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Have an empty's position follow one of it's children's positions?
I am creating a physics-based ragdoll character made out of GameObjects, and I need the Empty that all of the ragdoll is in to follow the character. Is there any way this can be achieved?
Answer by Cynikal · Jul 19, 2018 at 09:14 PM
You can make the empty a child of the player, or you can just in the void Update() function, set it's transform.position = whatever.transform.position;
I don't think that would work, since I am using the empty as "The player" and the GameObjects are inside of it. Also having it move to a child's position would cause it to move the whole character.
Answer by kalen_08 · Jul 19, 2018 at 09:30 PM
In the animator I think is where it is. Turn on where it say IK which is Inverse Kinematics which calculates that kind of thing as far as I know.... You have created the rag do using the Unity Template right?
It is not using an Armature at all, so no. I set it up with Configurable Joints and Hinge Joints. I plan to create a custom method of character control completely physics based. It is basically physics GameObjects inside an Empty.
If you move the parent object then the others will follow, I don't know how you'd coordinate all the movements though. believe that the normal character is physics based. If you import Standard Assets > Characters then select Ethan (the character) and on his model select Configure, then you have almost complete control over him. You can change the range of motion and speed(I think) as well as many other things. The Inverse $$anonymous$$inematics and Root $$anonymous$$otion uses the average weight of the object (based on gravity therefore physics) to calculate the positions of all the joints. Unless you are an advanced programmer looking for a challenge I would recommend using the normal character Ethan and from there edit him to how you like seen as Unity already has provided you with the tools to accomplish such a thing.
Thank you! I am really trying to develop a new character control system though. I have seen similar control methods, but I want my game to have a very unique style. I will look into other solutions though. Again, Thank you!