ever so fun playing with rag doll. Here’s more tests!
anim only
ragdoll only
baked
I probably will go back to rig to adjust the solver for better definition. There should also be another crab grabbing poor goldfish ( Truong) btw, this is maya2023…
Looking at your videos, I get the feeling that physics is being forced quite heavily by worldspace pose stiffness and Pin Constraints. I took this for a spin to see whether it’s possible to let physics have a little more influence and came up with this.
The only thing animated here is the motion path, to which the head is constrained. The rest is vanilla physics. You’ll noticed the head is Pin Constrained, and that it’s the pin that’s following the motion path. The rig itself has also been constrained, but that’s just to keep the controls visually closer to the sim and doesn’t actually affect the result.
It could be improved further by assigning to the underlying joints of this fish instead, as a lot of the controllers are driven by multiple parent controllers. Which makes sense if you were hand-animating these fins. The fins are also flat, which would be replicated with flat boxes or flat meshes. In this case, I only made the front fins flat. The result of leaving the others as capsules is that they twist as easily as they spin which isn’t accurate and looks a bit off.
In your videos, it also looks like your capsules are too narrow, that they don’t represent the volume of the fish. This can cause both unnatural motion but also heavily different masses between the capsules. So long as they match the fish, you’ll get the behaviour of a fish. If they match that of a piece of jewelry or a bush, they’ll act accordingly.
hmm, they kinda work when I tried on an empty scene at origin.
the only thing i do different this time is baking ragdoll animation so the controls and ragdoll is matching position.
Yeah, the native ones, that are visible on the motion path - could not find a size adjustment anywhere.
But, actually , more importantly, wanted to ask how did you constrain the head’s Pin Constrain to the motion path? I can see your Pin Constrain is in some group, while the default Ragdoll Pin is created without the group. So it does not let me attach the Pin to the Motion Path.
The scene file is attached above, you can take a look.
The Pin Constraint is a normal Maya transform, you can constrain it like you constrain any transform or control or joint to any motion path. You can parent it under a new group as well, and constraint that instead. I think that’s what I may have done? Such that you can move the pin constraint around after it has been constrained.
When it is constrained, it will be constrained to your character control. So you can also attach your control to the motion path, and the pin constraint will follow.