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Question by Sveyh · Apr 12, 2014 at 11:43 AM · prefabragdollbone

Unity3D enemy AI ragdoll

Hello guys, I got a problem with my enemy AI / ragdoll, when the enemy AI dies, he gets replaced by a prefab(ragdoll) and that works perfectly except one thing, the ragdoll spawns in the T-position and how would I do to fix that so the ragdoll spawns in the exact position as the enemy AI.

Ima post my damage/spawn Ragdoll script below

 {
     public GameObject RagDoll;
     public float RobotHealth = 100f;
     
     void OnTriggerEnter(Collider other)
     {
         if (other.gameObject.tag == "Bullet") 
         {
             audio.Play();
             RobotHealth -= 20f;
             if(RobotHealth == 0)
             {
                 GameObject go = Instantiate(RagDoll, gameObject.transform.position, gameObject.transform.rotation) as GameObject;
                 Destroy(gameObject);
             }
             
         }
     }
 }


The AI script I'm using is from AronGranberg (The A* AI, the free version).

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Answer by Kavorka · Apr 15, 2014 at 10:03 AM

To get a nice transition you also need to transfer momentum to the ragdoll. Try this webpler and see if it is what you want.

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Answer by AlucardJay · Apr 14, 2014 at 05:45 PM

This is a method from the 3DBuzz Third Person tutorial :

 // * in the method that creates/enables the ragdoll *
 
 // we are looking for our skeleton's root node e.g. pelvis (mine is Bip001)
 var characterPelvis = transform.FindChild("Bip001");
 var ragdollPelvis = ragdoll.transform.FindChild("Bip001");
 
 // match the ragdoll's skeleton to the character skeleton
 MatchChildrenTransforms(characterPelvis, ragdollPelvis);
 
 
 // recursive method to position and rotate all ragdoll limbs to player limbs
 void MatchChildrenTransforms(Transform source, Transform target)
 {
     // march through the skeleton hierarchy matching joint rotations
     if (source.childCount > 0)
     {
         foreach(Transform sourceTransform in source.transform)
         {
             // find the relative body part in the ragdoll
             Transform targetTransform = target.Find(sourceTransform.name);
             
             if (targetTransform != null)
             {
                 // match position and rotation
                 targetTransform.localPosition = sourceTransform.localPosition;
                 targetTransform.localRotation = sourceTransform.localRotation;
                 // recursion
                 // position and rotate each child of this body part
                 MatchChildrenTransforms(sourceTransform, targetTransform);
             }
         }
     }
 }
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