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Question by Broseph1010 · Aug 10, 2018 at 11:02 PM · animationphysicscharacterragdolljoints

How should I make a animate fully physics based Active Ragdoll?

First, let me explain what I mean. When I say fully physics based, I mean everything is physics(Walking is based on foot planting, etc) I already thought of how I will do everything besides the Joints and Animation of it. The animation of it depends on what joints I will use, since HingeJoints have 1 axis, but have a Target Position, and Character joints have 3 axes, but no Target position. Configurable joints are also an option. It would be desirable if I could use CharacterJoints, I already set the character up with CharacterJoints. Any ideas on how I could animate it, but it still follows the physics of it's joints? Sorry if this is confusing. I don't need a script, just a way to approach this problem would be great.

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