im not sure if i posted about this before (i might have) but im trying to make ragdolls that can stand up. Similar to euphoria ragdolls, except i just want them to be able to stand up and walk around with IK and Animation Constraints. The best example i can give is the way Boneworks or Bonelab’s NPCs work. Ive been trying this on and off for i think i year? and i cant get it. Although i suck at scripting. Please help
Try disabling and enabling the Ragdoll script when appropriate. As in the script should be disabled when the ragdoll is standing/walking, and then enable it via a script when you want it to ragdoll. I’m new to scripting, so this may be an ineffective way of going about it, but it should fix your problem.
well the issue is that i need the entire body to be physics based. If you want an example try to search for Boneworks or Bonelab’s NPCs and see how they move
just a concept since ngl I have no idea how these work either
We should obv know where the plr should be when we take a step, since we can just add or subtract velocity. Using this, we can find where each foot should be at.
We place the “standing” foot (as in, the one not currently stepping) at the position it should be in and then run IK back up the leg with the torso being the end effector and the foot being the root. The torso would be IKed to where it should be, and then IK the other foot to its target.
This way, the legs could theoretically give support for the body physically (since the IK wouldn’t be ragdolling and would actually hold you up).
Not sure if this’ll work tbh, it could very much be a really stupid idea
reminder: i want this for NPCs only, not players. Although this might work for NPCs
you can still calculate the position of the torso via the velocity, and everthing else would be the same
If anything it should be better for NPC since the velocity likely changes less than the player does
Ill try to do this later, ill wait for more responses to come up.
I also have help from a friend, were both trying to figure out how to do this
Not sure if this is what you’re talking about, because i have played neither games but what if you looped the characters parts and if its a basepart set the transparency to 1 so invisible (this way it still uses the base characters movement but it is invisible) Then clone the parts and add your ragdoll physics (Motor6D?) to your new fake parts.
Edit: Weld the puppet’s (fake parts) to the new parts. Leave the puppet unanchored as well. This way the puppets will move accordingly to the player’s real character. It’s a hacky approach but clever, thinking about it now hopefully this is what you’re looking for!
you’ll need to start by setting up a ragdoll system with Motor6D or HingeConstraints to simulate the character’s joints. Once that’s in place, you can use Inverse Kinematics (IK) to control limb positioning. For the standing-up mechanic, you could apply forces or a custom animation to get the character from a lying position to a standing one. After the ragdoll transitions into the standing pose, you can blend into walking by using Animation Constraints or custom animations. The tricky part is blending ragdoll physics with animations — you’ll need to monitor the character’s state (lying, standing, etc.) and trigger the proper animation or physical force when needed.
Were using AnimationConstraints because their litrally PERFECT for this, were getting close-ish to getting something, the NPC currently can be pushed over and were working on a getting up animation, next is the IK for the legs and making it more floppy
For the Inverse Kinematics of the legs, you can consider using AlignPosition
and AlignOrientation
constraints in conjunction with IK solvers to create more precise and flexible leg movements. These will allow you to control the position and rotation of each leg while maintaining a more natural, floppy movement as the NPC gets up.
As for improving the “getting-up” animation, you can use a blend of animations combined with the ragdoll system. When the NPC is in a prone position, trigger a custom animation to get them up, but also ensure their joints are controlled dynamically by the ragdoll system during the transition.
Keep in mind that it’s important to adjust the Physics settings for ragdoll behavior and make sure the NPC can transition out of ragdoll mode smoothly without snapping back into a fixed pose. You could also experiment with a timed delay between the ragdoll state and the animation triggering, so it doesn’t feel too abrupt.
currently were struggling to detect if its fallen over. Any help?
Edit: Nevermind we just fixed it