Took a crack at this, and this is how I would approach it.
flyingcarpet_imported.zip (812.1 KB)
In a nutshell:
- The rig is parent constrained to the ground
- The ground is attached to a motion path
- The Ragdoll hip is reparented to the ground
- The Ragdoll hip has
Translate Motion = Soft
- The Ragdoll hip has
Pose Stiffness = 0
, this leaves the hip following the ground by translation only - The Ragdoll hip and head has a Pin Constraint each, unparented, with
Translate Stiffness = 0
, this makes the hip up-right as the ground spins about
And that’s pretty much it. The speed at which the ground + rig is moving won’t matter here, since their connection is a reparenting. That’s subtly different from having him following the ground with a Pin Constraint.
I’ve uploaded the scene above for you to play with and look at the settings. The two distance constraints are made the the ground, rather than those spheres. I added the spheres to visualise where they were attached. In retrospect, actually assigning and constraining to the spheres would enable you to move the sphere around which would move the constraint pivot around, which would have been a little easier than fiddling with the parent and child offset.