How to prevent ragdolls from spazzing out when colliding with object
#1
Bug 
Hi,
I've been breaking my mind on this for the past couple of weeks, and honestly I kinda gave up at this point.
I have this scene, where a car rams into a bunch of zombies. For some god forsaken reason (that's probably dumber then I think), they keep on spazzing out into outer space whenever they get hit, or they simply stretch out like cheap aliexpress slinkies.


I've attached a video of the issue, my flow, and a link to the scene files.



[Image: dOjzxeP.png]
Scene file: https://we.tl/t-OsB9PUEPBC

Thank you all.
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#2
Hi,

Unfortunately your zombie rig isn't setup properly to be converted into ragdolls. This likely isn't your fault, as the rig appears to be a Mixamo rig and the issue with Mixamo rigs is that the bones that come through from their FBX files are just helper dummies...they don't have any mesh or dimensions that allow them to be converted into anything that the PhysX engine can use for bindings or collisions. So, since the PhysX engine has no mesh to operate on, when you convert to PhysX nothing is happening...the particles remain 'dumb' particles and just fly off in all directions, rather than being converted into rigidbodies that act as joints and colliders.

I haven't used Mixamo rigs enough to know if there's an obvious workaround...maybe there's a setting in the FBX importer which allows you to import bones as max bones instead of helper dummies? That would be something you could look into....basically anything that would give the rig's bones a mesh of some sort would be enough for them to convert to PhysX rigidbodies...
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