• 3D
  • Legs seem to be static in ragdoll setup, why is this?

Been poking at the engine for awhile now and I'm running out of ideas, here's my general setup, I tried making the various leg bones children of the active physical bones but that didn't seem to work either.

Oh wait! Nevermind, I've been an idiot, it turns out that the colliders are moving by themselves separate from the mesh which is why the legs aren't moving. Will post a solution if I work it out by myself, not 100% sure why it hasn't skinned properly yet though.

Hmm, I can't think of what's causing the issue with the skin not following the physical bones beyond there maybe even being a bit of a bug going on in Godot? Would appreciate someone commenting if they've run into this problem before. The only other thing I could think of is maybe I need to check the weight painting of my skeleton in Blender and re-import to see if that does anything but I don't think that's the issue either.

I'm going to try an even simpler humanoid mesh and reduce the amount of bones to see if that makes any difference to the skinning behaviour and debug this some more, that should help me break down the problem.

looks like vertex weight assignment problem perhaps?

So is this something to do with Blender? Might need to look into that.

It's strange, the weight painting did have some effect, but this hasn't gotten rid of the overall problem of static legs.

might the legs have another duplicate vertex group applying to them?

Okay I may have found something odd, there was an unapplied armature modifier and I've reimported the model and the whole hierarchy is different, will do some fiddling and see what happens.

I think there might be some kind of link between the armature modifier in blender and the way it's exporting to Godot that might be causing some strangeness.

Can't add child 'Physical Bone RKnee' to 'Skeleton', already has a parent 'Skeleton'.

Running out of ideas on this weirdness again I'm afraid.

Maybe start a new test project with a new rig of just torso and legs then work your way upwards

That might be the only way, I'd like to know for sure what's going on though so I can make sure I don't have to deal with all of this again. Maybe if I do purely manual weight painting that might be a factor in what's causing the strange skin issue as I did start off with an automatic weight paint. I'd be very surprised at this point if it was purely a blender problem.

10 days later

Oh I am on a problem solving roll today! Another bit of a necro but I found out what was causing the issue with the bones. It turns out that for some reason Godot wasn't assigning the physical bones' parent properly and my R.Hip and L.Hip in the skeleton bones list was -1. When I changed that number it fixed and all of a sudden the physics was doing stuff. It looks like it was nothing to do with my blender setup and fixing up the bones myself as well as the parent order is the way to deal with it.

Extra note, I ended up following this rigging tutorial and the armature setup seems to behave a bit better with Godot's importing.

This might be the way to do it, I just wish I understood what causes the majority of the weirdness in Godot when it came to generating the skeleton and so on.