Physical Asset: Overriding rig hierarchy with constraints?

Hi,

I am currently working on a small game with other students and we’ve come accross an issue.

I am trying to setup a proper physics asset for our character, since death causes it to go into ragdoll physics.

However, we found out that, because of some options in autorig pro and blender exports, bones aren’t parented in a logical way. There are many controllers in the hierarchy, and so the head is not a child of the neck. The same goes for the forearms and the thighs that are not parented to the main body. This results in the collisions not only teleporting to the center of the simulation, but also behaving independently to each other. This makes it act as though the character was dismembered, with the mesh stretching to match the motion of the bones.

What I wish to achieve is some sort of hierarchy override, where the collision constraints would override the bone hierarchy, so that the head can stay attached to the neck by following its collision (the same would go for the arms and legs).

We also don’t have much time left on our project, so remaking the whole hierarchy and restructuring the skeleton and reimporting everything is pretty much not an option.

All help would be greatly appreciated! Thanks in advance.

Don’t hesitate to ask for further details if the situation wasn’t clear enough.

Have you already tried messing with the physics constraints in the collision assets? You should be able to constrain them together outside of the normal hierarchy.

Hi, thanks for your response

I did try some things with them beforehand, even tinkered a bit with the settings, but didn’t manage to get much done with it.

Maybe I simply have too low of an understanding of how the Physics assets work, but even with the constraints and some angular and positional restrictions, the head and other limbs just go back to their parent’s position :c

I’ll try to recreate it (discarded it since i needed to push changes for the team, but i’ll make a simple version to show what is wrong) and post some screenshots to help see what happens

Edit: Here. I just added the simplest amounts of collision capsules, and added constraints between them (didn’t edit them of anything like that, just wanted to show what happens when i add a collision to the head and arms. First picture shows the capsules, second is when i launch the sim. The third picture shows that the head doesn’t move when it has no collision linked to it.


Screenshot_8