How to use Mover plugin to make a simple proper semi ragdoll (physics) character?

I opened lots of topics here and a couple of times you fellows suggested using Mover 2.0 (I didn’t see the 2.0 part on the plugins pannel btw) , so I am trying it now. This seems like a very advanced plugin but I haven’t figured it out how to use it in my situation. Basicly now I am making a character, with physical animations, all the time most of the bones will be partially ragdolling a little bir for a good vivid effect, but in combat it is crucial. Like for example you hit the npc in the front of the head with a baseball bat, his head, neck and spine will go back, and since arms are connected to upper spine he will not be able to attack for a little time, if he has a gun he will not be able to aim correctly, if he has a melee weapon he will not able to hit you. I will dive into behaviours later, now I want to build a working dummy for testing. I will be muchly apprechiated if you could drop some gems.

@Auran131 @gardian206

By the way this is for npc only, player will be less physical for more control. Also for the player I have a problem with capsule component and I’ ve been told I can solve it via this pluggin, need help about that as well :slight_smile:.

Ragdoll physics seems to work in the player character but I cannot disabe capsule component and use only physics assets (character’s skeleton collision). Currently I can’t hit my character to wall or make it lay in ground because capsule components stops it.

i havent watched these but it should be more in depth than any text i write

Physical Animation

Mover

1 Like

I already watched the first video, I just couldn’t figured out where Mover could be used for my purpose exactly, and as you would understand already I don’t know what Mover is really about. I watched tutorials but most of them are very general purposed and complex.

the main reason is its not locked to capsule component or even the Character Class, its also a lot more modular for things like antigravity whereas the CMC is very rigid.

movement/physics would still be somewhat separate systems. for instance when you ragdoll the mesh will detach from the movement component and you’ll have to manually sync them or have a recovery state

1 Like