momentum or impact calculated?

Probably these are some fundementals about VR games but I am unfamiliar to them. I am not making a VR game, but in my game probably something can be solved via similar ways of what VR games do. Thanks y’all as advance :slight_smile:

Take a look at the UE ‘content examples’ on the marketplace, there’s a level in there that shows blending physics on bones. I imagine you’d add impulse force to the hit object relative to the axe head and the center of gravity on the shield (probably the hand)