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Changing Execution order of Animator so it can blend with Physics
I'm trying to make an effect that a ragdolled character controlled by an animator also affected by the physics collisions. Similar to this game: Crazy Shopping.
The problem is animator controller overrides every change that happens in the Fixed Update or internal physics update (even when the animator update mode set to Animate physics).
I think this can be achieved by some how changing the order of execution of the animator so it can happen before physics update. This way physics can affect the animated object. There are solutions like using a second object which contains the ragdoll and in the LateUpdate you can set the positions and rotations of the animated object which works ok but not the thing in my head.
ActiveRagdoll by MetalCore999 is a really great work which i would love to learn how it works in behind.
How can i achieve this i don't even know if my solution would work properly?
Do you have any suggestion or a different way of thinking. I would really appreciate a road map on this.
You could try animating a "ghost" character that rigidbodies try to follow. For a good "follow" script, I would suggest using Vector3.SmoothDamp, but only without setting the position to the result, ins$$anonymous$$d setting using it to set the velocity.
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