I think there actually is a way to do this but it might be a bit clunky at best.
So in Roblox, have your player in a state where they’re always ragdolled, always have ball socket contraints active.
But underneath their rig (on the client of course because otherwise it would lag too much)
have a invisible dummy rig that plays the actual animations.
And you can weld the player’s limbs to the invisible animation dummy using position / orientation aligners and whatnot or manually apply force to the player’s body parts so their ragdoll tries to align and follow along the movements of the invisible dummy.
Ah, unfortunately this method does not allow you to walk properly or smoothly atleast in a realistic manner, i’d suggest trying to hook up an Inverse Kinematics module to calculate limb manipulation to be able to correct to nodes that will guide the foot where to place.
So when stumbling the character will actually use the foot to stabilise itself of jittering around and relying on its torso.
Hey guys, thanks for the sudden burst of interest. I was away while you were popping off, so I’ll take the time to reply now:
A few days after my OP, I actually managed to get some form of R15 active ragdoll similar to what @Linesgamer12 set out, with a “fake” physically simulated character model that continuously tries to emulate the player character’s appearance with AlignOrientations and BallSocketConstraints. It was working reasonably well but unfortunately, I forgot to save it, or did I? I might have a lost save file somewhere on my PC, so I’ll go digging. The thing also had several major problems:
Its feet were extremely slippery, and anchoring the HRP’s position to the PC’s position wouldn’t achieve the effect I desired. The slipperiness also meant it couldn’t climb up even very light slopes.
Because its positions were rigidly targeted to be those of my PC rig, it wouldn’t ever have the same level of realism shown in the video.
I do think the BallSocketConstraint and Align constraint path is the right one, but it needs considerably more exploration than what has been done so far.
That’s the thing, you can not achieve Euphoria on roblox because it doesn’t have the tools it uses, implementing things like muscle control will be laggy and is definitely not possible on roblox with all of the issues it can create, hence u need to mimic it in a way that replicates what euphoria mostly does but not perfectly what Euphoria should be doing.
You are a genius bro, I have been trying to create an active ragdoll similar to the TABS strategy game, I was not getting good results but your method helped me a lot, and when it comes to animations there are no bugs or anything like that if it is configured correctly
Sorry for the poor quality of the video, I had to compress it because the original video gave the page an error and it didn’t upload
For this character I did not use any type of programming, I only programmed the walking animation, the rest is done with ropes, ballsockets, and position and orientation aligners configured so that they work well
My method of making active ragdolls is to have a spring constraint pull the hand toward a target attachment. (the target attachment is parented to the shoulder and the hand attachment is parented to the lower part of the arm or hand if there is one.) I drew a picture in case you don’t understand it clearly:
sure I’m going to send you a map with 2 units already complete, you may get errors on the slash, that’s because I forgot to put the audio of The Sword Attack, you can also control a unit by looking at some part of its body and press f
If you don’t understand something you tell me, my code can be confusing since it’s because I’m working on my project by myself and that’s why I haven’t organized it or left some comments
Hey there! I am currently facing issues regarding this topic and was wondering whether you’d reached a solution? I’m not sure if @noobstickerman’s project isn’t working since it is just AI that doesn’t animate itself walking and I’d really like to get Active Ragdoll working. Thank you!
you set up a normal ragdoll first, then you use either torsion springs, align orientation, or tween the ball joint’s/hinges constraints to create movement!
This could be a breakthrough for anyone of us still interested. I’m definitely still interested in getting a proper, non-jank way of physically simulated active ragdolls so I’m excited for what’s coming later this year.