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

LethnLethn Posts: 99Member
in 3D

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.

Comments

  • LethnLethn Posts: 99Member

    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.

  • LethnLethn Posts: 99Member

    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.

  • LethnLethn Posts: 99Member

    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.

  • MegalomaniakMegalomaniak Posts: 4,803Admin

    looks like vertex weight assignment problem perhaps?

  • LethnLethn Posts: 99Member
    edited May 14

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

  • LethnLethn Posts: 99Member

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

  • MegalomaniakMegalomaniak Posts: 4,803Admin

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

  • LethnLethn Posts: 99Member

    Not that I can see.

  • LethnLethn Posts: 99Member

    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.

  • LethnLethn Posts: 99Member

    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.

  • LethnLethn Posts: 99Member

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

  • LethnLethn Posts: 99Member

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

  • GowydotGowydot Posts: 122Member

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

  • LethnLethn Posts: 99Member

    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.

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