08-11-2019, 02:44 PM
Hi!
Recently I was practicing with making some ragdoll simulations with PhysX, here is a thread of what I made last time: http://forum.tyflow.com/thread-869-post-...ml#pid3143
What I am about to next is have a character with long arms and legs simulated with PhysX, but I want that the character's pelvis is perfectly locked in space. As if it was glued against a wall, and all the other bones fly and collide around.
I've been trying for a few hours now and it's so frustrating to feel so absolutely clueless of where to look for a solution.
My best guess would be to make the first particle created with the Actor component with the "locked position X Y Z" activated in PhysX Shape component. But as far as I can see there is no way to split rig particles into different PhysX components, or is there?
Thank you very much for your time!
Recently I was practicing with making some ragdoll simulations with PhysX, here is a thread of what I made last time: http://forum.tyflow.com/thread-869-post-...ml#pid3143
What I am about to next is have a character with long arms and legs simulated with PhysX, but I want that the character's pelvis is perfectly locked in space. As if it was glued against a wall, and all the other bones fly and collide around.
I've been trying for a few hours now and it's so frustrating to feel so absolutely clueless of where to look for a solution.
My best guess would be to make the first particle created with the Actor component with the "locked position X Y Z" activated in PhysX Shape component. But as far as I can see there is no way to split rig particles into different PhysX components, or is there?
Thank you very much for your time!