I am working on some ragdolls and two of the things I am doing to make them look more interesting and lifelike is arm/leg flailing + applying a small torque to the ragdoll so they spin as they fall. I started making this using Rthro proportions but now I want to make it work consistently on any character regardless of their size and limb mass.
A Torque is applied to the characters lower torso so that they roll in the direction they are moving. This makes the characters roll down the hill instead of lying flat. But I need a way to calculate the torque so it works as it does in the first video with the non-Rthro character in the second video.
This first video is what I would like my ragdoll to look like regardless of mass.
https://i.imgur.com/6X62fSm.mp4
In this second video you can see that the character is rolling much faster since it’s using the same torque calculations as the guy in the first video. His mass is smaller so he spins easier. His limbs are also lighter so he flails faster.
https://i.imgur.com/gpxvEtC.mp4
- I understand that I would need to scale the torque based on the mass of the character. But I am not sure how to do this so it looks consistent.
- I understand that two characters with the same mass can have different moments of inertia based on their shape. But I think this can be ignored since I am not about to calculate a characters rotation potential.
- I also need to scale the MaxTorque used on the arm/leg hinges so characters with smaller limb masses don’t flail faster than larger limb masses.
If anyone with an intuition for physics can give some insight for how I can scale my torque calculations based on body / limb masses I would greatly appreciate your help.