Beginning Ragdoll Editor part 2 (Patreon)
Content
I finished some more work on the ragdoll editor and am now working on collisions.
As I said before, the first step in making your character is ensuring the game knows what bone is the corresponding bone for the ragdoll. This is the ragdoll editor. I added mirroring so you can clearly see what your ragdoll's hierarchy looks like as you build it:
As you hover over a bone it will tell you which one is binded for the ragdoll. Now for collisions: to specify how big the collider of a limb should be, the user will have to specify the size and what bone it belongs to in the fbx. Most MMD and PMX files already come with this information so it is just a matter of renaming and tweaking sizes before exporting:
Image above shows highlighted the capsules that specify the limb's physics colliders. To make it easier, you will only need to specify half of the capsules. The other side will be mirrored automatically. Once this is complete, you will be able to move onto the ragdoll editor:
The menu UI for the ragdoll editor is not complete but it will display information to help you know if a bone is missing a collider. At the moment the colliders are properly imported but they are not connected to each other yet. So the ragdoll just turns into a soup of physics as shown above.
Things are sailing smoothly so far.
Stay tuned!