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What is best way to do biped ragdoll dismemberment?
This is a human scale model fully rigged and divided into body parts with Mecanim system applied inside Unity. As dismemberment and biped ragdoll are applied things like on image 2 happen. The vertexes are still weighted to the disconnected bone. What is the best way to make body parts disconnect?
The problem doesn't happen if the elbow part between hand and torso parts is removed. That looks like solution, but adds more work and makes part of arm disappear.
Is the solution in vertices weighting? How to do this? Any other ways how to solve this?
Looking forward for help.
here a thought, try un- parent the bones?,
alternatively, ins$$anonymous$$d of separating them, disable parts separately then instantiated "dummy" parts. thus, it appears they have been separated and you down have to worry about the bones..(since there is no longer a bones for it)
also your images aren't working, try re-uploading.
Thanks for the answer. I've made similar topic on forum. Please check it for the [Attachments][1], but they seem to work for me here. [1]: http://forum.unity3d.com/threads/215447-What-is-best-way-to-do-biped-ragdoll-dismemberment
Your suggestion solves one part of a problem. If you only want to make a limb fly off you can do that, but bones are required for ragdoll to work. So I'm looking for the solution, where bones will stay.