Complex setups in Godot: Ragdolls
This is my complete guide on how to setup ragdolls in Godot, including the theory and knowledge necessary to understand how it works. I aim to take the frustration out of taking advantage of Godot's powerful ragdoll system by fully explaining its features and quirks. Links Godot's ragdoll system guide: https://docs.godotengine.org/en/stabl... Godotneer's transforms video: • Transforms in Godot - elegantly solve game... Godot Skeleton3D docs: https://docs.godotengine.org/en/stabl... Godot SkeletonModifier3D article: https://godotengine.org/article/desig... P2Design AOR2: https://www.p2design-academy.com/p/th... As always the code for my game is open source, but isn't guaranteed to be in the same state as what I presented in the video since I keep working on it. I didn't discuss any scripts in this video, but here's where I activate the ragdoll state (after disabling the AnimationTree): https://github.com/emitc2h/project-fu.... Timestamps 00:00:00 - Intro 00:01:20 - Godot's ragdoll system guide 00:02:00 - Contents of the video 00:02:42 - Godotneer's Godot Transforms video 00:03:35 - Global coordinate system 00:05:07 - Placing a prop in the game world 00:06:17 - Transform 00:06:57 - Local coordinate systems 00:09:37 - Unraveling transforms 00:10:37 - How this applies to Node3Ds 00:11:41 - How this applies to skeletons/armatures 00:12:41 - Modeling the toy example 00:14:08 - Armature display settings 00:14:36 - Bone anatomy 00:16:48 - Bone hierarchies 00:18:56 - Bone roll 00:20:11 - Completing the skeleton 00:22:16 - Plug for P2Design (again!) 00:22:59 - Deformation vs. control bones 00:24:03 - Skinning 00:26:36 - Pose transform vs. rest transform 00:28:39 - Imported skeleton in Godot 00:29:22 - Bones as data 00:30:34 - Skeleton3D in the viewport 00:33:15 - Bone transforms in the inspector 00:35:26 - get_bone_global_pose() 00:37:14 - How an AnimationPlayer controls bones 00:39:39 - Setting bone transforms through code 00:40:16 - SkeletonModifier3D 00:42:24 - Ragdoll Setup 00:43:30 - Physical Bones 00:44:55 - How the physical bone transform comes about 00:48:22 - body_offset transform 00:51:49 - unnecessary bones & missing bones 00:53:31 - Hinge joints 00:58:45 - None joints 00:59:20 - Custom collision shapes 01:03:09 - Concave vs. convex collision shapes 01:06:08 - Generating convex shapes in Godot 01:08:09 - Conservation of global transform in the editor 01:09:22 - Reusing the same collision shape for other bones 01:10:34 - Collision shape rotation 01:11:40 - Would I need an import script? 01:12:19 - Result in game 01:13:02 - Jolt for better results 01:13:48 - Send-off

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