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This question was closed Jun 28, 2015 at 01:57 PM by meat5000 for the following reason:

The question is answered, right answer was accepted

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Question by Ibzy · Jun 26, 2015 at 11:22 PM · physicsragdoll

Why is my Ragdoll so heavy headed?

I've just followed a couple of tutorials to get my enemy model rigged with a ragdoll. When I kill the enemy I deactivate the animator component causing the ragdoll to take control of the physics and causing a collapse to the floor.

Whilst this does work, it looks as though the Ragdoll is "too heavy" and slams to the floor like its turned to lead. I have tried reducing the mass in each of the rigidbodies but without much luck - tends to make him faceplant the floor regardless of the head mass being 0.

Any ideas where I've gone wrong?

Cheers

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avatar image meat5000 ♦ · Jun 28, 2015 at 12:26 PM 0
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"Bump" a question by adding more information, only.

If you've received no interest, it is usually because the question is too vague.

avatar image UY505 · Jun 28, 2015 at 12:31 PM 0
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Haha! What a coincidence lol. I just got over the flu and my head was really heavy like all week! And just then I was thinking about how awesome it is that I don't have a heavy head anymore (it made me feel like i was gonna tip over lol) and then BA$$anonymous$$! i see your question about a ragdoll having a heavy head lol

avatar image Ibzy · Jun 28, 2015 at 12:57 PM 0
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@meat5000 - Too vague? how specific do I need to get for somebody too know if they've any useful information on the subject? I specify I am using a Ragdoll, and that it is collapsing very "heavily" to the floor even with no mass.

The bump was valid as it was on page 11 with only a handful of view. Nobody would be sifting through questions as far through as page 11!

If the question is too vague, or people would need more information, they ask for more information: "what's your gabobject setup like? what script are you using to trigger the collapse" etc, but as nobody has asked these, I imagine they're not actually that relevant.

Next time I'll just create a duplicate question ins$$anonymous$$d then - much cleaner...

avatar image meat5000 ♦ · Jun 28, 2015 at 01:00 PM 0
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We dont like bumping on UA, its not a forum. Was just being helpful, not critical.

I am telling you that if you wish to bump, do it in a way that is not so obvious as you going "BU$$anonymous$$P".

avatar image meat5000 ♦ · Jun 28, 2015 at 01:09 PM 1
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Anyway, other useful information could include things like a screener of your rigidbody. This would show us your drag factors etc. $$anonymous$$ake a gif of the effect you speak of so we can see the thing hitting the deck.

Dont over-estimate the interest levels of people :) If the question doesnt grab them they wont bother :) In your question there doesnt seem much hope of a short, snappy direct and quick fix so a lot of people wont bother asking for more info. They assume its going to become a discussion question.

There seems to be an amount of guesswork involved here so narrow it down with a good rundown of the things youve tried.

I'd start with adjusting drag.

Also I remember reading something about some kind of Residual velocity (bug) that seems to persist when changing a rigidbody between $$anonymous$$/non-$$anonymous$$ and ragdolls etc. This means that the object seems to have already accelerated even though it has only just started moving and shoots off in some direction.

You could try zero-ing your velocity or applying an upward force to counteract the residual velocity after the ragdoll has kicked in.

$$anonymous$$ake sure the ragdoll is not active when user has control. This could be responsible for miscalculations in the velocity.

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Answer by Ibzy · Jun 28, 2015 at 01:53 PM

Well, setting the Rigidbodies to non-kinematic then enabling them on death appears to have worked.

And to think, it came from a "BUMP" :P

Credit to @meat5000

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avatar image meat5000 ♦ · Jun 28, 2015 at 01:57 PM 1
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Thank you very much. Glad you got it sorted.

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